| Joana |
Joana wrote:Wander Weir, the third alternate from the original recruitment, left the Paizo boards entirely about a year ago.Wasn't aware of that. I liked him :).
As did I. It left a huge hole in Navior's games that we honestly haven't recovered from. He was both a reliable poster and an excellent roleplayer.
| Joana |
Okay, Kieran moved to -A 34, I presume, to flank with Qhude? But Qhude previously moved to C 31 to employ his reach weapon, right? And a halberd isn't a reach weapon, so the goat-headed demon would have had to move to B 31 or something to attack him back? Getting confused as to where everyone is. I was thinking to Bit of Luck, but it doesn't look like anyone but Jakob's adjacent.
| Ansha |
I would assume the horned/goat demon moved to B31, with Kieran moving to flank in A31 and the tiny winged demon-turned-wolf moving to A32 to attack. Otherwise, I guess Qhude moved to C31, the goat-demon moved to B32, and Kieran moved to flank in A31 opposite Tebati and the demon-turned-wolf moving to A32 to attack Kieran.
Yeah, it's getting confusing.
| DM Alexander Kilcoyne |
Have I ever said that I dislike that Ansha's Charisma isn't 17+? Because that's probably where it's going to go. It's really, really non-optimal, but....
I would consider allowing Ansha to become an Arcanist from the Advanced Class thing, once its a bit more finalised. I recall that the class had uses for both intelligence and charisma. Is that of any interest to you?
On that note, Qhude may want to take a look at the Brawler.
| Qhude |
I like most of the new classes in the ACG, but I'd agree that the Brawler is a very good fit to how Qhude was originally envisaged.
But that being said, I'm quite happy with how the rage and control elements have played into Qhude's RP along the way - so I'm very happy to keep him as a Barbarian.
I appreciate the invitation to look over it though AK :)
The class that's actually growing on me the most out of the book is the Hunter - letting the Hunter share teamwork feats with his animal companion has a lot of potential.
| Joana |
What, no offer to let the shamaness retrain to Shaman? ;P
Mostly kidding. While a wind or waves shaman would be interesting, it wouldn't be Tebati. She's used Bit of Luck and her extra 10 feet of speed too much.
Arcanist looks intriguing, although I haven't downloaded the revised playtest, just read the summary of changes. I'd love the Swashbuckler to work out, but the odds look against it at this point. Too many fiddly options that you can only use one of per round, too many necessary ability scores for point buy to spread around, and a flat refusal to give Cha to saves a la Divine Grace. The only stat you can afford to dump mechanically is Int -- and that runs counter to the image of the witty swordsman. And I dislike the recharge mechanics relying so much on the luck of the dice. I kept track for my Legacy of Fire character due to the achievement feat, and in 5+ levels of play, I only confirmed six crits while two-weapon fighting. Rarely got in the killing blow, either, as we had an enlarged gnoll barbarian running around finishing off her opponents just to be an insufferable show-off. :P
| DM Alexander Kilcoyne |
What, no offer to let the shamaness retrain to Shaman? ;P
First i've even heard of the Shaman class. I haven't even had a chance to read through the document myself. I just catch bits of discussion here and there when I browse the forums.
From what i've heard of the Swashbuckler its powerful in later levels but agonising in early ones.
| Joana |
Shaman's a witch/oracle hybrid. They get themed hexes (hence Wind and Waves) and the cleric spell list. Also a familiar.
My understanding is that the revised Swashbuckler is better than the original, largely in that they moved fake-Weapon-Finesse to first level instead of second so you don't jump from +1 to hit to +6 to hit in one level. But yeah, most of the complaints (other than the poor Fort and Will saves in a front-line class and everything being a swift action to activate) have to do with the slow scale-up of damage. I think they say level 11 is where it starts measuring up to its peers. Haven't playtested any of it myself, obviously, so I'm just reporting scuttlebutt.
| Joana |
Investigator... I really want to like investigator because I love skill monkeys, but the inclusion of extracts kills it for me. I just dislike the flavor. Fits in a steampunk setting but not standard D&D fantasy for me.
Hoping there might be an extract-free archetype down the road. Seems a major class feature to replace, but the archaologist replaces inspire courage for the bard, so it's theoretically possible. Or I guess I could just choose to ignore extracts and never make any, but I have the feeling would leave my PC underpowered.
| Ansha |
I'm not sure what I think of the arcanist. I definitely don't like the slower spell progression, on par with sorcerers. Not too keen on the arcane school exploit never "leveling up." So I'll probably just stick with specialist wizard.
Thanks for the offer, though!
What might be of interest to me would be redoing my point-buy layout.... ;P
| Qhude |
Bloodrager I like quite a bit, and is fairly close to par with the Barbarian power wise.
Brawler fills a gap in the class line-up and the Martial Maneuvers ability is subtly strong.
Hunter - see above, but I like it.
Investigator - is a lot closer to how I'd envisage an alchemist; but Joana has a decent point re: the extracts and alchemy shoe-horning it into a certain type of flavor.
Shaman - is great, and has a good amount of flexibility with the wandering spirit.
Skald - probably the narrowest scope of them all. Would be great in a focused group, but crap if no-one else built to take advantage of the raging song.
Slayer - haven't really looked into it, bit meh on flavor for my liking.
Swashbuckler - MAD as hell, but does a good job of capturing the essence of a mobile fighter. Similar to the fighter in that there are a list of 'must have' feats (Combat Reflexes, Signature Deeds, etc).
