| Sajan Krama Sumna |
1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10 (Con, Toughness)
Favored Class- +1/4 ki pool (how the hell did I miss this option before!?!?)
CMD- +1 (HD)
Speed- +10 feet (50 feet)
All attacks +1 (BAB increase + flurry of blows)
Third flurry attack gained (at -5).
All saves +1.
Improved Trip gained as bonus feat.
Slow Fall increases to 30 feet.
+1 use of elemental fist.
+1 ki.
+1 acrobatics, +1 perception, +1 knowledge (Religion)
Khalid Al Ha'zareen
|
6th Level inquisitor
1d8 + 1 + 1 ⇒ (4) + 1 + 1 = 6 (Con, Favored Class)
+1 BAB/CMB/CMD
+1 All Saves
Bonus Teamwork Feat = Outflank
+1 2nd Level spell per day
New 2nd level spell known: Cure Moderate Wounds
Skills (6 + 1 INT + 1 Human)= +1 to Acrobatics, Perception, Stealth, Sense Motive, Disable Device, Knowledge(Dungeoneering), Knowledge(Nature), Knowledge(Local)
| Joana |
Building on Khalid's findings, Zeladiel divines that the device seems to be activated by the use of magical energies. What type of energy isn't exactly clear although standing inside might provide a clue, the runic symbols all point to the centre of the circle.
Yes, step into the arcane cage surrounded by writhing bound elementals, Zeladiel. What could possibly go wrong? ;)
Will have some time in an hour or so to get Nuveril leveled.
| Joana |
We can play around with the fluff on World Serpent to suit. Outsider bonuses will be often used although its maybe a little meh mechanically.
Like the imagery with Ghost Rager. There will be a few fights where it will be useful. It would be nice for one of the optional add on bits I am hemming and haring about adding (and frankly if you take it I probably will add to give you more mileage out of it). I'm going to stress the few though and you won't get much if any use (of the incorporal hitting power at least) in the last few books.
Another worth considering is Spell Sunder. It seems to me to be pretty abusive with the right build but Nuveril has definately not been built that way and it progresses Nuveril further into the anti-magic fighter niche which differentiates her from the others. The mechanics may not be what you have in mind though (constantly missing with it would be pretty frustrating I guess).
Still some gnoll fighting left but you'll shift to magic using outsiders more and more as the AP progresses.
Spell Sunder and Sunder Enchantment would indeed be cool if she had half a chance of succeeding with them. But vs. CMD plus 5, when she only has a +6 to CMB, for a chance to turn off a spell for one round? And she can only attempt it once per rage? An opportunity to waste a standard action once an encounter isn't that appealing. I can't imagine an instance when she wouldn't be better off just attacking.
Think I'll go with Ghost Rager. The bonus to touch AC might yet come in handy vs. magic users with rays and the like, even without much incorporeality in the mix, and it scales with Superstition. There are rage powers I'm interested in at levels 8 and 10, so I probably wouldn't get around to the whole World Serpent chain anyway. The level 6 pickings are just a little sparse.
Barbarian level 6
4 hp + 2 Con + 1 hp/favored class =7
+1 to BAB, +1 to all saves
Sixth Sense +2: +2 bonus to init; +2 insight bonus to AC during surprise rounds
Rage power: Ghost Rager (normal damage to incorporeal creatures, +3 morale bonus to touch AC)
4 skill points: +1 Acrobatics, +2 Climb, +1 Perception
| DM Dan E |
Joana wrote:Well, I'm looking for an excuse to learn Terran next level- maybe they'll leap out and teach me... :-)Yes, step into the arcane cage surrounded by writhing bound elementals, Zeladiel. What could possibly go wrong? ;)
OK that will work nicely then :)
Yep level up.
| Grall |
Grall changes for 6th:
+1 lvl barbarian
+1d12 + 4 + 2 ⇒ (2) + 4 + 2 = 8
+1 BAB
+1 Saves
+2 Rage rounds (18)
Rage Power:
Strength Surge
DR:3-
Resistance to Fire (1)
Skills:
+1 Acrobatics
+1 Knowledge (Nature)
+1 Perception
+1 Stealth
Hit points are starting to even out.
| Zeladiel Araxyll |
Zeladiel updated.
+1 lvl Wizard (Evoker)
+ 6hp (+4, +1 Con, +1 Favoured Class)
+1 BAB
+1 Saves
+1 Intense Spells Damage
Lightening Bolt, Stinking Cloud added to Spell Book
+1 2nd level spell
+1 3rd level spell
+1 Knowledge: Arcana
+1 Knowledge: Dungeoneering
+2 Knowledge: The Planes
+1 Linguistics (Terran)
+1 Spellcraft
Take 10 +13 Spellcraft +2 Elven magic = 25 identify magic items.
