GM Choon Presents: The (Gestalt) War of Dragonfires (Inactive)

Game Master Choon

Current Battle Map


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The Man. The Myth. The Mask!

In the end the confusion/ wall of text is my fault. My description should be more detailed and provide more info.


Daimargh wrote:
Er, wait, so Onyx is just leaving then?

I think the best way to put it is,

She was there, got burned bad, she jumped and the wushh. she is nowhere to be seen. As far as your PCs can tell she's just upped and disappeared etc.

I need time to think about what I am going to do with her, if anything at all. The hole officer thing was a bad idea, do thats gone for good from me. So thinking over things


Onyx (AC: 21/25*[T: 16/20 FF: 17/21 | HP: 32/53(THP-)(0NL) | F+6, R+9, W+7) Init: +4; Perception +12 | CMB: +6; CMD: 22 | SP 7/11 SP 6/11 | Defense: Blindsense 60* Darkvision 60/ Resistance:Electricity/Sonic. [10]

Ok how dos this sound my PC Onyx is NOT an officer, she may have been once but she is not now. She is a grunt in the ranks and trying to do her best. She has no right to tell anyone anything at all. In fact she is a bit sullen. She has not gone just run off to get some healing.

DESCRIPTION
Android | Female | Portrait
Age N/A Height 6'2" Weight 191lb, Hair: White, Eyes: Silver Blue Body: Slender and Tall, Skin Tattooed, Voice: light: TN:

Onyx a tall Android. Her clothing is practical adventurers outfit. Her body is covered in fine silver magic tattoos [circuitry]. That light up when she uses her magic. Around her wast is also a light well made utility belt. She had a simple dagger in one boot and no other weapon that can be seen.


The Man. The Myth. The Mask!

I was never under the impression she was an officer. Sgt. Celeste is the NCO. Or that was the impression I had.


Stats:
HP [89/90] | AC 19, T 10, FF 19, CMD 19, DR 4/- | Fort +9, Ref +2, Will +7 | Low-Light Vision, Perception +7 | Bloodrage [17/17] |
Astral Suit Modifications:
Fortification 25%, Hardy, Stalwart, Flexible Suit, Improved Armor, Quickened Attacks, Psionic Attack, Psionic Damage, Augmented Weapon
Aegis 6/Bloodrager 6

I didn't know any of us were an officer.


Sgt. Celeste is the NCO, cool

I should have made clear what I was playing. I now get the problems, my bad.

Onyx will be back and no more barking orders, she will do what Sgt says etc.


The Man. The Myth. The Mask!

Sorry for the delay. I got called into an emergency yesterday after my normal work day. I'm going to try to get something up in the next few hours.
Fate: 1d20 ⇒ 2
And looks like you all get something of a break.


Male Dwarf Gestalt Soulknife (Nimble, Gifted) & Vitalist 6 | PP: 34/58 | HP: 61/76 THP:0 NLD: 5| AC: 20; T:13; FF:17 | Fort: +10; Ref: +9; Will: +10

So. Davor heals himself and 4 others for 53. Letting our healers keep themselves alive seems important, so we'll fill Davor, then take that 6 overflow and add it to the pot...

Davor: 53x4=212; Plus his 6 of overflow gives 218.

The Infernal Healing from Onyx on Daimargh heals him for 60 hp (Fast Healer ftw), only 47 of which is needed, so we'll let that extra 13 go into the collective as well. For kicks, we might as well have Daimargh be one of the 4 healed, so his Fast Healer bonus kicks again for an extra 2 hp...

So that puts the available healing at 233

And the total missing HP at: 168
(unless I've missed someone, but we've still got plenty clearly, so it shouldn't be a problem)

Davor: 71/71 -- FULL
Adept: 32/56 -- needs 24
Onyx: 33/53 -- needs 20
Celeste: 33/73 -- needs 40
Craving: 9/53 -- needs 44
Daimargh: 76/76 -- FULL
Bustik: 50/90 -- needs 40

Looks like everyone can get full, unless I've made some pretty serious math problems.


The Man. The Myth. The Mask!

Welcome, everyone, to the power of the vitalist. :)


The Man. The Myth. The Mask!
GM Choon wrote:

Sorry for the delay. I got called into an emergency yesterday after my normal work day. I'm going to try to get something up in the next few hours.

[Dice= Fate]1d20
And looks like you all get something of a break.

