
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Hey all,
I'm getting ready for another trip to St. Maarten (for those of you who are newer here, my wife is in med school there). Since this actually is a sort of decent break point, I think I'm going to hold off on advancing you until I return -- probably next Friday (Oct. 14), though it sometimes takes me a day or two to get my feet back under me.
In the meantime, everyone can advance a level!
(Also, if you want to discuss what you're planning to do with Fort Drelev, you can, and how you plan to head out -- I assume you'll fly on Spike again if I don't hear anything.)

Prazil |

LEVEL 11!
Cavalier 9/Mammoth Rider 2
HPs: 1d12 ⇒ 8
+1 BAB (+11/+6)
+1 Ref
+1 Will
+3 skill ranks (+1 Handle Animal, +1 Ride, +1 Survival)
Born Survivor: Gain Iron Will as bonus feat
Colossus Hunter: gain a +1 bonus on weapon attack and damage rolls against Large and Huge creatures. At 8th level, gain a +2 bonus on weapon attack and damage rolls against Gargantuan and Colossal creatures.
Feat: Draconic Aspect (red) - Prazil's scales shift in color and he gains Resist Fire 5 (now he matches his avatar! and Kereek! yippee!)
-Spike-
no changes or progression

Marcelline Bryne |

Yay! Ill level up when I'm home.
In the meantime, I think we should imprison everyone even a little bit involved with this whole Drelev thing, leave an NPC to supervise and oversee free elections when we're done taking care of Drelev.

Kereek! |

HP: 1d6 ⇒ 1
Bloodline spell: Spell Resistance! Add flaming to my claws!
Bonus spells per day +1 4th and 5th level
New spells learned:
2nd level: carry companion (I can make Spike into a tiny little statue!)
3rd level: water breathing
4th level: greater invisibility
5th level: fire snake
Feat: merciful spell

Marcelline Bryne |

Marcelline Level Up! (level 11 edition)
+1 level Unchained Rogue (add Scout archetype)
Class Features
Health: 1d8 + 2 ⇒ (5) + 2 = 7
BAB +1, Reflex save +1
+Scout's Charge (get sneak attack on a charge attack)
+Debilitating Injury (put debuffs on enemies you sneak attack)
+rogue talent (black market connections ; get better access to buying magic items!)
Feat: Improved Critical (elven curve blade)
Skills (+10 ranks! 8 class, 2 Int)
+1 rank to: Acrobatics, Bluff, Perception, Stealth, Knowledge (planes), Spellcraft
+2 ranks to: Disable Device, Escape Artist

Agnar Hrolfsen |

11th level of Cleric
HP: 1d8 ⇒ 2
re-memorized spells to include 6th levels, and switched out restorations as we have wands for those.
Skills: +1 in Diplomacy, +2 in Sense Motive.
Feat: Scribe Scroll (I assume Item Creation feats are allowed. If not, then I gotta take Combat Casting.)
Fang: 7th level of Wolf
Fang HP roll: 1d8 ⇒ 3
Fang skills: +1 Perception
Fang Feat: Toughness

Katerina the Maid |

Thank you :)
I never roll if I don't have to. Fully 50% of rolls will be *worse* and, on a d10 only 40% are better. Also, the difference is at best +4, while at worst, it is -5!
We talked about this with my group in Denver, and even then one of the guys rolled his level 2 HP. Yup, his Ranger got a deuce.

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

I let people reroll 1s. It's funny, I'm so used to doing PBP (which 90+ percent of the time means point buy), that I was shocked when I started gaming with a group in real life and they wanted to roll stats.
And then they rolled so badly. (I tried to let one person reroll, but her husband basically cajoled her into keeping the rolls.)

Katerina the Maid |

Level 11:
Swash10/Aldori1
HP: 6+2+1
Saves: REF +1
Skills:
Acrobatics, Intimidate, Perception, +1
Sense Motive +3 ( ;) )
Feat: Steadfast Personality
I think Kat's one glaring weakness is being shored up fairly well :)

Agnar Hrolfsen |

Re-rolls?! In my day, you were lucky to get any new HP when you gained a level. Why, sometimes all a DM would give you was a +1 on your very first attack of the new level, and you'd be happy to have it!
And stats?! We didn't have no fancy "point buy" or "4d6 drop the lowest". No sir, we had to carve d6s from our own femur bones, and you'd be lucky to get 2 of those bad boys shaved and balanced before passing out from the pain. I played an entire winter in a wheelchair and no stat higher than a 11.
You kids today don't know how good you got it!

ubertripp |

So, your cleric has this special power, which might take a bit of foresight to use in a PbP format:
"Unity (Su): At 8th level, whenever a spell or effect targets you and one or more allies within 30 feet, you can use this ability to allow your allies to use your saving throw against the effect in place of their own. Each ally must decide individually before the rolls are made. Using this ability is an immediate action. You can use this ability once per day at 8th level, and one additional time per day for every four cleric levels beyond 8th."
My save bonuses are: Fort +9, Ref +4, Will +12
So, keep this in mind if we're ever in an area of effect that requires a will save, and you're posting before me. Don't make the roll, call my name IC, and I'll try to jump in with the immediate action.

