Yeah I don't want to put mist on top of you. Actually that's one place where shadow conjuration is awesome, you know it's not real an see through it. The enemy have to make will saves...
Anyway maybe Talivar should summon it a bit to the south so you're not included.
The reason i brought all of us close to Gawg is best we dont have the simple resources to blast our way out. Talivar's spell slots are limited, which means we need single target DPS while Talivar keeps the archers off us with Obscuring Mist.
I know that you are happy avoiding full attacks from the Barbarian Uruelleth, but its a moot point since hes going to ignore you and go after Talivar, myself, and Kilarra anyway. I basically want us to stack damage on him so that he goes down quicker, focus fire is going to be best.
I can Evil Eye him Uruelleth, for -4 AC but if everyone else is really worried about his damage, I can go Evil Eye (Saves) and then Misfortune. Takes an extra round but forces him to roll twice. I can also just Evil Eye him for -4 on attack rolls but wrecks his damage.
I can Warp Wood the archers, but I'd rather not. They all get a Will Save to ignore the spell, and its not at the highest DC. I'd rather something guarenteed against Gawg (who we were told can best anyone 1v1) than a 50/50 shot at wasting an action on someone else.
Kilarra doesn't need to retcon anything.
And even without sneak attack she'll probably try to focus on Gawg so we can take him down quickly. Unless the guys about to stab her in the back hurt. Then she might refocus on them.
Alright, looks like we have Talivar's actions sorted (Talivar, based on the arrow on the map, I'm assuming you're moving north in round 1 after you cast Haste).
I'm assuming you're using Dimension Door for the surprise round, Talia, so that just leaves your round 1 action to specify.
As Kilarra mentioned, there's nothing she needs to retcon, same goes for Uruelleth, I believe.
Not sure what that arrow was for. Talivar will stay near Talia to begin with but if invisibility drops he'll spread out.
Possible alpha strike on Gawg there. Still he might have have the feats needed to take half or no damage for reflex based saves.
Yeah. I wrote a post last night but it looks like I forgot to send it...
I'll redo it once I get home.
I wonder if Talivar should have cast Mirror Images instead. He doesn't want to get killed though...
Maybe a tactical withdrawal is in order? That or kill the second in charge. Sucks for Lork I suppose.
There is no second in command Talivar, which is the problem. I still think this is winnable, since there is no real duration on Misfortune, as long as I keep Chanting, and hitting enemies with Misfortune, they keep suffering the penalties. Eventually, I get everyone and when that happens, its game over.
Would it be possible for you to cast a second Obscuring Mist? Keeps the ranged attacks off us, and effectively hits 'pause' on combat, letting us heal Kilarra up to full, and then we can dismiss it to resume combat. There is only one enemy in melee range, and I can Misfortune that target before you cast Obscuring Mist (or Uruelleth can probably just one shot it.
I see that GM, but what confuses me is this
“You know our ways, Egg Suckers! The one who kills the most becomes the new chief!”
If they would stop fine, but that text looks to me like they wouldn't stop, because they want to become chief :/
Sense Motive check to see if thats the case?
Also Option #2 is that I drop a Warp Wood now on everyone on the left side of the map. Its risky (I snap the bows of at least the two I hit with Misfortune) since it gives them all a will save, and I lose the protection of EFS (and they may have back up weapons), but it might nullify the entire encounter. Its risky though because if most of them save, I wasted my action, get promptly full attacked by every archer left, and then we probably all die.
We can do Warp Wood followed up by an Obscuring Mist to maximize our chances though, which might be a safer bet. I could also try and snap an entire tree but I don't know if the GM would rule that as hurting / killing any goblins.
You could try Sense Motive, Talia, yes. And your interpretation is fair, but I guess my point was just that Gawg did have a number two. Yes, he’s not automatically in charge yet, but of the goblins still alive, he has the most authority (as demonstrated by him getting the others to continue the attack).
You could snap a tree, but it would only cause one goblin to take fall damage per tree snapped.