No dice. It'll be tonight before I can update now. Silly life. Why must it insist on getting in the way?


**INACTIVE(Adapt)***Ophiduan Male Adult Monk (Unchained, Zen Archer)/Incanter/Gestalt 6 - HP: 71/71, AC:21/T:20/FF:17, F:+8/R:+10/W:+8, Init:+3, Perc:+10, CMB:+6, CMD:26, Speed:50/80', Ki:8/8, SP:11/11, Ammo:60/60
Skills:
Acrobatics:+10/+18 to Jump, Climb:+5, Escape Artist:+10, Fly:+3, Heal:+5, Kn.(Arcana):+6, Ride:+3, Sense Motive:+5, Spellcraft:+6, Stealth:+10, Survival:+5, Swim:+5
GM Choon wrote:
Welcome, everyone, to the power of the vitalist. :)

Better yet, as someone already stated (I have to look back in Discussion/Recruitment and see), a Gestalt Vitalist/Incanter with all of the Sphere of Life powers would be awesome!


Male Dwarf Gestalt Soulknife (Nimble, Gifted) & Vitalist 6 | PP: 34/58 | HP: 61/76 THP:0 NLD: 5| AC: 20; T:13; FF:17 | Fort: +10; Ref: +9; Will: +10

Yeah, I almost made one. Awesome yes, but a lot more one-dimensional. With the two of us each bringing half of it, we have some other options, which is nice, and still get the functionality.


Onyx (AC: 21/25*[T: 16/20 FF: 17/21 | HP: 32/53(THP-)(0NL) | F+6, R+9, W+7) Init: +4; Perception +12 | CMB: +6; CMD: 22 | SP 7/11 SP 6/11 | Defense: Blindsense 60* Darkvision 60/ Resistance:Electricity/Sonic. [10]
Daimargh wrote:
Onyx, unless you specifically are avoiding the collective healing, there's no reason to use another charge. You should be full from the healing from Davor and me. There was plenty for everyone.

Cool I'll edit.


**INACTIVE(Adapt)***Ophiduan Male Adult Monk (Unchained, Zen Archer)/Incanter/Gestalt 6 - HP: 71/71, AC:21/T:20/FF:17, F:+8/R:+10/W:+8, Init:+3, Perc:+10, CMB:+6, CMD:26, Speed:50/80', Ki:8/8, SP:11/11, Ammo:60/60
Skills:
Acrobatics:+10/+18 to Jump, Climb:+5, Escape Artist:+10, Fly:+3, Heal:+5, Kn.(Arcana):+6, Ride:+3, Sense Motive:+5, Spellcraft:+6, Stealth:+10, Survival:+5, Swim:+5
Daimargh wrote:
Yeah, I almost made one. Awesome yes, but a lot more one-dimensional. With the two of us each bringing half of it, we have some other options, which is nice, and still get the functionality.

I agree until higher levels, then the you would have available more Spheres/Talents for the offensive or whatever. I think you max at 19 for all of Sphere of Life without any possible Advance Talents. This leaves you with 11 - 22 more slots remaining for Spheres or Talents and if you convert all of your feats to Spheres/Talents.

But yes, I agree, I like working as a Team and we can have more fun right away by stabbing or shooting something.


M Humanborn

Im glas the fate is every round. I thought that 20 was gonna haunt the whole battle.


**INACTIVE(Adapt)***Ophiduan Male Adult Monk (Unchained, Zen Archer)/Incanter/Gestalt 6 - HP: 71/71, AC:21/T:20/FF:17, F:+8/R:+10/W:+8, Init:+3, Perc:+10, CMB:+6, CMD:26, Speed:50/80', Ki:8/8, SP:11/11, Ammo:60/60
Skills:
Acrobatics:+10/+18 to Jump, Climb:+5, Escape Artist:+10, Fly:+3, Heal:+5, Kn.(Arcana):+6, Ride:+3, Sense Motive:+5, Spellcraft:+6, Stealth:+10, Survival:+5, Swim:+5

We need to give him a one sided dice so he keeps rolling 1s ... lol.

Although it virtually hurts, it is fun to have bad fate too.


