While discussing leveling, as I mentioned back when we started Khaldan is fine with taking a level of Rogue for the trap clearing.
I know Lara is doing a good job with that, but it still leaves magic traps as a problem to come.
What do people think?
The archaeologist archetype does get the ability to work with magic traps, but not until level 6. If you're interested in rogue, go for it. Having a sneak attack and 2 trapfinders might not be bad. But it's totally up to you.
As Trieste said, a second trapfinder isn't necessarily a bad thing. Especially since Lara can only deal with magical traps after level 6. So if you want to go that route, don't feel like you're stepping on my toes. But don't feel like you have to, either. I'm not sure how many magical traps we'll be dealing with before level 6, but I doubt it'll be that many.
That is a tough call to make Kaldan. I myself did the same thing in a giantslayer campaign. Split between rogue and ranger. It is working out well so far but it really does come down to what you want. I can always prepare more healing if we have to find magical traps the old fashioned way.
Awesome to hear.
Any ideas on the tapping guys? Morse code, song, indicating a specific location. Can't come up with a quick solution to figuring this out right now but I am thinking we could get a lot of information about what happened if we figure this out.
So questions to ask...
What happened to the colonists?
What caused the schism in the first place?
Where they being spied upon? did anyone else come to the village?
Any other deaths or murders that happened
Where would he like to be buried?
Does he want to be buried before or after we find Arkley?
I'm starting to picture a scenario like Aliens, where the colonists were all transported somewhere to have their bodies used as hosts for some nasty critters.
Yeah I agree it was ooc text fluff for our sake fromStriker. I appreciate that though as there is so much background that players don't get in the AP.
Makes me glad I am a cleric with a high wisdom for will saves and a domain that increases saves. Hopefully that domain ability works well in granting you all the save bonus. Just let me know if and when we will need it.
Lara - Miss If your target (or the part of your target you’re aiming at, if it’s a big target) is at least 10 feet away from the nearest friendly character, you can avoid the –4 penalty, even if the creature you’re aiming at is engaged in melee with a friendly character.
The back end of the ankheg is 10 feet away from Kaldan, isn't it? The adjacent square to Kaldan is 5 feet away from him, and the square two away from Kaldan occupied by the ankheg is 10 feet away.
If each square is 5 feet, then there need to be 2 squares between the targeted square and the ally occupied square to satisfy the " at least 10 feet away" As it stands there are 5 feet between the two squares you are referencing. If the ankheg had reach and was fighting while using it then you would be able to target the back squares without penalty.
SKR seems to clarify that here, although he then says that the rule "If your target (or the part of your target you’re aiming at, if it’s a big target) is at least 10 feet away from the nearest friendly character, you can avoid the –4 penalty, even if the creature you’re aiming at is engaged in melee with a friendly character" is going away. However, it looks like that rule is still in the PRD, so it presumably did not go away.
But oh well; you're the boss.
(And I'm taking Precise Shot at level 3 either way, so. ;P)
To quote SKR further down in the thread:
The text will be revised to say this:
Shooting or Throwing into a Melee: If you shoot or throw a ranged weapon at a target engaged in melee with a friendly character, you take a –4 penalty on your attack roll. Two characters are engaged in melee if they are enemies of each other and either threatens the other. (An unconscious or otherwise immobilized character is not considered engaged unless he is actually being attacked.)
If your target is at least 10 feet away from the nearest friendly character, you can avoid the –4 penalty, even if the creature you're aiming at is engaged in melee with a friendly character.
If your target is two size categories larger than the friendly characters it is engaged with, this penalty is reduced to –2. There is no penalty for firing at a creature that is three size categories larger than the friendly characters it is engaged with.
Precise Shot: If you have the Precise Shot feat, you don't take this penalty.
A target of any size will work exactly like a Medium target: you're always going to have to deal with the penalty, which is usually –4 (unless you have Precise shot, in which case there is no penalty).
But if the target is at least two sizes larger than your ally, the –4 penalty is reduced to –2 (unless you have Precise shot, in which case there is no penalty).
And if the target is at least three sizes larger than your ally, there is no penalty at all.
level up info...
2nd level cleric
+1 0-level spell
+1 1-level spell
+1 fort and will save
+7 hp if half +1 or 10 if full HD
+ 5 skills and +2 background skills: craft (armor), craft (weapons), heal, spellcraft, know (planes), sense motive, prof (engineer)
After thinking about it Kaldan will take a level of Rogue, it goes well with Ranger, and the skills are what I'm after. From here on it will be mostly Ranger.
HP: 1d8 ⇒ 8
Nice, I'll take that. :) Otherwise I'll take the average if that's what we're using?
Kaldan Tide: Ranger 1/Rogue 1.
HP - (8 + con) 9.
Feats - Finesse training.
Skills: (9 skill points)
Acrobatics + 1.
Diplomacy + 1.
Disable Device + 1.
Knowledge (Dungeoneering) + 1.
Knowledge (Local) + 1.
Perception + 1.
Sense Motive + 1.
Stealth + 1.
Survival + 1.
Craft (Carpenter) + 1.
Profession (Sailor) + 1.
Ref + 2
No change to BAB.
Sneak attack - 1d6.
And while leveling I realized I didn't need to be unconscious as I have Ferocity, I could have had that last swing without being prone, then I would have fallen over dying. :)
+1 0 level spell
+1 1st level spell
+1 Will save
Besides for hp and 0 levels prepped for the day I'm good to go. :)
Level 2 archaeologist bard
+6 HP (5 + 1 CON)
+1 0-level spell known (mending)
+1 1st-level spell known (feather fall)
+1 Knowledge (history)
+1 Disable Device
+1 Escape Artist
+1 Knowledge (dungeoneering)
Dang Kaldan, you have all the nice stuff. Alchemical silver dagger, cold iron longspear. I went the exact opposite with my character. I think I have half of the mundane equipment list that is not alchemical items. forge tools, pitons, hammers, rope, fishing net, string, fish hooks etc. Nice to see that we have the weapon basics covered though.
Cold iron is cheap, Alchemical silver a little more, but there's nothing worse than being low level and having nothing that can hurt your enemy.
If Alchemists fire was cheaper Kaldan would have had some of that too!
Besides, tools and other equipment can be picked up for free if you're looking. :)