Katerina the Maid |

I am a derp. I have been so busy these past week, I forgot to update the version of Kat here. I did it in Herolab, but forgot to bring it over for reference! :/
Anyway, that's done now :)

Marcelline Bryne |

I hesitate to mention it but the Seugathi is one of the best single monsters for fighting a whole party that I've seen. You don't become immune to its aura after saving against it.
I once had a seugathi sorcerer 10 fight my party of seven level 6/tier 1 PCs. It was epic. It lasted like 10 rounds.

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

I'm assuming Marcy's question was directed at you guys, not me. I'm happy with however you want to play her as long as you're happy (I've been enjoying the interplay between Marcy and Kat).
Also, my wife returns home tomorrow, so my posting might be a little sporadic until she leaves again Jan. 8. It's likely I won't have time to post at all Friday or Saturday, though after that I should still be able to find a little time.

Prazil |

Prazil has a tendency to be a really strong melee buffer, as you're about to find out, Marcy. He hits hard with his opening charge, then winds up granting loads of bonuses to friends, as Kat can happily attest =P
Damage is good, though I think our biggest issues so far have been on the defensive end. Not sure if that influences your decision making at all. =)

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Speaking as the GM, I'm not sure I'd agree with defensive issues, though that could be more of a problem if Marcy's in melee. Typically, it's very hard for me to hit Prazil and Kat and Spike* (though this golem looks like it'll be able to), who have been the primary melee combatants.
* I try to play the bad guys somewhat intelligently, which means I think most see Spike as the biggest immediate threat (because he's so big), at least until Kat starts carving them up. Prazil can often negate one hit on Spike, and Kat can parry blows.

Marcelline Bryne |

You don't have to hurt us. Not if we invest in our defenses enough to deserve not getting hurt.
That said, I also think you have a huge dearth of Knowledges, and you didn't have a rogue before I came along.
I'm thinking of taking a level of investigator (questioner) and putting ranks in as many knowledges as I can afford (so, five plus ranks in bluff, disable device and stealth).

Katerina the Maid |

Skills. Brains.
1) being an expert on a million things could work well if Marcy is our 'voice of experience'
2) Prazil and Kat have melee covered. Kereek! has blasting down pat. Agnar, by his own admission, relies on faith not knowledge
3) as Marcy's beauty fades she may have to rely on her mental faculties ;p

Marcelline Bryne |

Okay, next question.
How do you guys feel about re-training? I obviously made Marcelline the first time around to be really good at sneak attacking (she has feint, she has false flanker, she has outmaneuver, she has scout's charge... she never has to go without that bonus damage). However, I realized after a few encounters with you guys that you have a ton of damage potential.
GM, how would you feel if I re-trained Marcelline into a similar, but different character to better fill party needs? If that kind of thing makes you uncomfortable, that's totally fine and I will just work forward with what I already have.

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

I'm fine with that. I find especially when I make high-level characters, I appreciate a chance to redo once I see that what I've chosen isn't really what I wanted/doesn't work the way I want (especially since I usually try to make characters with classes I haven't used before so I'm flying somewhat blind with them).

Marcelline Bryne |

I'm thinking something like this, if appropriate:
Marcelline
Rogue (unchained) 3/investigator (questioner) 6/dark delver 2
Str 8, Dex 17, Con 12, Int 18, Wis 8, Cha 14
I feel like the kind of build that I have in mind adds a lot of utility that we lack as a party while retaining a certain respectable damage potential and keeping with the overall purpose and tone of the character (While also completely removing psychic casting).

Marcelline Bryne |

Alright. Thanks for the consideration, I'll get to work on the build and post it here for approval when I'm done.
Changes:
- All mesmerist abilities (spellcasting, hypnotic stare, towering ego, mesmerist tricks, manifold tricks, mental potency, consummate liar, dazzling feint, Improved Feint, Greater Feint, and Bleeding Stare)
- scout rogue abilities (debilitating injury, scout's charge, weapon trick rogue talent)
+ Investigator abilities and bard casting (inspiration, trapfinding, poison resistance +4, keen recollection, trap sense +2, studied combat 2d6/+3, swift alchemy, know-it-all +2)
+ investigator talents (underworld inspiration, pressure points)
+ dark delver abilities (trap sense +1, sure-footed, bardic knowledge +1, master explorer +1)
Traits change to:
Overwhelming Beauty, Student of Philosophy
Feats change to:
Weapon Finesse (bonus), Exotic Weapon Proficiency (bonus), Improved Initiative (1st), Demon Hunter (3rd), Accomplished Sneak Attacker (5th), Weapon Focus (elven curve blade) (7th), Spell Focus (enchantment) (9th), Improved Critical (elven curve blade) (11th)
Spells change to:
CL 6th, concentration +10
2nd (4/day) - suggestion, invisibility, enthrall, glitterdust
1st (6/day) - charm person, silent image, borrow skill, innocence [cure light wounds] <-- from ring of spell knowledge
0 (at will) - dancing lights, detect magic, read magic, prestidigitation, unwitting ally, ghost sound
Skills change to:
120 ranks = (12 x 3) + (10 x 6) + (12 x 2)
Acrobatics 11 ranks, Appraise 6 ranks, Bluff 11 ranks, Diplomacy 6 ranks, Disable Device 11 ranks, Intimidate 6 ranks, Knowledge (arcana, dungeoneering, engineering, geography, nature, nobility, religion) 1 rank, Knowledge (history) 6 ranks, Knowledge (local) 6 ranks, Knowledge (planes) 10 ranks, Linguistics 2 ranks, Perception 11 ranks, Sleight of Hand 5 ranks, Spellcraft 8 ranks, Stealth 10 ranks, Use Magic Device 10 ranks
Base saves change to:
Fort +4, Ref +9, Will +7 (total saves Fort +5, Ref +12, Will +6)