Yaksha master of forms 6//rakshasa paragon 6 | HP: 24/53 | AC/T/FF: 22/18/19 | F/R/W: +7/+8/+6 | Init: +1; Perception +11 | CMB: +9; CMD: 27 | Defense: Evasion, DR 2/-
Resources:
Focus: 0/4 | Pool of Predation: 3/9 per day | Sorcerer Lvl 1 - 4/6 per day | Deep Focus: 0/1 per day | Thunder Spear: 0/1 per day | Active Stance: Lightning
Status Effects:
Hungerborn: +1 to attacks, skill check, ability checks, and CL checks for 1 hour. | IH: Fast Heal 1 (3 rds) | GL: +20 ft. speed (5 rds) [ooc]| EP: Large Size (17 rds)

I was the one advocating the surgically-focused incanter//vitalist originally. :-P Vitalists are almost gross with how good they are.

Yeah, fate's every round - think it'd be counterproductive to Choon's goal if it was per battle. Which as a reminder for everyone, is for him to get comfortable killing characters. I think a fate-per-battle die would be pretty good for getting comfortable with TPK's though. ;-)

If Craven survives another battle, I'll be surprised. Not that I think he's ineffective per-se, but this and future characters are built with the goal of seeing what my hoard of 3PP classes & options actually look like in a fight once they're lifted out of a book/PDF and actually made to do something - so hyper-unstoppable builds aren't a part of my design process.

Come to think of it, Choon, what progress is the colossus making each turn? Is it taking double moves for 80 ft./round, or running for 160 ft./round, and does it wait for us when we all bail off? Just trying to figure out the colossus ETA to the keep, to see if I wanna get any buff's going while I'm outside of the field, and see what it takes to keep pace with it.


HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6

honestly, i dont think Vitalists, by themselves, are all that much better than clerics. Psionic healing is less effective than magical healing when you consider what effects from from what resource use.

Consider Body Adjustment (BA) psionic power. before they reach ML 3, they would use the Natural Healing (NH) power.
1pp = 3 hp (NH)
3pp = 6.5 hp avg (BA) or 9 hp (NH)
5pp = 13 hp avg (BA) or 15 hp (NH)

Now consider a cleric at the same CL
1st = 5.5 avg
3rd = 12 avg
5th = 18.5 avg

Cleric wins. But there's a Faith trait that gives one more HP healed with cure, so that edges cleric even further. Then at level 6 a cleric with the heal domain gets a 50% boost in all their healing, blowing Vitalist out of the water. This is without taking into account that a 5th level Vitalist only gets enough PP to do a max (5pp) power five times (assuming they have an 18 in their manifesting stat, that is a total of seven times).
7x15 = 105

The cleric (if using spells solely to heal as the vitalist above, with the same 18 in the casting stat) at 5th level gets 3x3rd, 4x2nd, 5x1st level heals.
1st = 32.5
2nd = 52
3rd = 58.5
32.5+52+58.5 = 143. Slight edge goes to the Cleric.

Now add one level.
Cleric adds a 2nd and a 3rd level spell, plus they get one more point of heals on each of the 2nd and third level spells from CL increase, and they get the healing domain 50% boost. That makes a total average of 393.75.
Vitalist gets 12 more PP, enough to do their 5pp heal (they cant augment it to 6pp because each additional dice is 2pp) two more times and then they can do two single 1d12 heals with the remaining pp. They don't get CL added or a 50% domain boost. Their average becomes 117 with BA, 123 if you could the 2pp left being used for 2 NH. With NH, their 47 PP becomes a flat 141 healed.

So we are at 141 for the 6th level Vitalist and 393.75 for the 6th level cleric.

I don't have time to get into the cleric's Channeling for heals or the Vitalist's class abilities regarding heals, so maybe the Vitalist gets the edge there, but i doubt its edge garners it the 252.75 points healed needed to catch up to the Cleric (more than that including the Cleric's channels)

=========================================================

Where it gets REALLY silly for healing is when you have Vitalist + Cleric (or mass heal talent from life sphere). I was playing a Vitalist in a Dark Sun game and we had a Cleric as well; this situation comes forth in this gestalt game because we have a similar situation (though it's the same person for both classes).

This is due to the Collective feature moving "points healed" around like it does, coupled with an area heal spell or channel. Since it specifically says you can move overages, a party of four level 6 characters can really work some magic. The Cleric does a 3d6 channel with 3 allies around, that is 12d6 of heals that can be allocated as needed. Even more so with the Life Sphere. And if there are more than 4 people in the collective getting hit with the channel, that can be some truly ridiculous amounts of healing going on.