(27 if Evocation, 23 if Abjuration/Necromancy)
Next morning identify= 35 identify magic items.
| DM Dan E |
Magical items are identified by Zeladiel as follows:
"Goreshead" Medium +1 Human Bane Greataxe
Ring of Protection + 1
Belt of Constitution + 2
Cloak of Resistance + 1
Scrolls of animate dead x 2 (CL 5), speak with dead (CL 3)
Medium Breastplate + 1
Medium Bardiche + 1
Potion of Cure Moderate Wounds (CL 3)
Medium Studded leather + 1
Medium +1 Viscious Scorpion Whip
Wands of Cure Light Wounds CL 1 (2 charges, 5 charges, 6 charges)
| Grall |
If you don't mind, can I carry the Greataxe for now and the potion of cure moderate wounds?
Grall wants none of this either....with no armor to buy I guess I need to save for the +4 belt of CON...lol's
No gold share until we reach a point we can sell stuff...you know the drill...your exact share down to the coppper will be figured at that time... :]
Khalid Al Ha'zareen
|
With Nuveril being on the front line all of the time the extra hit points would do her good.
The only thing Khalid would be remotely interested in is the Cloak of Resistance, but even that is just barely.
Any gear that is there, ought to be put to use at least until we are able to sell it, so the Ring, Cloak, and Belt need to be on someone's sheet at least until later.
| DM Dan E |
Plan was to finally grant you your bonus feat here. Gone back and forth on it but the plan was something that better integrated your archery and magic use. Something I think is reflected in your feat selection but I just want to check before I finalise it that the plan isn't to shelve the bow in the near future.
| DM Dan E |
OK here is current version, aim is to get the power level equivalent to a normal feat.
Longbow Mage
Your extensive practise with both bow and magic has enhanced your ability to use the two together.
- When holding a longbow you can cast a spell with a somatic component as if the hand holding the bow were free.
- You gain the Arcane Strike feat with a longbow against a target currently affected by one of your spells or a target affected in the immediately preceding round.
I assess each component at about trait level. The first lets you use a rod, wand etc without having to stow the bow (which to me kinda puts you at the same point as a mage with a ring or amulet bound item). The second gives you a conditional arcane strike, which will help a little to counteract your bow damage falling away more and more as we progress. Seeing affected as something in the magical affect so you shoot a target in your stinking cloud or something you hit with magic missiles the previous round rather than something at the bottom of one of your pits.
All together not terribly strong I think, its not enhancing your actual casting and is line with the other PCs (Nuveril and Sajan's were ones that tended to increase the character's natural strengths while the other three were shoring up weaknesses). Idea is to boost you a little when using the bow and magic together. Obviously completely useless if you jettison the bow.
| Zeladiel Araxyll |
I think the holding a bow thing needs to be better worded and clearer. Currently, it's a free action for me to draw the bow when moving, due to my at least +1 BAB, and possibly it's the same for sheathing/stowing the bow too, though the rules are a little less clear there. I was under the impression I could use wands and rods with one hand while holding the bow with the other. I just couldn't use the bow as a bow when one hand was full. Is this saying that I can cast spells when both hands are full, provided one of those full hands holds my bow?
| DM Dan E |
The last. My thinking is that you always hold the bow in one hand. Casting or firing like that of course is fine. But if you've got a rod or wand in one hand then you have to drop or stash the bow (which is a move or at least takes a move which will generally be sucked by drawing the rod/wand in the first place) to cast. Thus compared to a mage with a worn bonded item you take an action penalty. A mild one but the wizard with probably the inferior mechanical choice of weapon as the bonded item loses out.
With the feat your bow hand counts as free allowing you to cast with it if the other hand is used. Not a big advantage but the idea was the two smaller benefits adding up to one feat. Make sense? If we have a difference of opinion on the core applicable rules we should sort that first.
| Sajan Krama Sumna |
You know me, I can never resist peeking sorry :(.
Just saying, RAW you can take your hand off a two-handed weapon in order to cast with one hand anyway. Its considered a free action.
P.S- Call it Magic Marksman! ;).
| DM Dan E |
Extra input is fine.
Always happy with casting when you can get a hand free. Idea was that Zeladiel will be increasingly rod/wand using and keeping with the bow will otherwise be costing action economy which isn't really balancing anything its just a feature.
If its not floating anyone's boat I'll find something else to add to the conditional arcane strike to make up feat strength (just don't blame me when something nasty happens to Zeladiel's dropped bow when he runs out of hands :).
And yes Magic Marksman is a much cooler name, going with that!
Edit: Maybe the nub of this is a rule difference. Are one or both of you of the view you could draw a rod, shift the bow over to the rod hand as well, use it and then cast?
| Joana |
I thought Kingmaker was your all-time fave, AK. What's not to love about Kingmaker at sea? :)
Kingmaker does seem to be insanely popular, judging only by the number of PbPs that are running. It would make sense for Paizo to make a second run at the concept with a few key tweaks.
