GM NotEspi's Confirmation 2 (Standard) (Inactive)

Game Master NotEspi

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Initiative:

[dice=Thing(s)]1d20 + x[/dice]
[dice=Carlotta]1d20 + 0[/dice]
[dice=Evariel]1d20 + 4[/dice]
[dice=Jean-Robur]1d20 + 0[/dice]
[dice=Utu]1d20 + 2[/dice]
[dice=Vorden]1d20 + 0[/dice]
[dice=Vorden's Eidolon]1d20 + 1[/dice]
[dice=Zaratina]1d20 + 4[/dice]


51 to 84 of 84 << first < prev | 1 | 2 | next > last >>
Grand Lodge

230524-10 | Female NG Human (Varisian) Fighter 1.1 | HP 14/14 | AC 18 T 12 FF 16 | F +5 R +2 W -1 | Init +4 | Perc -1 SM -1 | Speed 30 ft | Active Conditions: ---

Yes. The scenario does read "the party gains" blah blah blah, but you're not the first GM to misread it, and the bonuses are usually so esoteric that I never argue about it. :)

Dark Archive

Male Human cleric (asmodean advocate) of Asmodeus 1 | hp: 13/13 | AC/T/F 16/10/16 | CMB +0; CMD 10 | Fort +4, Ref +0, Will +6 | Init: +0 | Speed 20 ft | Perception +9, Bluff +14, Diplomacy +16, Disguise +2, Intimidate +7, Sense Motive +8

I am curious, what did I miss in regards of what Zaratina has? Been looking over the thread a few times, but cannot see it...

as for finishing the game early, no problem for me. :)


It was in a spoiler.

Quote:
Zaratina finished the Soldier ritual, so each of you of you should get a +1 insight to AC if you have taken damage since the start of your last turn.

Dark Archive

GM NotEspi wrote:

It was in a spoiler.

Quote:
Zaratina finished the Soldier ritual, so each of you of you should get a +1 insight to AC if you have taken damage since the start of your last turn.

ahh.. pretty cool, never seen that used before...

Scarab Sages

Elf Occultist 1 HP 9/9 | AC 17, T 12, FF 15, CMD 12 | F +3, R +2, W +2 (+2 ench) | Init +2 | Perc +6, SM +6 (+2 vs mind affect)| Speed 30ft
Daily:
Spells: 1 (0/3), Mental Focus: Ench (1/2), Conj (1/4)

In response to the GM comment about my servitor: It's a standard action power, even though it's mostly based a spell that's usually a full round to cast:

Occult Adventures (bolding mine) wrote:
Servitor (Sp): As a standard action, you can expend 1 point of mental focus to summon a servitor. This ability functions as summon monster I, but you can use it only to summon a single creature, and the effect lasts for 1 minute. At 4th level and every 3 levels thereafter, the level of the summon monster spell increases by 1, to a maximum of summon monster VII at 19th level. You can't have more than one servitor in effect at a time. At any time, you can expend 1 point of mental focus as a free action to extend the duration of an active servitor by 1 minute.


Occultist gets summoner's secondary class feature for picking conjuration? Man, I really need to take another look at that class. I hear praise from all around.

Scarab Sages

Elf Occultist 1 HP 9/9 | AC 17, T 12, FF 15, CMD 12 | F +3, R +2, W +2 (+2 ench) | Init +2 | Perc +6, SM +6 (+2 vs mind affect)| Speed 30ft
Daily:
Spells: 1 (0/3), Mental Focus: Ench (1/2), Conj (1/4)

It's a great class, bordering on overpowered, but requires careful planning. You can only take a limited number of implements and focus powers, and you have to decide how to allocate your points to be able to spend them on the different abilities. Those limited points are the factor that keeps it from being totally broken. That's why most occultists are elves or half-elves - the racial favored class bonus gives you extra mental focus points.

Grand Lodge

230524-10 | Female NG Human (Varisian) Fighter 1.1 | HP 14/14 | AC 18 T 12 FF 16 | F +5 R +2 W -1 | Init +4 | Perc -1 SM -1 | Speed 30 ft | Active Conditions: ---

Servitor is limited in that you can only summon 1 creature. You can't down-cast to get more bodies on the field.