EDIT: Vitalist can augment their powers by spending 1 PP to add one more collective member, but I don't want to run all the numbers for every possible permutation by Manifester level and party size to determine the most optimal numbers.


The Man. The Myth. The Mask!

The big plus of the vitalist is the Collective and the fact that healing gets exponentially better with the number of collective members you have around. Cleric wins in both raw numbers and condition removal (Vitalists have very limited condition removal), but when you start AoE healing... it gets stupid fast. A high level vitalist can render his collective effectively immune to death via HP damage as long as that damage isn't a one hit kill. I've done it. It was amazing. The GM was... surprised.


HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6

Yeah. I had trouble keeping the party up in a Dark Sun game where I played a Vitalist because Athas is a deadly place, where every day is a 20 on the fate dice.

The collective is good, but every PP you spend adding a member takes away from the healing that each member receives, so it's a balancing act. But once we got a cleric in our party, it was sooooo nice to be able to do something besides react to damage.

Also it was really nice that my Vitalist took down the BBEG using FEELINGS. I was playing a (Life Leech) Vitalist and i turned a huge attack the BBEG did against me (trying to take out the healer, because BBEGs are smart) back against the BBEG, killing him.


The Man. The Myth. The Mask!

Hahaha. I like life leeches. :)


Dreig(Giant) Celeste | HP 73/33 | AC 27 T 24 FF 19 | CMB +15 CMD 32 | Fort +11 Ref + 18 Will +13| Init +7 | Rage 8/14 | Ki Pool: 9/9 | Perception +17 | Evasion | Spd 50ft | NA | Drkvsn 60ft | +2 saves vs spells/psionics/complsn/mind | Stance: Battle Dragon | Focus: Y | Buff: mistsight 5/rds

Was a bit busy, will post up soon if I am not already dead lol.

I think I got healed somehow or am I incorrect?

edit: Choon when you get a chance you think we can get the map updated. It's a bit difficult for me to plan my actions just using the theater of my mind.


The Man. The Myth. The Mask!

I'll do that as soon as I can, but it might not be until later this afternoon or later tonight as I can't do it on my phone or work computer.


**INACTIVE(Adapt)***Ophiduan Male Adult Monk (Unchained, Zen Archer)/Incanter/Gestalt 6 - HP: 71/71, AC:21/T:20/FF:17, F:+8/R:+10/W:+8, Init:+3, Perc:+10, CMB:+6, CMD:26, Speed:50/80', Ki:8/8, SP:11/11, Ammo:60/60
Skills:
Acrobatics:+10/+18 to Jump, Climb:+5, Escape Artist:+10, Fly:+3, Heal:+5, Kn.(Arcana):+6, Ride:+3, Sense Motive:+5, Spellcraft:+6, Stealth:+10, Survival:+5, Swim:+5

Sorry Craving, I didn't mean to forget who suggested a Vitalist/Incanter.

The incanter can't out heal a cleric either but definitely more flexible than in a Cleric and I think that is what so good about an Incanter or Spheres of Power classes. The flexibility and adaptability is a powerful class feature but in a sense that goes against DnD, they want a team, group, or fellowship of specialist, not generalist. Although an Incanter can be just like Nephys, with the Sphere of Life and/or Creation and the Sphere of Destruction. I think the Sphere of Powers is how magic should have been done all along in which at level 14+, you can create an EF-5 Tornado. That detail to me is a Wizard while normal magic seems too restricted. But that is my humble opinion.


Yaksha master of forms 6//rakshasa paragon 6 | HP: 24/53 | AC/T/FF: 22/18/19 | F/R/W: +7/+8/+6 | Init: +1; Perception +11 | CMB: +9; CMD: 27 | Defense: Evasion, DR 2/-
Resources:
Focus: 0/4 | Pool of Predation: 3/9 per day | Sorcerer Lvl 1 - 4/6 per day | Deep Focus: 0/1 per day | Thunder Spear: 0/1 per day | Active Stance: Lightning
Status Effects:
Hungerborn: +1 to attacks, skill check, ability checks, and CL checks for 1 hour. | IH: Fast Heal 1 (3 rds) | GL: +20 ft. speed (5 rds) [ooc]| EP: Large Size (17 rds)

Ahh nah, I didn't take anything by it - just seemed like you were curious. :-P

I definitely agree with Spheres of Power over standard magic. Like, the specific spells with specific effects aspect of Pathfinder/D&D magic doesn't bother me much, but it's the other Vancian biases that get me. The whole 'forgetting spells' rationale (for prepared casters, anyway), combined with the fact that they're rigidly shoehorned into slots (6 1st-level spells left today, but I can't use any of that to cast one 2nd-level?) bugs me. Spheres is way flexible & customizable, and much better for accommodating various visions of what magic should be. The Pathfinder/D&D style of magic is fine as an option, and I get that it was Gygax incorporating fiction he loved into the RPG he built... but it's goofy that it has remained the default for the world's most popular RPG for over 40 years now.


