John Rhasp |
Start carrying around a potted plant. :)
Throw it at the area you want to entangle. After the fight, collect up the dirt and the little sprout, cast Mending on the pot and put the plant back in it.
Water it at tell it it did a good job.
Take leadership. Make the plant your Cohort. Give it class levels in Tetori Monk.
John Rhasp |
Do we have a plan for saving Cedrick?
I know I'm the cleric, but I have zero healing ability except for the trick of making one person able to be healed by negative energy.
That's at least four rounds of work for Deader (two to get up the side of the ship, assuming he makes both rolls, one to activate Death's Kiss, and then another to channel)
What are our options?
DM - Voice of the Voiceless |
Fish - change out of Enlarge Person also acceptable.
Shifty:
In two rounds (though at the cost of only a single standard action in Round 1) the spell drained 12 Strength, 6 Constitution and 7 Dexterity and the only chance of failure was an initial ranged touch attack. There is no save against the initial effect, and no save against the ongoing effect.
Lets compare it to an analog in the Wizard list - Ray of Exhaustion. That's a 3rd level spell, requires a ranged touch attack, target gets a save for partial effect - and even at the worst only drains 6 Strength and 6 Dexterity.
The argument 'just cut the lash' requires delivering minimum 20 HP worth of damage... something that isn't readily doable in a single round by most creatures at this CR level.
It's strictly better than a spell a level higher than it, and apart from that I just don't like it :P
John Rhasp |
Ghoul (still haven't come up with a good name for him yet)
Things From Beyond (bloody skeleton, just imagine that bleeding a lot)
From now on as I acquire/summon new minions I'll post pictures for them.
Shifty |
It's strictly better than a spell a level higher than it, and apart from that I just don't like it :P
Sure, but having to stay in direct line of effect no more than 20' from the person can get a bit untidy (because once you put it out then either it OR the caster becomes #1 target) and the minute the leash is broken or dropped they get all those stats back immediately.
The Ray sticks, anything happens to the lash and the victim is alive and well like it never happened :p
That said, it is a bit of a 'controversial spell' and there are certainly a lot of arguments against it... I don't like it either FWIW, that said, Plugg didn't seem to have any trouble one rounding poor old Cedrick who was a fair bit tougher than the lash was :)
Obisyth |
I used it in one campaign and a monk snapped the limp lash in one round. I would consider that it require some type of concentration to maintain - sort of like you have to use an attack, but do not have to roll for it.
Shifty |
I guess its not so much about standard or move but rather you have to maintain your grip, limiting what you can now do. I't also lacks any actual damage, can't kill anything in and of itself, and ultimately is just a paralysis that takes a couple of rounds to set in - all of which disappears once contact is lost.
Can only take you to 1 in a stat and freeze you whilst it is maintained... consider something like Colour Spray, Sleep, Command, or hold person - those are also pretty significant. There is still a roll involved, it is just made by the caster as opposed to made by the victim.
Anyhow, I don't like it either, so not sad to see it go, I just think it gets a lot of undeserved credit. :)
John Rhasp |
most spells that require attack rolls don't have saves (i'm having trouble thinking of any that do). touch attacks are sometimes difficult for less-than-full bab characters. They tend to have low attack stats to accompany their low bonuses.
It's a great spell against "big brute" type enemies but the fact that you have to stay close to them for a few rounds to see any major effect makes it a gamble.
John Rhasp |
I never use those spells. They're terrible. :D
(every one of them is an "anti-brute" spell that targets Fort. Also known as a really bad spell choice)
Really, I try not to ever use rays until I can cast Enervate. It's the first one I feel is decent, and by that time I'll usually have a decent chance of hitting.
Obisyth |
Ray of Exhaustion is actually a great spell. If they fail, they are exhausted (-6 Dex, -6 Str, reduced speed) with all the related reduction in attack, damage and AC. Even if they make the save, they are still fatigued with lesser reductions.
It is actually a good spell again mages because they usually have low Strength to start with, and poor Fort saves. If a mage has a strength of 8-10 to start with, you can effectively freeze them in place since they will be heavily burdened or overburdened, 3 Str is heavily loaded at 20 lbs.
John Rhasp |
Jumping in off of the shark jumping, here's my thoughts on the whole captain issue. (all of this is my opinion and as objective as possible)
Cedrick: Seems to be set up for a more "first mate" role, based on what we've seen so far. The most well rounded of us with the right sort of attitude, but has no actual points in profession sailor, which may make for some disastrous command decisions whenever they are based on rolls.
Nachi: Definitely inspiring and charismatic. Based on the greatest pirate who ever lived. Only a +4 profession sailor though (as of now). She knows her way around a ship, but might want to dump some extra points into sailoring during this level up before she's trusted with her own boat.
Obi: the most bloodthirsty of all of us and arguably the most frightening. Her legend would spread pretty darn fast and scare the pants off of people. With an intelligence and charisma of 8, she'd have a hard time keeping her crew in line though.
Fish: The smartest of all of us. Is an actual Sea Witch. It's pretty impressive when the captain of a ship can command the water and air itself. Doesnt have the charisma or social skills to command new crew or negotiate with other captains (this might be able to be delegated to the first mate)
Deader: Charismatic, smart, good skill ranks. Comes with a built in crew. On paper he's probably the strongest candidate. He's also a total loon. The command crew would spend half their time keeping Captain Deader focused and grounded. When he was lucid, he'd make a great captain. The rest of the time he'd be worse than useless.
Obisyth |
Not that I really care one way or the other. But, I am the only Wisdom based character. I am going to drop my Ability Increase into Wisdom, so I will be +9 or more on Profession(sailor). Between the rest of you, I can get good advice (Fish) and have people for diplomacy/intimidation (Deader, Cedrick, Nanchi) with higher Cha.
