
Arlen Graytale |

Hooray! Level 3! Things Arlen gains
HP: 1d6 ⇒ 6+1+1=8!
7 skill ranks
+1 fort and ref saves
+2 2nd level spells slots per day
+2 spells known: web and glitterdust
Feat: Debating between craft wondrous item and extra hex (misfortune).
Thoughts on my feat choice? Does anyone have enough gold to pay the half price for a wondrous item I could start crafting for them?

GM Mustache |

hey folks, glad to be back on dry land!
in the meantime, my brother manages to roll critical misses for me, and critical hits against me. sheesh.
you remember nothing... nothing... nothing. Turns out that critical hit on you was perfect timing with your departure. It is like you never left.

cuatroespada |

At 3rd level, a brawler gains a +1 bonus on attack rolls and a +3 bonus on damage rolls with weapons in the close weapon group. Both of these bonuses increase by +1 for every four levels beyond 3rd (to a maximum of +5 on attack rolls and +7 on damage rolls at 19th level).
Arlen, you also gain 2nd level magic! not that i can fault your lack of enthusiasm... it is the least exciting spell level imo. also, i just noticed you never added your first patron spell to your list at 2nd level.

Arlen Graytale |

I think 2nd level spells are great! Glitterdust, web, vomit swarm, there's some awesome stuff! I just meant to imply that I got that by listing my 2nd level spells learned. Good point on the patron spell as I didn't have it listed there. I know the ventriloquism spell... I'll need to find a way to use that some time. :)

cuatroespada |

oh there are definitely some awesome spells at 2nd level, i just think it has the fewest. i'm usually pretty content once i have glitterdust and mirror image. though witches don't get mirror image. also, burning gaze is useless for you, but if you cast it on Rasputin, he has something to do every round, and he seems like he'd enjoy burning things with his gaze.
oh and my vote is for craft wondrous item. we'll likely have the funds for you to start crafting before level 5 when you could otherwise take it and you can still get misfortune at 4.
Brokk'r HP: 1d10 + 3 ⇒ (6) + 3 = 9

Ichorius "Ike" Melfesh |

HP roll: 1d10 + 2 ⇒ (1) + 2 = 3
Let's see...
I think this level is gonna be a bit boring for Ike. He gets an extra hour to stay in a form. Normally, he'd get Woodland Stride, but he trades that out for Sticky Climb at level 4... only real question will be his choice of feat... though I might just be boring and grab Weapon Focus (Morphic Weaponry) to give him some more accuracy with his attacks. Body Shield might be cool, though...
As for magic, I have an Arcane Archer I'm building in an Ironfang game with second level spells... and he's kicking butt! For me, 2nd is when the spell list starts to get interesting!
Edit: Yeah... that looks about right...

Brokk'r Battleforge |

i almost forgot about my feat! this is my "see! i really can do damage, guys!" level. finally picking up TWF and some nice static boosts to my weapon damage.

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Level 3 for Diceros:
HP Roll: 1d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8 +Con +Half-Elf
3 skill ranks
+1 BAB
+1 Reflex Save
Plains Druid ability Run Like the Wind - +10 movement speed, ability to run/charge x2 speed 1x/hour
+2 level 2 spells (Flaming Sphere? Barkskin? any of the +4abilities?)
+1 feat -- looking for ideas
Level 3 for Pygmy
+2 natural armor bonus
+1 Str & Dex
+1 trick
Evasion
Feat:
was originally planning a Weapon Finesse as I wanted a Dex-based build, but there is no way to increase damage with dex, right? then again, so far in this game it seems that actually making a hit may be more important than damage.
the idea behind this character is to be fast and be an awesome spear fighter, with some good elemental magic. He's not really into the shapeshifting so much. Maybe flavor-wise he's a bit more of a ranger feel than a typical druid.
[EDIT: right now, I am planning to get Cat's Grace spell and Weapon Finesse for lots of dex bonus goodness.]
so anything that helps with that idea would be great.

GM Mustache |

Because you went low on wisdom, don't go for anything with a D.C. You aren't that kind of Druid. I would do bulls strength and cure Mod wounds. Bulls strength gives you +3 damage since you use a two handed weapon. Maybe the good dexterity you have is great for your combat reflexes but otherwise you should go strength to hit and damage. My two cents. Combat reflexes is awesome with reach. I'm not sure why is hasn't come in handy more.

