DM Brainiac's War for the Crown: Table 2 (COMPLETE!) (Inactive)

Game Master Brainiac

Maps on Google Slides
Loot Spreadsheet


301 to 350 of 1,321 << first < prev | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | next > last >>
RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Katria feels like she shouldn't have my usual prejudice toward cats, but clearly we need to get at least one dog to clear up this infestation we've got going on...


Halfling Court Bard 9 | HP 64/66| AC 21, T 16, FF 18 | CMD 18 | F +7, R +12, W +10* | Init +3 | Perc +10
Resources:
BP 24/26 Rounds, Spells - 1st: 5/7, 2nd: 3/6, 3rd: 3/4

I completely agree. The sooner, the better. Hopefully we can buy one from one of the townspeople.


Female human occultist 18 HP 168, AC 29, Touch 18, FF 22, F20/R14/W15*, CMD 29

Feel free to let me know if you think the footnotes I've been doing work or not. I haven't done them with any other characters I play, but thought it was a fun way to emphasize Katria's pedantry. Still, I can stop if they're annoying people.


Halfling Court Bard 9 | HP 64/66| AC 21, T 16, FF 18 | CMD 18 | F +7, R +12, W +10* | Init +3 | Perc +10
Resources:
BP 24/26 Rounds, Spells - 1st: 5/7, 2nd: 3/6, 3rd: 3/4

Personally, I think the footnotes are great and perfectly fit with Katria as a character. My only suggestion would be to use a different type of text than ooc. It’s not so much ooc anyway as it is in the future, or perhaps something you wrote about later that day. Maybe italicize it? Or you could keep it plain text, but put it in a ‘Footnote’ spoiler. It could get confusing having it in ooc along with actual ooc comments.


Female human occultist 18 HP 168, AC 29, Touch 18, FF 22, F20/R14/W15*, CMD 29

That makes sense; I do wish there were a couple more options, but maybe then it would become too much. Maybe OOC italics? That's a rarely used combination, in my experience, and would help keep it separate from Katria's thoughts (though I tend not to use that as much as I probably should). Thanks!


Halfling Court Bard 9 | HP 64/66| AC 21, T 16, FF 18 | CMD 18 | F +7, R +12, W +10* | Init +3 | Perc +10
Resources:
BP 24/26 Rounds, Spells - 1st: 5/7, 2nd: 3/6, 3rd: 3/4

That could work as well, but, in my opinion, the difference between black and light blue is a greater distinction than italicized or not. Ultimately some distinction is the important thing, but without a section break via dashes or asterisks, it still might be difficult to distinguish footnotes from actual ooc text. Others might have different views though. Hope that helps!


Halfling Court Bard 9 | HP 64/66| AC 21, T 16, FF 18 | CMD 18 | F +7, R +12, W +10* | Init +3 | Perc +10
Resources:
BP 24/26 Rounds, Spells - 1st: 5/7, 2nd: 3/6, 3rd: 3/4

Hey folks, I debated mentioning this, but decided it would probably be better to do so and nothing happen than to not do so and something happen. I live in North Carolina, so there's a chance my power could go out for a while starting in the next day or two. While I'm fairly confident I'm far enough inland and out of the main path of the storm to avoid the worst of it, if I don't post for a few days... that's why. That said, I plan to continue posting, power permitting, but please bot me if necessary.


Good luck, and stay safe! Having rode out Irma last year, I can sympathize with your situation.


Female human occultist 18 HP 168, AC 29, Touch 18, FF 22, F20/R14/W15*, CMD 29

Thanks for letting us know. Hope you avoid the worst of it (and that it's not all a "success" like Puerto Rico).


Male Human Stalker Vigilante 8 HP 67/67; AC 21, 17 FF, 16 T; Saves +7 Fort, +12 Ref, +10 Will; +4 Init; +18 Per, Active Effects: None

So I think we should first repair the market, then the farms, then the roads, then the mills, and go from there? We can fix the house during all of that time, too. By doing the market first, we get a discount early on, that adds up over time. Between all of that, we would have used 5,200 gp, and can follow that up with the pump and go from there.

