Child-of-Planes |
Uhh looks like we're waiting on Phai?
Child-of-Planes |
Yeah I know the guy can fly. I was just hoping someone else had an opinion on what spells to prepare—otherwise I'll just go with the weaker, longer-range disables.
Vincent Riker |
I don't really have anything else to do now I don't think other than hide by some rocks and wait to see if Shakes takes the bait.
Isen Kalla |
I'm just buying the bow as an if-all-else-fails. Hopefully this will all happen up close and damagingly.
Vincent Riker |
Hopefully we can ground him.
Isen Kalla |
Yup. Snares, spells or brutal screaming assault. It should still be wounded, after all. No one's running around with Cure Wounds for that guy.
Vincent Riker |
It's been less than 24 hours, so he should still be smited as well, if he shows up.
Phai Kareen |
Aye. Well, I do have Shadow-Trap. The question is if it's not more efficient to full-attack and try to do damage.
I will prepare it once, and if he's in melee range, try to trap him. If he manages to move away from melee range, or we fail to get him into melee before he figure out what is going on, I will attack instead.
That said, do we have something we still need to do? Rednal posted in Gameplay but I'm basically fine waiting to see if Shakes makes an appearance...except for swapping out one or two spells.
I just think if we're all ready, we should probably give a go-ahead, so we don't end up waiting on each other.
Phai Kareen |
Aye, that could be. And it's good of you to give us the time we need. I can only speak for myself, to say I'm good to go.(will look over spells tonight, but if I don't make it in time, I'll simply swap out a CLW for Shadow Trap.)
If someone still has an idea on what else to try or prepare, they can speak up and we can work things out so we can proceed. Or we're all ready, in which case it's also good to know :)
Vincent Riker |
I'm ready to go and have no further preparation. I thought we were setting the trap the evening of the same day that we fought him the first time.
Child-of-Planes |
Yeah I'm ready.
Vincent Riker |
My tangleshot arrows have a range increment of 55 ft, so I figured it might be a good idea to blind him, then go for the ranged touch attack after that, and someone else might be able to tag him after I've blinded him. Plus flying blind can be pretty dangerous.
Child-of-Planes |
Yes very good let's go punch some aliens
Isen Kalla |
Aren't we all aliens, really? In the vastness of time and space, can we truly be said to be like one another, making each an alien to their fellow?
So we can punch everyone.
Child-of-Planes |
Listen. I came here to punch aliens and talk to ghosts, so I guess I could talk to ghosts instead.
EDIT: +1 for munchkin
Vincent Riker |
Axis:
Child-of-Planes |
**What terrain are we in right now? Is it primarily desert, plains, or mountains? I can swap this out with 8 hours of prep, but want to choose the main terrain we've been moving through
Them's some fast leveling! Still, always excited to hit a new level—6, 7, 8 and 9 each give me a ton of shiny new toys.
ABP: Int +2
(+2 power points, 6 skill ranks>Use Magic Device, new language>Abyssal)
Medium abilities (6):
Will save +1
Ref save +1
L1 spells known:
+1 medium spell (Mindlink—communicate 10 minutes of information in a single round, regardless of language)
+1 Hierophant spell (Cure Light)
L2 spells known:
+1 guardian spell (Paladin's Sacrifice)
+1 Hierophant spell (Cure Moderate>Silence) (my very favoritest spell!)
Spirit abilities, intermediate:
-Arcane Surge: As Archmage, gain 1 influence to increase level/DC of spell by 1
-Sudden Attack: As Champion, gain 1 attack/round at full BAB (functions as unchained flurry)
-Absorb Blow: As Guardian, gain DR/- and resist energy equal to level/2
-Energy Font: As Hierophant, channel 1+Cha/day and gain cure/inflict spells based on hierophant alignment
-Inspiring Call: As Marshall, spend standard action to give all allies +spirit bonus on either saves or attack/damage rolls
-Surprise Strike: As Trickster, gain a limited sneak attack (only against dex-denied) of 1d6/3 levels; all targets are flat-footed against first attack of day
Aegis Abilities (5)
BAB +1
Stamina +1
Trapfinding
Astral Suit:
+1 customization (remove 1x Speed, add Favored Terrain: Desert?)
