[AP] Curse of the Crimson Throne by GMs Rutseg, Zek and Snowheart (Inactive)

Game Master Balacertar

COMPLETED

Maps
Info
Bashiel's Loot Table
Commanded creatures


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[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

A plan is a plan. Let’s give us one more round to group up and then do it.

Dark Archive

Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26

Great...I'll work my way out with Zamanda.


Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

Could we just tie the maidens up and maybe gag them, rather than knocking them unconscious? It might be good for them to see us heal the patients and help them understand that they have been duped. ... I get it if we have to knock them out. Just a thought.


Maps | Info | Bashiel's Loot Table

You could revive them afterwards, but I don’t think it makes sense for them to just stand there while you tie them up.


Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

Okay. I just wasn't sure of the effect of the spell and what all we could do. Makes sense.


Maps | Info | Bashiel's Loot Table

Alrighty, I realize this is a super fast turn around time (again), but... you're supposed to be level 7 before going further. With that in mind - and in the interest of avoiding a TPK due to y'all being underleveled - you all just reached level 7!

Woohoo! You'll have new spells and abilities immediately, but spell slots you've already used for the current in-game day will still be considered used until you rest.


[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

Yay! I needed this level! Now Kalem can deal with invisible enemies

Hp: 1d10 + 1 + 1 ⇒ (6) + 1 + 1 = 8
BaB: +1
Saves: Nothing
Spells: +2 lvl2 spells
Lvl 2 Spells Known: See Invisibility, Heroism (via Urban Bloodrager)
Feat: Lvl 7: Extra Rage Power - Beast Totem (+2 natural armor when raging)
Rage: +2 rounds
Skills: +4 (all into Sense Motive)

So now? For 70 minutes Kalem gets +2 to all attacks, saves and skills. And if an enemy goes invisible he can see them. He can also see invisible foes for 70 minutes. Plus raging now makes his AC better too.


[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

GM: Planning for the future. Are you alright with the Horizon Walker prestige class? At lvl11 Kalem would get immunity to Faitgue and Exhaustion (Huge!)

But it would cost him a feat (endurance) and two levels of minimal benefits. It would also mean losing all spellcasting progression. So it would be a long term payoff.

Is this alright with you? If not that’s ok and I’ll stick straight Bloodrager.

Dark Archive

Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26

It's always fun to level! Yay!

Level 7:
Class Taken: Mesmerist
Class Feature Gained: bold stare
Hit points Gained: 1d8, + 2 Con, +1 favored
Skill Points (5+1): diplomacy (1), intimidate (1), perception (1), stealth (1), spellcraft (1), use magic device (1)
Feat: greater spell focus (enchantment)

A couple things to note:

1. My stare now gives -2 to Attacks and -2 to Will saves
2. My claws now paralyze for 1d4+1 rounds instead of 1 round
3. 3rd level spells! Yay!


ASCENDED Male Human Paladin (Ghost Hunter) 16 |AC:41 T:16 FF:39 CMD:34 | HP: 141/156 | F+21 R+15 W+19 (evasion)| DR 5/evil | Init +2 | Perc +22 | GS:4/6 LoH:11/13 AB:3/4 HRW:3| Active Status:: (Aura, 10ft: +4 vs. fear, +4 vs. charm, +4 compulsion), <>

Bashiel's next Paladin Level:
Level 7
HP: 1d10 + 1 ⇒ (8) + 1 = 9 nice!
BAB +1
1 2nd level spell slot! (Wow are 2nd level paladin spells great)
Skill Points +5 (2 Base, +1 INT, +1 Human, +1 FCB): -pending-
Feat: -pending-
+1 Use of Ghostly Smite

@Zek: So I've been sifting through all the feats for stuff that's really on-flavor for Bashiel and came across Channel Spirit, which allows him to conduct a seance like he was a medium, and gain the benefits of a spirit for 1 hour per character level. Sounds totally on-theme, since it allows Bashiel to call upon his ancestors to help him. Unfortunately it also says:

Quote:
At the end of the duration, the spirit takes over your body, and you become an NPC under the GM’s control for a duration equal to the amount of time the spirit possessed you.