From a story perspective, we should probably fix the roads and then the market, but the order probably doesn't matter that much.

By the way, for the first week, Doritan will move his area of influence to Stachys during downtime.


You'll also have the opportunity to take another persona phase during the first week.


M Half-Elf Cleric 18 | HP 165/165 | AC 45 T 19 FF 40 | F+27 R+20 W+27 | Init +16 | Perception +32 | Performance 35/41 Channel 4/6 | Wand CLW 21/50 | Active: Vestment, GMW, Reversion, Contingency, Eaglesoul, Life Bubble, Invoke Deity, Untold Wonder, Frightful, Good Hope

Is there a way to use our skills to speed things along or reduce costs? Like Katria's Knowledge (Engineering) for fixing up the windmill.

Otherwise, I agree with Doritan's plan.
Market (Basic) - 2000
Civic Improvements (Basic; roads) - 900
Farms (Basic) - 900
Mill - 900
Estate - 500

With 2,800 left to spend.

While that work is being done, we go investigate the pumphouse?


Female human occultist 18 HP 168, AC 29, Touch 18, FF 22, F20/R14/W15*, CMD 29

So we've got 8,000 gp from Bartelby to put toward repairs to start.

I agree Doritan's choices make sense. Can we also put that money toward the manor repairs, or do we need to take that out of our treasure?

It's probably getting late on this first day, but we'll put things into motion in the next day and thenhead to the pumphouse, prepared for the worst.

--

I'm also able to call on family connections to obtain a single piece of equipment or consumable magic item (such as a potion or scroll) worth up to your character level × 25 gp. I'm thinking a 2nd-level scroll -- perhaps from some class whose spell list we don't have access to -- makes the most metagame sense.

Any thoughts on what that should be? Barkskin's always got some use, of course, but maybe speak with plants, or something a bit more nature-oriented? Something that might help us find Night Swan?


You can spend your time working to make the repairs go faster, but not reduce the costs. You can put the money toward your manor repairs or use your own cash for those.


Female human occultist 18 HP 168, AC 29, Touch 18, FF 22, F20/R14/W15*, CMD 29

I'd say let's use the tax money toward that if everyone agrees? Doesn't really matter, in the long run, I suppose.

I'm going to hold off on working to speed the repairs for the moment until we know more about what's going on. I imagine I'll be occupied tomorrow with the pumphouse anyway.


Male Human Stalker Vigilante 8 HP 67/67; AC 21, 17 FF, 16 T; Saves +7 Fort, +12 Ref, +10 Will; +4 Init; +18 Per, Active Effects: None

I think using the tax money is our best bet- it's clearly meant for it, after all, and is super valuable for this very specific purpose. Use that until it runs out, then we go from there.


M Half-Elf Cleric 18 | HP 165/165 | AC 45 T 19 FF 40 | F+27 R+20 W+27 | Init +16 | Perception +32 | Performance 35/41 Channel 4/6 | Wand CLW 21/50 | Active: Vestment, GMW, Reversion, Contingency, Eaglesoul, Life Bubble, Invoke Deity, Untold Wonder, Frightful, Good Hope
Katria Delaval wrote:
I'm also able to call on family connections to obtain a single piece of equipment or consumable magic item (such as a potion or scroll) worth up to your character level × 25 gp. I'm thinking a 2nd-level scroll -- perhaps from some class whose spell list we don't have access to -- makes the most metagame sense.

That's just 4x25 = 100 gp right now, and a 2nd-level scroll is 150 gp (200 for bard spells). Maybe Oil of Bless Weapon?

I would actually suggest using our own money for the estate, and the town tax revenues for the town improvements. Liam has 1,016 gp at the moment. That way we can honestly tell the people that we are not using their taxes to fund our lavish lifestyle. Might improve their perception of us.


Halfling Court Bard 9 | HP 64/66| AC 21, T 16, FF 18 | CMD 18 | F +7, R +12, W +10* | Init +3 | Perc +10
Resources:
BP 24/26 Rounds, Spells - 1st: 5/7, 2nd: 3/6, 3rd: 3/4

I agree with pretty much everything folks have said so far. Getting the basic repairs done will allow us to remove the 'gone to seed' quality from the town, so that will be nice.