**INACTIVE(Adapt)***Ophiduan Male Adult Monk (Unchained, Zen Archer)/Incanter/Gestalt 6 - HP: 71/71, AC:21/T:20/FF:17, F:+8/R:+10/W:+8, Init:+3, Perc:+10, CMB:+6, CMD:26, Speed:50/80', Ki:8/8, SP:11/11, Ammo:60/60
Skills:
Acrobatics:+10/+18 to Jump, Climb:+5, Escape Artist:+10, Fly:+3, Heal:+5, Kn.(Arcana):+6, Ride:+3, Sense Motive:+5, Spellcraft:+6, Stealth:+10, Survival:+5, Swim:+5

On top of that, I don't see any worthless or lack of longevity Sphere/Talent like I do in standard magic. And magic should be crafted like it is in Spheres instead pre-programmed. I think they tried to change it with Psionics but it did not take well except with me because I like the options that Psionics provides; and even Spheres is not accepted by all.


Onyx (AC: 21/25*[T: 16/20 FF: 17/21 | HP: 32/53(THP-)(0NL) | F+6, R+9, W+7) Init: +4; Perception +12 | CMB: +6; CMD: 22 | SP 7/11 SP 6/11 | Defense: Blindsense 60* Darkvision 60/ Resistance:Electricity/Sonic. [10]

I agree having now used Spheres of Power, I think it way out shines the old magic system. I have basically made the Technomage I always wanted so I am happy. I can see a rebuild of Psionics into Spheres working really well, I know there is a bit, but it would not take much to port the while idea of Psionic into SoP,

also I am a Hugh Psionics fan, Psion's rock


M Humanborn

I like the new DSP Psionics, really took care of the few gripes i had with 3.5 psionics.

As for SoP, my favorite thing is the lack of slots and how you can have a theme from level 1. Under vancian, good luck being a level 1 necromancer. Level 1 shapeshifter: not a thing. Creator? Better hope the DM allows psionics.

With slots, even as a specialist there are just certain spells you have to pick (according to most) up unless they're forbidden. Fly. Invisibility. Disintegrate. Fireball. Etc.


Stats:
HP [89/90] | AC 19, T 10, FF 19, CMD 19, DR 4/- | Fort +9, Ref +2, Will +7 | Low-Light Vision, Perception +7 | Bloodrage [17/17] |
Astral Suit Modifications:
Fortification 25%, Hardy, Stalwart, Flexible Suit, Improved Armor, Quickened Attacks, Psionic Attack, Psionic Damage, Augmented Weapon
Aegis 6/Bloodrager 6

Yeah, to me the SoP is a lot better. Even if you do specialise with SoP, only taking two or three spheres, you can still outlast most other Vancian spellcasters. I've got a wizard in one game, specializing in enhancement spells, and can't really do much right now at 2 lvl other than try to not die.


O my lady Gaga, I just realized I've made a Sith as a PC, force blade, telekineticist with electric shock powers and sucks magic force from others haha


**INACTIVE(Adapt)***Ophiduan Male Adult Monk (Unchained, Zen Archer)/Incanter/Gestalt 6 - HP: 71/71, AC:21/T:20/FF:17, F:+8/R:+10/W:+8, Init:+3, Perc:+10, CMB:+6, CMD:26, Speed:50/80', Ki:8/8, SP:11/11, Ammo:60/60
Skills:
Acrobatics:+10/+18 to Jump, Climb:+5, Escape Artist:+10, Fly:+3, Heal:+5, Kn.(Arcana):+6, Ride:+3, Sense Motive:+5, Spellcraft:+6, Stealth:+10, Survival:+5, Swim:+5

Yep, I made a tristalt Jedi Shadow or Sith Assassin if I use Android as my race ... Soulknife/Stalker/Incanter.


