Garox Fang |
"Greeeetings friends! Garox Fang, at your service."
Grigori Yefimovich |
An enigmatic man in the black and crimson attire of a priest introduces himself rather formally. Taking a slight bow, he introduces himself in a thick Ustalavic accent, "Father Grigori Yefimovich, at your service."
In person, I roleplay him with a Russian accent.
GM Crash |
Here are some suggestions from another PC for this module.
1) If you don't have a way to deal with swarms, seriously consider picking up an acid flask or alchemist's fire (or two, or more!).
2) Have a way to provide your own light source (unless you have Darkvision).
3) Clubs are free bludgeoning weapons, and are simple weapons. If you don't have at least one, get one now ;-)
4) A light slashing weapon (like a dagger, or a sickle) is also recommended for grapples/creatures with certain forms of DR.
Valandil Anwamanë |
Is this the table one discussion thread?
BTW: I have burning hands, which should be helpful against swarms.
Valandil Anwamanë |
Does "Acid Splash" work against swarms?
How much is an acid flask? 10gp?
Valandil Anwamanë |
I was wondering. I'd never assumed it did before - but it would have been handy if it did!
Nice note about the flask of acid as a focus though, +1 damage for the 'do nothing' option is helpful.
Garox Fang |
I'll finish it up later tonight. Work and a normal group session tonight. I'll make sure to get an acid flask.
-Posted with Wayfinder
Garox Fang |
All done.
Valandil Anwamanë |
Any other hints about spells that would be handy to have available?
GM Crash |
I'll post some of the section that they have on spells.
Acid
Acid Arrow (M): The spell’s acid lasts 1 round longer than normal.
Acid Fog (M): The fog’s radius and height increase by 5 feet.
Acid Splash (F): The spell deals +1 point of damage.
Acid Splash (M): The spell lasts 1 round longer than normal.
Dispel Magic (M): Using acid as a material component while attempting to dispel or counterspell a spell or effect with the earth subtype gives you a +2 bonus on your dispel check. This bonus applies whether you are using dispel magic, greater dispel magic, or some other spell that you can use for counterspelling (for example, if you have the Improved Counterspell feat).
Grease (M): The grease is acidic and deals 1 point of acid damage per round to any creature in the area or holding the greased object.
Wall of Ice (M): For each flask of acid used as a power component, you may designate one 10-foot square of ice wall that, if broken through, deals 1d6 acid damage in addition to the normal cold damage.
Alchemist’s Fire
Burning Hands (M): One target that fails its Reflex saving throw (your choice) catches on fire as if it has been struck by alchemist’s fire.
Fireball (M): One target per caster level that fails its Reflex saving throw (your choice) catches on fire as if it has been struck by alchemist’s fire.
Flaming Sphere (M): Any creature damaged by a flaming sphere catches on fire as if it has been struck by alchemist’s fire.
Protection from Energy (M): If cast to ward against cold, increase the amount of fire damage absorbed by 5.
Resist Energy (M): If cast to ward against cold, increase the fire resistance to 12. At caster level 7th, you may use two flasks of alchemist’s fire as a power component to increase the fire resistance to 24. At caster level 11th, you may use three flasks as a power component to increase the fire resistance to 36.
Scorching Ray (F): Add a +1 circumstance bonus on your attack roll with all rays from the spell.
Scorching Ray (M): Any target damaged by a scorching ray catches on fire as if it has been struck by alchemist’s fire.
Antitoxin
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Smokestick
Fog Cloud (M): Increase the radius of the cloud by 5 feet.
Obscuring Mist (M): The spell creates a smoky haze instead of mist. This haze cannot be dispersed by fire spells and dissipates naturally after 1 minute.
Pyrotechnics (M): Increase the radius of the cloud by 5 feet and the duration by 2 rounds.
Tanglefoot Bag
Black Tentacles (M): For each tanglefoot bag used as a power component, you may reroll the tentacles’ grapple check against one creature of your choice.
Slow (M): For each tangelefoot bag used as a power component, you may designate one slowed creature as being affected by a tanglefoot bag.
Web (M): Increase the DC of breaking free by making a combat maneuver or Escape Artist check by 1.
Thunderstone
Alarm (M): If cast as a mental alarm, you may have the spell activate a mental and audible alarm. If cast as an audible alarm, the alarm is as loud as a thunderstone and affects creatures in a 10-foot-radius spread as if a thunderstone had detonated there.
Glyph of Warding (M): Creatures that fail their saves against a blast glyph are also deafened as if by a thunderstone.