Really, it depends whether you want a high Profession(sailor), or other skills for the Captain. Either way, I expect it to be a balance and we will hopefully run the ship more in a collaborative manner.
HP: 1d8 ⇒ 7
Peq-pez 'Fish' Elez-mek |
And once I have the time to create items, free health care for everyone! Hail the free-floating republic of Deaderstan!
Joneth: By skills Joneth is actually pretty up there. He has good diplomacy, bluff, and sense motive modifiers. All important for a captain. Nice intelligence and decent wisdom and charisma. Also appears to be the only one who worships Besmara. (Why didn't you claim Sandra's hat?)
Cedrick: Intimidate, Diplomacy, but lacking sense motive. Why no ranks in Sailor mid-shipman? He and Joneth have the advantages of close to normal appearances, stable personalities, and non-freaky abilities. They are tough fighters with social skills. Pretty important when dealing with human warrior crew members.
Nachni: Inspiring and charismatic, but no ranks in the social skills! Nachni, you were first choice before seeing those! Unusual, but not off-putting, appearance. Some magic, enough for mystery and prestige, but not enough to freak people out.
I recommend one of these three for captain and/or first-mate. We can look at one of the other three for the role, these seem best choices.
Deader: Stats and some skills, but just way too off-putting as captain. We don't yet have the reputation to pull it off. Also crazy. However, famous crazy, we call them eccentric, people have to start somewhere. Recommended as: Deader(supervising officer of the ambulatory deceased and other positive-energy challenged crew)
Fish: Deader, you flatter me. I've six, or seven, ranks that could be used this level to give her some social skills, intimidate would be the easiest, but sense motive is going to be important and this will never be her strong suit. Also, she's a 100lbs, female, and looks Gollom-ish. Doesn't really seem captain material. Sea-witch abilities are a definite plus, and she is smart. Recommended as: ship's witch.
Obi: Penalties to intelligence and charisma don't seem like good qualities in a captain. Though she does have the required physical presence. Her sailing and profession skills make her excellent for supervising crew activity. Recommended as: bosun
MIDN. Cedrick Dragonne |
Cedrick didn't need ranks in Profession because he has Breadth of Experience, effectively giving him EVERY knowledge and profession, with a +2 bonus. He doesn't have ONE profession, he has them all.
recent changes to his attitude seem his as slightly less Bluff focused, and slightly less into bothering to sense motive, and maybe a lot angrier and heavy combat. No more giving out free teamwork feats to his crew :p
MIDN. Cedrick Dragonne |
Yep, Breadth of Experience is pretty funky. Pay a Feat, but (sort of) become a Bard.
Rebuilding his projected future Feat tree though too, DMVoV is the Leadership Feat something any of us should be concerning ourselves with, or is it more 'rp' based/using their own abstracted system?
DM - Voice of the Voiceless |
On the topic of crew:
The first volume of the AP goes into some length about who the crew is and what their hopes and dreams are... the second AP takes all of that, rolls it up and throws it in the trash. Moving forwards from here a couple of characters (Kroop and Sandara) have a bit part to play, but the rest of them become more of a faceless mob.
Crew management will not and should not be a hassle. For the most part they will follow orders - and only when plot dictates will there be anything to address. So for the most part the crew management will be more of a side-issue that doesn't require any specific build choices (such as leadership or the like).
John Rhasp |
Well, just because that's what the AP says has to happen doesn't mean we have to run with it. I like the crew having personality and goals that we can try to help with. I'm sure the AP has some flexibility in it that would allow some side-questing in that regard.
Fish, do Witches have access to Create Treasure Map? I was thinking that it would be cool to use it on Scourge and Plugg. Then we could take our new ship out and go dig up our enemy's stashed booty or something.
MIDN. Cedrick Dragonne |
Ok good to know on Leadership.
Wasn't sure if that was going to come into play, yep we can rp things along a bit, I was more worried that there would be mechanics/feats we had to concern ourselves with :P
John Rhasp |
I do plan on taking leadership at some point (probably 7th), but I don't plan on having human followers and have some plans to make sure that they don't much up the story gears at all. I don't even think my cohort is going to be an actual character. I'm more interested in the followers than the cohort, so I'll come up with something suitably deader-style by the time that happens.
Maybe I'll have my cohort be a poltergeist or something so I can have the boat, or wherever deader happens to be, get all haunted and possessed.
Nachni Charan |
What? Where are these Kissing Strumpets?
What is it?
MIDN. Cedrick Dragonne |
Doing up the loot divvies etc, then will get on to updating the ding or something at some point.
Any 'must haves' from the items obtained since the last split (capturing the ship)?
F. Castor |
Fighter (Weapon Master) 1/Rogue (Knife Master) 2 -> Fighter (Weapon Master) 2/Rogue (Knife Master) 2
Saves: +1 Fortitude
Hit Points: +7 (+6 fighter, +1 CON)
Base Attack: +1
Feats: +1 fighter bonus feat - Two-Weapon Feint
Skills: +4 skill ranks - Acrobatics, Disable Device, Perception, Stealth
Class Features: Fighter (Weapon Master) - Weapon Guard +1
Attribute Increase: +1 Dexterity
John Rhasp |
I'm having to post from my phone right now and I just spent the last hour writing up a great little scene where Deader addresses the crew. Lost the whole thing. I'm not typing it all out like that again. I get access to a keyboard tomorrow. I'll redo it then when I'm not so pissed about it.
Please dont dismiss the crew or talk to them for him. This is an important moment for deader's progession as a character.
Also, if we're picking officer's positions for our characters, I'd like Deader to be the new Bosun.
Did anyone else want that one?