This is a big old 'you don't get to play for a while'. I'm not sure how it would even work in PbP, other than me taking a break for a few weeks while Bashiel is an NPC. Any thoughts on how I could use this feat, or is it just a no-go?

I have other feat options I'm considering that still fit the spirits/ancestors theme, but this one is the biggest slam-dunk.


Maps | Info | Bashiel's Loot Table

Kalem, I don't see a problem with that prestige class at first glance. Though I have to agree a lot of that prestige class will be of minimal benefit. I think you might be overestimating the number of time fatigue will be an issue, but it doesn't seem overpowered, if that's your concern. If anything, it seems like a lot of investment for not enough payout, but that's just my two cents.

Thank you for the things to note, Ilsa!

Bashiel, the feat seems fine. After the spirit takes over your character, you can just check in every month or so to see if you've regained control.
...just kidding! ; ) Because it's so thematic, I would like to make it work, obviously without the losing control aspect. I wasn't very familiar with the Medium class (and still am not), but my initial thought after reading over the benefits is to just make all the +2 benefits +1 instead and remove the 'getting taken over' part of the feat. Does that seem reasonable?


ASCENDED Male Human Paladin (Ghost Hunter) 16 |AC:41 T:16 FF:39 CMD:34 | HP: 141/156 | F+21 R+15 W+19 (evasion)| DR 5/evil | Init +2 | Perc +22 | GS:4/6 LoH:11/13 AB:3/4 HRW:3| Active Status:: (Aura, 10ft: +4 vs. fear, +4 vs. charm, +4 compulsion), <>

@Kalem:
I'm not Zek, but as a GM I've experienced the game-warping effects of rage-cycling from one of my players before. Immunity to fatigue/exhaustion is really strong on its own, but if a player starts taking advantage of popping in and out of rage to abuse 1/rage powers, encounters get... weird to balance.

I'd encourage you not to take advantage of this mechanical synergy if your goal is to start strength-surging every round. Otherwise, I think it's a fair trade - you lose some spellcasting potency and class progression but gain super relevant immunities for a bloodrager.

@Zek: Sounds reasonable to me. I'll jot a note down with the feat to make sure I don't forget.

So for Bashiel's level 7 -
5 Skill points: (+1 Diplomacy, +1 KN Religion, +1 Perception, +1 Spellcraft, +1 Use Magic Device)
Feat: Channel Spirit


[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

Rage Cycling:
Yeah. It’s rage cycling that is the issue. For example. From the top of my head:

Lesser Elemental gives +1d6 elemental damage once per rage. With fatigue immunity, that is a flat 1d6. Coupled with elemental and Kalem gets +2d6 damage per Hit. I’d plan to take advantage of that. As it’s cool to always have a hammer covered in fire and lightning.

One thing I won’t do is clear headed. As that becomes re-roll failed will save once per rage, which turns into once per round. That’s far too powerful. So wouldn’t cheese that.

Another issue with Horizon Walker that I see is this:

“At 3rd level, a horizon walker learns total dominance over one terrain he has already selected for terrain mastery. When dealing with creatures native to that terrain, the horizon walker treats his favored terrain bonus for that terrain as a favored enemy bonus (as the ranger class feature) against those creatures. This bonus overlaps (does not stack with) bonuses gained when fighting a favored enemy”

For Kalem, that means he’d get favored enemy against all creature native to urban environments at lvl14. Which is a flat +2 Hit and +2 Damags against just about every enemy we’d face.

——

Again though...if I stay Bloodrager I’d get Flight for free while raging. And pounce. And spells. And better Bloodrage. So...it’s a fairly big trade.

I just want to make sure the GM is aware and discussions are had before making choices like this


ASCENDED Male Human Paladin (Ghost Hunter) 16 |AC:41 T:16 FF:39 CMD:34 | HP: 141/156 | F+21 R+15 W+19 (evasion)| DR 5/evil | Init +2 | Perc +22 | GS:4/6 LoH:11/13 AB:3/4 HRW:3| Active Status:: (Aura, 10ft: +4 vs. fear, +4 vs. charm, +4 compulsion), <>

@Zek: Just catching up on the Loot Log over lunch, and we never got any information about the magical bottles and vials that Ilsa took out of Davaulus' room. We're obviously not sparing the time to ID them right now, but how many are there?


