| Dalang Teniel |
Hmm... should Makoto or I learn the Triple Time masterpiece next level? It only takes up a level 1 bard slot, and would give everyone except Tavros +10 speed for basically all day, which is pretty nice.
EDIT: Though it might end as soon as we cast a different bardic performance, hmm (Symphonic Familiar eventually fixes this, but too little too late)
| Makoto 'Maks' Kasumi |
I've only seen it ran as working 'as long as you're playing', and most DMs agree you can't play for 16 hours a day. :P
| Dalang Teniel |
That... makes no sense. You play for one minute, then the effect lasts an hour. Just not sure if the effect continues once you start a different performance, and RAW seems unclear.
| Makoto 'Maks' Kasumi |
Says you. That was like 4am for me after getting up at 6am the day before, with me needing to be up at 7:30 am today. :P It makes perfect sense, in that light.
I was thinking of Marching Song.
But that being said, the single instance of Triple Time that I've seen ended as soon as the bard used their music for something else. That may or may not be the intent; it should be approximately as good as a second level spell... so Longstrider as a level 6 character on your bard level targets. So at level 3 it's roughly as good as a level 18 Longstrider... and only gets better. That feels a little ahead of the curve (a communal version would have to split the time, and communal is usually one level higher). So I'd say it probably ends as soon as you use any other performance. :) Though, on the other hand, you can't exactly cast the 'Longstrider' in this case as a fight starts. It's either on (because you used it) or not.
Also, Teniel would have to drop three perform ranks into one of the proper performs to be able to use it.
A bard cannot have more than one bardic performance in effect at one time.
Talented bards can learn or create masterpieces, unusual applications of the bardic performance ability requiring special training.
That might suggest they're meant to be treated as a performance. But that's literally the only hint we have.
| Dalang Teniel |
Except that it also only lasts for 1 hour/casting, so at level 3 it's roughly as good (in total duration) as a level 3 longstrider.
Yeah, I'd need woodwinds. Hmm. Or not, Teniel actually needs to take a few ranks in Percussion so he can kepyak and kotak to his familiar during puppet shows.
With Magang Bayangan singing, though, I still need someone trained in (keyboard) so I can get a gendér and set up a proper wayang gamelan.
| Makoto 'Maks' Kasumi |
Ah, yeah. That's my bad. It's literally a worse version of 'Communal' Longstrider.
I was thinking Longstrider was 10min/level not 1hr/level.
Everything else is still the case, though. :P
Also, Magang Bayangan cannot have different skills than you, unless the base creature has them without a different archetype than it has (Sage), or a class archetype that provides it (such as Chosen One Paladin).
As a peacock it has the fly skill racially. My Thrush has a pretty bad perception, and fly skill racially... and otherwise they have our skill ranks. :)
Also, I am totally taking Pallavi of Nirvana's Blessing and Symphony of the Elysian Heart down the line. :)
Either way, Teniel has to have ranks in the appropriate skill to take the masterpiece.
Edit: Though, if you treat say... Triple Time as a bardic performance and have it end when we use a new one, we can totally just have our familiar do the normal bardic performances (or vice versa) once we can play different songs from our familiars. So it's not all bad if it's treated in all forms as a bardic performance.
Also. I am king of buzzkill.
| Dalang Teniel |
Yeah... I trained in sing specifically so my peacock can sing. Considering he's literally a creation of my imagination...
Battle Song of the People's Revolt is actually amazing for a Duettist, but with all the feats we're getting I'll probably just actually learn teamwork feats.
| Makoto 'Maks' Kasumi |
Oh, sorry. I looked at the group sheet rather than your character sheet and didn't see Sing as one of the things listed as one of your performs!
I figure Sora just shakes her tail feather. :P When she's not poofed into multicolored feathers by more fireballs (Figment was a hugely good investment.). Not that she's done much performing.
Though I do like the mental idea of a multicolored bird doing the Kirby Dance (Not the original, but still pretty awesome. :P) on Makoto's shoulders while Makoto dances. :P
| Dalang Teniel |
It's hard to list them all on the sheet... but yeah, need familiar to sing for purposes of Countersong.
| Makoto 'Maks' Kasumi |
Heh, as long as it's an option, Maks can countersong like a boss. Never know when I simply won't be able to, though.
| Dalang Teniel |
Okay. I did the research this time, so nobody else has to.
