DM Salsa Presents: Rise of the Drow (Inactive)

Game Master AdamWarnock


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I was just looking at options to disarm magical traps and found the Trap finder trait from the Mummy's Mask AP.


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I thought that Investigators could also disarm magical traps.


With Digger going Alchemist I thought it might be better to look at some other options. I'm leaning toward full bab options (Ranger, Fighter, Bloodrager). But I haven't ruled out Inquisitor or Oracle for extra healing/status removal.

If you don't think having an Investigator and an alchemist in the party will be to much over lap I could definitely play one! It might actually be beneficial to share formulas.


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The Trapper Ranger archetype also allows you to disable magical traps if you want the full BAB.


Let me get to crafting my character and I will get back to you on the worg thing. I will figure out if I really want that in a bit. Knowing my options helps me make my character is all. I think I mostly want it because people fear them and they are ugly.

I still would love to pick up a Shadowdancer later. And I have never had the chance to play with a Drow but there are other interesting critters in the underdark. That thing will definitely be melee heavy, probably a fighter as the base class. Don't care when it happens but I think I would like the chance to play someone with no memories and let you do some crazy things when that character shows up. Would that be ok for later?


Can I have a Cooshee? That link is apparently a 3rd party thing but the big diffence to the core one is that they are a little weaker than the core one.


M Elf Alchemist (Fermenter) 6 | HP: 46/46 | AC 20/13/18 | F+5 R +7 W+2 (Elven Immunities | Per: +11, Low Light Vision | Init: +2

Going to level up today. I see we have a drunken sensei aboard ...pretty natural he'd be buddies with my moonshiner.


M Elf Alchemist (Fermenter) 6 | HP: 46/46 | AC 20/13/18 | F+5 R +7 W+2 (Elven Immunities | Per: +11, Low Light Vision | Init: +2

Have I missed how we're dealing with hit points?


M Elf Alchemist (Fermenter) 6 | HP: 46/46 | AC 20/13/18 | F+5 R +7 W+2 (Elven Immunities | Per: +11, Low Light Vision | Init: +2

Should be complete except for hit points.


Male Probably human Computer Scientist 1/ Character Synthesizer 20/ Crazy 99

Oops.

The way I normally deal with HP is that when you level you roll half the hit die and add half the max, so for a d8 you roll d4+4.


M Elf Alchemist (Fermenter) 6 | HP: 46/46 | AC 20/13/18 | F+5 R +7 W+2 (Elven Immunities | Per: +11, Low Light Vision | Init: +2

Awesome!

hp level2: 1d4 + 4 ⇒ (4) + 4 = 8
hp level3: 1d4 + 4 ⇒ (2) + 4 = 6
hp level4 and toughness: 1d4 + 4 + 1 ⇒ (4) + 4 + 1 = 9
hp level5 and toughness: 1d4 + 4 + 1 ⇒ (1) + 4 + 1 = 6
hp level6 and toughness: 1d4 + 4 + 1 ⇒ (1) + 4 + 1 = 6


Inactive

Max HP at first level then do the rolls after that, then?

(This is Lady L. btw)


Male Probably human Computer Scientist 1/ Character Synthesizer 20/ Crazy 99

Yup, max at first. Also Toughness affects all levels.


M Elf Alchemist (Fermenter) 6 | HP: 46/46 | AC 20/13/18 | F+5 R +7 W+2 (Elven Immunities | Per: +11, Low Light Vision | Init: +2

I had already taken the first three points of toughness.


Does any one have a preference/advice on what I play?

I think we need someone who can handle magical traps so the question is what to pair with that ability. Here is what I've narrowed it down to:

1. Trapper ranger - brings full bab, dedicated frontliner, scout, and minor debuffing with traps.
2. Empiricist Investigator - brings versatility, (healing, buffing, scouting, social)
3. Seeker oracle - (healing, buffing, social)
4. Unchained Rogue - Scout/ debuffing with rogue talents/abilities

Thoughts or other ideas?


Monks tend to be pretty good at being a front liner so technically that is covered but more is always nice and Rangers are a brilliant class and can easily be switch hitters.

I know nothing about the Investigator class so I have no opinion of them.

I have a deep love for oracle and that one lets you have access to all the healing stuff that Druids and Alchemist don't have on their lists.

I would never say no to a rouge as they are very useful. But my vote is Oracle.

