I realize Oracles are divine Klaus.. I was talking about you going Oracle so taht Fizzy wasnt the only one in the group that could heal.. An Oracle of Flame fits ur bill of a blaster still and accomplishes this.. Thats what i was tryin to convey..
Yes, his stats don't say so, but things can change, or better yet Selena.
She does have the better stats for it.
Though the true question is which would the group choose to keep around. Only one will become Gestalt. So perhaps you should first vote on which to keep as an active NPC. Then roleplay accordingly, as we develop.
On this one, I'm torn, but it seems that 2 out of 3 times (Or is it 3 or 3), Kraz has saved our bacon, where as Selena has been useful, but not a huge boon as her role is filled by Fizz and Torq to some extent.
HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3
yea but w the extra martialness you and torq are getting we won't need his beef. Selena adds stealth and spells. And if she gestalts a lot of spells. And isn't she the one that healed you tomas after the owlbear?
Like I said, I'm torn. I like them both. I think Krazok has saved the group more and I'm partial to dragons, but Selena is a more interesting character.
Either are fine by me, i will vote on whoever can help Fizzy heal.. Like i said though, i'm partial to Krazok because i'm slowly moving towards join the brotherhood of the dragon so him being around would be nice.. I honestly don't think think he needs to gestalt though.. His Op race makes up for a single class imo.. With that in mind i don't mind if Selena gestalts..
I plan on keeping both of them with the group, though one of them will gain power somehow and become Gestalt like the rest of you. Unless of course they are ran out, perhaps we will find someone to play one of them.
Yeah I know what you mean Fizzy, and all within a week. LOL
Well she has more wisdom than charisma so i vote cleric.. I think Calistra fits her attitude well and the Trickery and Luck Domains suit her well imo..
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11
Oh, I know, Torq. What I meant to say (but couldn't because elaboration when typing from the phone can be a pain) is that the only part of Klaus that is even remotely divine is his observance of Nethys. An Oracle's power comes from without, not from within, and Klaus' entire ability to use magic revolves around belief in himself, not a deity. Plus he would have to become cursed in some way, which is not really something I can do to myself.
Now, on the other hand, Oracles often don't have a choice to become Oracles. It just happens to them. So with that said, it is an entirely valid gestalt option. Though if I had my preference, I think the Spellscar Oracle is more in line with him than an Oracle of Flame. It is more omnielemental in nature and also speaks to his chaotic mindset. The Primal Events look extremely amusing. I'd probably go with the Wrecker curse as a manifestation of his inherently destructive nature. Klaus is CN in alignment; he is not an evil person, and is capable of doing the right thing when necessary, but as you've probably all figured out he has this power and this personality he can barely rein in. As a character I try to treat his "force of personality" like it were a "force of nature", hence the evoker.
Gotcha.. Honestly then i think a Sorcerer might be better.. Arcane bloodline would be very nice, or you could always go the ubber crossblooded/wildblooded Draconic/Primal Elemental to add +2 damage per dice to one type of element.. The Tattooed archetype is also nice and fits with just about anything..
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11
Actually, yeah, I think that was the one. It has similar stuff to being an evoker.
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11
RE: our NPCs
I think the current IC discussion is proof that Selena is a great character for this party, since she generates a degree of consternation.
Though I agree with Tomid that Krazok has saved our asses.
Personally, I would go with Selena for the moment, mostly because Krazok has a tribe he needs to get back to at some point. He is their chief!
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11
They are! I see the party dynamic in most situations a little bit like they do it in Dragon Age. There is a stronger purpose or sense of mutual respect that binds the group together and ensures that for the most part they don't kill each other, but it doesn't mean they don't voice their own opinions or have some significant differences of opinion. I usually play the rational, diplomatic bard and I must say it is a pleasure being the chaotic and undiplomatic ego-driven wizard. :)
HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3
this was actually delightful it forced me to fill in a bit more of his background. I mean I play it as if the two failed campaigns he was in actually happenned, but now there is more to it. I think Fizzy has lost many many friends in his past. It is why he is so...odd
LOL, I am glad you get a chance to explore new avenues with me, Klaus.
That works great Fizzy, and very true the more odd one becomes is because of tramatic events forcing the individual to adapt one way or another to cope. :)
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11
I think we'll have some at Oleg's, once we get a resolution from our actions thus far and then have to come up with a new plan!
Right now, Tomas has one or two things on his mind, but none of them are particularly party related and one requires him to finish the task at hand, return to Oleg's and then hopefully have a little time for himself.
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11
The total value of the goods we'd be selling is 16,308gp and 8sp. I assume we are splitting that 7 ways?
That's a share for Tomas, Fizz, Torq, Klaus, Selena, Akiros, and Krazok.
If that's how we split it, that's 2329gp and 8sp for each person, except for Klaus, who will take a 2sp spillover for his bookwork for an even 2330gp. :)
HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3
so klaus took craft wondrous items right? I assume he will be doing the bulk of our belts and headbands? Fizzy is about to get cauldron so he can do potions
I think Fizzy will probably buy some kind of fun cloak, then start saving for a +2/+2 headband to be crafted by Klaus
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11
I will be taking the master craftman feat to make magic weapons a 7th if noone has takin it by then.. With the downtime offered later in this campaign i deff think we shoud have the majority of the craft feats at our disposal..
Akiros feels that he should not take an even split, he will take a 1/2 share and offer the other 1/2 to pay for wands, potions, or scrolls of healing for the group. He also will stay at the outpost and help with the prisoners, unless you want him to come with you exploring.