Male Elf Cleric/7 7d8+(14 con)+(7 fc)=Hit Points 59/59. Initiative: +6. Perception +4 Speed: Walk 30 ft. AC: 19 (+2 vs. evil) (Touch 12, Flat-footed 17, CMD 18, FCMD 16). Saves: Fortitude: +7, Reflex: +4, Will: +7.

I missed a lot.
HP: 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9
BAB: + 1
Channel energy: +1d6
One 4th level spell slot
4th level domain powers.
Skill Points: Diplomacy (1), Sense Motive (1)
Feat: Determined later


Maps | Info | Bashiel's Loot Table

One other note on Horizon Walker, Kalem: unless I'm misreading it, you wouldn't be able to take the Urban terrain to get the fatigue and exhaustion benefits you're looking for. You'd have to take desert.

Bashiel, I'm not sure you actually took any of the bottle and vials. In any case, none of them contained enough liquid or other substances to be of mechanical benefit.

Dark Archive

Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26

Regarding the bottles and vials, I thought I had detected magical auras on the work bench and put some things in my bag...

Did I misread that?


Maps | Info | Bashiel's Loot Table

There were trace amounts, yes, but the bottles were mostly empty. You could certainly have grabbed them (and they could be useful for researching blood veil) but they wouldn't be able to be used as potions or anything like that.

Also, Varor, don't forget that you have access to your new spell(s) immediately, so be sure to pick those out.


Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

Level:

+1 BAB
+6 HP (half+1 plus con, right?)

Get third level spells. Now I can fireball everything. :) [Err, well, only once a day actually.]

+9 skill points: Perception, Disable Device, Stealth, Diplomacy, Bluff, Appraise, Acrobatics, Climb, Sleight of Hand

+1 First level spell and +2 Third levels spells. Also taking advantage of the level to switch out spells as the DM offered (So I now have Silence).

Starting a Bardic Performance is now a swift action, so I should probably do that more often. :)

Level 7 feat: Rapid Shot


[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

@Zamanda: Nice! Swift action Bard Song is huge. And fireballs are always fun to be thrown around


ASCENDED Male Human Paladin (Ghost Hunter) 16 |AC:41 T:16 FF:39 CMD:34 | HP: 141/156 | F+21 R+15 W+19 (evasion)| DR 5/evil | Init +2 | Perc +22 | GS:4/6 LoH:11/13 AB:3/4 HRW:3| Active Status:: (Aura, 10ft: +4 vs. fear, +4 vs. charm, +4 compulsion), <>

Yeah, this is a big level up for a lot of us! New spell levels are sweet.

Shame about the vials/bottles. I also thought that Ilsa had gathered a bunch of bottles with an illusion aura. Unfortunately, that means we didn't pick up too much loot out of the Hospice. Maybe there'll be a lot more in this place?

We've been leveling up super fast, but it feels like we're pretty behind on treasure as a result. Maybe that's just my impression.


[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

Wealth? Rounded for ease

* Mithril Chainshirt (2100)
* Masterwork Earthbreaker (350)
* Cestus (5)
* Cold Iron Dagger (5)
* Cracked pink and green ioun stone (200)
* Wayfinder with cracked dusty rose prism ioun stone (1000)
* Cloak of resistance (4,500)
* Drake Mark (0)
* Ring of Protection +1 (2000)
* Amulet of Natural Armor +1 (2000)
* Fighter's Kit (10)
* 697.23 gold

Gold: 2100 + 350 + 5 + 5 + 200 + 1000 + 4500 + 2000 + 2000 + 10 + 700 = 12870

About 13,000 gold

Lvl 5 Adventurer: 10,500
Lvl 6 Adventurer: 16,000
Lvl 7 Adventurer: 23,500

So under WBL, but not too bad when we consider how quickly we leveled up. Kalem really just needs a decent weapon to replace his mundane hammer.