Warpriest - is kind of the paladin for all seasons to a degree. Fervor and Channel give you alot of staying power. The blessings (including the phone a friend one) have a lot of flexibility in them and you can build a pretty effective face smasher out of them.
| Joana |
Re Mark's spoiler: So, anyone think the skald is going to be the next nuclear option in the DM arsenal? Build an army, set a skald in the midst of it, and rout the PCs? Like teamwork feats, they seem a better fit for NPCs built for one specific encounter than the diverse group of individuals an adventuring party usually is.
| DM Alexander Kilcoyne |
DM Alexander Kilcoyne wrote:Now Kieran has two initiatives. Shh, no one tell the DM, and we'll have this fight won in no time. ;)Ordered Initiative-
Kieran- 26a
N'bellocq- 26b
Small Cherub Demon- 24a
Kieran- 24b
Tiny Winged Demon- 19
Tebati- 17
Jakob- 13
Horned Demon- 11
Qhude- 9
Ansha- 5
Obviously i'm just yearning to have a DMPC.
| Ansha |
Move to F 32, avoiding AoOs; Channel Positive Energy, excluding the cherub and the wolf 2d6 ⇒ (6, 4) = 10
I believe the burst will reach Qhude through the door without healing the horned demon. The channel puts N'bellocq at 26/27 and Tebati at 22/24.
Clerics' channel energy is a 30 foot radius burst, so wouldn't it extend from F32 to pretty much all of the room with the goat-demon in it?
And speaking of the goat-demon, isn't he up?
| Joana |
A burst doesn't go around corners, so it should be blocked by the walls between C and D and only extend through the doorway, like a light effect. A spread's the one that turns corners and fills in all available space in the sphere (or whatever).
That's the way DMs have adjudicated Channel Energy in other games anyway, that it's blocked by walls.
| Joana |
Channel won't reach Jakob correct?
Correct. I could have channeled in the doorway and gotten everyone, but I wasn't sure how much damage the horned demon had taken ... and IC Tebati certainly wouldn't be aware. We both knew we didn't want the wolf back in the fight. Tebati needs one of those +2 headbands for Wis and Cha.
And, honestly, knowing Jakob's now an NPC makes me feel less responsibility for keeping him alive. ;)
| Ansha |
I had been under the impression Craft Construct was a go previously from this post, which I had kind of assumed meant the other Craft feats were good, since it takes Craft Wondrous Item and Craft Magic Arms and Armor as prerequisites. Crafting feats were modified in your initial recruitment post too, but permissible.
Alternatively, you could just allow me the arcane discovery Golem Constructor as a feat (from UM), since it doesn't require other crafting feats as prerequisites and limits the type of golem I could construct to one per arcane discovery. I just want a 9-foot-tall stone sculpture of Ansha, a la Aphrodite of Cnidus on-hand to smash stuff at my beck and call.
Although being able to craft stuff off-slot or craft Headbands of Mental Superiority/Supremacy would be nice too. (I wouldn't mind seeing the modified crafting rules un-modified either since costing full price to craft is painful.)
| Joana |
@Kieran: Max damage on the damage dice and the sneak attack dice. Impressive. :)
I have a 5th-level character in another game who critted with sneak attack and did a total of 3 points of damage. :P
EDIT: Actually, it was 4 points of damage, and I managed it twice.
| Ansha |
Tebati steps back in disgust as the child-like demon hits the stone floor wetly, avoiding the spray of its festering sores. She spares a congratulatory smile to her cousin before rushing back to the doorway to see how the other half of the umkhaya has fared.
I've yet to say anything pithy enough to be tagged as the Campaign Info statement, but at least everyone came onboard with my suggestion to use the Umkhaya as the group name. I'm important too...really! ;P
Alexander Kilcoyne
|
I Just Blew My Week's Worth of 20's Demonstrating This Group's Initiative in a Macro...
Btw Joana i'm pretty certain you don't multiply penalties to damage. So 1d3-1 becomes 2d3-1 on a x2 crit.
| Joana |
When your character scores a critical hit, roll the damage two, three, or four times, as indicated by its critical multiplier (using all applicable modifiers on each roll), and add all the results together.
Sometimes you multiply damage by some factor, such as on a critical hit. Roll the damage (with all modifiers) multiple times and total the results.
Modifiers, not bonuses. :)
As long as you roll the crit damage separately from the main damage roll, you can't actually get negative damage, as negative results default to 1 point nonlethal damage. So you can't do less damage than your original damage roll, although you can fail to add any extra.
It's not really that different from rolling all 1s on damage and doing less damage with a crit than you can achieve with a normal hit.
Rolling the 1 on the sneak attack dice sucked, though. :P
| Joana |
Sorry; we took the kids to see The Hobbit today. It's the movie that would not end. We went to the noon showing, and I was wondering if we'd make it out of there by dark. I don't know how long the barrel scene went on, but it felt like at least a half an hour.
It's not that it's a bad movie; the action sequences just last forever. It's like, "Barrels, river, orcs, fighting: I get it. Can we move on to the next scene sometime today?"
| Joana |
I thought the same when watching it. Well they could honestly have done the whole book in an hour and a half, so 3 films were always going to drag.
Yeah, the padding really showed in this middle section, with the interminable action sequences and tacked-on romantic subplots. My 10-year-old squee-ed like a fangirl when Legolas showed up, though, so Jackson's reaching her demographic at least.
My lack of updates is more to do with the fact xmas is almost upon us and i'm contemplating announcing some time off until the new year.
Seems like every time we start to get some rhythm in this game we have to call another hiatus. For what it's worth, I'll be available through the holiday. I suppose we might have a better idea if/when Meowzebub will be returning after the new year. You'd still be stuck botting him and Jakob until we get to a place where they can retire/step aside, though. Unless you decide to kill them horribly, of course. ;)