Mended Wall's PBP for beginners (Inactive)

Game Master Hoary and Wizened

BATTLE GRID

Current Initative = Illiam, Kairon, Bombardier, Chillel, Dolok, Goruck, Merlokrep


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Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.
Illiam Taal wrote:


One more question:

There wasn't a single question in that post.

:P

Who needs questions?


Okay, let's see . . . . Coordination is the thing.

First things first, though: DON'T enlarge Kairon -- that -2 Dex penalty nixes the second AoO.

Round 2 of 3 --
Kairon either firebolts or drops bless and advances to the door
Goruck earthblasts from doorway
Chillel's last bit of thunder and lightning, any standard action
Illiam -- I dunno: most anything'll be good
Dolok wands something, gives Gurtlekrep his crossbow (?)

Round 3 of 3 --
Kairon downpours the snot-stains and advances into the room, lining up to be able to AoO as many targets as possible
Goruck advances, geokinetics a slurk off the ceiling, hopefully offing it and its rider between the fall damage and the AoOs
Chillel, Illiam, and Dolok move to support -- however they like, I reckon

Skirrrsh is our wild card, and has been left off the list just because we don't know where he is, effectively. I think that leaving his initial target alone will be best, and we hammer the ones he's not engaged with. Hopefully he'll make his move just as Kairon and Goruck make it out of the room, or sooner.

Here's another major thing: any slurks that survive down on the floor level *must* be our primary targets, if only due to their bite damage. 2d6+3 is no joke right now. A critical roll from Mended from one of them could end this *way* too soon.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

The map indicates that the choker is already within range of the kobolds (we can't see him, of course, but we know roughly how fast he can move). He should attack and trigger their readied actions first thing next round (those of us higher in initiative can delay until he does. After that, I think Goruck and Kairon should head out in the same round (round 2 of 3), not wait for round 3. We want to take out as many of these guys as possible before the next wave arrives, and to make it safe for Dolok and Illiam to position themselves to AoE the newcomers when they arrive.


An entangled Kairon will be a much less effective Kairon . . . . -2 attack, -2 AC, one AoO per turn . . . . If we can avoid that at all, we should. Unless you're asking us to make Acrobatics rolls to get out the door, which invites a new level of disaster, in Kairon's case. lol

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

How are you going to get entangled? The snot on the floor is difficult terrain, but won't entangle you. Also, you don't technically need to step in those squares. If you're talking about readied actions, the choker will trigger those when he attacks and becomes visible, before you leave the room. Taking fire from whichever slurks remain after that is pretty unavoidable when you leave the room, whether it's in round 2 or round 3. They do have a -1 to hit from the prayer effect, though.


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.

One thing I have to add to the tactical brainstorming, I do have another AoE spell, frost fall. It does not have a huge area or damage, but it persists. I am not going to unleash it just now, I can't see the choker, but soon baby.

Once the tactical situation changes I can start making proper use of my hexes. The kobold or slurk take a snooze/ Goruck or Kairon will smash pattern can be established.

And we are definitely staying here to fight for the present.

Hey Mended Wall-I think it is time to call for initiative. Even if the enemies are not going to attack for now. I would like to know when I can act and when I can't.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

I WOULD say you should use that to block the northern passage when we hear the kobolds approaching, but I don't think there's actually anything stopping them from walking past it and not taking damage because they're not in it when your turn comes back around. Seems like the only way to get more than one round of damage out of it is to cast it over grease or on someone who is otherwise immobilized. I suppose that IF someone fails the fort save and is staggered, it at least forces them to use their action to move, and thus not take a standard action that round, but unless there's something I'm missing, it seems a little lackluster for a second level spell.

At level 3, there is only one opportunity for the extra 1d6 damage. I guess if you were in a 5ft-wide corridor, as a non-melee character out in front, you could put it directly in front of you as area denial to prevent a melee character from getting in range (unless they can perform an overrun maneuver), though slurks can just go over and alchemists attack at range, so probably not of any strategic use here beyond the initial damage (and possible staggered effect).