A typical caravel at maximum tonnage would have a freeboard (distance from water to lowest deck) of 7-10 feet, depending on the ship's size. Our ship is larger than Columbus's, but still on the small end vs a proper merchant caravel, which makes me guess at reduced cargo it's 10-15 feet of freeboard height to overcome.
Tavros, as a Minotaur, has height x 1.5 of vertical reach—at least 12, possibly 13 feet. With a minimum high jump (acrobatics nat 1) of 2.5', he can reach the top of the ship's edge easily and pull himself over using a DC 15 climb check as part of movement.
Pamburu is more complicated. If Teniel spurs him, he can jump at +27 (if not, he's +23) thanks to speed and acrobatics training. This gives a high jump of 7-12', depending on rolls (it might take several attempts to get high enough). Specifically, I'm not sure what the rules are for Pamburu, as an animal with no opposable thumbs, pulling himself over an edge.
However, if the ice ball froze any waves solid, that may or may not also give several feet of boost. It's something we can figure out.
Or I spell-snipe for a few rounds while Lucina finishes guys off, though that takes Color Spray off the table.
| Makoto 'Maks' Kasumi |
I can't see the map, but it seems really likely that at least one of the men pressing forward would have triggered an AoO. Miyu has reach on his bite and combat reflexes. I say at least one, because seeing him nip someone might give the other pause.
I'll roll his stuff once I know. I'll likely use bludgeoner to inflict nonlethal damage instead of lethal.
| Makoto 'Maks' Kasumi |
Alrighty. :)
| Makoto 'Maks' Kasumi |
Taking a personal inventory.
Resources used:
Bard III
Summoner III
SLA Invis x2
SLA Displacement x1
Channel x2
[bm] Pride Movement
SLA Suggestion x1
Started perform on Round 4, it will end at the start of Makoto's turn on round 18.
| Dalang Teniel |
Woop, woop, the gang's all back together. Let's clean this fight up! By which I mean Teniel will stand awkwardly on the water and maybe spellsnipe someone with his last Hideous Laughter, we'll see.
Pamburu's still got some fight in him, though. I guess Teniel could summon some imaginary ponies?
| Makoto 'Maks' Kasumi |
Meanwhile, building a longsword: (3) Improved Damage x 3, (3) Improved Critical Range. That's 6 DP, when you get 7. So... longsword is both overpriced by this system, and under-utilized. (Thrown Longswords!)
Greatsword is correct at those numbers (Besides gold cost, in which case it's more than 6x its cost by the new system), as well.
Meanwhile, they don't have anything for one-handed weapons that can't be wielded in two hands. So we can't build Rapier, just going with a Scimitar is roughly equal (though less expensive): (2) Improved Damage x2, (7) Improved Critical Threat (Total 9/7, have to take Increased cost (For two more points), bringing the price up to 39gp.)
Then we have a the Halberd, a weapon rarely taken, counts as a whopping twelve points. Which is outside of the range of possibilities. Nine Section Whip? 14 points. And that's treating the 4th weapon quality as costing 0. On a one-hander. Katana? 11. Falcata? 12.
If I were going to allow someone to use it, I'd likely remove one DP from the tables, and then make the weapons significantly more expensive. My system was crazy amounts similar, but cost pretty much 5gp per 'build point'. It also actually worked for the base weapons in something like 95% of cases. Though, there were a few outliers in the monk weapons and the like.
They've also way overvalued weapon features. Especially since most of them can't be used in combination with one another.
/rant
I'd suggest if you let one person use the new system, you let everyone. And prepare for abuse, if you do. A Two-handed Exotic weapon can reach 12 DP, which is enough to have a 2d6x4 Throwing Greatscythe. (without the +cost option, again, this drops to a 2d6x3 Throwing Greataxe... or a 2d4x4 Throwing Scythe (or 1d10x4 Scythe) - Much more reasonable in both cases)
But you can also make really cool things too, if minmaxers don't ruin it. Like an exotic 2d6x3 bow that can be wielding as a club in melee. (Again, abusive, but if we changed it to 1d10x3 and the melee damage to 1d4x2, which cuts out the 'increased cost for more power' options...)