ASCENDED Male Human Paladin (Ghost Hunter) 16 |AC:41 T:16 FF:39 CMD:34 | HP: 141/156 | F+21 R+15 W+19 (evasion)| DR 5/evil | Init +2 | Perc +22 | GS:4/6 LoH:11/13 AB:3/4 HRW:3| Active Status:: (Aura, 10ft: +4 vs. fear, +4 vs. charm, +4 compulsion), <>

Bashiel's at:
2300+2150+400+1000+4000+~500+~300+~200+1412

Around 12500 gp, rounding up to the nearest 500.
Not sure where the loot was hiding, but we must've missed some if we were supposed to be level 7-ish coming into this dungeon. Pathfinder APs aren't shy about providing treasure, though they do tend to hide a sizable portion.

We're probably not critically undergeared at this point. Nothing some really powerful spells can't fix in any case. But I'll be keeping my eyes peeled OOC while we go through this dungeon.


Male Elf Cleric/7 7d8+(14 con)+(7 fc)=Hit Points 59/59. Initiative: +6. Perception +4 Speed: Walk 30 ft. AC: 19 (+2 vs. evil) (Touch 12, Flat-footed 17, CMD 18, FCMD 16). Saves: Fortitude: +7, Reflex: +4, Will: +7.

It’s really just because we’ve been rushing this adventure.


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Maps | Info | Bashiel's Loot Table

Varor is correct. Going back through the current book of the AP, there were a couple missions that GM Snowheart skipped over (which he actually mentioned doing at one point) that he deemed not as interesting. I don't believe that loot was ever accounted for at another time, so you're pretty much short two missions' worth of loot.

That said, there are 5 of you, so you're probably going to be a bit under WBL anyway. Still, that's definitely good to note and there's no reason I can't adjust up future loot you receive to bring you more in line with average WBL.


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Maps | Info | Bashiel's Loot Table

Something we should probably discuss sooner than later (and that I think we can do in tandem with the current scene in the gameplay thread) is your door-opening protocol. Specifically, I'd like y'all to come up with a standard door-opening protocol so we can streamline the process as much as possible. I don't think this has been discussed previously (please correct me if I'm wrong).

By door-opening protocol, I mean specifying what you want to do before opening a door - things like Perception checks, Detect Magic, etc. You can also decide on conditional things like what to do if you detect a trap or what to do if you detect magic but not a trap, that sort of thing.

Anyway, please discuss this as you have time. I'll create a 'door-opening protocol' template once everyone's reached a consensus.


Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

Zamanda has the Open-Close cantrip and can open doors from 40 feet away. I think Perception checks for traps are a good thing, but opening from a distance is generally safer, even with checks.


[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

That’s great! The alternative was Kalem tanking it


Maps | Info | Bashiel's Loot Table

That works, Zamanda. Y’all will also need to account for times when doors are locked, though.


[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

https://www.d20pfsrd.com/magic/all-spells/s/stone-shape/

Just need someone with this spell to make a new door.

Who needs to deal with a trap when you can go around it?


Maps | Info | Bashiel's Loot Table

lol. Don't think that would work as a long term solution, or in a long dungeon crawl. But it could definitely be situationally useful.


Male Elf Cleric/7 7d8+(14 con)+(7 fc)=Hit Points 59/59. Initiative: +6. Perception +4 Speed: Walk 30 ft. AC: 19 (+2 vs. evil) (Touch 12, Flat-footed 17, CMD 18, FCMD 16). Saves: Fortitude: +7, Reflex: +4, Will: +7.

Or in dungeons that are made of, you know, wood.


[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

That’s where Kineticists become so powerful. Being able to at-will reshape Terrain has so many uses :)


Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

How about when doors are locked, we go closer, do perception checks, I try disable device, and then if we get it unlocked, we back off and cast Open. If not, then Kalem tanks it (by his choice if he wants to... I'm definitely not mandating it).

Dark Archive

Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26
Zamanda wrote:
How about when doors are locked, we go closer, do perception checks, I try disable device, and then if we get it unlocked, we back off and cast Open. If not, then Kalem tanks it (by his choice if he wants to... I'm definitely not mandating it).