I finally went back and re-read the geokinesis entry.

Holy. Crap.

A move action??!!

That's what's been hanging me up: I thought it was a standard action.


Male NG Half Orc Samurai (Shogun) 1/Kineticist 2 Half Orc | HP: 23/35 Nonlethal:| AC: 21/26 with shield (11 Tch, 20 Fl) | CMB: +7, CMD: 18 | F: +9, R: +6, W: +3 | Init: +3 | Perc: +2, SM: +8 | Speed 30ft (20 in armor | Challenges: 0/1 | Resolve: 4/4 | Burn: 6/6 | DR-Adamantine: 1 | Active conditions: None.
Syrus Terrigan wrote:

A quick question, Goruck --

Did you already use your challenge today? And was that on the forge spurned?

I'm afraid so, and the -2 ac penalty would have hurt.

Yep, move to dislodge and punishment with earth throw.


Considering we've got boatloads of arcane spellpower at our group's disposal, I'm once again looking ahead to the future. I was originally aiming for standard-action summons with the Sacred Summons feat, and all the nice things that go along with it, but I'm not so sure anymore. I am considering the evangelist PrC, but I would spend a feat on Deific Obedience to get it, and it pushes my spell access back one level. It's pretty clear that I'm the only other candidate for frontlining/tanking, and I'm convinced we need to add a bit more mundane ranged combat . . . .

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

I'm not sure mundane ranged combat is necessary (other than as an option for melee characters when they can't get into melee) if we have diverse forms of magical ranged combat and enough uses of them per day (which will get better as we level up). Unfortunately, our two characters focussed on ranged damage have chosen to specialize in the two elements that enemies are most likely to have a resistance or immunity to. I also have a lot of spells that various creatures are resistant/immune to, but at least they're not all thwarted by the same immunity (and as much as I enjoy how effective mind-affecting spells are when they work, I probably need to focus a bit more on conjuration spells for when they don't). Goruck also has his kinetic blasts, which are magical but fairly mundane as magical effects go, and if he keeps putting levels into kineticist, it will soon be doing much more damage than he could do with a ranged weapon.

You're right that the makeup of the group (and particularly, which members have left) kinda seems to force you into a melee-focussed direction. If we still had Scipio and Baradim+Kanga, we would likely be saying that the battlefield was too crowded, and that you should be focussing more on ranged attacks/spells.


Do you think that I can function well enough by focusing on buffs, restoration, and a smattering of offense? I mean, I'll be honest: I chose the Fire domain just because I get access to fireball, which is essentially a wasted choice, what with pyromania being covered -- in spades.

The evangelist PrC has a great deal of appeal, mostly because it allows me to better diversify my non-combat utility with skills and languages. I'd get Perception as a class skill (finally!), and be able to add 2 more of my choice. The boons granted for Sarenrae are solid, and the obedience isn't difficult to manage.

I could just go for a couple levels of ranger . . . .

EDIT: Or even rogue, as you suggested so long ago . . . .

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

In the right situation, two fireballs in one round could be really, really good for us, so don't count it out entirely. If your goal is just to get more class skills, I would dip a level of another base class that provides interesting combat abilities. Ranger would work. I think rogue would work well with your crunch and combat style, though making it fit your fluff would take more mental gymnastics. There are also some really good things on the hybrid class list that might make a good dip.


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.

Mended- I should wait for Goruck to take his turn yes? I believe he has exams and may be posting infrequently, so I ask.

On the party balance discussion-

In your shoes Kairon I would not multiclass. You are our one divine caster and secondarily a melee combatant. The party is imbalanced by having 3 arcane casters out of 5. Kairon isn't the problem and should just get better at what he is good at.