While using our own funds for the mansion would probably be okay, we're also going to need those supplies for acquiring better gear. That said, if all we need is 500 gp, then dividing that evenly among each of us wouldn't be terribly expensive for anyone.


Male Human Swashbuckler (Rondelero swashbuckler) 5 (HP: 44/44) (AC:23 FF:17 T:16) (Fort: +2 Ref: +9 Will: +1) (Init: +7) (Perc: +8) (Panache 3/3)

While Bernal agrees with the desire to make ourselves paragons of the common folk and spend everything we can on fixing up this run down town, we still have very powerful noble neighbours who might not view our altruism as positively as we do. I definitely think we should spend most of the tax on Stachys, but we still should spend a considerable amount on making sure our estate is befitting the nobles we supposedly are to improve our standing with our neighbours (and the townsfolk too, maybe).


Still need Bernal's actions for the round,


If you want to find out more about the ghast, Katria could try to use her object reading ability on the holy symbol she was wearing...

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Thanks, DM!


Female human occultist 18 HP 168, AC 29, Touch 18, FF 22, F20/R14/W15*, CMD 29

I'll be in NYC on Sunday and Monday and probably pretty busy Tuesday, so after today may not be able to post until Wednesday.


Would you like to do anything else here, or are you ready to go back to Stachys?


Halfling Court Bard 9 | HP 64/66| AC 21, T 16, FF 18 | CMD 18 | F +7, R +12, W +10* | Init +3 | Perc +10
Resources:
BP 24/26 Rounds, Spells - 1st: 5/7, 2nd: 3/6, 3rd: 3/4

Maya's ready to head back, at least. We just need to be sure to collect the Queen's ashes.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Head back I think (will resume full posting later today/tomorrow).


Female human occultist 18 HP 168, AC 29, Touch 18, FF 22, F20/R14/W15*, CMD 29

So our current improvements plan:
Market (Basic) - 2000
Civic Improvements (Basic; roads) - 900
Farms (Basic) - 900
Mill - 900
Estate - 500
Pump House -- 900

--

We currently have 1,900 gp for improvements. We could use that immediately on a festival or advanced market, though I think we should hold off (festival could be useful if someone comes visit, but we don't know if/when that will happen, but it's nice to have the option).

I think my next recommendations would be a basic temple (3,600 gp) and the advanced pump house (2,700 gp), and then work toward the advanced temple. (That said, there are other cheaper options that could get us more Loyalty Points, but I don't know how urgently we need those.)

Stachys:

STACHYS
N hamlet
Corruption –2; Crime –2; Economy –6; Law –2; Lore +0; Society –2
Qualities gone to seed
Danger –5
DEMOGRAPHICS
Government autocracy (Tribune Piscum)
Population 71 (50 humans, 7 halflings, 8 half-elves, 1 half-orc, 4 other)
NOTABLE NPCS
Honorary Tribune Onora Piscum (NG female half-elf expert 4/warrior 1)
MARKETPLACE
Base Value 100 gp; Purchase Limit 500 gp;
Spellcasting —
Minor Items 1d6 items
SPECIAL QUALITIES
Gone to Seed: The neglect of the settlement has made locals apathetic and the place is run down. (Economy –4; halve Base Value and Purchase Limit; no available spellcasting) Once the PCs implement one civic improvement, one farm improvement, and the mill repairs, they can remove this disadvantage.

After a decade of neglect and heavy taxation, Stachys is a shell of what it could be. The town needs extensive (and expensive) improvements at this point to restore its economy. Listed below are the improvements needed around town, the cost of each, and the number of Loyalty Points the PCs gain by setting an example of competent leadership, as well as any other related benefits. Improvements listed as "advanced" cannot be purchased unless the basic version has been purchased first; Loyalty Point awards for the basic and advanced versions of an improvement are cumulative.

Loyalty Points are a measure of your success in winning the people of Meratt over to your cause.

Civic Improvements, Basic (1,000 gp): Repairing potholes, leveling the streets, repainting buildings, and patching roofs all help improve the quality of life and attract new visitors. The PCs gain 1 Loyalty Point.

