
Mus'ad |

Kheled - was reading through Inner Sea Gods and noticed the following feat that you might be interested in:
Eerie Sense
You have a knack for sniffing out undead.
Prerequisites: Ability to cast detect undead or detect evil as a spell or spell-like ability, worshiper of Pharasma
Benefit: At the beginning of your turn each round, if you are within 60 feet of an undead creature or a haunt, you get a chill down your spine and instinctively sense that something eerie is very near. This sense does not alert you to the direction of the undead or haunt. Anything that can block detect undead can likewise block this sense.

Mus'ad |

This one ain't half bad either...
Fateful Channel
Your faith not only heals the body, it tugs the strands of fate.
Prerequisites: Channel positive energy 3d6, worshiper of Pharasma.
Benefit: When you channel positive energy to heal living creatures, you grant each creature you heal the ability to roll twice and take the better result on a single attack roll, skill check, or saving throw of their choice within a number of rounds equal to your Charisma bonus (minimum 1). Multiple uses of this ability do not stack, but they do reset the effect’s duration. A creature can only benefit from one instance of this channel effect at a time.

Myron Drumbarrel |

Pondering a minor trait adjustment. A selfish vs team choice, really. Right now, I have Helpful, which bumps my Aid Another bonus up to +4. I'm considering trading that to Threatening Defender, which reduces the to-hit penalty from Combat Expertise by 1, effectively turning it into Dodge for the first couple of levels.
Thoughts?

F. Castor |

Heh... Enchantment and Necromancy are Aerathiel's opposition Schools, so I doubt there will be much overlapping between the two gentlemen (it also means that certain useful anti-undead spells, such as disrupt undead, are more or less unavailable to him). However, he will be picking up the Opposition Research (Necromancy) arcane discovery eventually, but that is a long way down the road. Considering the premise of the campaign, it makes sense that he will be interested in studying that school as well given time.
He will mostly be focusing on Conjuration and Evocation spells actually for summoned minions and direct damage. It is just that at the first levels, methinks such spells are not really the best use of spell slots.
Main ranged damage will be coming from acid splash, which will be dealing 1d3+1 points of damage, thanks to using a flask of acid as a focus (at least according to the Adventurer's Armory book).

Myron Drumbarrel |

Switching to Threatening Defender - after all, I'm not very useful to the group if I'm dead. And I'll need every bit of help I can get to keep my AC high if I'm going to spend a lot of time in melee, like I plan.

F. Castor |

That is not a bad idea actually. A scroll of disrupt undead costs 12 gp and 5 sp, while transcribing that spell into the spellbook costs another 5 gp. The Spellcraft DC to do so is 15. So...
Spellcraft: 1d20 + 7 ⇒ (11) + 7 = 18
So, it could be done. Still, disrupt undead does 1d6 (1-6) points of damage to undead only, while acid splash does 1d3+1 (2-4) points of damage to anyone, provided a flask of acid can be used as a focus (per the Adventurer's Armory book) and the target is not resistant to acid that is. And since detect magic is always useful, disrupt undead would have to replace both acid splash and, say, prestidigitation.
Ah, it has been quite a while since the dilemmas of wizards were cast upon me... :-)

Jacob Trier RPG Superstar 2012 Top 16 |

Disrupt undead is useful for targeting incorporeal undead, but hopefully we won't run into too many of them at low levels.
Otherwise, having the means to overcome the various DRs of low-level undead (B and S, if I recall correctly), should be a priority. If Kheled can weaken them with a channel or two, we should be able to mop up the rest with ranged and or melee spells and weapons.

Kheled Hadri |

This one ain't half bad either...
Fateful Channel
Your faith not only heals the body, it tugs the strands of fate.
Prerequisites: Channel positive energy 3d6, worshiper of Pharasma.
Benefit: When you channel positive energy to heal living creatures, you grant each creature you heal the ability to roll twice and take the better result on a single attack roll, skill check, or saving throw of their choice within a number of rounds equal to your Charisma bonus (minimum 1). Multiple uses of this ability do not stack, but they do reset the effect’s duration. A creature can only benefit from one instance of this channel effect at a time.
That is a decent one...I will definitely consider it.
Feat string
3rd: Extra Channel
5th: Extra Revalation or Fateful Channel
7th: Alignment Channel
9th: ?

