
Damien Miles |

We are level 13
CR 13 monsters
Azata, Ghaele +20 Sense Motive
Glabrezu +18
Ice Devil + 27
Storm Giant Sense Motive +24
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I wish I had looked at this before I made my character. I think we have the same bluff. I might have taken skill focus(bluff). :)

Damien Miles |

We are level 13
CR 13 monsters
Azata, Ghaele +20 Sense MotiveGlabrezu +18
Ice Devil + 27
Storm Giant Sense Motive +24
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I wish I had looked at this before I made my character. I think we have the same bluff. I might have taken skill focus(bluff). :)
I was saying I should have taken skill focus bluff. :)

Aldon Longstrider |

Thought it took the same bonus as the attack, so would it then just take the same roll and be a second roll of damage?
As it was explained to me, manyshot and rapid shot are basically the same, but manyshot has no penalty and has a higher attack bonus

DM Irthos |

Manyshot lets you shoot twice using your first atk mod then its normal for the rest of the full atk. While using rapid shot gives you an extra shot while taking a -2 to all atks.
So many shot for example +15(2)/+10/+5, while Rapid shot is +13/+8/+3/-2.
That is why rapid shot is needed to get manyshot and why manyshot is worth it.

Damien Miles |

What things do we need perception checks to notice things for on a character with regard to equipment, and which things do we need a 2nd perception roll for?
I am not expecting a list, but would small things like holy symbols, daggers, and spell component pouches need perception checks. I think I know the answer. I am just asking for clarification to make sure I am right. :)
To my team mates-->We need to start making spellcraft checks to see if the other caster is counterspelling us with dispel magic or specific spells, such as haste vs slow, the next time we meet him.
Could we label actions such as round 1, round 2 etc? It makes things easier to track that way. :)

DM Irthos |

Sometimes I am detailed sometimes I am not. If you want to know something just ask. Anyways you guys did start out in really long range so depending on when you asked you may not have been able to see something that small, if at all depending on the item. Dont expect a priest of unpopular gods to expose their holy symbol.
If it makes things easier I will label the rounds.

Elbennon Morosi |

Well, when my first spell was countered I did roll spellcraft, but DM Ithros just told me it was countered not how. I guess I should have been more specific, but my intent was to know which spell the enemy was casting.
I'd also like to see more structure in combat. At least
Round: XX
Initiative: Party/Enemy
on all the posts. Makes things much more clear.

DM Irthos |

Maybe I am wrong but you cant ID a counterspell. Counterspell is a action, normally you have to have the same spell or dispel magic to counterspell. With the proper feat you can counterspell with a spell of the same school. Their is really nothing to ID. Also to ID a spell you have to make a spellcraft check per spell its not a cover all or per round, on my part I need the target of said skills otherwise I dont know what they are for.
Mid to high lvl enemies are tricky. More so when spellcasters are involved sense they have a great advantage thru the right spells. That should be kept in mind ;)

Damien Miles |

In order to counterspell you still have to caster a spell to counter with. It is not just its own action.
Readying to Counterspell: You may ready a counterspell against a spellcaster (often with the trigger “if she starts casting a spell”). In this case, when the spellcaster starts a spell, you get a chance to identify it with a Spellcraft check (DC 15 + spell level). If you do, and if you can cast that same spell (and are able to cast it and have it prepared, if you prepare spells), you can cast the spell as a counterspell and automatically ruin the other spellcaster's spell. Counterspelling works even if one spell is divine and the other arcane.
A spellcaster can use dispel magic to counterspell another spellcaster, but it doesn't always work.
A counterspell is nothing but a special use of the ready action. It says nothing about making your casting of the spell unable to be spellcrafted.

Damien Miles |

Maybe I am wrong but you cant ID a counterspell. Counterspell is a action, normally you have to have the same spell or dispel magic to counterspell. With the proper feat you can counterspell with a spell of the same school. Their is really nothing to ID. Also to ID a spell you have to make a spellcraft check per spell its not a cover all or per round, on my part I need the target of said skills otherwise I dont know what they are for.
Mid to high lvl enemies are tricky. More so when spellcasters are involved sense they have a great advantage thru the right spells. That should be kept in mind ;)
I agree that spellcraft is on a per spell basis.
Action: Identifying a spell as it is being cast requires no action, but you must be able to clearly see the spell as it is being cast,...
The fact that it takes no action just like knowledge spells means it is reactive. As long as I can see you cast it I can make a spellcraft check, and if that fails I might be able to make a knowledge arcana check also.
Identify a spell effect that is in place Arcana 20 + spell level
Identify materials manufactured by magic Arcana 20 + spell level
Identify a spell that just targeted you Arcana 25 + spell level

Kal the Giant |

I was just curious about party strength's/weaknesses and noticed that the fighter has the best willpower save in the group by a large margin. In fact most of the group has like a +6 to +8 on their save. It's going to be relatively easy for enemy clerics and wizards to disable most of you in combat as we found out from Bungo's experience.
If someone has magic circle of prot from evil, you might want to have it handy and start with it in combat and hope that they are evil...

Damien Miles |

We also need to figure out to use our abilities to together.
Kal and Aldon are the most consistent damage dealers
Elbennon and myself are caster fighter, but his HP make it dangerous for him to enter combat. He does have pretty high save DC's for his spells so it seems he is a caster first, and a fighter second.
Other than haste I don't really have many buffs so I will probably use haste to set us up. I can also transport anyone who wishes to be in melee with me if we think it is better to engage first and cast haste second.
Now that we know they are countering our spells we can plan accordingly. If one of us is countered then the other should be able to get a spell off. Since he has to ready an action we can throw the caster off by using any class abilities we have. That means he will have wasted an action readying for a spell that was never cast.
If we can be invisible before a fight that gives him more trouble. The modifiers to perception also add to the spellcraft DC so being invisible is a +20 at least.
After our attempt to get Bungo back I am going to buy some scrolls of invisibility.

Kal the Giant |

Throw a couple of spells on Kal and then stay behind him...your touch of rage every once in a while would be pretty devastating...enlarge would be a nice one for someone to have but I did pick up a few potions just in case.
Large, enraged Kal will deal out some damage on a full round attack. Regular damage should be in the 100-130 point range. With a crit around 200 points.

Kal the Giant |

+1 on Haste.
If we want more stealth then invisibility sphere is a nice one for the team. The only issue is that Kal has little stealth so you are only as stealthy as your weakest link. Since the bard doesn't have inspire courage then Good Hope is another excellent buff spell to pick up.
Walls of "X" are also good to split up enemies and line of sight.

Damien Miles |

Scrolls of Good Hope would also be nice. I only wanted the invis scrolls to make counterspelling more difficult. I am not sneaky either. Without checking stats I will assume that Aldon, and Bungo are probably the only really sneaky people we have.
Elbennon almost any spell can be counterspelled don't let that discourage you. If we are both buffing/debuffing one of your spells should stick. He can only counterspell one of us and that assumes he hits the correct spellcraft DC and makes the opposed character level check.