Civic Improvements, Advanced (4,000 gp): Investing more money allows Stachys to renovate its waste systems, build new walkways, and construct new buildings. The PCs gain 3 Loyalty Points.

Farms, Basic (1,000 gp): Basic improvements include repairing irrigation, pulling stumps, and marking outlying roads. The PCs gain 1 Loyalty Point.

Farms, Advanced (4,000 gp): With more cash, the community can acquire hardier seed, fertilizer, and even magical renewal for the soil. The PCs gain 3 Loyalty Points.

Festivals (2,000 gp each): Festivals to mark special occasions and holidays are an easy way to win support and impress the neighbors, but PCs can't hold more than one festival every 2 weeks. A festival raises the town's opinion of the PCs to indifferent if it has fallen to unfriendly. Inviting a noble to visit during a festival grants the PCs a +2 circumstance bonus on checks to influence that noble during the visit. If the PCs hold at least three festivals, they gain 1 Loyalty Point.

Gold Canyon Bridge (3,000 gp): Rebuilding the bridge over Gold Canyon allows PCs to travel more quickly to Jabris, Moost, and New Towne, and encourages new trade. The PCs gain 1 Loyalty Point.

Market, Basic (2,000 gp): By paving the village square, coordinating with local artisans and neighboring farms, and hiring a few messengers, the PCs can establish a weekly market to attract more wealth. This improvement helps Stachys become more self-sufficient, reducing the base cost of all future improvements by 10%.

Market, Advanced (2,000 gp): Lending some money to establish a new, permanent store in town helps bring new products and luxuries into the community. Completing this improvement grants Stachys the prosperous settlement quality.

Mill (1,000 gp): The windmill just outside of town broke down in a storm 20 years ago, and no local has the knowledge or money to fix it. With some small investments in repairing the mill, farmers will no longer need to cart their wheat to Pensaris and back. The PCs gain 1 Loyalty Point.

Pump House, Basic (1,000 gp): Repairing the pump with a simple, animal-drawn mechanism is enough to start draining the adjoining marsh, solving Stachys's insect and mildew problems. The PCs gain 1 Loyalty Point.

Pump House, Advanced (5,000 gp): Repairing the pump's full functionality with a magical or engineering solution and establishing a regular ferry service helps connect Stachys to the rest of the county via the canal system. The PCs can now travel along the canals to reach their destinations more quickly. The cost of this improvement can be reduced by 2,000 gp with a successful DC 20 Knowledge (arcana) or Knowledge (engineering) check, representing 3 days of dedicated work. The PCs gain 3 Loyalty Points.

Public House (5,000 gp): Onora's original tavern is little more than an oversized home with a dirt floor. Constructing a true public house provides Stachys with a public gathering space as well as room for brewing. This investment automatically improves Onora Piscum's attitude toward the PCs by one step. This new pub may also attract adventurers. The PCs gain 2 Loyalty Points.

Statue (1,000 gp): Once the PCs have invested at least 10,000 gp into town improvements, they can erect a statue in town square, honoring the local culture, the local nobility, or themselves. If they choose to honor the local culture, they gain 1 Loyalty Point. If they choose to honor the local nobility, they gain a +1 equipment bonus on Diplomacy checks to influence nobles of the county. If they choose to honor themselves, the statue becomes a minor tourist attraction, increasing the town's base value by 10%.

Temple, Basic (4,000 gp): Stachys has a small shrine to Abadar, Erastil, Iomedae, and Shelyn, and with expensive construction this can be transformed into a small temple to any one of these gods. This improvement grants the PCs access to the healing services of a 1st-level cleric while in town, free of charge. The PCs gain 2 Loyalty Points.

Temple, Advanced (10,000 gp): With a sanctified altar, expanded library, and charitable infrastructure, Stachys develops one of the nicest temples in the region, providing free education, food, and shelter for locals. This provides the PCs with free access to the spellcasting abilities of a 3rd-level cleric while in town and increases the community spellcasting level by 1 as more experienced clerics visit from neighboring communities. The PCs gain 2 Loyalty Points.