I suppose there's a slim chance that I took out the Pink guy on an AoO thanks to my reach, which would keep Kilarra up.
Then I have the opportunity to fly into those branches and begin slaughtering the goblin archers. This is where my DR really comes in handy. -1 damage doesn't do much against a single big hit, but it's really effective against lots of little plinky bits of damage.
Talivar can add a new obscuring must for sure. Was thinking of casting invisibility on Killara but that doesn't help Urulleth... Hmm I'll go with the obscure mist unless anyone comes up with a better idea in the next few hours.
Darn. Then I wonder if I shouldn't stay put and finish off pink. Can Talia and Talivar finish off the pink guy by themselves (and get Kilarra back in the fight), or do you want Uruelleth to finish him off before I go attack the archers?
I have nothing for pink gobbo. I can drop EFS but that opens us up a full ranged attack. Safest option is you killing pink, Talivar dropping Obscuring Mist, and me Misfortuning someone or dropping EFS and either casting Warp Wood to AOE snap their bows, or using a Wand - Potion on Kilarra.
Haste is about to run out too BTW, and Talivar is out of 3rd level spells. The obscuring mist should protect you Talia from the worst of the archery.
If Zek will allow, I'll switch my action to a full attack on Pink rather than flying off into the cloud and leaving a living goblin near the squishy spellcasters (and a bleeding-out ally).
Hasted attack: 1d20 + 16 + 1 - 3 ⇒ (19) + 16 + 1 - 3 = 33
Damage, as: 2d6 + 11 + 9 + 2 ⇒ (5, 4) + 11 + 9 + 2 = 31
Third attack: 1d20 + 11 + 1 - 3 ⇒ (7) + 11 + 1 - 3 = 16
Damage, as: 2d6 + 11 + 9 + 2 ⇒ (2, 5) + 11 + 9 + 2 = 29
Crit confirm: 1d20 + 16 + 1 - 3 ⇒ (17) + 16 + 1 - 3 = 31
Damage, as: 2d6 + 11 + 9 + 2 ⇒ (6, 1) + 11 + 9 + 2 = 29
I reckon Urulleth should get the cloak, he has the lowest will save. We're going to need to fix that for him at some stage with other items to bolster it.
I'm really sick. Not going to be online another few days. Bot me if needed.
Get well soon!
Whoo boy Level 9
I get Extra Hex now as a feat which gives me access to Slumber. Thats going to be useful with spells like Barrow Haze to give me more range on my hexes.
Single Item limit is still...about 15K?
Also I have access to Teleport now. Which kinda renders the travel thing largely moot. Time to speed travel across the map :)
Talivar has a decent charisma score. If he had more skill points he would be good at diplomacy. A headband of mental superiority is one way of doing that. Another way is the Cunning feat which gives you +1 skillpoint per level.
I wonder if it's worth getting the feat?
There's tons of other feats out there and currently I don't think Talivar is lacking for damage. I'm interested in getting utility or quirky things that go with the frost mage theme. If anyone knows of something that fits please let me know :)
So to help everyone out, here is probably a standard combat spell list for me
Special Attacks hexes (chant, evil eye, misfortune[APG], slumber[APG]), wandering hex (arcane enlightenment)
Spell-Like Abilities (CL 9th; concentration +14)
Shaman Spell-Like Abilities (CL 9th; concentration +14)
Shaman Spells Prepared (CL 9th; concentration +14)
5th—cloudkill (DC 20), wall of force; contact other plane[S] or overland flight[S]
4th—emergency force sphere, stoneskin (2); legend lore[S] or rainbow pattern[S] (DC 19)
3rd— barrow haze[ACG], communal resist energy[UC] (2), wind wall; daylight[S] or locate object[S]
2nd—barkskin, hold person (DC 17), resist energy (2), suppress charms and compulsions; hypnotic pattern[S] (DC 17) or tongues[S]
1st—barbed chains[HA] (DC 16), heightened awareness[ACG] (2), obscuring mist (2), unbreakable heart[ISWG]; color spray[S] (DC 16) or identify[S]
0 (at will)—create water, dancing lights, detect magic, guidance
S spirit magic spell; Spirit Heavens Wandering Spirit Lore
Theoretically, this should cover most things. Wind Wall for ranged attacks, Stoneskin for Kilarra and Uruelleth, enchantment protection spells for Uruelleth, Barkskin for Kilarra, Communal Resist Energy Spells (Fire + Cold) for everyone (and extra protection against Acid and Electricity for me), and basically one trump card (Wall of Force + Cloudkill) for a group encounter.