And on ranged combat, Chillel is a witch. So far as spells go Illiam and Dolok have a far wider selection. But I have hexes. I can hex all day and night with the only restriction one hex only works on one person once/day.

If the are resistant to cold I hex. I want to preserve or are out of spells I hex. Sometimes I hex because it is better than any of my spells.


The evangelist lets me maintain a steady supply of skill points, shores up the Ref save, and only pushes my spells and channels back one level. And going straight for it keeps us getting 3rd-level cleric spells "on time". Deific Obedience at 5th, evangelist at 6th.

Funny thing: the ranger doesn't get Acrobatics as a class skill. Which makes it a bit less appealing. Though a 2-level dip would get me a "free" Power Attack feat, 8 extra skill ranks, and 4 more HP, I don't feel that favored enemy is the right way to go. But setting up the Pushing Assault feat is tempting . . . .

Rogue would call for some mental gymnastics to fit into the narrative. And it would kinda overlap a bit much with your skillset, Illiam, or could. But, you mention that it would mesh well with my "crunch" -- what do you mean by that?

Bloodrager, on the other hand . . . . Ahhhh, bloodrager. Gets me Acrobatics and Perception, fast movement, and a cool power a couple (few) times a day. Oh, and all martial weapons, too -- which is a pretty big deal.

. . . . and every time I do this, I wind up talking myself out of it, mostly, because I need more spell slots . . . .

Crap. And Weapon Focus is weapon-specific. LOL. I already torpedoed switching to a better reach weapon, and totally forgot about it. Ha!

Level 4, bloodrager; level 5, cleric (Deific Obedience); level 6, evangelist. That puts me getting 3rd-level cleric spells at 7th . . . . A whole step behind normal. Hmmmm . . . .

See what I mean?? Talking myself out of it . . . .

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.
Syrus Terrigan wrote:
Rogue would call for some mental gymnastics to fit into the narrative. And it would kinda overlap a bit much with your skillset, Illiam, or could. But, you mention that it would mesh well with my "crunch" -- what do you mean by that?

That's the phrasing I keep seeing people in other PBPs using. "Crunch" is all the mechanical stuff that goes on the character sheet (presumably originating from "crunch the numbers"), "fluff" is the rest of a character, the backstory and RP stuff. Basically, dipping rogue would make more sense mechanically than in terms of RP.

You could, of course, justify sneak attack as a healer knowing where to hit to do the most damage. Trapfinding is harder to justify, though it would be nice to have in the party and wouldn't step on my toes. Rogues get more class skills than you'll be able to use, so there's no need to take the ones that I already have covered. I would advise at least putting a couple of points into stealth, since I'm of the opinion that everyone in a party should have that. If perception is the most-rolled skill, the one that can defeat it should be second. Having a full party with maxed stealth is a game changer.

You should also take a look at Brawler. Seriously. It is hands-down my favorite martial class. Martial flexibility, if used well (and you have to know the combat feats pretty well to take advantage of it, though pbp gives you extra time to make those decisions) is CRAZY good. Full BAB (which means that a one level dip increases your overall BAB progression rather than damaging it like most classes would), good Fort and Reflex saves, has both perception and acrobatics as class skills, gives you a 1d6 unarmed strike that doesn't require a free hand (which goes great with a longspear, or a small-sized longspear wielded one-handed with a shield in the other, and also means you don't need that spiked gauntlet for up-close attacks). Brawler's cunning + martial training means you count as a fighter/monk with INT 13 for the purpose of qualifying for stuff, which opens up a lot of combat feats that you wouldn't otherwise have access to.

If you don't want the hassle of finding the best feats to use with Martial Flexibility, you can take the Snakebite Striker archetype to trade it for sneak attack damage (slow progression, but it starts at level 1, and I think that archetype is better for a 1-level dip anyway). If you're sure it will be a 1-level dip, the Wild Child archetype is also definitely worthwhile, because you get an animal companion at level 1 (which, granted, won't progress) without giving anything up until level 2. These two archetypes should be compatible, but you'd need GM approval since one of them modifies maneuver training and the other mostly replaces it (in a way that is totally compatible).