Dreig(Giant) Celeste | HP 73/33 | AC 27 T 24 FF 19 | CMB +15 CMD 32 | Fort +11 Ref + 18 Will +13| Init +7 | Rage 8/14 | Ki Pool: 9/9 | Perception +17 | Evasion | Spd 50ft | NA | Drkvsn 60ft | +2 saves vs spells/psionics/complsn/mind | Stance: Battle Dragon | Focus: Y | Buff: mistsight 5/rds

Healing is all good and all but just flat out prevent damage is better imo. I think after Celeste gets killed I will build that Zealot I was talking about earlier. Have a few more tricks I can use as well.


**INACTIVE(Adapt)***Ophiduan Male Adult Monk (Unchained, Zen Archer)/Incanter/Gestalt 6 - HP: 71/71, AC:21/T:20/FF:17, F:+8/R:+10/W:+8, Init:+3, Perc:+10, CMB:+6, CMD:26, Speed:50/80', Ki:8/8, SP:11/11, Ammo:60/60
Skills:
Acrobatics:+10/+18 to Jump, Climb:+5, Escape Artist:+10, Fly:+3, Heal:+5, Kn.(Arcana):+6, Ride:+3, Sense Motive:+5, Spellcraft:+6, Stealth:+10, Survival:+5, Swim:+5
Angels Dragonfire wrote:
Healing is all good and all but just flat out prevent damage is better imo. I think after Celeste gets killed I will build that Zealot I was talking about earlier. Have a few more tricks I can use as well.

Either that or maybe a PoW Warder?


Dreig(Giant) Celeste | HP 73/33 | AC 27 T 24 FF 19 | CMB +15 CMD 32 | Fort +11 Ref + 18 Will +13| Init +7 | Rage 8/14 | Ki Pool: 9/9 | Perception +17 | Evasion | Spd 50ft | NA | Drkvsn 60ft | +2 saves vs spells/psionics/complsn/mind | Stance: Battle Dragon | Focus: Y | Buff: mistsight 5/rds
Davor Modius wrote:
Angels Dragonfire wrote:
Healing is all good and all but just flat out prevent damage is better imo. I think after Celeste gets killed I will build that Zealot I was talking about earlier. Have a few more tricks I can use as well.
Either that or maybe a PoW Warder?

from the recruitment thread

Angels Dragonfire wrote:

As a Wilder//Zealot I think I could do better with the healing and damage prevention. Free action to reduce an allies damage by HALF, another free action to transfer damage to me that gets reduced. That damage is 5 hp per level, which I would only be taking 1 hp after share pain vigor combo with a psycrystal. Qualify for all psionic feats with my charisma score instead of wisdom. Taking a 5 levels in Knight disciple Paladin to empower my healing maneuvers and get access to guardians shield which is also free action(can improve that to give them protection from evil for it's duration).

Also I think if I add paly to that mix I can negate the penalties from Psychic Enervation using the Merciful Shield ability.

The only thing I don't like is that you don't get the network descriptor added to powers like the vitalist but I think some of the other things you can do might be able to replicate those powers to a certain degree and should be usable in the collective.

That's the gist of it. Add to that if I can give the psicrystal feats, give it the martial training feat line(sleeping goddess discipline) if allowed, take the first two of those then sleeping goddess style, Tap animus, and Awakened Animus, Extra animus. Give it all counter maneuvers. Doesn't really come on line until level 7.


Male Dwarf Gestalt Soulknife (Nimble, Gifted) & Vitalist 6 | PP: 34/58 | HP: 61/76 THP:0 NLD: 5| AC: 20; T:13; FF:17 | Fort: +10; Ref: +9; Will: +10

Busy busy busy day at work, but I'll get a real post in tonight.

Future Plans: If/when Daimargh dies, I think I'll put together something with Akasha.


Male Dwarf Gestalt Soulknife (Nimble, Gifted) & Vitalist 6 | PP: 34/58 | HP: 61/76 THP:0 NLD: 5| AC: 20; T:13; FF:17 | Fort: +10; Ref: +9; Will: +10

Natural Healing Chart

If anyone cares, this is the healing gained w/ natural healing organized by number of targets and pp spent.
There end up being 'better' options than Natural Healing at some point, but it was easy to expand the chart to 20 so....

edit: example
Level 15 Vitalist has 4 others in his collective.
-He manifests 'Heal Injuries' on himself and pays 4 pp to target the other members in the collective for a total of 550 hp, movable to anyone in the group.
-That is markedly better than the 'Natural Healing' option of 165 total HP.

