
DM Bigrin |

Good grief, horrible rolls!
Okay, through the end of the combat, you would have taken 6 dex damage.
Starting on your 4th save (the 18), someone would be free to help you, if they have the ability. Otherwise a total of 14 DEX damage, which would put you at 0, unable to move, but still conscious. You can feel everything that is being done to you.

Sander Thistlewight |

I could have tried to Treat Poison: To treat poison means to tend to a single character who has been poisoned and who is going to take more damage from the poison (or suffer some other effect). Every time the poisoned character makes a saving throw against the poison, you make a Heal check. If your Heal check exceeds the DC of the poison, the character receives a +4 competence bonus on his saving throw against the poison.
Heal: 1d20 + 5 ⇒ (16) + 5 = 21
Heal: 1d20 + 5 ⇒ (12) + 5 = 17
Heal: 1d20 + 5 ⇒ (11) + 5 = 16
Heal: 1d20 + 5 ⇒ (5) + 5 = 10
Heal: 1d20 + 5 ⇒ (10) + 5 = 15
I think if that second one succeeds (which it should have) and modifies your 14 to an 18, you'd be OK.

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Buying (assuming things are avaiable):
4500 gp 6*750 wands CLW
.750 gp oil of daylight
1600 gp 2*scroll of restoration
------
6850 gp
*cough* *cough*

Molly Blackfoot |

Spell defense:
3rd - Dispel magic, Remove curse; it's a tomb. Magical traps and curses seem likely.
2nd - Inflict moderate in case of live foes, Cure moderate in case of undead ones or injury deserving of it. See invisibility just in case.
1st - Enlarge person is a standby. Cure light for the same reasons as Cure moderate, and because I can only Healing hex any one person once a day. Burning hands as area control.
0 - Guidance and Resistance as general buffs. Dancing lights and Detect magic as necessities.
Summon monster needs no defense. :p

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

So this last exchange reminded me of one of my favorite characters I've played: Tel Thorngage, halfling ranger. My old group hated halfling, and declared them all thieves (shocking, I know). So Tel was my response, a strictly lawful character who was totally prejudiced against the other races for in his belief buying into/promulgating the stereotype. And of course hated halflings perhaps even more for so often living down to those stereotypes.
Everyone (in character) disliked him because he was so aggressive about it (not because he was a halfling, which is what he thought), but the players had fun because they leaned even more into the stereotypes.

Storn of Gorum |

Love it. :D

Sander Thistlewight |

Man, it's too bad Dieter died. I feel like this AP really wants us to have another front-line fighter type, just based on all the cool weapons we're getting. Storn can't use them all, but none of them really make sense for anyone else.

Storn of Gorum |

Yeah no kidding. We've got Aggrimosh, Gorum's Thorn, and now this megaspear. Warpriest makes you focus on one weapon (irritatingly) and Storn's one weapon is a greatsword. Although I can branch out, it's really not worth the feats to do so.

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Yeah no kidding. We've got Aggrimosh, Gorum's Thorn, and now this megaspear. Warpriest makes you focus on one weapon (irritatingly) and Storn's one weapon is a greatsword. Although I can branch out, it's really not worth the feats to do so.
Molly (w/CA&A) + Transformative + 5000 (craft cost) gp = Solution, maybe.

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

I haven't delved into the playtest enough, but I really hope that's one of the things they fix.
I think almost every weapon-using class really makes you focus on one weapon (maybe fighter lets you be a bit broader), since they're all based on feats, which means most of the time when you get cool treasure, it's not something you can actually use.
Regardless of Quill's solution (which could work), that's still three cool weapons with only really one person to use them. Quill and Sander's focus is on ranged weapons; Molly's our primary arcane spellcaster and shouldn't really be in melee; and Kipa's not really set up to use either of those.
I guess I *could* take proficiency in warharmmer for Sander for the times he's in melee, but those have been pretty far and few between.
--
Also, whoa/holy crap. The PRD's gone now. I like Archives of Nethys, but I have to admit I'm not sure I love this change. I found the prd really easy to navigate in a way I'm not quite sure AoN is.

Storn of Gorum |

The d20psfrd is still around at least!
And I haven't been too far into the playtest but it appears that obsessive focus on ONE WEAPON ONLY is a thankfully thing of the past. A big design decision seems to have been player choice, adn that includes picking the right weapon for the job.