TL;DR: 42gp for an exotic 2d6/18-20 or 2d6x4 Throwing 2hander is ridiculous.
Ultimately, I believe that the costs are off (gold and otherwise), and the '15 gp for another point' options are what break it.
| Dalang Teniel |
I'd say if things are that cheap, maybe not?
| Makoto 'Maks' Kasumi |
On the bright side, the system did call my attention to 'or' versus 'and' in the B/P/S thing. If it doesn't say 'And' you have to actually state the type of damage you're doing. Weird, huh?
| Dalang Teniel |
Also, CT: I get that. This combat's just been moving really slowly, and I'm okay with a bit more botting (if other people are) once we get into the clean-up phase, especially because people's actions next round will likely be similar to their actions this round.
| Dalang Teniel |
No worries—I'm in plenty of slower games. I just noticed this battle's gone from 1 round/day to 2 rounds/week.
| Makoto 'Maks' Kasumi |
POW:E changes for Maks:
Class Skills: A knight disciple gains 2 additional skill ranks each level. (doesn't affect her with her massive ranks, though worded the same as Lore Warden which people 'cheese' with.).
Everything else is exactly as I remember it.
| Dalang Teniel |
Wacky! I'd consider it to be pretty souped up as-is, but considering fighters just got extra skills as well, no worries.
| Makoto 'Maks' Kasumi |
Well... there's also a prestige class from PoW Expanded I'm thinking about going into on my Paladin Side: Animus Adept.
Lots of nifty little things and stuff I can use my swift actions on, as well as a usually end-of-fight selfheal. Early stuff is pretty neat, but not 'amazing'.
Most likely I'd gain:
An ally gains energy resistance equal to my initiator level for X rounds.
An ally gains evasion against one effect within the next X rounds.
An ally can roll twice and take the better when dealing with miss chance for X rounds.
An ally can activate this ability in the next X rounds when they use a martial strike, critically hit, deadly strike, or sneak attack. The victim must make a reflex save or become blinded for one round. The glyph expires when used.
An ally deals 1d6 points of energy damage for X rounds, increasing to 2d6 at 12, and 3d6 at 18.
At first level.
But by fifth, I'd have things like:
The target is immune to crits for X turns.
Trip and Hold Person for X rounds.
Ally emits light as daylight and has 50% concealment against attacks using sight to target.
Seems like a pretty cool segue... then back to paladining it up!
Plus... shiny glyphs!
Downside, though: Less Shiny HP, Less Fortitude, and less BAB.
| Dalang Teniel |
Makoto, how easy are those abilities to use? Save-or-blind on crit is seriously good, the rest are not.
"Trip and Hold Person for X rounds" is just Hideous Laughter + Hold Person; what matters is whether they get to re-save every round (if not, it's a save-or-die)
| Makoto 'Maks' Kasumi |
It's 'every round' yeah. As Hold Person.
Some things offer saves. (DC 10 + 1/2 initiator + initiation mod. So basically the same as most every class).
Blind allows a reflex save.
Hold Person is fort save.
There are other things as well (Like I might grab dispelling burn, which gives me targeted greater dispel magic that deals damage if it successfully purges).
All of this stuff is activated as a swift action, or a free action once per turn when I land a Martial Strike. They also eat a pool that seems to be nearly bottomless unless I just go crazy with it.
The Animus Pool starts at 1+initiation mod every combat (should be at least 8 by then), adding one every round, and one (at the end of the round) every time I initiate a maneuver. Glyphs cost one point of animus and can be used on targets within close range.
Animus can also be used to boost other things, or as a resource (for example, a feat I have to take to take the class allows me to burn one animus, plus one per four levels, to heal 2d6 per point spent, once per combat. This pool empties after one minute has passed without combat.
| Dalang Teniel |
Okay. Most classes allow saves for just about everything; this is all "would be more broken if action economy weren't a b$@~~" since you'll be able to cast Hold Person through Bard anyway.
There are other things as well (Like I might grab dispelling burn, which gives me targeted greater dispel magic that deals damage if it successfully purges).
Another thing that seems broken until you realize that a level 12 fighter can cast targeted Dispel Magic four times/round while still dealing damage (and a monk can do it 6 times/round), because a martial character who doesn't carry Dispelling Arrows loses all right to complain about spellcasters being OP.