Child-of-Planes |
Skills:
4 class:
+3 geography
+1 diplomacy
2 int:
+1 perception
+1 sense motive
1 bonus int:
+1 UMD (to 6 ranks in "headband")
1 favored:
+1 survival
2 campaign:
+1 jewelry
+1 trapper
2 background:
+2 geography
(apparently I'm currently 2 languages short so uhh.... let's say sylvan and protean)
Child-of-Planes |
Also just gonna point out that of my !70! special abilities, 2 have identical names but different functions (this will increase to 3 at level 7, and 4 at level 11)
Phai Kareen |
ABP: +2 Wisdom (+1 first-level, +1 fifth-level Bonus Spell Slot)
+11 HP
+1 All Saves
+1 BaB
+1 Trapfinding
Slayer:
+1d6 Sneak Attack
Slayer Talent=>Ranger Combat Style=>Point Blank Master
Shaman:
Spirit Shield
+1 2nd-level Spell Slot
+1 3rd-level Spell Slot
Skills:
Campaign:
+1 Craft(Painting)
+1 Profession(Writer)
Background:
+1 Linguistics(open)
+1 Handle Animal
Regular(6 class + 2 int)
+1 Perception
+1 Heal
+1 Survival
+1 Sense Motive
+1 Disable Device
+1 Stealth
+2 Fly
Also, amusingly enough, the one time it would have made a difference, I forgot to add the +2 on the Survival check versus Shakes(I had studied him before, and nothing else between the 2 encounters.) Oh well, went fine enough as it did-
Yin, Daughter of Nug |
Also just gonna point out that of my !70! special abilities, 2 have identical names but different functions (this will increase to 3 at level 7, and 4 at level 11)
"We had two classes, 75 or more special abilities, 6 levels of high-powered flexible gestalt, a extended health bar full of hp, a whole galaxy of multi-colored weapons, armors, items, gimmicks... Also, a quart of divine magic, a quart of arcane magic, an ability to craft things, a measure of raw mythic power, and two dozen skills. Not that we needed all that for the trip, but once you get locked into a serious feature collection, the tendency is to push it as far as you can. The only thing that really worried me was the mythic levels. There is nothing in the world more powerful and irresponsible and depraved than a man in the depths of an mythic power binge, and I knew we'd get into that rotten stuff again pretty soon."
Phai Kareen, Fun and Laughing in Lost Gates, a Journal of an Interplanetary Adventure, an entry from the chapter "The Search for the Opus Aeterna".Vincent Riker |
I just remembered that sorcerers can swap out old spells at even levels, so I'm probably going to swap out burning hands for something else since I have fireball now. I'll take a look when I get home tonight, and update my stat block then as well.
Child-of-Planes |
@Rednal: Is Desert the terrain we're in right now, or mountains, or plains?
Phai Kareen |
Aye, I thought I already HAD a point in ride, and missed that during level-up...when I updated she sheet, I realized my mistake. I don't mean to excel at the skill, but that one rank is a 6-point difference(2 meticulous, 3 class, 1 rank) so...yeah, I do hope I don't fall off the camel while we ride :)
GM Rednal |
You're currently in a desert (more wastelands than sand) area. Even the verdant regions are pretty wasted, all things considered.
Fair warning: This game does involve visiting many different climates, and you won't always return to one after leaving it. ...Probably. You may want to keep an eye out for opportunities to retrain your favored terrain(s) once you've left an area and figured out what your next destination is like.
Child-of-Planes |
Err... Horizon Walker will give me 2-3 favored terrains, depending on how far I take it—planning probably on Urban, Dungeon, and maybe one other (depending on where Jagladine/Klaven come from). The Favored Terrain I get from Trailblazer, though, can be changed with 8 hours of work. (And that's the one I'll adjust to each planet's climate)
It's not a huge boon, but it lets me shore up my terrible initiative score and mediocre perception—plus, it's yet another way in which Child realigns to his environment.