I'm missing Keen Edge (which I could take but it means I have to drop something in exchange) but if there is something people really want me to have (or feel we don't need) - sing out so we can cover it with gear / Talivar and myself's spell list. Also feel free to criticize the list if required - I kinda want everyone to be happy with whatever spell list we run so we can coordinate battles in sync with each other.
Obviously, there's other spells that I can take, like Teleport and Dimension Door for days where we have something specific planned, but hopefully this helps. Talivar - its ok to overlap with anything I have on this list, because it frees me up for other spells. Otherwise, you might want to cover the utility spells like invisibility that I dont have the spell slots for
I'm also purchasing a Robe of the Faerie Queen. Mostly because Talia is vain, and it makes her look good (and also boosts social skills)!
Also team, probably hoping for people to weigh in on what we want to do for the next week. Red Mantis ambush that we wanted to spring is 5 days away soooo
Day 1 ???
Day 2 ???
Day 3 ???
Day 4 ???
Day 5 Red Mantis Blood Vessel ambush
Day 6 Meet with Makkatat - standard prep / info in preparation for attack on new goblin tribe
Day 7 - Attack Tribe
Gives us 4 days or so to kill. If people want to do something in particular, let me know. If people don't care about something, still let me know (because its boring af not being invested in something). Distance isn't too much of an issue now that I have Teleport, provided we avoid teleporting into the obviously warded buildings that the Red Mantis probably have trapped / warded.
I kinda want to look into the Jungle Runners, Jaxira, Hermit, but we could also do Norgorber Cult, Goldshackle, Red Mantis Temple (the one in town for that damn book), or follow up with the Pirate Lords again. Or something else entirely.
“Now that a couple of you are Trampled, we can properly discuss war plans. And make no mistake, a ware is what we’ll be waging. A single battle won’t be enough to rout the monkey goblins. No, it will take multiple strikes to unseat the monkey goblins’ hold on Mediogalti’s jungles.
“There are five distinct tribes of monkey goblins on the island. They all call Ganda-Uj home, but they still act independently of each other and are each given separate orders by Firesinger. We’ve observed and learned these things through much bloodshed of our own, so it’s time to put that knowledge to good use and make my tribe’s losses mean something.
“The Pulpdrool are the primary defenders of Ganda-Uj. We’ll have to deal with them in our final assault on the city. They’re led by a male monkey goblin named Murch. He’s basically a puppet for Firesinger.
“The Egg Sucker tribe is the one that normally conducts raids on our patrols and have even been so brazen as to attack our Warrens once. They have killed many of our people. A male monkey goblin named Gawg leads them.
“The Knotsnarl are led by a pair of sisters. Or they were, at least, until Lupi was killed a while back. You wouldn’t have had anything to do with that, would you? Anyway, the older sister, Medge, still leads them. I’ve heard she’s developed quite the temper since her sister’s death.
“The Longlung tribe are primarily ship scavengers. They’re the only tribe of monkey goblins that can swim with any level of competency and can often be found along the shore. If a ship begins sinking close enough to shore, they kill any living crew and take the ship’s cargo for their own. They’re led by a female sorcerer named Ruxi.
“The Spikespur tribe is where the monkey goblins’ dinosaur riders can be found. They mostly ride raptors, but I’ve heard they’ve been trying to tame even larger dinosaurs as of late with… mixed… results. Their leader is a male named Poog.
“If we want to get to Firesinger - and have her death mean something - The Egg Sucker, Knotsnarl, Longlung, and Spikespur tribes must all be dealt with first. Only then will I be willing to order an assault on Ganda-Uj.”