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet

My 2 cents for Syrus, to be clear, I don't have the tactical mind or a mind to plan out like Illiam does, but as Chillel mentioned, you are the only healer. All other options do seem to be represented to some degree or other in other party members, but your the ONLY healer. I know that most other classes look a LOT more exciting, than the healing stuff, but regrettably that is the healer's burden.

That said it is obviously your character and you build/play it the way you want to! I certainly am not going to hold any decisions against you! :D


Dolok's got UMD. Just sayin'.


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet

Absolutely true on the UMD point Syrus. - By the way, I edited my post and that went up after your post, so just want to make sure you see the line I added.

"That said it is obviously your character and you build/play it the way you want to! I certainly am not going to hold any decisions against you! :D"


Roger that, Dolok. :)

And it isn't a matter of what's "more exciting" -- I *love* playing clerics. My only gripe is that they're prepared casters. It calls for more discipline than I like; it *is* good for roleplaying, though.

I think the biggest reason I am considering a dip (mostly with an eye toward bloodrager) is because I took the bloodline trait that points to a fiendish bit of heritage back somewhere in the family line. Choosing a class that mechanically incorporates that element appeals to my concept of Kairon's narrative -- crunch to go with the fluff. Or more crunch, anyway.

Kairon has done things, and will do things, that will earn some side-eyes from other Sarenites. Upping the ante on that could give Mended an additional hook for story later down the line.

And that reminds me: I took the Accursed feat -- I've got spell resistance! And I can't lower it willingly . . . . Sarenrae's boon of prayer is obviously easy to justify (Kairon *is* one of her chosen, after all), and the only other time it's had a chance at being relevant was under the Elderwood Tree (again, easily explained), but it could interfere with a party member trying to buff Kairon . . . .

Let's see -- SR 8, caster level 3 for our arcanists . . . . That translates to about 1 chance in 5 or 6 that a buff wouldn't work (Illiam? Chillel? What's that percentage??). No big deal, really, and it won't be likely to impact any enemy magic for another few levels (unless Mended gets a really crummy roll) . . . .

Boy, wouldn't that be awesome when we square off against Jekkajak??!

Gotta get there, first, though . . . .

Goruck, feed me a target!! :)

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.
Dolok Pickering wrote:
My 2 cents for Syrus, to be clear, I don't have the tactical mind or a mind to plan out like Illiam does, but as Chillel mentioned, you are the only healer. All other options do seem to be represented to some degree or other in other party members, but your the ONLY healer.

Chillel has all the cure spells on her spell list. Not that it makes sense for her to prepare them, but she could use a wand without the need to make a UMD check. Also, for out-of-combat healing, Infernal/Celestial Healing is a better deal, and Goruck is the only one in the party who doesn't have a spell list that includes those.


I've always been a bit leery of the infernal and celestial healing spells -- at least if you're not playing a neutral character. If you're good, why wouldja keep celestial blood? Why wouldja want to use evil blood to heal? And vice versa. I like the way the spells are "built", but it seems pretty difficult to get the material components . . . . At least considering the way I think collecting said blood "should" be accomplished . . . .

Anyhow.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

It doesn't list a price, so if you have a component pouch, you shouldn't need to worry about it. Holy/unholy water works too. I like the idea of taking infernal if you're good (or at least not evil) and celestial if you are evil. That way, if you ever need to fool someone with detect [alignment], you have a cheap way to do it for a minute at a time.


I'm one of those GMs that would put a "narrative cost" on the drops of blood . . . . Especially when you take the alternate material component value in the frame.