It's a little scary that it's all swift actions, since that's pretty powerful. However, I specifically built Teniel to abuse swift actions *within* the rules (quickened spell rods + quickdraw at level 9, coordinated charge at level 10, swift summon monster at level 13), and everyone else on this team will have equally important uses for their swift actions.
| Dalang Teniel |
Oh! Except make sure paralyzing people is flavored in a way that fits with Makoto's morality. Also, glyphs would be weirder if you weren't fighting with a magic paintbrush.
(I also support the idea of Makoto getting color powers that mirror the darkness powers Teniel gets)
| Makoto 'Maks' Kasumi |
Yup! Glyphs as a whole fit her theme (what with the magic singing paint brush :p).
Some of the glyphs are easier than others. Like the SUPERCOLORFUL DAYLIGHT option. Some are darn near impossible Like the 'invert healing and negative energy effects on the target, granting them a +4 profane bonus to strength and a +2 to saves against basically any negative energy effect'.
The hold person is called 'Gravity of Iron', and it only works on things made of metal or wearing metal. It'd be better if I could flavor it as the armor taking my side in the argument :P
The arguably better glyphs just don't fit for Maks. +4 Profane to strength is nice on its own. Will save or 1d3 negative levels until the end of the encounter. Fort save each round or nauseated and can't cast spells that require somatic or verbal components, regardless of the action type...
I do want to take Craft Wondrous with Maks... but I just have soooo many class features I want to support. Like Quick Channel. Not vital, but a solid choice. Clarifying Channel not necessary at all, but incredibly fitting. The negative part being that I have to heal people that might be stabbing me in the face to use it. :P
I have to take two feats to gain access to Animus Adept at level 7. I could do it earlier, but it's beneficial to get the benefits a little later, to have access to more interesting maneuvers.
Craft Wondrous is definitely on my list of things I desire a great deal, as it definitely falls into her 'artist' themes.
| Dalang Teniel |
Hmm. Thematically, it might make sense to stick Craft Wondrous on your item? Or not—we can distribute these pretty easily, with four full-Caster Level characters.
(When Teniel gets Quick Draw as a bonus feat at level 9, he'll be a madman with metamagic rods, so I was thinking of taking Craft Rod at 9 as my contribution to group crafting,
I'm actually not sure what to do with feats at 4. Given that every combat feat I want requires BAB +5, I'm thinking of taking Intimidating Prowess as my weapon 4 feat and retraining it to something, leaving a hole in my build (I could potentially do Craft Wondrous if nobody else wants to at this level, although the items Teniel crafts will have... unique names and descriptions o.O).
| Makoto 'Maks' Kasumi |
Maks fits for any sort of crafting, realistically. And she'd likely take great care to ensure that the items didn't offend the owner's sensibilities.
Once mythic rolls around, there's roughly a 95% chance I'll be going Archmage, and taking the Archmage's Crafting Mastery to be able to make everything ever. Then a lot of feat options will finally be freeeee.
If there's not anything you explicitly think Maks should take next level, I can definitely pick it up. :)
| Dalang Teniel |
Addendum: To be fair, Teniel crafting items sounds AMAZING.
"This eyepatch is Kanca Saka Iwak, carved from a piece of leather taken from a scale of the great world fish. As long as you wear it, the wisdom of the seas will whisper to your mind-place, letting your free eye see things with great detail as only a fish could."
"This is no belt, but an Ula Turu of the quiet places. While it wraps around your waist of its own free will, nurturing you with its coils and supporting you with such great strength that even your pants remain aloft, you will find yourself more resistant to illness and injury."
...but maybe I shouldn't let him make all of the group's items.
| Makoto 'Maks' Kasumi |
It occurs to me that we really need to make our way to Vudra once we have a treasure trove and stick Teniel on a carpet with loads of 'magical items and artifacts from far away lands'.
| Dalang Teniel |
I mean, my argument for why Teniel's sword keeps getting more magic is that he "narrates magic into things," so, sure, that is definitely how he'd craft wondrous items (emphasis on the "wondrous."
| Makoto 'Maks' Kasumi |
So, what you're saying is, we should both take it. Maks should make the magic items, then Teniel should improve them. :P
| Dalang Teniel |
Hmm. I think it's just thematically awesome enough that Teniel will take a crafting feat for flavor (by literally making items "wondrous").