Sorry for brevity. I've been up and trying to get sorted a day and I'm already getting worse again. Got to head back to the doctors. Should be able to keep posting the next few days, but at a slower pace than normal.
As for plans, Kilarra doesn't want to head back into Ilizmagorti. Also, she's not keen on trying to teleport anywhere until Talia has tested out teleporting short distances. If the Mantis can mess up all divinations, there's no saying they can't mess up all teleportation, too.
Fully agree, I think its highly likely that they have Dimensional Lock in place on many of their significant buildings - but I'm more concerned about Teleport Trap's that would redirect us to a cell or something.
On the plus side, we know that teleportation actually works on the island, because Dimension Door worked fine without issues. For now, I wouldn't recommend us Teleporting anywhere inside the Ilizmagorti city walls - but I think anywhere outdoors is fine.
Also I forgot but I have access to Permanancy now - so its worth checking if there are any permanent spell effects people want but I'll probably need to have a higher CL before I can cast them.
All right! Level 9 goodness!
Two feats this level for me. I'm thinking Furious Focus (gets rid of that pesky Power Attack penalty for my first attack of the round), and then Dodge from my much more limited selection of Bloodline feats.
I get another first and another second level spell. see invisibility is just too important to pass up. Not sure what to go with for my first level, though. Thoughts? (Keep in mind that spells that require saving throws are going to be very suboptimal.)
As for gear, I'm thinking of raising my weapon and armor enhancements to +2. Kinda boring, but that puts my AC at a respectable 27 and my raging power attack to hit at a whopping +18 with a +22 to damage.
If Talia doesn't want to memorize keen edge, I could probably buy a few oils of it. Depending on the fight, it could be really handy. That last fight against the goblins, I counted FIVE critical threats that I missed out on for not having keen edge.
So I went looking for cold / ice flavored feats and found Chilling Amplification. That's kinda nifty stops enemies 5' stepping. Might just go with that.
OK there's far too much choice!
Sorcerer level 9:
HP gain: 4+1
FCB: Extra 3rd level spell known
Feat: Chilling Amplification
Wall of Ice (bloodline), 4th: Dragon's Breath: 3rd:
Ice Spears, Dispel Magic: 2nd: Acid Arrow
Saves: +1 Fort
Spells per day: +1 level 3 spell
Sorcerer: 9th level bloodline power. If allowed Taliver will pick up Blood Piercing instead of the usual Marid ability.
Items: Belt of Incredible Dex + 2. If allowed Headband of Mental Superiority +2 Keyed to Diplomacy
That leaves him at ~44200g of gear.
Take the time you need, Kilarra. I would hate for you to get sick again on account of the game.
I'm good with Blood Piercing, Talivar. Some of those alternatives may be a bit op, but the base choices for some bloodlines can be pretty underwhelming, so it's nice to have another choice. Headband is also fine. I assume you mean using the extra Int to put ranks in Diplomacy?
For everyone, if you haven't already, please be sure to update your quick stats and double check your health, saves, etc. once you're finished leveling. I reference those frequently in combat, so it's in your best interest that they be up-to-date.
Also, as you're making plans, I would just like to, as GM, caution you against taking action against the Pagoda of the Mantis in Ilizmagorti anytime soon. Outside of the Citadel itself, the Pagoda is probably the holiest (unholiest?) site for the Mantis. As such, some of their most powerful members reside there. Who knows what traps might be in place as well?
I try to give y'all multiple options (I hope that's obvious by now...) but some things are, by necessity and by design, intended for a higher level range.
BRING ON THE MANTIS GOD, WE CAN TOTALLY TAKE HIM :P
I leveled up. I have Slumber now so thats pretty cool, and I have ranks in Bluff, Intimidate and Disguise so hopefully I should be better at BSing. Aside from my really cool Faerie Robe though, I don't really get anything else after the level up, aside from 5th level spells (which are still really cool).