Though I will point out that Barbarians are the best trapbreakers ever! Smash is always the answer. You could name your weapon lockpick.

I can do the scouting stuff as a Druid and with the pack lord archetype I can see though my buddies too. I am planning on focusing on wildshaping for front-lining and maybe summons. Does anyone have an issue with summons? People either really like them in combat or hate them as it can clutter the field and potentially overshadow others. The spell list lets me have a few good damage spells, some healing but not amazing, and area control is where a druid shines as I understand them.

Any suggestions on feats? I know Natural Spell and Wild Speech is needed.


Thanks.

I've always liked Planar Wild shape.


Don't I need knowledge planes to put ranks into?

Also your welcome and thank you! I do love templates


Yes, you need to put 5 ranks into Knowledge planes but you don't need to have knowledge planes as a class skill to put ranks into it.


So Dwarves can get a limited use of first level domain abilities as their favored class bonus. There are a few that I like. And I ask for opinions. I do like skill points but this is a cool option.
Acid Dart bit of extra damage. Not my favorite but not bad
Enlarge its a single round of enlarge but could be useful. It is a sub domain ability.
Doorsight Easily my favorite option and very useful. Also a sub-domain but travel fits her rather well.
Rusting Touch This is very thematically appropriate for a Druid.


I like doorsight too. Rusting touch would be second.


M Elf Alchemist (Fermenter) 6 | HP: 46/46 | AC 20/13/18 | F+5 R +7 W+2 (Elven Immunities | Per: +11, Low Light Vision | Init: +2

For what it's worth, Logram can face pretty well.


Yay!


Rita Hayworth gave good face." - Madonna Vogue 1990

Logram//Digger any preference?


M Elf Alchemist (Fermenter) 6 | HP: 46/46 | AC 20/13/18 | F+5 R +7 W+2 (Elven Immunities | Per: +11, Low Light Vision | Init: +2

I've never properly gotten my mind around the Oracle class. I've heard good things! But rangers are kind of amazing. Full BAB, spells, companion/domain, and hella skill points. And with trapfinding? Sweeeeeeet!


Yeah, rangers are sweet. Unfortunately the trapper archetype gives up spells to get trap finding and the ability to set traps which hurts. Never really felt it was a fair trade.


Inactive

Calli's 'build' idea trades away some of the standard frontline oomph that a monk gets for supportive stuff - such as Advice which basically functions as a bard's Inspire Courage. That could be a lot of fun if DAA wants to play with summoning :D


That is one for summoning. Logram, Chobo, and DM-Salsa opinions?

Also lots of archetypes trade out the good stuff and the trade feels less fair mechanically. But it is for flavor in my mind.


lvl 2 : 1d4 + 4 ⇒ (1) + 4 = 5
lvl 3 : 1d4 + 4 ⇒ (1) + 4 = 5
lvl 4 : 1d4 + 4 ⇒ (2) + 4 = 6
lvl 5 : 1d4 + 4 ⇒ (3) + 4 = 7
lvl 6 : 1d4 + 4 ⇒ (1) + 4 = 5

That is all so Lame!


I'm fine with summoning.


Male Probably human Computer Scientist 1/ Character Synthesizer 20/ Crazy 99

No problems here.


DAA what kind of companion did you decide to go with?


Inactive

Level 2: 1d4 + 4 ⇒ (1) + 4 = 5
Level 3: 1d4 + 4 ⇒ (2) + 4 = 6
Level 4: 1d4 + 4 ⇒ (3) + 4 = 7
Level 5: 1d4 + 4 ⇒ (4) + 4 = 8
Level 6: 1d4 + 4 ⇒ (4) + 4 = 8

Not terrible!


Some kind of canine and a bird of some kind. Eventually I wanna get something from the underdark as well.


I found the rings I really want! Ring of Natural Attunement (Kami) and Ring of Natural Attunement (Drake)

Ok so my archetype gives the option of multiple animal companions and the boon companion feat looks like I can use that to make one a little better, right?


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Boon companion allows you to treat one companion as your effective druid level + 4 or your HD, whichever is lower. You can take take it once per companion that you have.

Not sure how I feel about a good aligned spell caster summoning evil aligned monsters, though.


That's fair. Sadly drakes are apparently all evil. I would have thought chaos was more of the thing but evil is genetic I suppose. Well I eventually want the Kami one. Those are not evil.