Isen Kalla |
Whoo, updates! I shall do those, later on, tonight I hope. Been fun-fairing all day, so I'm a touch tired.
Vincent Riker |
Ok, all up to date, and I swapped out burning hands for ant haul. Should help make carrying my anvil easier until I can use mythic power to cast shrink item, in addition to just carrying stuff in general.
Phai Kareen |
@GM, just so I got it mentioned somewhere for reference: My 'regular' prepared spells(if not changed for some different occasion) will include Pass without Trace and Wild Instinct.
I will be casting Wild Instinct at night, prior to regaining my spells, so that those parts of the night I rest, before my shift, are covered by it.
I will be casting Pass without Trace alternatingly when we depart from camp, or 'level'-1 hours before we make camp.(So one day in the morning, next in the afternoon, then morning again etc.)
Phai Kareen |
If I am aware I will point them out, but sometimes, there won't be a chance...e.g. if we are travelling the day, someday during the day I would cast pass without trace, but we may already have advanced to our destination.
Or we're doing evening stuff, then skip ahead to next scene since no one had plans any more.
So yeah, I'll help out, but if I did not get a chance to post, I want to be able to reference this post and re-roll my perception check against the assassins who attacked us while we slept without any fishyness, know what I mean?
I suppose the Pass-without Trace is more for my freedom of mind than anything else...if something in the plot decides to track us, it will find a way regardless, if not, then it's not necessary. But it FEELS right to try and cover our tracks if we know others are after the Opus Aeterna, too.
Child-of-Planes |
Hmm. Well uh... Child can't be tracked in favored terrain + flying, so with pass without trace, so uh, if you need someone who's triple-untrackable for no actual reason.
PwoT might be less important in an AP, but it's generally really nice when people think of it.
That said, uh... Keep Watch will be amazing in a few more levels, and with Wild Instinct, we'd wind up better at perception overnight than during the day.
Phai Kareen |
@Flying: You still leave scent, don't you?
@Favored Terrain: But that's ONLY in the favored terrain. If we pass through multiple or switch during the day, you become trackable again.
@General: It's easy for ONE member to be pretty untrackable. But you know, thats not relevant. If even one member is NOT untrackable, then the group as a whole is trackable. But considering your abilities, matter of fact, I did not intend to waste it on you. I'd prefer a camel :)
@Keep Watch: yep, awesome, but not on my spell list. Wild Instinct paired with my perception should almost guarantee I'll wake if there's noticeable trouble, best I can contribute for now to make nights safer.
Child-of-Planes |
Sure. Keep Watch is just on everyone else's spell list, so by the time it's economical it should be easy.
Child-of-Planes |
Looks like party decision is to leave tomorrow. Sorry if I accidentally caused controversy. o.o
Phai Kareen |
No controversy in my book - you were good to go and voiced that, we preferred to wait for the morning- no problem there.
@Rednal: We depart in the morning. Everybody posted their choice.
Isen Kalla |
ABP: +2 Intelligence
+10 HP
+1 All Saves
+1 BaB
+1 Trapfinding
Unchained Rogue:
Rogue Talent - Prescient Dodger - Gain an AC bonus equal to Intelligence, increasing by +1 for every 4 levels.
Witch
Bonus Sphere - Illusionary Touch
Magic: Illusionary Sound
Skills: Diplomacy +1, Bluff +1, Disable Device +1, Sense Motive +3, Stealth +1, Perception +1, Acrobatics +1, Knowledge (Arcana) +1, Knowledge (Religion) +1, Knoweldge (Local) +1, Sleight of Hand +1, Swim +!, Climb +1.
Background: Profession (Gambler) +2
Child-of-Planes |
Prescient Dodger is from SoP, and it applies only when unarmored.
Vincent Riker |
The wyrd we met wandered off after we went through our first gate right? What ever happened to BR-N3R? Also, if I remember correctly, I think I still have the clockwork and a memory crystal in my pack that we never got around to investigating...