**tldr; After level 11, Vitalist heals get an awful lot better than they are in early levels.


The Man. The Myth. The Mask!

I'll update this and move us on tomorrow evening sorry about the delay. Life continues to be a pain.


Dreig(Giant) Celeste | HP 73/33 | AC 27 T 24 FF 19 | CMB +15 CMD 32 | Fort +11 Ref + 18 Will +13| Init +7 | Rage 8/14 | Ki Pool: 9/9 | Perception +17 | Evasion | Spd 50ft | NA | Drkvsn 60ft | +2 saves vs spells/psionics/complsn/mind | Stance: Battle Dragon | Focus: Y | Buff: mistsight 5/rds

lol so did the golem not crash? Is Celeste still on it?

Also I don't think I have the updated link to the map.


The Man. The Myth. The Mask!

Celeste is still on it. No map yet. I'll be making one soon.


Yaksha master of forms 6//rakshasa paragon 6 | HP: 24/53 | AC/T/FF: 22/18/19 | F/R/W: +7/+8/+6 | Init: +1; Perception +11 | CMB: +9; CMD: 27 | Defense: Evasion, DR 2/-
Resources:
Focus: 0/4 | Pool of Predation: 3/9 per day | Sorcerer Lvl 1 - 4/6 per day | Deep Focus: 0/1 per day | Thunder Spear: 0/1 per day | Active Stance: Lightning
Status Effects:
Hungerborn: +1 to attacks, skill check, ability checks, and CL checks for 1 hour. | IH: Fast Heal 1 (3 rds) | GL: +20 ft. speed (5 rds) [ooc]| EP: Large Size (17 rds)

Anyone want some help up the wall who weighs less than 260 lbs? I'm going to cast enlarge person on myself this round and I'm alright spending a moment or two hoisting people halfway up the wall (10' space + 10' reach puts you 20' in the air), but unfortunately Bustik, you weigh just a little too much for me unless you or someone else can buff my Strength even just 1 more point.

Strength score 10, will get a +2 size bonus for the spell to bring me up to 12 Str, which puts my max load at 130 lbs. Being Large sized doubles that for 260 lbs., and lift over head=maximum load.

Craven's Random Weight(: 2d10 ⇒ (8, 7) = 15 * 5) + 110 = 185
185 * 8 = 1,480 lbs. Craven's weight @ Large Size.

Alternatively, GM Choon, the walls are wood, but ballpark how thick are they? Would they support a Craven that weight or would I wreck them trying to climb it? Alternatively, based on your anwser, I might consider punching my way through them.

Lastly, I got healed to full again, is that correct?


The Man. The Myth. The Mask!

The outer facing of the walls are wood, but they are filled with packed earth. Punching then will get you nothing but splinters.
As far as I know everyone was full at last heal.


Yaksha master of forms 6//rakshasa paragon 6 | HP: 24/53 | AC/T/FF: 22/18/19 | F/R/W: +7/+8/+6 | Init: +1; Perception +11 | CMB: +9; CMD: 27 | Defense: Evasion, DR 2/-
Resources:
Focus: 0/4 | Pool of Predation: 3/9 per day | Sorcerer Lvl 1 - 4/6 per day | Deep Focus: 0/1 per day | Thunder Spear: 0/1 per day | Active Stance: Lightning
Status Effects:
Hungerborn: +1 to attacks, skill check, ability checks, and CL checks for 1 hour. | IH: Fast Heal 1 (3 rds) | GL: +20 ft. speed (5 rds) [ooc]| EP: Large Size (17 rds)

Blurgh. I don't know if I mentioned it earlier, but I had originally planned on casting enlarge person before we got up and into the thick of it. I kinda lost track of that with the delay, though. Was going to roll with it now, only to remember that it has a 1 round casting time.

I'd like to 'backdate' the casting of that spell a little bit, if it's alright with you Choon. In other words, I trade you some of my rounds of duration in exchange for not having to make concentration checks in front of a literal wall of incoming ranged attacks. Is that alright?


The Man. The Myth. The Mask!

I've never heard of that before, but ya that'd be fine.


