
Basil NaN |

Hey Keldor, just wondering:
Is your computer doing better? - it kind of surprised me that we switched to the other method in one game but kept Roll20 in this one.
For the record: I'm fine either way, just wondered if the problem persists or if it was focused on certain campaigns?

Basil NaN |

No worries, DM Nex :) As said, it's been mostly working smoothly for me. I prefer not logging in but it's not a big deal.
I truly simply was curious because it was only brought up in one of the games we share with you as GM and Roll20 as tool.

Basil NaN |
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I would like to take a moment to talk about Scrolls as we recently found some:
* The Arcane Scrolls will of course go to Thawm for writing - but maybe duplicates that he can use should go to Keldor for additional versatility.
* Divine Scrolls that she can use should go to Basil eventually, the others to Thawm.
Reasoning: Both Summoner and Inquisitor have 'Spells Known' and thus a very limited repertoire - expanding options for them via Scrolls is desirable.
Compared to that, Thawm has free pick of all cleric spells and pick from all wizard spells she knows, and more spells of higher levels than either of us - she is likely to have a wide range of options available at any time even without additional scrolls.
As in, with a somewhat decent selection a double-caster will cover a ton of situations and necessities, and be able to adapt to changed circumstances if given advance notice(e.g. you can prep a different set of spells for a Sea Voyage compared to a Desert Wasteland or Jungle Marshes) while both Keldor and Basil are more or less locked into their 'standard' Spells. So giving them additional options seems more powerful than overloading Thawm with even more options.
(Except, of course, spells that target hostiles and require a save...those are likely better for Thawm even in scroll form - mostly talking about buffs/utility/area control/...)
Thoughts? Counterarguments?
(Of course, Basil is not even doing magic, just using her Nanites ;) but eventually she'll come to terms with things.)

Thawm Uhturj |

sounds good to me. Especially Basil should get scrolls of things so she can choose to use up bullets or bits of paper ;P

Keldor Whisthawk |

Keldor doesn't mind using scrolls, but he's not one to pull one out in combat either necessarily. I'm good however you all want to do it.

Basil NaN |
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Redtooth: Normal explosives will do the job at the array just fine!
Nobody:
Absolutely Nobody:
Basil: Hey, let the two ladies build a magitek-nuke!

Basil NaN |

Ant Haul lasts 2 hours per level, Radiation Ward, Delay Poison and Status all 1 hour per level.
Radiation ward would automatically warn us if we enter an area of Radiation, and Delay Poison should at least last until we are on our way back(that is, any combat is over).
As I have no idea of her level but know at least Level 3 is possible. Maybe she wants to hit Keldor with a Magic Vestment, but that is up to her if she wants to keep her sweetheart safe.
(Plus asking for more than some utility would feel wrong).

Thawm Uhturj |

yay xD
don't die xD

Thawm Uhturj |

your wife was driving, right?
'cause passing out behind the wheel is a little too much "fun" for me xD

Basil NaN |

@Radiation Ward: Just for the record, the main 'selling point' for Basil was that you are instantly aware of radiation areas you enter.
Detect Radiation is even nicer for that, but has much shorter duration.
Either way we should be able to avoid radiation areas and not start to figure out something is wrong when our hair falls out.

Thawm Uhturj |

na, it's personal and emanation, so Thawm has to do it xD
Area spherical emanation, centered on you
The only real reason for Detect Radiation is to see the stuff before we start making dice rolls xD
you know a buff she could actually have given us before we set out that would last all day?Lucky Number has a 24hr duration xD
maybe I'll just add that to my status hehehe
Thawm's Lucky Number: 1d20 ⇒ 16

Basil NaN |

Yep, still magical. I moved the "+1" from behind the weapon to the front to conform to the standards.
By how often this comes up, I am SO glad I got that upgrade before we set out from torch. Basically every other fight it's relevant :)

Basil NaN |

@Keldor: I know Paladins are more nuanced(especially the 'help them to help themselves' approach of Erastil) and not single-minded, but they DID ping as evil, are likely undead, and attacked without negotiation.
I am not sure if they are even mentally capable of negotiating free passage, but they seem like the kind of territorial evil undead menace that Pallys usually try and get rid of permanently -
(That, and I am trying to pressure you into switching to kill-mode, because I'm relatively certain we may need to pass here again on our way back, and depending on what we find there, may be in an adverse tactical position if our resources are depleted and/or we are wounded.)
And for the record, I can't channel. *looks at Thawm*