Dark Archive

Male Human cleric (asmodean advocate) of Asmodeus 1 | hp: 13/13 | AC/T/F 16/10/16 | CMB +0; CMD 10 | Fort +4, Ref +0, Will +6 | Init: +0 | Speed 20 ft | Perception +9, Bluff +14, Diplomacy +16, Disguise +2, Intimidate +7, Sense Motive +8

I still need to get around to tinkering with an occult class... they seem a bit daunting, hence why I keep getting stuck on the regular classes and let other ppl play them and then have me go like.. whoaaaaa....

Grand Lodge

230524-10 | Female NG Human (Varisian) Fighter 1.1 | HP 14/14 | AC 18 T 12 FF 16 | F +5 R +2 W -1 | Init +4 | Perc -1 SM -1 | Speed 30 ft | Active Conditions: ---

In order of complexity, assuming no archetype, from least to most, I'd wager:

Spiritualist, Medium (Champion only), Occultist, Mesmerist, Psychic, Kineticist, Medium (full array)

Dark Archive

M Elf Necromancer wizard 4 | AC: 14/12/12 | HP: 26/26 | Fort +4, Ref +4, Will +4 | CMB +0, CMD 12 | Init +4 | Perc +5 | Command Undead 7/7 (DC 17 Will)

I tried playing a spiritualist in PFS, with the Geist Channeler archetype. It was fun having my incorporeal phantom flying around attacking, since at level 1 nobody has magic weapons-- until a clever enemy cast spiritual weapon and killed it, after which I was basically a bard with no performance. Not fun.

-Posted with Wayfinder

Dark Archive

Male Human cleric (asmodean advocate) of Asmodeus 1 | hp: 13/13 | AC/T/F 16/10/16 | CMB +0; CMD 10 | Fort +4, Ref +0, Will +6 | Init: +0 | Speed 20 ft | Perception +9, Bluff +14, Diplomacy +16, Disguise +2, Intimidate +7, Sense Motive +8

interesting... thanks for the quick explanation...

Scarab Sages

Elf Occultist 1 HP 9/9 | AC 17, T 12, FF 15, CMD 12 | F +3, R +2, W +2 (+2 ench) | Init +2 | Perc +6, SM +6 (+2 vs mind affect)| Speed 30ft
Daily:
Spells: 1 (0/3), Mental Focus: Ench (1/2), Conj (1/4)
Zaratina wrote:

In order of complexity, assuming no archetype, from least to most, I'd wager:

Spiritualist, Medium (Champion only), Occultist, Mesmerist, Psychic, Kineticist, Medium (full array)

Really? I thought psychics were pretty much just typical spontaneous casters, just with a different set of spells. I haven't looked that closely, but they don't seem that complex.

I actually have occultist and medium characters. The "champion spirit only" route seems to be the only way to build an effective medium, without an archetype anyway, so that's what I did. Which is a shame, because I love the concept of the class. It's too bad the execution isn't very good.

I've looked at mesmerists and kineticists, and they do seem complex. I'd say occultists are just as complex. As I said above, occultists just require some time to digest the choices and decide on your build. Once you've done the hard work up front, actually playing them isn't that difficult.

Grand Lodge

230524-10 | Female NG Human (Varisian) Fighter 1.1 | HP 14/14 | AC 18 T 12 FF 16 | F +5 R +2 W -1 | Init +4 | Perc -1 SM -1 | Speed 30 ft | Active Conditions: ---

Psychics have a secondary resource to spend on spell modifiers and mechanisms to regain that resource, which adds complexity over a wizard or even sorcerer or oracle.

Scarab Sages

Female Lirgeni Remnant | HP: 11/11| AC: 14 (10 Tch, 14 Fl) | CMB: +1, CMD: 11 | F: +5, R: +0, W: +6 (+2 v. death effects) | Init: +0 | Perc: +4, SM: +4 | Speed 30ft | Ice Armor Longstrider Magic Stone | Active conditions: None

Re: Champion Mediums

I've got a level 3 medium that focuses on the Marshal spirit that does just fine. Gallant Inspiration is a heck of a class feature.


Is kineticist really considered complicated? I mean besides actually building one it is pretty straighforward. Gather Power and Blast every turn.

*shrug*

I have a much bigger issue getting my head around occultist's implements and whatever psychic has.