At this stage (in the absence of any objections), I'm probably in favor of trying to Teleport to Jaxira & Hermit first and maybe the Jungle Runners later (since I think one of them is a Red Mantis agent and we do like killing those).
Worth noting GM that we probably are not planning on going to Ilizmagorti (unless we can convince everyone to kill Goldshackle) so if the Pirate Lords are waiting on us for something, it might be a while. Makori might need to contact us if things are cool between us and her Dad but that might be a little while away.
I think we should steer clear of Iilzmagorti for a bit. We probably should pay Makori however. I suspect the pirate captains will be important for us. Even if they only look the other way.
In that case we probably don't need to see Jaxira now, since I only see her being an ally if we want to get rid of Goldshackle (and the slave trade) in Ilizmagorti. Jungle Runners and Hermit are still viable options / targets.
We can see Makori but her Dad is still pretty pissed with us, and ideally wants us to do more in Ilizmagorti (disrupting slave trade was one of his examples) to prove we are openly defying the Mantis. Due to everyones feelings about activities in Ilizmagorti - we probably want to shelve the Pirate Lords for a while. I think Makori will probably contact us herself anyway when she is good and ready.
I'll probably be pointing this out in the gameplay thread in character, but I think it might be advantageous to strike at one or more of the other goblin tribes. I don't think we need to completely topple them initially, so we don't need the kobolds to be back to fighting strength. I think a couple surgical strikes to eliminate the leaders/champions of the other tribes would sow some nice chaos amongst the tribes. Word will spread pretty quickly about the Egg Suckers, so we have a small window to catch the other tribes unawares.
But I understand if we've had enough of fighting goblins and it's time for a change.
Talia have you seen what Tears to Wine does? Seems like a nice buff.
Slayer Level Nine!
Skills: Acrobatics, Bluff, Climb, Disable Device, Escape Artist, Perception, Stealth, Survival
Background: knowledge (geography), sleight of hand
Sneak Attack 3d6
Feat: Improved Critical (sawtooth sabre)
Gear: Greater Aegis of Recovery, potion of invisibility, potion of cure moderate wounds (4), potion of cure light wounds (4), increasing her cloak of resistance +2 to +3, increasing her armour from +2 to +3.
That leaves her at 44,512 gp worth of gear, with the remainder (1,488 gp) as cash
I don’t have an issue with surgical strikes on the goblins, I just consider it exceptionally risky to pull off successfully without taking casualties. You have to find a way of sneaking into the base, successfully ambushing the chief with an escort and get out. A scry and die tactic is viable, but without divination spells it’s hard to infiltrate in the first place.
Talivar, it’s an ok spell that I could pick up but there are similar duration options for Talia that I could pick up that don’t require tears to be successful.
It's a +5 bonus to int / wis checks costing 1 grape lasting 90 mins from a lvl 2 slot. Seems pretty legit to me.
BTW I'm not a massive fan of scry & fry. Teleport can go wrong after all.
1st level spell slot actually for Shaman.
It’s more the time and investment involved getting a captive and getting them to cry. As mentioned in the text - tears, contaminated drinks and seawater. It’s a better spell when close to the sea since it’s simple to pull off but it’s still slightly situational.
Agree that scry and fry is a little risky at this point - I’m only considering teleport for fast transport only at present
Level 9 details
+9 hp (6 level, 2 Con, 1 FCB)
+2 rounds of bloodrage
+1 Ref and Will
+1 First level spell slot
2 Feats (Furious Focus and Dodge)
Windy escape and see invisibilty
upgrading weapon and armor to +2, and buying three oils of keen edge
Skills: Bluff, Intimidate, Perception and Survival
Background: Handle Animal and Linguistics (Aklo)
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I'll have the Mantis make you a custom gravestone, Talia.
"Here lies Talia, slain by hubris."
Enjoy reading about your level ups! It's kind of like getting to level up four classes at once when you're the GM.
Makkatat will want an update in-character, but please feel free to continue discussing your plans ooc, if you prefer. Probably something that needs to be worked out before we move on to something else. :)