And birdy gets a little better and I can focus everything else on the wolf until I find a new buddy.


Inactive

Okay, I decided to try something kinda funky with my build but I've got Calli's rough statblock posted on her profile page now. Still need to format it to be easier to read and I need to do background and stuff but it's a start. Feel free to look it over and let me know if you've got any questions so far :)


L.L. I like it I think the oracle vibe and the sensi go well together. Are you going to take more then 1 level in Oracle?

Also, I am going to be on the road today and will have plenty of time to think so I will probably reached a decision on what I will play. (leaning trapper ranger).


Inactive

^Thank you! I admit, the oracle addition was not originally part of the plan but when perusing the forums for some insight as to potential feats and the like, I came across a post that suggested pairing Drunken Sensei + Lore Oracle dip as something of a Jack Sparrow-type concept. Dex is tanked all to heck which is pretty odd for a monk but getting charisma-to-AC and Reflex via the Sidestep Secret revelation balances it out - plus the crappy Dex actually works with the 'fluff' for a drunken monk :)

As for taking more oracle levels, I'm not sure. Right now I'm leaning prooooobably not but the idea isn't completely out of the question. I just hope it actually 'plays' effectively since she's not really going to be a huge dealer of damage on her own.


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@DDA: I've been thinking about the Shadowdancer idea that you mentioned. My read of it is that you want a Shadowdancer NPC that accompanies the party, and not necessarily a follower. Is that correct?


I am still all for spending the feat one someone we eventually meet but if you have a plan for an NPC I will not stand in the way. I just got distracted by the druid thing and actually have a sort of concept. The amnesiac shadowdancer drow I am still happy to give a try but I currently do not have any ideas about it. No inspiration is happening in my brain :(

Also with my animal companions do I need to make rolls for the tricks that they know?

And if they have an int of three do you care what feats they pick? My owl would take flyby attack. And the wolf will be going with the tripping that they are so good at.


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So long as the feats make sense. You only need to roll for tricks you teach them after the free ones you get. I think you get 6 or 7 tricks for free.

And I have an idea for.an NPC you will meet.


Ok well I have had them for a while so I will figure out the rolls I need to make and start on that.

Should I make profiles for my critters?


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If you want. I'm fine either way.

Sorry for the terse replies. Hate typing on a touch keyboard.


Inactive

If you like to give your critters (talking ACs, eidolons, familiars) some personality then I find it helps to give them their own separate alias and profile. Of course alias bloat is always a concern; I've gotten to the point where I try to recycle old aliases as much as possible!

For summoning, I don't make individual aliases but I have one set alias 'Summoned Buddy' that I post with and I just have the different summon options I like to summon on the profile under spoiler tags.


Touch keyboards suck.

All the names are claimed! And I tend to recycle profiles too. Knick Knack will be one of them.


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Okay, so a bit about how we're going to be starting and a little bit more about the region.

We'll be starting off in Iron Bay, whether you've lived there or not is up to you, but keep in mind it's a small village of less than 400 people. If you're a native, most everyone's gonna know your name and any antics you've gotten up to. As small as it is, it's still the largest settlement in the area. There are a number of homesteads, manors, hamlets, and garrisons dotting the rugged landscape, but for all intents and purposes, Iron Bay is an outpost and not a hub of government and trade.

If you're new to the village, you've likely heard rumors that there was a need for adventurers and mercenaries. I'll come up with something if you don't have any particularly strong feelings about what the rumor said that got you here. In any case the place to be if you're looking for that kind of work is at the Thirsty Serpent Tavern. I guess that means we'll be doing the old cliche start to any adventure. :)

That said, how you guys come together is up to you. You could, for instance, all know each other from growing up or living in Iron Bay. Another idea is one of you is trying to assemble a company to work with (I personally like this one, but that's because I can get a little silly with the NPCs.) There's other ideas out there on how to get you guys together and into the story.

All of that said, anyone have strong feelings one way or another?


Inactive

Hum...I figured that Calli, if not a longtime resident of Iron Bay, has at least lived there for the past several years. I'm kinda picturing someone that's got a rather varied and colorful past work history, having to switch occupations from time to time whether as a result of her drinking, her mouth getting her into trouble, or just the fickle finger of fate. So trying to join and/or set up some sort of adventuring company is exactly the sort of thing she'd do :3


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Oh, I've got an Idea for Calli then. You don't mind starting out in the drunk tank, do you?

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