Each repair will take a few days to enact. The taxes Bartelby collected for you are worth 2,000 gp if sold, or 8,000 gp if put towards town repairs. If you repair the farms and inform Baroness Voinum, she will provide you with more resources to put towards town repairs.


M Half-Elf Cleric 18 | HP 165/165 | AC 45 T 19 FF 40 | F+27 R+20 W+27 | Init +16 | Perception +32 | Performance 35/41 Channel 4/6 | Wand CLW 21/50 | Active: Vestment, GMW, Reversion, Contingency, Eaglesoul, Life Bubble, Invoke Deity, Untold Wonder, Frightful, Good Hope

The advanced market looks good, too, or the advanced farms. For the temple, Liam would lean towards Iomedae (who despite the alignment difference is an ally of Milani) but would also be fine with Erastil or Shelyn. Whichever of those three has the biggest following in Stachys, probably. He doesn't really care much for Abadar.

As to spells, Katria would be using UMD for anything not in her 3 implement schools? And gets another school at 6th? Her trait allows spells costing 25*4 = 100 gp. So right now that is 1st-level spells (I guess a scroll of 4 spells?). Vanish is often good to have in a fight. Crafter's Fortune could have uses with repairs around town. Touch of the Sea is a good one to have on a scroll.

For 2nd-level spells, once those are available, Gust of Wind and Spider Climb are good utility spells - not often needed, but very useful when they are needed. We really will be lacking a lot of the great wizard utility spells down the line. So UMD and scrolls will be important.


Female human occultist 18 HP 168, AC 29, Touch 18, FF 22, F20/R14/W15*, CMD 29

Apparently I can't do basic math. For some reason I thought I could get a scroll of up to 200 gp, but Liam's right that it's only 100 gp (which means flaming sphere is out). Can I get a single scroll with 4 1st-level spells, as Liam suggests? That would change my calculus, but I don't think I'd allow that if I were a GM, so no worries if not.

--

Agreed about scrolls (and wands), though my UMD is a key aspect of the class, so hopefully that won't commonly be a problem (I'm more worried about arcane spell failure check, as I'm wearing armor).


You can only get a scroll with one spell on it at a time, unfortunately.


Female human occultist 18 HP 168, AC 29, Touch 18, FF 22, F20/R14/W15*, CMD 29

No problem.

I'll swap that flaming sphere/I can't math scroll for a CL 3 scroll of magic missile (giving me two missiles with that scroll).


Female human occultist 18 HP 168, AC 29, Touch 18, FF 22, F20/R14/W15*, CMD 29

So that money will bring us to 6,900 gp for Stachys.

The basic temple and advanced pump house would cost us [/b]6,300[/b] if that's what we want to do next. It would let us get around more quickly and both improvements would add Loyalty Points (plus get us closer to getting the advanced temple).

The advanced market's another good option to consider: Propserous modifies the settlement's stat block -- Economy +1; increase base value by 30%; increase purchase limit by 50% -- which could be very useful. It would cost 1,800, so would be 5,400 with the advanced temple.

Thoughts on which we should look for first? (I think basic temple is a definite, which plans to move on to the advanced temple ASAP.)


M Half-Elf Cleric 18 | HP 165/165 | AC 45 T 19 FF 40 | F+27 R+20 W+27 | Init +16 | Perception +32 | Performance 35/41 Channel 4/6 | Wand CLW 21/50 | Active: Vestment, GMW, Reversion, Contingency, Eaglesoul, Life Bubble, Invoke Deity, Untold Wonder, Frightful, Good Hope

Liam's focus would be on whichever improvements most improve the lives of the citizens most quickly. So saving up for the Advanced Temple is not as high on his list of priorities as, say, Advanced Farms. Even though he recognizes the importance of faith, the temple will only be to one god, and may not serve all of the residents of Stachys equally.

For the near term, either one of Katria's two plans sound good. Basic Temple and then either Advanced Pump House or Advanced Market.


Halfling Court Bard 9 | HP 64/66| AC 21, T 16, FF 18 | CMD 18 | F +7, R +12, W +10* | Init +3 | Perc +10
Resources:
BP 24/26 Rounds, Spells - 1st: 5/7, 2nd: 3/6, 3rd: 3/4

Basic temple is definitely a good plan (though we may want to have an in-character conversation about who it should be dedicated to).