Scarab Sages

Elf Occultist 1 HP 9/9 | AC 17, T 12, FF 15, CMD 12 | F +3, R +2, W +2 (+2 ench) | Init +2 | Perc +6, SM +6 (+2 vs mind affect)| Speed 30ft
Daily:
Spells: 1 (0/3), Mental Focus: Ench (1/2), Conj (1/4)
Carlotta Valdez wrote:

Re: Champion Mediums

I've got a level 3 medium that focuses on the Marshal spirit that does just fine. Gallant Inspiration is a heck of a class feature.

But even with a taboo, you can only use it 5 times per day. I guess that's my biggest worry about the Marshal spirit - what else can you do in combat when you don't have that available?

Scarab Sages

Elf Occultist 1 HP 9/9 | AC 17, T 12, FF 15, CMD 12 | F +3, R +2, W +2 (+2 ench) | Init +2 | Perc +6, SM +6 (+2 vs mind affect)| Speed 30ft
Daily:
Spells: 1 (0/3), Mental Focus: Ench (1/2), Conj (1/4)
GM NotEspi wrote:

Is kineticist really considered complicated? I mean besides actually building one it is pretty straighforward. Gather Power and Blast every turn.

*shrug*

I have a much bigger issue getting my head around occultist's implements and whatever psychic has.

I think it's like occultist that way. If you've got your head wrapped around either class well enough to build one, then you shouldn't have problems playing it.

Scarab Sages

Female Lirgeni Remnant | HP: 11/11| AC: 14 (10 Tch, 14 Fl) | CMB: +1, CMD: 11 | F: +5, R: +0, W: +6 (+2 v. death effects) | Init: +0 | Perc: +4, SM: +4 | Speed 30ft | Ice Armor Longstrider Magic Stone | Active conditions: None
Utu Noranti Pralatong wrote:
Carlotta Valdez wrote:

Re: Champion Mediums

I've got a level 3 medium that focuses on the Marshal spirit that does just fine. Gallant Inspiration is a heck of a class feature.

But even with a taboo, you can only use it 5 times per day. I guess that's my biggest worry about the Marshal spirit - what else can you do in combat when you don't have that available?

You're still a capable combatant, (if you have appropriate stats- -I bought a 16 STR and bumped it to 18 with a half-orc's +2). You can apply seance bonuses to each party member as appropriate, so you can still get the +2 damage from the champion (for yourself and all of your fighter-y types, while still giving nonzero bonuses to the rest of the party).

At level 3 she swings a mwk heavy flail (proficient via racials) at +7 for 1d10+8. It's not earth-shattering, but it's enough. And since the spirit surge is an immediate action, it doesn't impact my action economy.

So on top of just swinging, I can add 1d6+2 to any failed check within 30 feet of me.

And, if I end up in a party where I become the de-facto primary melee, I could always go champion if I need to.


Right, folks. That seems to be it. Besides Evariel going for a swim, that is.

You can consider the scenario finished. Go ahead and play out the rescue if you wish, but we can do that off screen as well.

I'll do the reporting and send chronicles sometime tomorrow morning.

Grand Lodge

230524-10 | Female NG Human (Varisian) Fighter 1.1 | HP 14/14 | AC 18 T 12 FF 16 | F +5 R +2 W -1 | Init +4 | Perc -1 SM -1 | Speed 30 ft | Active Conditions: ---

Thanks NotEspi! Thanks everyone else! That was super fun.

Scarab Sages

Female Lirgeni Remnant | HP: 11/11| AC: 14 (10 Tch, 14 Fl) | CMB: +1, CMD: 11 | F: +5, R: +0, W: +6 (+2 v. death effects) | Init: +0 | Perc: +4, SM: +4 | Speed 30ft | Ice Armor Longstrider Magic Stone | Active conditions: None

Indeed! Much appreciated, many thanks to our GM.

Dark Archive

M Elf Necromancer wizard 4 | AC: 14/12/12 | HP: 26/26 | Fort +4, Ref +4, Will +4 | CMB +0, CMD 12 | Init +4 | Perc +5 | Command Undead 7/7 (DC 17 Will)

Thanks GM!

I think this is the first time I've played this without killing the minotaur.