Hey all, just wanted to pop in and apologize for not being able to post in game play this weekend. Busy weekend all the way around, and I just had time to pop in this morning for a little bit. No where near enough time to adjudicate all that Illiam, his eagles, Goruck, and Chillel have going on. I'm sure I'll get a post up first or second thing tomorrow morning at work. I also wanted to say that the way I'm going to adjudicate Goruck's miniature "create pit," which is really what he's doing, is by giving the occupants of the square a reflex saved based just like a spell, 10 + his casting stat modifier, plus "spell level." Have a great rest of the weekend.

Mended


I've gone back over the evangelist PrC, and suddenly it doesn't seem as appealing. I may still go for it, though, mostly for roleplaying purposes . . . . Though the spiritual form ability to gain flight is cool . . . . But that'd be a 15th-level thing. Long, long way off . . . .

One class that I completely forgot to look at, until Saturday, though, is the inquisitor. Now that's all kinds of interesting. A one- or two-level dip there (keeping the Healing/Medicine domain in order to get to the 'empowered' healing "on time") could be very interesting. I would get access to a few more useful cantrips; 6 skill ranks per level would be *awesome*; stern glare fits very well with the way I've been playing Kairon. Moving that up to 2nd level would get me an initiative boost, even beyond getting +1 to Dex at 4th level; detecting alignments and getting a little bonus to Survival checks is kinda cool, too. Getting all the crossbow/bow proficiencies could be pretty handy, too.

And the brawler is definitely a strong candidate for a dip. It gets me the two skills I most want as class skills for Kairon outright (Acrobatics, Perception) -- though bloodrager does, too. Emulating some combat feats for 40 rounds per day could be all manner of spectacular.

So here's a question: since Mended has approved the utility of the Sacred Summons feat with the celestial template creatures, should I plan to be the primary summoner for the party? It'll cut down on the amount of time needed to bring more allies to bear, which is a pretty big deal. With that option and the benefits of Combat Reflexes, I can fill the 'classic' "reach cleric" role pretty well, I think.

When we get down to it, that question's answer will be what really determines the direction I take moving forward. If our three arcane casters want to cover the summons angle, I'll focus more on party buffs and healing, and probably go for a dip somewhere. If we decide to bank on Sacred Summons, I'm probably just gonna stick with cleric the whole way.

Fun times, folks -- let's finish this pack o' wimps off!

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

I actually get bonuses to summons that I hadn't intended on ever using, but this combat might change Illiam's mind about the utility of summoning spells. It won't be his primary tactic, but he'll probably at least get some for his spellbook that he can use with his arcane bond if he doesn't have a better plan, and maybe even prep one in a high-level slot. Don't know if I'll take Augment Summoning, but its prerequisite (Spell Focus: Conjuration) was a strong contender for my next feat anyway.

Btw, I could have sworn that Spell Focus was an option for wizard bonus feats. Did they change that?


Ouch. Doesn't look like it *is* an option. Lemme check my hard copy of the CRB and yell back at ya.

EDIT: Evidently the Spell Focus feats were never available for the bonus feats for the wizard. Odd.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

I couldn't find a version of the text that mentioned Spell Focus as an option for the bonus feats by name, but I did find several user-compiled lists of feats that could be used for that purpose that included Spell Focus, and even one list of metamagic feats that included it. Maybe it's just an extremely common houserule?


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.
Syrus Terrigan wrote:

So here's a question: since Mended has approved the utility of the Sacred Summons feat with the celestial template creatures, should I plan to be the primary summoner for the party? It'll cut down on the amount of time needed to bring more allies to bear, which is a pretty big deal. With that option and the benefits of Combat Reflexes, I can fill the 'classic' "reach cleric" role pretty well, I think.

When we get down to it, that question's answer will be what really determines the direction I take moving forward. If our three arcane casters want to cover the summons angle, I'll focus more on party buffs and healing, and probably go for a dip somewhere. If we decide to bank on Sacred Summons, I'm probably just gonna stick...

Given Mended's ruling, or house rule, on Sacred Summons that would be a strong option. Summoning is a powerful strategy, and it can be used to cover our lack of melee people.