F. Castor |

I will be leaving later today for a few days, meaning I will have no computer access until about Monday. I will give posting from my phone a try if I can connect to the internet, but even so, posts will be a bit on the brief side. Please DMPC Aerathiel as needed so as not to hold up the game.

Joana |

Unless I am mistaken I think thieves tools include a crowbar, at least they used to in 3.5
This kit contains lockpicks and other tools you need to use the Disable Device skill. Without these tools, you must use improvised tools, and you take a –2 circumstance penalty on Disable Device checks.
Masterwork Thieves' Tools: This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device checks.
Only lockpicks. Besides, thieves' tools weigh 1 pound, or 2 pounds for masterwork. A crowbar weighs 5 pounds. There's no way one could be included.
The wording and weight are exactly the same in 3e. Must have been a house rule.

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I like that the DM has given us the Well Prepared feat as a bonus feat ;). We don't even need to make a Sleight of Hand check! :D

DM oKOyA |

(lol)
Yes, you guys aren't helping. :P
And yes, thieves' tools does not equal/include crowbar. Or pitons. Or hammers, grappling hooks, ropes, etc etc etc. ;)
Honestly, I see the group having a community/group canvas duffle bag of breaking and entering tools (or the aforementioned dungeoneering kit), carried in hand, from room to room by whomever, and dropped to the ground at a moment's notice.
Only really becomes an issue from time to time. Running for your life for example. :)
How do you guys propose to carry all the fat loot you guys are bound to find? lol

DM oKOyA |

Not to be a wet blanket but... each MA requires its own climb check. The rules state you can only climb at 1/4 speed, or 1/2 speed with penalty.
I hereby house rule that you can climb down an unknotted rope at 1/2 speed, or full speed with penalty. (essentially sliding or fast roping)
The climb down the shaft is 60' in length, meaning, depending on your move speed, you each need 2 to 3 climb checks to safely reach the floor.
Taking 10 is obviously an option, as is aid another.

Professor Aristedes |

Tsk, if I was a Halfling i'd have got down with no check required...
Yes I know you assumed Take 10 from him...
Just wait until I get my muleback cords... ;)

Joana |

Mus'ad: You could always take 10. You'd never actually disable anything, but you wouldn't roll low enough to set them off, either. ;)
Trap-heavy dungeons are pretty miserable at first level, especially when you're trying to play a PC with a modicum of dignity. It's hard to view a character as competent when he fails spectacularly 45% of the time.
I think there might be a way past the trap without disabling it ... but Pherenike's not clever enough to suggest it.

Mus'ad |

Pretty much - obviously trap removers are only meant to wear padded at first level as well. It's just a pretty amusing mental image to think of the dwarf stripping to skivvies, then spending a minute tongue between teeth in conversation and concentrating really really hard before going Oh bother and getting shot in the nice fleshy bits that would've been covered by armor :P
If the trap hadn't been resettable, then Mus'ad would've just hunkered down behind his shield and triggered it - assuming that there was going to be less chance of injury than what he's fumbling at now!

Joana |

It's just a pretty amusing mental image to think of the dwarf stripping to skivvies, then spending a minute tongue between teeth in conversation and concentrating really really hard before going Oh bother and getting shot in the nice fleshy bits that would've been covered by armor
This reminded me of a trap-heavy adventure I once ran that included repeated scenes of the PCs stripping naked and skipping down a dungeon corridor, for reasons too convoluted to get into. Suffice it to say, it was an integral part of a clever plan they came up with because they completely missed the intended solution, no matter how often I tried to get them to catch onto the clue. :D

DM oKOyA |

I wouldn't call this tomb trap-heavy. ;)
And I will repeat my objection to the idea that Pherenike is not clever enough, or has nothing to contribute to the game outside of combat. First of all, she is of average Int and Wis. Since when did average become useless? You might have a case if her scores were 6 or less, or if she was trying something terrifically complex or particularly ingenious... and even that would be a stretch for me to quash a good player's idea.
And Secondly, the game already puts mechanical benefits and penalties related to stats, and frankly I don't see the need to compound that by penalizing players with further restrictions. (Or rewards)
Otherwise I would have to do the opposite as well.
"Your character has a 21 Int. There is no way he would try the plan you are concocting. Here let me tell you what he would do. In fact, I'm not sure you are even qualified to play a character this smart." :P
"Oh wait... I'm not smart enough either. Game over."