As for the second upgrade, I would personally be in favor of the Advanced Market. It'll give the group access to a greater (and more expensive) assortment of items. Unless we need to be able to get somewhere fast, I think the Advanced Pump House can wait. Besides, having an Advanced Market will probably be the cue for us to invite Dame Crabbe and Sepsinia to the town.


Female human occultist 18 HP 168, AC 29, Touch 18, FF 22, F20/R14/W15*, CMD 29

OK, let's do that.

As for advanced temple, I think that access to spellcasting and higher CL for the town could become useful as we go on. Katria herself isn't particularly (as in almost not at all) religious, though. I suppose that's me as a player thinking that's our best option.


Female human occultist 18 HP 168, AC 29, Touch 18, FF 22, F20/R14/W15*, CMD 29

I'll be working day shifts this coming week, which will throw off my schedule. I usually can still find time to post in my games I'm playing in, as that usually requires less time than GM'ing, but if I'm holding things up, please feel free to DMPC me.


Male Human Swashbuckler (Rondelero swashbuckler) 5 (HP: 44/44) (AC:23 FF:17 T:16) (Fort: +2 Ref: +9 Will: +1) (Init: +7) (Perc: +8) (Panache 3/3)

To whom we should dedicate the temple is an interesting question. The only character who actively worships a deity in our group is Liam, and I doubt we can get away with a Temple to Milani. An interesting step could be to hold a census and see which deities are most prominent in Stachys so we can choose what the people want.


M Half-Elf Cleric 18 | HP 165/165 | AC 45 T 19 FF 40 | F+27 R+20 W+27 | Init +16 | Perception +32 | Performance 35/41 Channel 4/6 | Wand CLW 21/50 | Active: Vestment, GMW, Reversion, Contingency, Eaglesoul, Life Bubble, Invoke Deity, Untold Wonder, Frightful, Good Hope

I believe the shrine right now serves Iomedae, Erastil, Shelyn, and Abadar. Upgrading it to a temple means picking one of those.

As I wrote above: Liam would lean towards Iomedae (who despite the alignment difference is an ally of Milani) but would also be fine with Erastil or Shelyn, both of whom Milani is on good terms with. Whichever of those three has the biggest following in Stachys, probably. He doesn't really care much for Abadar.


Halfling Court Bard 9 | HP 64/66| AC 21, T 16, FF 18 | CMD 18 | F +7, R +12, W +10* | Init +3 | Perc +10
Resources:
BP 24/26 Rounds, Spells - 1st: 5/7, 2nd: 3/6, 3rd: 3/4

I'm in favor of taking a poll of the citizens to see who they support more. +1 for not Abadar, though. Maya would personally be in favor of Erastil, but I'm not sure she's to the point where she would actually voice that opinion aloud.


Everybody has gained enough XP to reach level 5!


Halfling Court Bard 9 | HP 64/66| AC 21, T 16, FF 18 | CMD 18 | F +7, R +12, W +10* | Init +3 | Perc +10
Resources:
BP 24/26 Rounds, Spells - 1st: 5/7, 2nd: 3/6, 3rd: 3/4

Woohoo! Level up!

Level 5 Summary:

+7 hp (average, FCB, Con)
+1 rerolls per day via Heraldic Expertise
+2 Rounds of Bardic Performance
Satire Bardic Performance’s effect is increased by 1 (now -2 to attack and damages rolls and to saves against fear and charm effects)

Adventuring Skills (7 total)
+1 Diplomacy
+1 Knowledge (arcana)
+1 Knowledge (nature)
+1 Knowledge (religion)
+1 Perception
+1 Sense Motive
+1 Spellcraft

Background Skills
+1 Perform (act)
+1 Perform (oratory)

Spells:
+1 1st & 2nd Level spells per day
+1 2nd Level Spells - Heroism
Also going to swap out Cause Fear for Vanish

Wide Audience: At 5th level, a court bard can choose to affect a 60-foot cone instead of a 30-foot radius with bardic performances that affect an area. In addition, for every five levels beyond 5th, the area of such powers is increased by 10 feet (radius) or 20 feet (cone). If the power instead affects multiple creatures, it affects one additional creature than normal for every five levels beyond 5th. This does not affect powers that affect only a single creature. This ability replaces lore master and jack of all trades.