Staying a "pure" cleric keeps you BaB up too.

I say house rule as sacred summons only applies to creatures whose alignment subtype/s exactly matches your aura. And the celestial template does not add an alignment subtype.


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.

Another rules point- I think the summoned eagles acted the turn they were summoned [I could be wrong]. By the RAW they can't. Summons are a full round action to cast, so they act the next round.

I have played 3 master summoners, so I know the summoning rules backwards.
Of course how the rules are applied is up to Mended.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

They acted the round they appeared, which, I believe, was the round AFTER I began summoning them, which is how it's supposed to work. The choker definitely seemed to take two rounds to get to where he appeared in the same round. I think your aggressive thundercloud also did damage twice in that time, though admittedly, the initiative did get a little unclear in there...


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.

OK, my mistake. :(


Yeah, I think it went right; it *was* a bit murky, though.

Our 3 rounds:

Illiam: 1) invis Skirrrsh, 2) summon, 3) eagle frenzy + spell (it was daze)

Kairon: 1) move + channel, 2) double-move, 3) readied firebolt and subterranean semaphore

Dolok: 1-3) magic missileer

Chillel: 1) thundercloud + frost, 2) armor up + end of the storm, 3) hex

Goruck: This is where I think we maybe missed something. The only action I've seen our samurai take in the three-round window has been in round 2 -- geokinesis + earth blast.

It's definitely something Mended will have to adjudicate . . . .

I hate the possibility that we'd lose his action economy on that first round. About the only thing I could think of that could be hand-waved to account for round one would be using his geokinesis to move the snot-stain from the doorway, and using a defensive action. That wouldn't really change anything on our end of things, since Kairon would still have needed to double-move to his current spot, and Dolok's sidestep description on 3rd could just be descriptive text. How it would have impacted the kobolds' actions, though, could be a much bigger deal.

As it stands, I think his next action ends the third round, anyway. And we've gotten to a much more manageable position, so . . . .

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

One eagle is down, and we have more guys coming. Think I should summon more?


I'm not sure. The turn's got to go round a full cycle before you do anything again, and Kairon would have to roll a crit on the firebolt to have a chance of plugging that hallway with the pink slurk (really, he'd have to hit a crit and then roll a 5 or better on the additional die). You've got some time to make a decision.


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.

The thundercloud lasted 3 rounds.

On calling eagles, normally I would say use the wand if it is fairly clearly needed. But I think this is an exception. I would like to get into a position we can use AoEs down that tunnel. Wall to wall eagles sounds good.

Oh, for one of my master summoners around now.


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet

Uuuummm, I only seem to recall magic missiling with the wand twice? I think in the confusion of rounds there (and admittedly my lack of posting due to 108 hrs of work in the last two weeks! Thank goodness that's over with!) I may have lost a turn? Mended ruling please and what - if anything? - can be done? Or I simply lost a turn.

More eagles sounds good to me! Or do we need to save them for a possibly more necessary time?

And AoE's sounds really good! Kind of the reason I went ahead and moved out to the big room, so I could see to get in position for that! - Yes, I meta-gamed a bit!

And my internet was going in & out this afternoon/evening, and now it's back on, but Paizo seems to be running EXTREMELY slow!


Okay gentleman, I agree things got murky in there since, like I said in gameplay, we were both in and out of initiative simultaneously. As far as actions not taken, simply for ease of use, I'm going to say actions not taken are actions lost. Let's press forward. The tide of battle has definitely turned, and you are all in a good position to set up the battle field in your favor. As to the eagles, they did act on the round they appeared, which, as I understand, is how it works. Kairon's post about action economy is right on from my perspective. Now, let's see what the other two kobolds and slurks can accomplish... :D


Chillel wrote:
The thundercloud lasted 3 rounds.

And its first round of duration fell outside our 3-turn window. I was simply accounting for those rounds.