I haven't researched what level most of these spell are yet. M stands for being used as a material component and F stands for focus. JIC you didn't know, material components are used up when you cast the spell, but a focus can be reused over and over again.
Valandil Anwamanë |
Scorching ray is a little high for me (pity!)
I'll happily take the +1 to damage from acid splash though, that is a 10gp investment.
Pitbull |
Dot in.
Have to have a bit of a shop for Alchemicals I think...
Valandil Anwamanë |
Are we likely to need food and water for multiple days in there?
From what the priestess said, that sounds a possibility....
And given this is a full module not a PFS scenario...
Grigori Yefimovich |
I've got water covered for everyone via create water. But not food.
As for marching order, single file is fine by me. Grigori can do aiding spells, ranged magic attacks, and melee too, as needed. Maybe if one or two with good melee combat skills go first, Grigori can follow after them.
Valandil Anwamanë |
So our party is...
Human Cleric
Half orc Rogue
Half orc Bard
Half orc Ranger
Half Elven monk and
Elven Wizard
This sounds like a bad joke :-)
Val has three days rations, hopefully that will do.
Garox Fang |
Garox is a human thank you very much.
-Posted with Wayfinder
Pitbull |
Core races represent!
Valandil Anwamanë |
Just as well there are a couple of half orcs for darkvision though.
Grigori Yefimovich |
If anyone is curious, I'm using Russian to represent Varisian (at least Grigori's own dialect of it). I don't speak it, so it's probably remarkably botched, lol.
Grigori Yefimovich |
It seems I'm a bit slower than everyone else. Sorry about that. I'm generally good for once a night, EST. By all means, feel free to bot Grigori as needed.
Shifty |
From what I gather, you would be eligible for the third attack.
That said, fighting with dual wielding penalties and then taking a -2 to hit from FOB on top will make it pretty hard to hit, -4/-8 becomes -6/-6/-10, and with a mediocre Str bonus and a 1 FOB BAB that's going to be hard to land anything.
Just stick to the two attacks via FOB I reckon.
Valandil Anwamanë |
To do a flurry of blows is a full attack option. It lets you attack as if you have the two weapon fighting feat. Effectively it gives you the TWF feat.
Note - anyone can attack with two weapons (as a full attack option), but they get massive penalties. The TWF feat doesn't give you an extra attack, it reduces the penalties.
Flurry of blows does not stack with TWF. This is a difference between 3.5 and Pathfinder. Under 3.5 a monk could get a stupid amount of attacks at high levels if they flurry and TWFed. They can still get a large number at high level (especially if they burn ki).
Flurry has other benefits for monks as well as TWF- it improves their BAB from monk levels, and means they get their full strength bonus on all their flurry attacks, not just the ones with the primary hand.
Flurry is almost always worth it for a monk who has a full attack available for monks level 1-4. From 5th level and above there is absolutely no reason not to use it in a Full Attack.
Pitbull |
Away 24 hours, back soon!
Valandil Anwamanë |
Yeap. It is generally still best to flurry if you can get in a full attack, even at level 1. The extra damage almost always beats the -1 to hit. Probably the only time I wouldn't with a staff is if you wanted the 1.5x damage bonus from your strength to get over damage reduction when you use the staff two handed.
Or maybe a high AC monster that you could only hit on 19-20 and did damage to you every time you struck it.
But they are both pretty unusual situations.
The long and short is flurry is darn good, but won't give you three attacks at level one.
Hmm, actually if you are using stunning blow, you might want to avoid fluffy before level 5 as the extra +1 to hit may get you the stun.
Grigori Yefimovich |
If nobody knows Thassilonian, someone trained in Linguistics can make a check to attempt to decipher the library writings. Though it's probably a DC 25 or higher, I'd guess.
Valandil Anwamanë |
Unfortunately Val doesn't have comprehend languages in my spellbook. Nor is he trained in linguistics.
If it were important, Valandil could go out and learn the spell. He can do 5' step dimension doors as a school ability, so getting past the locked doors is no trouble. But it does delay us for a few hours.
Nesterok |
We could continue to explore the complex and find the way out, not know by the priests.
Then as you don't have a time limit take the time to let Valandil learn the spell or buy a wand of comprehend language (with PP or gold)
Valandil Anwamanë |
I think continue to explore the complex for the moment. If we find something that we need the library to help us understand, then we revert back to getting comprehend languages and spending time there.
Grigori Yefimovich |
Garox (paralyzed 99 rounds)
Actually, 6 minutes = 60 rounds, not 99... though, either way, it probably won't matter...
Paralyzed for 99 rounds. Lol!