Gauntlet the Eidolon |

Paladins aren't all black and white, unless you just want to play them that way. There are some grays too. These creature's attacks are nearly harmless, and seem very 'poltergeist-like'. Basically they are more an annoyance than anything else so far. Keldor could probably get rid of them easily with a few Channeled Energy effects, at least for a while, but that would quickly use up his 'Lay on Hands' ability and we may need that sooner than later for healing rather than killing nearly harmless undead. Negotiation SEEMS reasonable here. These creatures are only attacking because we intend to enter their territory, so asking their permission to enter AND leave safely...it can't hurt to try I felt.

Basil NaN |

Hence why I said they are more nuanced. I did not mean to portray them black and white.
Just saying that in Pathfinder undead are, with very few exceptions, considered evil creatures.
I also don't quite agree that the attacks are harmless - based on the rolls so far, we cannot be 100% certain they are not against touch AC, nor do we know if the surroundings make the attacker count as invisible, denying our dex bonus.
You have decent AC, but 3d6 damage will down Level 1 chars outright on an average roll if they hit. So while they may not be a huge danger to you personally, I believe they are quite lethal threats to others - common folk/non-heroes are not likely to possess magic weaponry, making them easy prey with no chance to fight back.
Considering that undead don't usually "leave" by themselves, it is also a thin line stating that it's "their" territory. If we cede all territory an undead claims as being theirs, we'll run out of room for the living within a few generations - worse yet if the vessel we seek happens to be inside the territory and we don't only 'pass through' but try to take things from it.
That said, you do you :)
If you do get them to stop, I'll stop trying to kill them as well.
But if they change their mind on the way back, you'll get a "I told you so" then ;)

Gauntlet the Eidolon |

Understood, and agreed.
=)

Basil NaN |

@Thawm: I may have missed something, but as Cleric 5, shouldn't you have 3d6 channel energy? Or did you trade one die away somewhere?
Just asking in case you forgot to update the sheet on last level-up, but I did not cross-check mechanics or archetype.

Basil NaN |

Ah, that will do it, yeah :)
I even suspected an archetype feature, but as said didn't cross-check before posting.
I'm just kinda prone to forgetting to update some parts of my sheet during level-up, then only later find out when I cross-check and realize that e.g. my perception should be 3 higher than listed in statline. :)
So all in order and sorry.

Thawm Uhturj |

Thanks for checking xD
Also I have a spreadsheet if you want to copy any of it for your own purposes xD
And yes, I gave away a channel die for a second bonded item xD

Basil NaN |

Hej, just checking - been a while since we levelled, we didn't per chance accumulate enough XP/progress sufficiently through the story that we'd have an level-up waiting for us?
(Just asking because that saved me recently in a different game when I was bleeding out, then realized I had not levelled up yet because I was waiting back on an answer...)

Thawm Uhturj |

a 6th hit dice would be just enough to keep Thawm in the running xD
granted, she'd still be 2 hp from death and bleeding out...

Thawm Uhturj |

make that 4 hp. I forgot that clerics have a bigger HD and that I grabbed Toughness xD

Basil NaN |

+8 HP
+1 BAB(+1 Iterative Attack)
+1 All Saves
+1 Engineer Training
+5 ft Scattershot(so my cones are larger again, +10 total now)
+1 several available Judgements(the +x/3 levels)
+1 Determination
+1 Level 2 Spell/day
+1 Level 2 Spell known: Flames of the Faithful
(the short duration makes it difficult to use efficiently, and fire is the most resisted element, but it's inquisitor only, and I think it's fancy with the spread :)
Skills: 9 + 2 Background
+1 Acrobatics
+1 Heal
+1 Perception
+1 Sense Motive
+1 Stealth
+1 Knowledge (engineering)
+1 Ride
+1 Bluff
+1 Diplomacy
Background:
+1 Craft(Alchemy)
+1 Craft(Mechanical)
PS: I will post later today, I hoped to get to do it during nap time, but the girls are already up and demanding attention :)

Keldor Whisthawk |

Life is beating me down...I will level up hopefully some time this weekend. Sorry.