Rai Zon |

So I can go with mini Ike tumor familiar for fast healing and action economy at 3 or infusion which allows me to give out elixirs like potions or Point blank shot to help in combat. All of them are good and can be in any order. Suggestions? Point blank range if not at 3 must happen at 5

cuatroespada |

i thought you already had PBS since it's (unfortunately) a prerequisite for Precise Shot. also, tumor familiar doesn't give you fast healing; it gains fast healing for itself when it's attached you in case that affects your decision.
When attached to the alchemist, the tumor has fast healing 5.
if you're not having trouble hitting things with that -4 penalty, then i'd say go with the familiar or infusion. the average touch AC doesn't actually go up all that much as you level, but you keep gaining BAB.

GM Mustache |

@Arlen, don't forget to adjust the vital stats line in your profiles.
Everyone, make sure you are happy with all your profiles because from that I will update my spreadsheet that does your rolls (saves, initatives, perceptions, stuff like that).
Also, I will continue to use the rolls on the spreadsheet to bot you, so get that updated too or possibly get a lesser roll some day.
Where would you like to head next? (Going southeast puts you in the very corner of the Greenbelt area, by the way. Then you'll have a sense of how much you have left to explore!)

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Sigurd HP: 1d8 + 2 ⇒ (8) + 2 = 10
I took weapon focus (Earth Breaker) as my feat. It's pretty standard, I think.
The biggest thing for me this round is my rage song abilities. I can now sing a Song of Marching that allows all allies within 60 feet to move faster for an hour. I also get a rage power like bararians do and can add it to my song when I start singing. All allies in the area gain the benefit of the rage power using my level for dependant effects.
I choose Lesser Spirit Totem. When I sing my Inspired Rage song, anyone who chooses to be affected by the song is surrounded by a spirit. That spirit gets one slam attack per round against a living character adjacent to your character. It hits at a +4 (my BAB + my CHA) and does 1d4+2 (my CHA) negative energy damage.
I also get another cantrip and level 1 spell. I took Resistance and See Alignment. I figure the later will help us stop being surprise by strange women sitting alone at campfires.

GM Mustache |

ha ha! nice.
Ok, that rage power is pretty sweet. An entire party of drunk barbarian spirits will hover about you!
But I am ruling that each of you need to make the rolls, I won't do it for you. I'm sure Sigurd will put reminders up.
clarification: The spirits will only do that listed damage and no more. They aren't affected by buffs, debuffs, flanking, or anything else. They can't be hurt either.

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I've put the Lesser Spirit Totem rolls in the spreadsheet, in my column. They're clearly marked though. I'll keep them updated as we progress in levels. You all can cut and paste them into your attacks as we make them.

Arlen Graytale |

Ok my tagline's up to date and I chose craft wondrous item. So anyone who has half the price of a magic item they want, place an order! If I can't craft it yet, I'll let you know.
My bot action now is probably fortune+cackle instead of evil eye, just in case I'm being botted against something immune to mind-affecting effects. Thankfully, I'll be getting misfortune next level, which isn't listed as mind-affecting.

Arlen Graytale |

Yep! It's going to be really fun. And I can cackle to continue it. So if I can land the initial effect on him, single big baddies will be less problematic for us.

Arlen Graytale |

Yep! Because even if they make the save against evil eye they still get the penalty and I can cackle it. But if they're immune to mind-affecting and have a good will save, I can end up wasting my first two turns.

Arlen Graytale |

Hahaha. I hardly think Arlen's witchery is responsible for that. Fortune hasn't turned thatany misses into hits and that's basically all she's been doing so far. Though being an arcane caster with CLW is nice.

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let's hit that se corner. (I'm actually surprised, I thought it would be bigger, but then again we keep almost dying and I guess that this is really the beginning stage of the whole campaign.)

cuatroespada |

hmm... also, it looks like i can't see that there's a tunnel behind him, nor that he's in there, nor can he see us. 20+ ft of webbing provides total cover. he and that one kobold can see each other so i imagine we know he's there though.
so what do we do about not actually being able to tell what's behind him?
edit: i suppose it's just total cover and not necessarily total concealment, though, so nevermind.

Arlen Graytale |

Yeah it's a sticky situation. I don't want to let him out. I can damage him a little while he's in there and perhaps Rai can help with the rest.
However, it probably doesn't hurt for our melees to wade in because, even if you get stuck, no one's attacking you to take advantage of that fact, at least at the moment. XD

Arlen Graytale |

Frost bomb shouldn't...
But that might be a great idea. If we burn away the web from our side, he'll be taking damage but can't escape for a while. It only spreads at 5 ft per round, I believe.

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5 ft per round is right. It's pretty slow, plus he can roll to escape too, which would give him the chance to run away.