Male Dwarf Gestalt Soulknife (Nimble, Gifted) & Vitalist 6 | PP: 34/58 | HP: 61/76 THP:0 NLD: 5| AC: 20; T:13; FF:17 | Fort: +10; Ref: +9; Will: +10

Oh hrm, I traded d my utility power for the bigger collective feat. As there is a 5% chance of me passing the climb, I think I'll stay on the ground and throw buffs out for a while, until I can get a port up in a lull.


Onyx (AC: 21/25*[T: 16/20 FF: 17/21 | HP: 32/53(THP-)(0NL) | F+6, R+9, W+7) Init: +4; Perception +12 | CMB: +6; CMD: 22 | SP 7/11 SP 6/11 | Defense: Blindsense 60* Darkvision 60/ Resistance:Electricity/Sonic. [10]

GM:

Just to get things moving I added the wall, broken part, Golam, to the map, hope its what you had in mind.


HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6

I can't port you in a lull, i have to be next to you. So either you go next or take your 5% success. or find a ladder. haha


Yaksha master of forms 6//rakshasa paragon 6 | HP: 24/53 | AC/T/FF: 22/18/19 | F/R/W: +7/+8/+6 | Init: +1; Perception +11 | CMB: +9; CMD: 27 | Defense: Evasion, DR 2/-
Resources:
Focus: 0/4 | Pool of Predation: 3/9 per day | Sorcerer Lvl 1 - 4/6 per day | Deep Focus: 0/1 per day | Thunder Spear: 0/1 per day | Active Stance: Lightning
Status Effects:
Hungerborn: +1 to attacks, skill check, ability checks, and CL checks for 1 hour. | IH: Fast Heal 1 (3 rds) | GL: +20 ft. speed (5 rds) [ooc]| EP: Large Size (17 rds)

Oh I don't know that it's a thing. I was just saying that I could say I casted the spell 5 rounds ago, since getting up to the wall hasn't been a round-to-round affair. I appreciate your graciousness on this. :-)


Yaksha master of forms 6//rakshasa paragon 6 | HP: 24/53 | AC/T/FF: 22/18/19 | F/R/W: +7/+8/+6 | Init: +1; Perception +11 | CMB: +9; CMD: 27 | Defense: Evasion, DR 2/-
Resources:
Focus: 0/4 | Pool of Predation: 3/9 per day | Sorcerer Lvl 1 - 4/6 per day | Deep Focus: 0/1 per day | Thunder Spear: 0/1 per day | Active Stance: Lightning
Status Effects:
Hungerborn: +1 to attacks, skill check, ability checks, and CL checks for 1 hour. | IH: Fast Heal 1 (3 rds) | GL: +20 ft. speed (5 rds) [ooc]| EP: Large Size (17 rds)

As a remind, Davor, the wall is 40-ft. high and you go 1/4 of your speed when you climb. Situationally, I've seen and used a single Climb check for scaling an entire obstacle, but not usually in round-to-round gameplay. And Choon did specify Climb checks. Feel free to sass me super-hard if it turns out I interpreted the situation incorrectly. ;-)


**INACTIVE(Adapt)***Ophiduan Male Adult Monk (Unchained, Zen Archer)/Incanter/Gestalt 6 - HP: 71/71, AC:21/T:20/FF:17, F:+8/R:+10/W:+8, Init:+3, Perc:+10, CMB:+6, CMD:26, Speed:50/80', Ki:8/8, SP:11/11, Ammo:60/60
Skills:
Acrobatics:+10/+18 to Jump, Climb:+5, Escape Artist:+10, Fly:+3, Heal:+5, Kn.(Arcana):+6, Ride:+3, Sense Motive:+5, Spellcraft:+6, Stealth:+10, Survival:+5, Swim:+5
The Craving wrote:
As a remind, Davor, the wall is 40-ft. high and you go 1/4 of your speed when you climb. Situationally, I've seen and used a single Climb check for scaling an entire obstacle, but not usually in round-to-round gameplay. And Choon did specify Climb checks. Feel free to sass me super-hard if it turns out I interpreted the situation incorrectly. ;-)

If that is the case, I am not climbing because that will require (4) successful checks. If you guys want healing, you'll figure out a way to get us or me up there for the healing you have received thus far.


HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6

well, looks like i am burning SP to pop you all up there then.

It's all good, your damages would outweigh the extra D6 those SP would have done for me.

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