Basil NaN |

I was on an (unexpectedly expanded) family visit and gone :) So I caught up on life a bit, but was gone for the boards a bit - back now though :)

Thawm Uhturj |

oof xD
Also, welcome back xD

Keldor Whisthawk |

Yeah...unexpected stuff keeps happening here too. Good to see you back!

Keldor Whisthawk |

This is what I'm seeing...
Maker’s Jump (Sp)
At 6th level, whenever the synthesist is fused with his eidolon,
the synthesist can cast dimension door as a spell-like ability
using his caster level. This ability only affects the fused
synthesist and eidolon. The synthesist can use this ability once
per day at 6th level, plus one additional time per day for every
six levels beyond 6th. This ability replaces maker’s call and
transposition.
Lay on Hands/Channel Energy healing amt (3d6)
New Mercy (Su)
+Diseased ('Remove Disease' @ Paladin Caster's Level)
Saves(F+1 R+1 W+1)
+1 BAB (Gain +1 Iterative Attack)
+7 hps
New Summoner Spell: Create Pit
New Skills
+1 Perception
+1 Diplomacy
+1 Sense Motive
+1 Use Magic Device
Background Skills
+1 Engineering
+1 Linguistics (+ Infernal)
Gauntlet Updates:Eidolon Improvements
+8 temp hps (Effectively 5HD now)
(+1pt Evolution Improvement) - Banked! (Saving for 7th level)

Basil NaN |

Hej Keldor, just wanted to point out:
Evolution pool both for Summoner and unchained Summoner:
These choices are not set. The summoner can change them whenever he gains a level (and through the transmogrify spell).
so technically you don't need to bank them for a larger evolution at next Level. You could pick up an additional resistance, or Scent, or Skilled, or anything else that is kind of "neutral" and can easily be "gone" again next level without explaining something changed.(for example, a temporary +8 to acrobatics may just help fine against a grease or two, while not being outside the spectrum of what you could reasonably roll without the bonus).

Thawm Uhturj |

You can also just cannibalize some key part or interface for one useful thing into another if you ever want to swap something obviously xD

Basil NaN |
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IDK if we can unload it. Blowing up some debris outside sounds like fun, though :D
I checked up on Grenade Launcher(figured that's easier than asking GM and having him copy-paste the info) - you need to actually load it with grenades - what makes it awesome is that you can have them detonate on impact, meaning no time for the targets to get away. If you can load grenades(max 5.) it makes sense you can also unload them - it was not specified if it came loaded, I think it's empty to begin with, but figured I'll make sure before I waste a grenade and damage us.
Of course, I am not proficient, but since Intersections have AC 5 I think I'll get some mileage out of it regardless.On a side note, I wonder if a grenade launcher qualifies for Siege Gunner..."scattering shots from hand-held firearms and blast shots from siege engines."
Technically it is not a Firearm, nor a Siege Weapon - it's an Exotic Heavy Weapon - but I could see some table variance on the interpretation there.

DM Nex |

Ah interesting. This line gives me pause:
Proficiency: This entry lists whether the weapon is simple, martial, or exotic. If an existing weapon proficiency allows the new weapon’s use, that weapon proficiency is listed in parentheses. Note that Exotic Weapon Proficiency (heavy weaponry) works similarly to Exotic Weapon Proficiency (firearms) in that it allows access to a wide range of similar weapons.
Some GMs may wish to replace Weapon Proficiency (firearms) with Weapon Proficiency (technological firearms) to further restrict access to these devices to player characters in their campaigns.
That plus Siege Weapon's are kinda their own thing. I will say that Heavy is different.
Also this exists: Heavy Weapon Harness
I can imagine that is something you will want to get in this AP. The list of heavy Weaponry is pretty cool.... Expensive, and cool.
Edit: Also you can totally unload Grenades. Rocket Launcher you can't reload, but grenade you can. Move action to load, or unload. I would say you can also pick which of the 5 you want fired, vs a queue.