Syrus!!! Forgot to mention, I am running an Elf Inquisitor of Irori in Dolok's Emerald Spire game, and LOVING it! He is a support caster whose concept is providing any and all knowledge/magic identification for puzzles, magic items, and knowing monster abilities (the ability to add his WIS modifier when identifying monster abilities is almost overpowered), and also finding and disarming traps. Which is my way of saying, a dip in Inquisitor is not a bad idea, it is a class with a lot of bang for your buck. Plus, that ability to add WIS to initiative, and detect alignment at will at level 2 is AMAZING. Took the reactionary trait, and when you add in the Cunning Initiative bonus, it gives Aldhranhald a great chance to go early in the initiative so he can identify a monter's weaknesses and relay the info to the group. :) Not to mention the Judgment mechanic, which is AWESOME!!! Point being, Aldhranhald is the first inquisitor I've ever played, and it is totally swaying me to want to play more of them in the future. They can be built in so many different ways to to do so many different things well. :) Don't let that sway you though. You do what you want with Kairon.


Thanks, Mended! I appreciate the input there!

I do have a question, though, concerning the present combat:

Shouldn't it be an action for Goruck, then the kobold group, and *then* we're back on track in initiative?


It would be if I hadn't just got done saying upthread "actions not taken are actions lost." Sad to say Goruck's RL busy-ness has cost him a round's worth of stuff to do. I want to move forward staying on initiative, as I said, just for ease of use. :D


Anybody know a full-casting divine PrC for which Kairon is likely to qualify?? I hate to say it, but evangelist ain't gonna cut it, and for one simple reason -- I wouldn't be able to dip *and* take it while still setting up Divine Interference as my level 11 feat. It's a lock.

Oh, wait . . . . If I dip *at all* I can't get it till 13th, without some kind of help. Hmmmmm.

Curses!!!!

EDIT: Nevermind that. I already checked.

*gripegrumblecuss*

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

Yeah, I'm far from an expert on PrCs, and I'm not terribly well-versed in building divine casters either. I just went to the trouble of building a witch healer NPC for a new game I'm starting because I didn't want to build a divine caster.

Btw, the character's name is "Doc", and his valet familiar is a brownie named "Shorty". Doc is a drunk with lots of knowledge and crafting skills, but almost no combat options aside from the slumber hex. He's based on Rick Sanchez (alchemist probably would have been a better fit, but I had less understanding of how to customize one to fill the necessary role), and his familiar will be sort of an amalgam of Morty and Mr Meeseeks.

He's going to be really fun to RP, which is the thing I find really difficult about building divine casters. I've done it before, with a cleric of Loki, but aside from rehashing that character, I just couldn't think of a fun concept (plus I needed something that would fit a group of carnival performers/pirates).

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.
Syrus Terrigan wrote:
Oh, wait . . . . If I dip *at all* I can't get it till 13th, without some kind of help. Hmmmmm.

Why would a one-level dip prevent you from having a caster level of 10 at level 11?


I think it was an unspoken "take evangelist anyway" thing. I'm not sure.

But, quite right.

Maybe just having PrCs on the brain pushed me to the mode of "gotta have it (qualification) for a full level beforehand".

Though I *have* been missing details in an unusual way lately. Starting to concern me, it is.


The carnival troupe could be an excellent fit for a Sarenite cleric built similarly to Kairon. Acrobatics instead of Heal, Perform/Profession rather than Intimidate, some domain other than Healing/Medicine (Glory, perhaps?) . . . . Could even incorporate the Fire domain spells/abilities into part of the act . . . . Worried about being a goody-twoshoes?? Neutral alignment!

Boom!!

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

You did get they are a carnival troupe and ALSO pirates, right (not an either-or thing)? CN is the default alignment, and I am even allowing evil alignments, but not lawful ones.


Ah -- both/and.

*ponders*

Still doable. I stand by it.

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