That works for me.


[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

Though if someone has the spell slot I would prefer to burn it on a lvl 1 summon. I’ll tank it if I have to. But which is better for the party?

Down a lvl1 Spell or Kalem being cursed?


Male Elf Cleric/7 7d8+(14 con)+(7 fc)=Hit Points 59/59. Initiative: +6. Perception +4 Speed: Walk 30 ft. AC: 19 (+2 vs. evil) (Touch 12, Flat-footed 17, CMD 18, FCMD 16). Saves: Fortitude: +7, Reflex: +4, Will: +7.

We will honor your sacrifice.


[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

By summoning something to open the door? :p

Have to say it, if you only want to melee then try a dex based warpriest. Right now you have almost (sans prayer) all you’re spell slots. You can cast command to make them drop their weapons. Hold person to paralyze them. You can cast bless on the party. Cast murderous command so they attack each other.

Want to blast them? Boneshaker is a solid damage spell. Spiritual weapon can do some work. Summon monster is *very* versatile. Put one next to the enemy caster and force them to deal with it instead of wrecking us.

Cant reach melee? Cast guidance on someone! Help Zamanda Hit with a +1 Bonus. It is better than doing nothing

You are a full caster with Str 13. You’re strength lies in you’re spells, not you’re scimitar. I *really* recommend that you take a look at the Cleric spell list and find some that appeal to you.

Failing that please make a solid close combat build. It’ll be better for you and the party


Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

Maybe he was joking. I thought it was sort of funny. :)

Can an unseen servant open a door? Probably, right?


[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

Elven Arsenal Champion Warpriest Warpriest

Traits: Fate’s Favored and anything (+1 luck Bonus)

Str (10) Dex (18) Con (11+1=12) Int (14) Wis (14) Cha (10)

Feats:
Lvl 1: Weapon Focus,
Weapon Finesse (Dex to Hit)
Lvl 3: Dervish Dance (Dex to damage), Pirrana Strike (power attack for dex)
Lvl 5: Dodge, Weapon Training
Lvl 6: Weapon Specialization
Lvl 7: Advanced Weapon Training Sacred Weapon

There. Full rebuild. With you’re masterwork scimitar:

+6 (BaB) +1 (Weapon Training) +1 (Weapon Focus) + 1 (Masterwork) +3 (Swift action divine favor) -2 (Pirrana Strike) = +12+7
Damage: 1d8+4 (Dex) +4 (Pirrana Strike) +2 (Weapon Specialization) +3 (Divine Favor) +1 (Weapon Training) = 1d8+10

That’s without other buffs, like cat’s grace and sacred weapon adding enchantment bonuses. It can be further optimized, as there is a way to gain bane as a standard action when needed.

——-

My point? If you want to be a priest who fight in close combat with a scimitar, you can be *very* effective doing so. Want to be a cleric who channels divine power? You can do so. But being a Str13 cleric who doesn’t cast spells and only fights in close combat? It isn’t working out


Male Elf Cleric/7 7d8+(14 con)+(7 fc)=Hit Points 59/59. Initiative: +6. Perception +4 Speed: Walk 30 ft. AC: 19 (+2 vs. evil) (Touch 12, Flat-footed 17, CMD 18, FCMD 16). Saves: Fortitude: +7, Reflex: +4, Will: +7.

Yes, that was a joke.

But on to serious matters. Is my stat allocation really such a bother? I get the complaints of Varor as a character and I’ve been trying to fix them, but is this really a “need to talk” issue?

I’m genuinely concerned about this is because I believe this is the third time you’ve given me a rebuild. If this is really such a problem I’ll change my build so that everyone can have one less problem to focus on and so I can stop hearing about it. I just want to know what exactly is so wrong.


[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

You’re build is 100% fine, wis14 is more than enough. It’s just that...how many spells have you cast? Prayer recently, but that was the party’s plan. Every combat you mix it up in melee, swinging your scimitar. If that’s what you want to do, that’s totally fine. But the party could use a cleric. If you can’t get into combat throw us a bless or guidance. Guidance especially costs no resources and can help our archer/melee.