Makoto, you want to take arms/armor? You can improve our armor by "painting" or singing to it or something—and Teniel has tons of feats that require level 5 so it will be harder for me to take that than wondrous.
...
Also, Champawat, that's less effort than I usually put into the dumb stuff Teniel says. Search gameplay for "siluman" or "pangolin."
| Makoto 'Maks' Kasumi |
I think Maks is more likely to focus on doing her very best to craft it into something wonderful, and imbue it with magic as she does so. :) Either wondrous items or arms and armor are the best fits.
| Dalang Teniel |
Hey, CT—what exactly did we loot from the pirates? Any currency, magic items, or just a bunch of masterwork stuff?
| Dalang Teniel |
Leveling Teniel time! I already had most of a plan for this, let's see—here are my level-up choices...
Cheese Dip: Lore Warden 1
New Feats: Mounted Combat (Fighter Bonus 1), Eschew Materials (Bloodrager Bonus 4), Craft Wondrous Item (4), Weapon Feat 4 TBD (possibly Tenebrous Spell, but unsure if it's appropriately thematic, depending on whether or not I want Teniel's sword to eventually become a Rod of the Wayang)
New spells:
Oracle 0: Enhanced Diplomacy
Bloodrager 1: Blade Lash, Long Arm
Bard 1: Clarion Call (favored class bonus)
Oracle 2: Silence, Oracle's Burden (mystery bonus)
Bard 2: Darkness, Minor Image (Note: I could take Animal Messenger, but it seems a lot less useful right now, so I'm planning to take it later)
New skills (14 points, incl. 2 bonus from lore warden):
Bluff +1 (a pre-req for a PrC)
Climb +1 (after all this time at sea)
Disguise +1
Intimidate +1 (a pre-req for a feat)
Know (arcana) +2 (from hands-on experience with magic)
Know (geography) +1 (from conversations with the sailors)
Perception +1
Perform (comedy) +1
Perform (oratory) +1
Swim +1 (after all this time at sea)
Spellcraft +3
Kabodhoan Pahlawan Kang gains:
-Shawl of Life-Keeping Ability (1.5k, unusual slot, I assume only works while wielded)
-2 FPP spent on bonus companion feat (Speed of Thought)
Pamburu gains:
-Int +1 (so +5 skill points)
-Stealth +2
-Acrobatics +2
-Climb +1
-Speed of Thought (FPP bonus feat)
...
and thus begins Teniel's long journey into the land of "dear lord I am a huge pile of hp" (currrently 69, but should hit 119 by level 6)
| Dalang Teniel |
Also, hmm... next level I'll be able to cover the whole party with Pass without Trace and Nature's Paths! Yay! That should... not really help underwater, but help keep the ogres away maybe?
Meanwhile, I'm guessing I won't actually be able to craft anything until we sell pirate loots, but we'll see.
| Makoto 'Maks' Kasumi |
Alright, so rather than leveling up my character, I've been fussing over Miyu's future. If you'd like to see what I've come up with so far...
I: Warden's Bearing: Pretend to be bigger for CMB. Strike of the Infinite Protector: Nom and grant +2 AC to one person.
II: Fear the Reaper: Intimidate as a response to an attack. If higher than attack roll, prevent attack, and treat the roll as a demoralize. Strike of the Royal Guardian: Nom and target gains -2 to hit. Vigilant Keeper's Stance: Opponents treat all squares he threatens as difficult terrain. Doesn't prevent charges.
III: Gain Valiant Keeper's Stance: Allies can move through threatened space without provoking AoOs. Intruder's End: Counter, gain huge reach, +2 to AoO attacks, gain bonus to number of AoOs.
IV: Grim Guard's Laughter: Strike + 4d6, acts as Dazzling Display, bonuses v. Cursed. Strike of the Steadfast Legion: Strike grants DR to allies, allies can Sac HP to grant temp HP to others.
V: Lose Strike of the Infinite Protector, Gain Swallow Your Fear - Counter +4 to mind affecting save, and gain temp HP equal to DC. Jailer of the Damned: Fear Immunity becomes +5 resistance bonus. +2 CMB against enemies who fear you, and don't provoke AoOs. Stand Your Ground: Counter: You and one ally take half damage from everything for one turn (doesn't affect intentionally taken damage).