Bardic Masterpiece: The Tragedy of False Hope - You create a feeling of deceptive confidence in an enemy. When you activate this performance, one target within 30 feet becomes flat-footed for as long as you maintain the performance (Will negates). If you target a creature that has not yet acted in a surprise round, the creature does not get to act in the surprise round. Any target with the uncanny dodge class feature or an ability with a similar effect is immune to this performance. This is a mind-affecting emotion effect.

As I was reviewing my character sheet, I noticed I had my AC listed as 18, but I can’t, for the life of me, figure out where the last point came from, so unless I missed noting picking up a ring of deflection or something similar along the way… I think my AC should actually be 17. My apologies for the mistake.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Maya Watersby wrote:


As I was reviewing my character sheet, I noticed I had my AC listed as 18, but I can’t, for the life of me, figure out where the last point came from, so unless I missed noting picking up a ring of deflection or something similar along the way… I think my AC should actually be 17. My apologies for the mistake.

18 looks right, I think. Looks like you've got +5 armor (+1 chain shirt), +2 Dex, +1 size.


M Half-Elf Cleric 18 | HP 165/165 | AC 45 T 19 FF 40 | F+27 R+20 W+27 | Init +16 | Perception +32 | Performance 35/41 Channel 4/6 | Wand CLW 21/50 | Active: Vestment, GMW, Reversion, Contingency, Eaglesoul, Life Bubble, Invoke Deity, Untold Wonder, Frightful, Good Hope

Liam leveling stats:
+6 hp (average, Con)
+2 Rounds of Bardic Performance
Inspire Courage to +2
Channel to 2d6
Resistance bonus (domain) to +2

Adventuring Skills (6 total)
+1 Sense Motive
+1 Knowledge (religion)
+1 Knowledge (local)
+2 Diplomacy
+1 Swim

Background Skills
+1 Perform (oratory)
+1 Linguistics (Sylvan)

Spells:
+1 3rd-level spell per day, +1 Wis bonus, +1 Domain: Protection from Energy (D), Good Hope (clerics of Milani get this), Dispel Magic

I am rather stuck on the feat. I am leaning towards Craft Wondrous Item. Would this be acceptable? It seems like we have some downtime in this AP, and we are not exactly overflowing with magic loot.

There's also another option which could be fun. Clerics of Milani get the spell Coordinated Effort, letting me share a teamwork feat.
If there are any teamwork feats anybody would like, let me know. Because I can't share it with two allies until 6th level, I might wait until 7th to pick up a teamwork feat (maybe Outflank at that point).


Crafting feats are fine.


Male Human Stalker Vigilante 8 HP 67/67; AC 21, 17 FF, 16 T; Saves +7 Fort, +12 Ref, +10 Will; +4 Init; +18 Per, Active Effects: None

Level-up:
+7 HP
Social Talent: Many Guises
+1d8/1d4 Hidden Strike
Feat: Power Attack (because why not?
Social Grace extra skill: Knowledge (local)
Skill ranks (10, FCB): Climb, Acrobatics, Intimidate, K (local), Perception, Sense Motive, Sleight of Hand, Stealth, Disguise, Disable Device


Female human occultist 18 HP 168, AC 29, Touch 18, FF 22, F20/R14/W15*, CMD 29

I'm certainly willing to consider a teamwork feat, though can also wait until 7th level.