-Posted with Wayfinder

Dark Archive

Male Human cleric (asmodean advocate) of Asmodeus 1 | hp: 13/13 | AC/T/F 16/10/16 | CMB +0; CMD 10 | Fort +4, Ref +0, Will +6 | Init: +0 | Speed 20 ft | Perception +9, Bluff +14, Diplomacy +16, Disguise +2, Intimidate +7, Sense Motive +8

Thank you for running this! had fun playing with everyone!

Scarab Sages

Elf Occultist 1 HP 9/9 | AC 17, T 12, FF 15, CMD 12 | F +3, R +2, W +2 (+2 ench) | Init +2 | Perc +6, SM +6 (+2 vs mind affect)| Speed 30ft
Daily:
Spells: 1 (0/3), Mental Focus: Ench (1/2), Conj (1/4)

I'm always glad when Janira survives. The first time I played this, the minotaur beat us all on init and critted her on the first round, so she was dead before we could even act.

As others have said, thanks for GMing.

Dark Archive

Male Human cleric (asmodean advocate) of Asmodeus 1 | hp: 13/13 | AC/T/F 16/10/16 | CMB +0; CMD 10 | Fort +4, Ref +0, Will +6 | Init: +0 | Speed 20 ft | Perception +9, Bluff +14, Diplomacy +16, Disguise +2, Intimidate +7, Sense Motive +8

I remember GM'ing this one once and the minotaur went on a rampage and just taking out people... my dice loved me that day, but hated my players... had 2 crits that time... players were not amused with me :(

Grand Lodge

Male Half-Elf Summoner 1 | AC 10 T 10 FF 10 | HP 10/10 | F +2 R +0 W +1 | Init +0

Yeah, this is my first time actually chasing off the minotaur (vs defeating it) and also the first time having Janira conscious (instead of unconscious or dead).

Dark Archive

M Elf Necromancer wizard 4 | AC: 14/12/12 | HP: 26/26 | Fort +4, Ref +4, Will +4 | CMB +0, CMD 12 | Init +4 | Perc +5 | Command Undead 7/7 (DC 17 Will)

Yea I've never had Janira die I don't think, but she's almost always unconscious pretty quickly.

-Posted with Wayfinder

Scarab Sages

Elf Occultist 1 HP 9/9 | AC 17, T 12, FF 15, CMD 12 | F +3, R +2, W +2 (+2 ench) | Init +2 | Perc +6, SM +6 (+2 vs mind affect)| Speed 30ft
Daily:
Spells: 1 (0/3), Mental Focus: Ench (1/2), Conj (1/4)

One time I played it, my group disobeyed Janira about going into the cave, so we fought the minotaur at higher strength at the beginning. We defeated it, but it surrenders when surrounded and low on HP, so we actually managed to capture it alive. We kept its axe and turned it loose on the promise that it would leave us alone and never come to that area again.

You know you've done a replayable adventure too many times when you have multiple interesting stories from it. :)


Done and done!

Reports submitted, sheets can be found HERE

Let me know if there are any issues with your sheets. I'll be gone for two weeks but I'll resolve any inconsistencies when I get back. If you notify me today, I should be able to resolve it before I leave.

Dark Archive

M Elf Necromancer wizard 4 | AC: 14/12/12 | HP: 26/26 | Fort +4, Ref +4, Will +4 | CMB +0, CMD 12 | Init +4 | Perc +5 | Command Undead 7/7 (DC 17 Will)

Evariel is level 2, so I should have gotten the higher gold amount.

-Posted with Wayfinder


Fair enough. At least I am still around to fix it. But no scanner on hand, so I had to do it digitally only.

Link


Before I leave, guys, thanks for the game. The game went... *cough* swimmingly *cough*, and was incredible fun. Looking forward to another.

I do apologise, because I had no to make a debrief post. Between making and fixing sheets and packing stuff today, I had little to no time to make a writeup. But you all know the deal, likely.

Dark Archive

M Elf Necromancer wizard 4 | AC: 14/12/12 | HP: 26/26 | Fort +4, Ref +4, Will +4 | CMB +0, CMD 12 | Init +4 | Perc +5 | Command Undead 7/7 (DC 17 Will)

Looks great. Thanks for the game!

-Posted with Wayfinder

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