Shattered Mirror: Sensational Miyu
I: Copycat Cut: Strike +1d6, copy attack roll next round. +2d4 if hit enemy with copied roll. Funhouse Waltz: +10 speed, can turn during charge/run.
II: Equivocate: Me too! Gain a copy of every psi/magic effect targeting that creature. Mimic's Gambit: Copy a spell or power affecting the target. Obsidian Reflection Stance: Wonky perception alteration.
III: Infinity Mirror Stance: Mirror Image! Shattered Glass Smite: Strike +3d6, then cone of 3d6.
IV: Carnival Swap: Trade ya! Fetch's Wrath: (Get it? Fetch?) Nom + 4d6, teleport, or reverse.
V: Silvered Mirror Stance: I share. Curse of Smoking Mirror: Stop hitting yourself. Empty Frame: Become incorporeal for one round.
Broken Blade: Hurtz Miyu (boooring)
I: Flurry Strike: Double Nom. Shards of Iron Strike: Strike + Stagger.
II: Pugilist Stance: +1d6 Damage. Knuckle to the Blade: Strike + Disarm. Bronze Knuckle: Strike +2d6, ignore DR.
III: Broken Blade Stance: +Acrobatics to avoid AoO's, +1 Attack when making a full attack. Steel Flurry: Triple attack, -2 hit, +3d6 damage per hit.
IV: Iron Knuckle: +4d6 Damage to all attacks for one round. Broken Blade Riposte: Counter + 3d6 damage and push 5 ft.
V: Bored now.
Golden Lion: Pride Miyu (Slows combat.)
I: Hunting Party: Nom, ally gets to Nom as an AoO. Tactical Strike: Nom and 10 feet of free movement.
II: Pride Leader's Stance: +4 v. Fear and Demoralize. Distracting Strike: Strike +2d6, leaves foe flat footed. Pyrite Strike: Strike +1d6, forcing enemy to move, and provoking AoOs (Except v. Miyu).
III: Golden Commander Stance: Allies within 30 feet gain flanking while adjacent to allies threatening the same opponent. Pack Pounce: +0-15 damage strike.
IV: Direct the Pride: Your turn. Golden Swipe: Pyrite's big brother. 6d6, 10 feet.
V: Discipline of the Pride: Boost: Share a combat feet. Guard the Pride: Lots of AC counter. Roar of Battle: Strike+6d6. Allies deal +3d6 for one round.
Primal Fury: Miyu, Red of Tooth and Claw
I: Panthera on the Hunt: Miyu POUNCE. +2 hit/dam. Meh. +6 damage strike.
II: Running Hunter's Stance: +10 speed and Scent. Bloody Riposte: Bite back +2d6.
III: Retrain Meh to +2d6 and ignore DR. Primal Warrior Stance: Miyu pretends to be bigger in a ton of ways, including Nom Damage. Disparity Blow: +2d6 and trip at +4.
IV: Momentum Crush: Boost: Charge +20 damage, ignore DR. Shrug it Off (Counter): Survival v. Attack Roll. If successful, ignore.
V: Lightning Step: Ignore DT, turn during charge. Meteoric Collision: Step Off. FR +4 Bull rush, +7d6 damage. Cornered Frenzy Strike: FR -2 AC, Whirlnom
Silver Crane: Nurse Miyu
I: Enduring Nom: Heal. Crane Step: 5ft step swift.
II: Silver Crane Waltz: Multifeat Stance. Blessed Pinion: Exorcist Miyu.
III: Retrain Crane Step to Defensive Step: Counter, Perception v. Attack. 5 foot step if successful. Stance of Silver Crane? Holy Miyu? Silver Knights' Bite: +4d6 damage, and heal ally for same.
IV: Silver Crane's Leap: Swift move action, Graceful Miyu. Silver Crane Resurgence: Counter: Reroll failed save w/ +4 bonus.
V: Argent Knight's Banner: Strike +8d6, all allies within 30 heal 4d6. Silver Crane's Spiral: Standard Whirlnom with +2 hit. Stance of the Crane Knight: FALCOOOOORE.
Veiled Moon: Moon Moon Miyu (Biter of things that may or may not exist)
I: Ghost Hunting Blow: Boost: Ghost/Ethereal touch. Inner Sense: +2 to a save, counter.