Storn of Gorum |

So my feats were a bit of a mess and despite correcting a feat issue previously, I just made things more complicated by taking furious focus twice. So here's a feat audit to ensure I have the right feats.
Level 1: Toughness
Level 1 Human: WF Greatsword
Level 3: Power Attack
Level 3 Bonus: EWP Spiked Armor
Level 5: Improved Bull Rush
Level 6 Bonus: Furious Focus
Level 7: (new feat) Quicken Blessing: Destructive Attacks
Sorry for any confusion. Sigh!

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I just made things more complicated by taking furious focus twice.
I think this makes sense for the character. Furiously furious focus needs to be a feat for Storn.

Molly Blackfoot |

So my feats were a bit of a mess and despite correcting a feat issue previously, I just made things more complicated by taking furious focus twice. So here's a feat audit to ensure I have the right feats.
Level 1: Toughness
Level 1 Human: WF Greatsword
Level 3: Power Attack
Level 3 Bonus: EWP Spiked Armor
Level 5: Improved Bull Rush
Level 6 Bonus: Furious Focus
Level 7: (new feat) Quicken Blessing: Destructive AttacksSorry for any confusion. Sigh!
Don't worry about it. ^_^ Mistakes will happen, and you fixed it.

Jacob W. Michaels |

Storn of Gorum wrote:I just made things more complicated by taking furious focus twice.I think this makes sense for the character. Furiously furious focus needs to be a feat for Storn.
Furious, furious focus
Even in the midst of fierce and furious blows, you can find a lot of focus in the carnage and your seemingly wild blows strike home.Prerequisites: Str 15, Furious Focus, Power Attack, base attack bonus +5.
Benefit: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first two attacks you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.
There, done!

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Quill the Fletcher wrote:Storn of Gorum wrote:I just made things more complicated by taking furious focus twice.I think this makes sense for the character. Furiously furious focus needs to be a feat for Storn.Furious, furious focus
Even in the midst of fierce and furious blows, you can find a lot of focus in the carnage and your seemingly wild blows strike home.Prerequisites: Str 15, Furious Focus, Power Attack, base attack bonus +5.
Benefit: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first two attacks you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.
There, done!
Perfect. Just needed to call the right game designer and published author for the task.

Sander Thistlewight |

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.

Sander Thistlewight |

Do we want to do something else to try to draw them away from the captives? Can Storn sound like an ogre maybe? I can certainly hit the other ones but not sure we can kill them all in one round.
This is just for myself since I started to type up a in-character post and don't want to lose this part:
HP 62/62 (inc. extract; normally 48)
AC 26, touch 18, flat-footed 23
Fort +10 (+4 vs. poison), Ref +9, Will +4 (+2 vs. fear)
CMD 13
Bombs: 3/10; Mutagen: 1/1; Spontaneous healing: 0/15; Blast
Sipping jacket: Bomber's eye (1/7); +10 range increment, +1 to hit
Effects: +4 Con (+2 Fort saves), +2 AC, -2 Cha, fatigued (-2 to everything), barkskin (+3 AC), shield (+4 AC)
Extracts; Blast Finesse ritual: []
1st (5/day): bomber's eye [x], comprehend languages [], detect secret doors [], endure elements [x], shield [x]
2nd (3/day): alchemical allocation [x], barkskin [x], perceive cues []
3rd (2/day) fly [x], fly [x]

Storn of Gorum |

Since Quill and Molyl fanned out without strategizing and Sander brings up drawing htem out (which Storn likes) he'll try just a basic distraction to try and get one of them to come closer.

DM Bigrin |

@everyone - Starting Wednesday I am going to be putting the game on hold until after the Thanksgiving weekend. For the first time in 15 years I am actually travelling that weekend. Feel free to RP, post combat rolls, or whatever, but I don't expect to be able to post at all between Wednesday morning and Sunday night.

Storn of Gorum |

Have fun!

DM Bigrin |

Sorry I went off the grid again. We are in the last week (or two, maybe) of opening my wife's new clinic, and I have been very busy with last minute details (e.g., building storage shelving, tracking down permits, scheduling inspections, etc.). Things may be a little chaotic until we open, so please bear with me!