Marcelline Bryne |

She's the rogue that all rogues want to be.
Although, speaking of that, I'm gonna go ahead and trade out enthrall for alter self, and borrow skill for feather fall.

Marcelline Bryne |

Female middle-aged half-elf rogue (unchained) 3/investigator (questioner) 6/dark delver 2
CN Medium humanoid (human, elf)
Init +7; Senses Perception +15; low-light vision
--------------------
DEFENSE
--------------------
AC 19, touch 13, flat-footed 16 (+5 armor, +3 Dex, +1 natural)
hp 73 (11d8+20)
Fort +5, Ref +12, Will +6 (+2 vs. enchantment, +4 vs. poison)
Defensive Abilities evasion, elven immunities, danger sense +4, sure-footed
--------------------
OFFENSE
--------------------
Spd 30ft.
Melee +1 cold iron elven curve blade +13/+8 (1d10+5/15-20)
Ranged mwk heavy crossbow +12 (1d10/19-20)
Special Attacks sneak attack +3d6, finesse training (elven curve blade), inspiration (7/day, +1d6), studied combat (2d6/+3)
Bard Spells Known (CL 6th, concentration +10)
2nd (4/day) - suggestion, invisibility, alter self, glitterdust (2/4)
1st (6/day) - charm person, silent image, feather fall, innocence, <cure light wounds> (5/6)
0 (at will) - dancing lights, detect magic, read magic, prestidigitation, unwitting ally, ghost sound
--------------------
STATISTICS
--------------------
Str 8, Dex 17, Con 12, Int 18, Wis 8, Cha 14
Base Atk +8; CMB +7; CMD 20
Feats Exotic Weapon Proficiency (elven curve blade), Weapon Finesse, Improved Initiative, Weapon Focus (elven curve blade), Spell Focus (enchantment), Demon Hunter, Accomplished Sneak Attacker, Improved Critical (elven curve blade)
Traits Student of Philosophy, Overwhelming Beauty
Skills Acrobatics [11] +17, Appraise [6] +13, Bluff [11] +16 (+18 to convince of a lie), Diplomacy [6] +11 (+13 to pursuade others), Disable Device [11] +26, Intimidate [6] +11, Knowledge (arcana, dungeoneering, engineering, geography, nature, nobility, religion) +11, Knowledge (history) +16, Knowledge (local) +16, Knowledge (planes) +20 (+22 to identify demons), Linguistics [2] +9, Perception [11] +16 (+20 to locate traps), Sleight of Hand [5] +11, Spellcraft [8] +15, Stealth [10] +16, Use Magic Device [10] +15
Languages Abyssal, Common, Elven, Kellid, Dwarven, Celestial, Sylvan, Orc
SQ cantrips, keen senses, elf blood, multitalented, rogue talents (black market connections), trapfinding +4, master explorer +1, bardic knowledge +1, know-it-all +2, investigator talents (underworld inspiration, pressure points), swift alchemy
Combat Gear potion of cure light wounds (2), scroll of comprehend languages (2), scroll of share language (2), scroll of invigorate, potion of lesser restoration, potion of cure moderate wounds, ; Other Gear +1 cold iron elven curve blade, ring of spell knowledge I, amulet of natural armor +1, muleback cords, +1 mithral chain shirt, goggles of minute seeing, mwk heavy crossbow with 10 bolts, scroll case (2), boots of the cat, 891gp

Marcelline Bryne |

Massive Damage (Optional Rule): If you ever sustain a single attack that deals an amount of damage equal to half your total hit points (minimum 50 points of damage) or more and it doesn't kill you outright, you must make a DC 15 Fortitude save. If this saving throw fails, you die regardless of your current hit points. If you take half your total hit points or more in damage from multiple attacks, no one of which dealt more than half your total hit points (minimum 50), the massive damage rule does not apply.
Emphasis mine.
That seems like a difficult scenario to pull off, and easy for a character to avoid. Seems just like every other way that people die.
I've got no problem with it.