+7 hp
+ aura sight
+1 pt. mental focus
+ 1 focus power: XX
+ 1/6 focus power (FCB)
+ 1 2nd level spell/day
+1 feat: Magical Aptitude (+2 Spellcraft and UMD)

+9 ranks in skills:
+1 Disable Device
+1 Heal
+1 Know (local, nature, dungeoneering, geography)
+1 Linguistics (adding Osiriani, as she did some studying based on discussions of campaigns there)
+1 Spellcraft
+1 UMD

+2 background skills: Appraise, Know (nobility)

--

For my focus power, I'm looking at two options:
Unraveling (Sp): As a standard action, you can expend 1 point of mental focus to unravel a magical effect. This functions as a targeted dispel magic spell, but you must be adjacent to the effect to unravel it. If the effect is created by psychic magic, you receive a +5 bonus on your caster level check to unravel it. If the effect targets an object in your possession, you automatically succeed at the check. You must be at least 5th level to select this focus power.

or

Mind Eye (Sp): As a standard action, you can expend 1 point of mental focus to create a mind eye—a magical sensor through which you can see and hear. The mind eye is invisible and its size is Fine, giving it an AC of 18. Any amount of damage to the eye destroys it, but it can be harmed by only spells or magic weapons. The eye moves with a fly speed of 60 feet with perfect maneuverability and can travel up to 1 mile away from you. You must concentrate as a standard action to direct the eye and receive sensory images through it. The mind eye sees as your eyes see, including any additional senses you possess (such as darkvision or see invisibility). The mind eye lasts for 1 minute per occultist level you possess. You must be at least 5th level to select this focus power.

Any thoughts on which is preferable? Both seem like they could be really useful.


M Half-Elf Cleric 18 | HP 165/165 | AC 45 T 19 FF 40 | F+27 R+20 W+27 | Init +16 | Perception +32 | Performance 35/41 Channel 4/6 | Wand CLW 21/50 | Active: Vestment, GMW, Reversion, Contingency, Eaglesoul, Life Bubble, Invoke Deity, Untold Wonder, Frightful, Good Hope

Of the two powers, I think Mind Eye is better. It adds very useful capabilities that we don't have. Liam can keep a Dispel Magic prepped.


Halfling Court Bard 9 | HP 64/66| AC 21, T 16, FF 18 | CMD 18 | F +7, R +12, W +10* | Init +3 | Perc +10
Resources:
BP 24/26 Rounds, Spells - 1st: 5/7, 2nd: 3/6, 3rd: 3/4
motteditor wrote:
Maya Watersby wrote:


As I was reviewing my character sheet, I noticed I had my AC listed as 18, but I can’t, for the life of me, figure out where the last point came from, so unless I missed noting picking up a ring of deflection or something similar along the way… I think my AC should actually be 17. My apologies for the mistake.
18 looks right, I think. Looks like you've got +5 armor (+1 chain shirt), +2 Dex, +1 size.

Ahhh, size bonus! That's what I was forgetting. Thank you.

-----

As for your ability choice, Katria, I agree with Liam. You may want to pick up the other ability eventually if you can, but having something similar to scrying at level 5 seems really strong and useful.


Male Human Swashbuckler (Rondelero swashbuckler) 5 (HP: 44/44) (AC:23 FF:17 T:16) (Fort: +2 Ref: +9 Will: +1) (Init: +7) (Perc: +8) (Panache 3/3)

Bernal levels up! Epic sound effect
-----------------------------
Level up! 4 -> 5
HP up! 36 -> 44
BAB up! 4 -> 5
New feat! Improved Feint: Bernal can make a Bluff check to feint in combat as a move action instead of a standard action.
New class feature! Swashbuckler Weapon Training: At 5th level, a swashbuckler gains a +1 bonus on attack and damage rolls with one-handed or light piercing melee weapons (or a falcata). While wielding such a weapon, he gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every 4 levels beyond 5th level (to a maximum of +4 at 17th level).
Skills up! Acrobatics +1, Bluff +3, Diplomacy +1, Knowledge (nobility) +1, Perception +1, Perform (dance) +1
-----------------------------
I agree that Mind Eye seems like the more useful of the abilities right now. While Unraveling is a bit narrow in its effect, the scrying is valuable both in intrigue and dungeon crawl.


Female human occultist 18 HP 168, AC 29, Touch 18, FF 22, F20/R14/W15*, CMD 29

Mind Eye it is then. Thanks everyone!

301 to 350 of 1,321 << first < prev | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / DM Brainiac's War for the Crown: Table 2 Discussion All Messageboards

Want to post a reply? Sign in.