And sorry, don’t mean to offend. Was annoyed as I am planning to tank traps, asked for help with said traps and got the joke in response.


Maps | Info | Bashiel's Loot Table

Zamanda, yes, assuming the door was unlocked, an unseen servant would do the trick.

Kalem and Varor, I'm perfectly fine with y'all discussing builds and such. If you just want to discuss ways Varor can help with his current build, that works. Varor, we can work on the details as well if you want to rebuild.


Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

Okay, good. We have a plan for traps (unseen servant), a plan for locked (I try to disarm it), and a plan for unlocked (we open it with my cantrip from 40 feet away).

Our only non-plan is if I can't unlock it. No unlock, no trap seems easy... someone bashes it. No unlock plus trap is harder. Maybe see if we can set off the trap from afar and then bash it? Don't know.


Maps | Info | Bashiel's Loot Table

Alrighty, here's my preliminary template for door-opening. Please let me know if I should adjust anything. Zamanda's quandary still needs addressing as well.

Door-opening protocol:

dice=Perception (Bashiel)]d20+9[/dice]
dice=Perception (Ilsa)]d20+9[/dice]
dice=Perception (Kalem)]d20+8[/dice]
dice=Perception (Varor)]d20+4[/dice]
dice=Perception (Zamanda)]d20+13[/dice]

Detect Magic

dice=Zamanda Disable Device]d20+13[/dice] (for non-magical traps)

Unseen Servant - traps

Open/Close - unlocked doors

No unlock, no trap - bash the door in

No unlock plus trap - ?


ASCENDED Male Human Paladin (Ghost Hunter) 16 |AC:41 T:16 FF:39 CMD:34 | HP: 141/156 | F+21 R+15 W+19 (evasion)| DR 5/evil | Init +2 | Perc +22 | GS:4/6 LoH:11/13 AB:3/4 HRW:3| Active Status:: (Aura, 10ft: +4 vs. fear, +4 vs. charm, +4 compulsion), <>

That door-opening game plan sounds good to me! I just noticed that the perception bonuses in that macro aren't quite right (+10 for Bashiel, +14 for Zamanda, +10 Ilsa). But otherwise seems good as a general plan.

I do think we need an anti-trap measure. Maybe we can pick up a wand of summon monster I as a group anti-trap tool. Summon the creature right where we're worried about a trap.


[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

Good idea! Works for me


[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

So, that last fight. We had one door and three characters rushing to get into melee. Bashiel got in first, who made way for Kalem. Then Varor ran in and blocked Kalem off. Bashiel luckily had a reach weapon to stay in the fight.

So, I’m thinking that I need a reach Weapon too. But I don’t like the image of someone carrying multiple large weapons. Any advice on reach weapons which could realistically be easily carried as a backup?

Also when we get a chance I’ll be buying some Ranged weapons, lest that come up as a problem as well.


Maps | Info | Bashiel's Loot Table

Door-opening protocol:

dice=Perception (Bashiel)]d20+10[/dice]
dice=Perception (Ilsa)]d20+10[/dice]
dice=Perception (Kalem)]d20+8[/dice]
dice=Perception (Varor)]d20+4[/dice]
dice=Perception (Zamanda)]d20+14[/dice]

Detect Magic

dice=Zamanda Disable Device]d20+13[/dice] (for non-magical traps)

Unseen Servant - traps

Open/Close - unlocked doors

No unlock, no trap - bash the door in

No unlock plus trap - ?

I updated the Perception checks, so they should have the proper modifiers now. Thank you for pointing that out, Bashiel. Assuming everyone's good with the template as listed above, that just leaves the 'no unlock plus trap' problem to deal with. You can certainly look into purchasing a Summon Monster wand after this, but that still leaves what to do in such cases during your current basement exploration.


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Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

Would tiny creatures set off a trap on an unlocked door... or a swarm? Some traps maybe not, if they are pressure plates, but if they are magical proximity things, then yes, right? I mean, I don't want to sacrifice bunnies for a trap... but better than sacrificing Kalem. I have summon minor monster and summon swarm.

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