But, yeah, those campaign traits. :P Except for Ancient Explorer, they're all basically the same. They don't provide various adventure hooks: just the one -- 'you want to go to sea' -- and you pick what skill you want a bonus to. Lame. Feels like they just rushed through them to get to the ships and naval combat rules.
| Zeladiel Araxyll |
The Player's Guide was very disappointing and I reviewed it as such. The traits and character focus are weak at best and I won't be insisting anyone use them as is.
The whole "wannabe pirates" thing is annoying and initially unnecessary. Think of wanting to be a pirate, not as a start, but as a destination for your character and, as such, it will be important for the PCs to form bonds over the course of the game. Essentially, by the time the PCs stop being railroaded, they should be accepting of a life at sea.
However, the 1st module is very well done and, indeed, focuses very much on forming bonds. It is a great introduction to shipboard adventuring and has enough options and freedom to alleviate the railroad of being trapped onboard ship. For mature players who are prepared to step outside stereotypical play, I think this module is awesome. In fact, I'm actually a little worried that once the PCs are established things may revert back too far towards sequential hack and slash. It would be terrible if traditional players were put off by the introduction and progressive players were put off by the follow through.
Will build a recruitment thread (or maybe skip straight to a discussion thread) tonight (12hoursish), when I have time to learn how. Will keep you posted.
:-D avid
| Grall |
I am in if you will have me! And I already have a character that has been submitted under another thread but I will withdraw him if you have the room.
Rogue (maybe smuggler or pirate archtype) that is going to do a couple of levels of fighter. Here is the background :] I will post full character when you get a linkie up...the "Captain" in the name is a bit of sarcasm.
Baggs was born on the streets of Riddleport. His mother was a priestess of Calistria, his father a known pirate who visited there often. His childhood was not harsh but the streets of Riddleport were not easy by any means. His father wanted little to do with him, but he dreamed of following in his father’s footsteps non-the-less. When he was 12 he ran away and hopped on the first vessel that would let him come aboard, a pirate ship named The Shrew. He found out that his father’s name (Edward the Black) did have some use as this crew of murderous scum treated Baggs with some respect. He found out he had a knack talking with the crew and he became well liked by most of them. Several years later he was a full member of the crew and would fight with the rest to get his share of the spoils. It was just a few years later though when Bagg’s luck went sour.
*
The mist was thick, you could taste the salt water in the night air. It was a night for killing, a night for mutiny Baggs thought. “What say ye lads, ye ready to get even with the skipper for what e dun to us?” Captain Velos was a cruel taskmaster. We had been raiding the coast for months with little luck and the boys were done with him. His bad luck had cost us several of the mates, including me good friend, Gibly when we attached a schooner that was particularly well defended and they fought us off.
*
After Baggs got agreement from the lads they went up to Velos’ cabin and barged in. Velos stood there half naked about to enjoy his slave girl. He turned to us looking uncertain, “What you boys about? Get back to your stations before I have Hemar give you some lashes.” Hemar lay in his bunk with his throat slashed, I had already taken care of him. Hemar enjoyed his first mates position and particularly the whip a little too much. “I’m afraid Capin that Hemar won’t be handing out any more lashes or any more of ye orders. Your time is up, get im boys.”
*
We grabbed Velos, took him to the deck and threw him into the water. “To the sharks with ye Capin! Well boys, things are about to look up me thinks.” After a quick vote, I was named Captain of the Shrew, the 3rd since I had boarded her those 6 years ago. My first order solidified my position, “The Capin’s girl is to be shared among the crew tonight boys!” I was young, probably too young to be Captain but there was no one else who was as popular to oppose me, especially after that order. “Now none of ye be breakin the girl or else I’ll ave your guts, ye hears me?” We would need to head to port to get more men, the crew was light. We changed course that night for port in the Shackles. Our luck in fact did not look up though, in fact it was about to go very bad. I would be the Captain with the shortest length of service ever for the Shrew.
*
That morning we were ourselves attacked by a pirate frigate. As the ship was boarded I knew we were finished. The Silver Sword was a known pirate ship with an experienced and larger crew that made short work of most of the boys. Smart enough to know we were done for I dived overboard with a barrel and swam away as me mates were brought to their end. It was shear luck that a vessel, the Sassy Lady, would run across me in the water almost a week later. Barely alive, but mostly intact I began my journey with that ship going were it would take me, which happened to be Port Peril. He ends up at the Formidably Maid down on his luck and with little coin in his pocket. He figures he can find work on another ship and start again here!
Personality – Baggs is a sociable sort that uses people to get what he wants. He is not above doing anything needed to get it done. He is loyal to those who becomes his friends, but he is not foolish enough to throw his life away on a hopeless cause though. He is also very opportunistic.
Class – Rogue
Traits:
Buccaneer Blood
Fortified Drinker (Cayden Cailean):
| Zeladiel Araxyll |
Okay. Thread up. Time to give Dan back his thread. Move all further comments to Shipmaster Dave's Skull and Shackles.