II: Spirit Sensing Stance: Scent, can use Scent on Ethereal. Resonance Strike: Melee or ranged touch, 3d6 + level force damage. (Moon beam!)
III: Formless Dance: See invis and Blur. Trade Ghost Hunt for Fading Strike: Telewolf. Half-Gone: Stealth v. Perception to counter, alternately: Stealth instead of reflex.
IV: Ethereal Reminiscence: Heal self... maybe. Fading Leap: Fading strike but doublemove.
V: Flicker Strike: (Spring attack). Twisting Ether: King's Castle, within 30ft (Trade places!). Stance of the Ether Gate: Why walk when you can teleport?
Broken Blade Boring. Punch. Punch more. Bite sometimes. Can't punch so maybe bite? Not interested.
Primal Fury perhaps too furious for Miyu, but so strong. Ridiiiiculously strong for pure damage with a dash of utility. Uses Survival.
Shattered Mirror and Veiled Moon: Super fun, but somewhat... bad, unless I take things that don't fit. (Like teleporting through dude's chests.)
Silver Crane: Really fitting, neat, and fun. Healing, Damage, Support, Mobility... Silver Crane OP. Also Luck Dragon. Uses Perception.
Eternal Guardian: Really fitting, slightly less good fit than Silver. Slightly better than Primal. Protector role (including protecting stupid people from themselves when it comes to attacking us). Requires even more feat investment, but sooo good. Uses Intimidate (was going for Enforcer anyway.)
For those who waded through... thoughts?
| Makoto 'Maks' Kasumi |
Re: Pamburu Speed of Thought: Is there something that allows him to ignore the need to gain psionic focus to use it? (Psionic Focus requires the ability to gain/hold power points, or having a class that grants a special effect). Also, Psionic. (Might still be okay to take Psionic Feats) :o
Side note: If you're getting +2 Skills from Lore Warden (despite it not being in the lead), then Maks should have +2 per level! :p
Class Skills: A knight disciple gains 2 additional skill ranks each level.
Lore wardens gain 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Intelligence-based skills are class skills for lore wardens.
Edit: Some days I feel like folks would be happier if I paid less attention. :(
| Dalang Teniel |
Yeah, I'm... whoops. That's a good point. Pamburu can't actually use Speed of Thought, I guess, until he takes Wild Talent, which I'll get later. So he's a bit slower.
Lore Warden doesn't increase skill points per level; it's "Lore wardens gain 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills." Additionally, it's not "Class Skills"; it's "Scholastic," a special Ex ability, widely considered to work this way in gestalt games.
...and I'm not reading through your big mess of number dumps. Choose whichever mechanics you think will be the least disruptive? I still don't really get PoW
| Dalang Teniel |
Actually, wait a sec. How is Miyu getting the weapon proficiencies necessary for most of those stances? Feats/evolutions?
| Makoto 'Maks' Kasumi |
I agree on Silver Crane and Eternal Guardian. :)
Basic Gists:
Silver Crane heals and supports. First stance is great (you hate it for being like 4 feats), his second stance gives him prot evil and possibly Holy Weapon, and his third stance grants him flight and... something that's evading me.
The maneuvers would be 'heals, movement, buffs, and occasional 'not fair''.
Eternal Guardian takes advantage of intimidate to do cool things, and abuses threat range. My first stance pretends everyone has the benefits of Escape Route in relation to Miyu. My second stance pretends all squares Miyu threatens are difficult terrain (this does not prevent charges). My Third Stance says fear immune things only gain a +5 bonus.
The maneuvers are basically 'Manipulate Threat range, Protect Allies, Fear enemies.'
I think the latter is more fitting, especially since one of his goals is to nonlethally remove targets from fights. Running screaming is better than dead and sliding down the proverbial chutes. (Of Chutes and Ladders fame).
It's more bothersome because this doesn't matter for like... 3 levels minimum (I haven't done the math). But it does determine what I need to take, as it's basically qualifying for a prestige class.
Also, yeah. I noticed that mine was listed as part of 'Class Skill'. Lore Warden would be taken far less if the GM treated it as 'you still have the same number of skills (or 4+int!), but have to take two of them as int'. :P