Jirah Aurellion |
Yes, Jirah will be buying a Land Rush Hex. It's great flavor, and the bonuses are pretty nice too.
Profession-Sculptor: 1d20 + 5 ⇒ (12) + 5 = 17
Frēodwēn |
Day Job, Perform (Sing): 1d20 + 6 ⇒ (3) + 6 = 9
I always have terrible luck with day jobs. Well, I did get two nat 20s in a row for one character once, but usually I'm lucky to end up with a 15.
Lady Sugarsnap |
Xakon |
The benefit of carrying longspears is that you threaten and help your tanks and rogues flank while you can safely cast ranged spells 10' away if facing medium sized or smaller foes.
Frēodwēn |
I love longspears, and reach weapons in general. Apparently when picking out Frēodwēn's EQ I decided that other stuff was more important--he is carrying exactly as much as he can without being encumbered and has only ~3gp. If I could go back I'd happily swap Morningstar for longspear.
As a general rule I agree that everyone should have a reach weapon.
-Posted with Wayfinder
Lady Sugarsnap |
I seem to have regained posting access from work, but this weekend I will be at the Renaissance Faire
I may be able to post some but not much
Frēodwēn |
10th sounds great. Should have my crunch tentatively updated (for party feedback) as soon as we are officially finished here.
Frēodwēn |
Jirah, you still going the Arcane Archer route?
Frēodwēn is still planning to go Bard, he's just dipping Ranger 2 first. Or a few levels of Fighter. Can't remember what I was last deciding. He's considering a dip of a few levels in Arcane Archer, mainly to get the elemental arrows. I put together a bunch of spreadsheets outlining my different options; can't remember which one I was most leaning towards last.
Jirah Aurellion |
I was considering it at first. I'm not so sure anymore. I might go duelist now, for the melee support. Arcane archer sounded fun, but after this level I'm not sure the dungeon is going to work with me on that, especially if there are two of us.
Frēodwēn |
Frēodwēn is going for a kind of switch hitter build. I've been building under the assumption that you are going for Arcane Archer.
I don't think the lower levels have the same lighting issues as this one, if that is what you're worried about.
-Posted with Wayfinder
Frēodwēn |
Also, as far as melee goes, I think Mudk is rebuilding into a Barbarian/Cleric.
I think it is a good idea to have someone who is always providing ranged support. Your Wizard path would also mean nicer spells than what my bard will be putting in the mix.
-Posted with Wayfinder
Xakon |
Xakon leveled to 3rd taking another level of Rogue and the feat Nimble Moves to negate 5' of difficult terrain.
Purchases : 398 gp on MW alchemical silver morningstar and 1,000 gp on +1 enchantment on darkwood shield. Total 1,398 gp (exact amount that was earned on chronicle sheet).
Sale: mundane morningstar for 4 gp. Remaining gp: 444.
Please purchase your own CLW wands for self healing. 8 charges were used on Xakon's CLW wand and 2 charges from PoE wand.
Frēodwēn |
I'll be buying the 20-charge CLW wand off of the chronicle sheet.
-Posted with Wayfinder
Xakon |
If anyone is retraining their character to a different class, then I highly recommend a selective channeling cleric of Desna with the Travel and Liberation Domains. It is a huge hole in our party dynamics.
Frēodwēn |
Can you elaborate on what such a cleric would do for us?
-Posted with Wayfinder
Xakon |
Channel energy without affecting foes would keep low level allies alive longer with efficient action economy. Otherwise it takes one standard action per CLW wand vs one standard action for 5 PC's which progressively improves. A human cleric with 14 charisma, selective channel and extra channel wI'll have 7 channels per day. Two channels per combat and three combats before resting gives an average of 7 HP each person per encounter. Also it frees up needing multiple healers or pokes with wands during combat. They can spend their action attacking.
Travel and Liberation are just awesome domains and only a suggestion. A pure cleric is what I think we need the most followed by a tank.
Jirah Aurellion |
Freo, I'm fine with sticking with arcane archer if it's not going to step on your toes. I'll use my other two pp to buy a masterwork dark wood composite longbow with a str. +3, and buy the wand off the sheet. Thinking PBS is a better option for a feat retrain than Arcane Strike, because it helps with pre reqs for deadly aim and precise shot.
Mudk |
18 init: 3. Fort +5
16 will +4
13 Ref. +3
7 speed: 50
14 greatsword: +5 2d6+6
7
Ac: 19 =3dex+6 breastplate
Ho: 20 = 12+1+5+1+1 (fav class hp)
Barbarian 1/cleric 1 desna liberation/travel
Agile feet 5/day. Liberation 1 end
Channel: 1/day
Feat: Power attack
Trait: Magical knack tomb raider
Spells: longstrider read magic
Divine favor create water
Shield of faith resistance
Skills: perception +7=+2+3+2
Climb +8=+1+3+4
Rage: 5rnds/day
Darkvision
My notes. I'll also be buying the wand.
Xakon |
Revised party composition:
cleric/barbarian (battle cleric)
rogue
sorcerer
ranger/wizard (arcane archer)
druid
bard / ranger (battle bard?)
Looks like Mudk, Xakon and Truffles are in the trenches while Sugar, Freo, Jirah and Sivan attack from behind.
Sivan, I highly recommend picking up a longspear despite having a low strength. The flanking bonus comes in handy for us in tight quarters. Especially for Xakon with 2d6 sneak attack.
Frēodwēn |
Frēodwēn will have Power Attack and 17 or 18 STR so he'll be able to step into the front when necessary. In fact he may do that through most of level 2. I'm probably going Bard1/Ranger1, which means Precise Shot (and Rapid Shot) will come into play at level 3.
I agree with Xakon. We should all have at least a longspear, if not a slightly better martial weapon. Longspears are very serviceable though.
-Posted with Wayfinder
Mudk |
So I've got a running debate in my head between Paladin and the cleric/barbarian thing and it basically goes like this:
C/B: SPELLS!!
P: NO NO NO SAVES AND BAB
C/B: NO! SPELLS!
P: SAVES FOOL SAVES!
C/B: MOVEMENT!!!
P: BAB AND SAVES!
Frēodwēn |
This is what I'm looking at. Considering some ranks in Use Magic Device and 2PP on a Wand of Shield because that AC is pitiful, and not likely to improve until level 4.
Male Human Ranger 1/Bard 1
Grand Lodge
NG Medium humanoid (Human)
Init +2; Senses: Perception +4
DEFENSE
AC 15; Touch 12; Flat-footed 13; (+3 armor, +2 Dex)
AC 16; Touch 12; Flat-footed 14; (+3 armor, +2 Dex, +1 Buckler)
HP 17 (10 Ranger + 5 Bard + 2 Favored Class)
Fort +2; Ref +6; Will +1; +2 vs. charm and compulsion
OFFENSE
Speed 30 ft.
MELEE
MWK Falchion +6 (2d4+6, 18-20/x2, S)
Cold Iron Ranseur +5 (2d4+6, x3, Reach, Disarm, P)
Silvered Light Mace +5 (1d6+4, x2, B) (carry Heavy Shield)
Cold Iron Spiked Gauntlet +5 (1d4+4, x2, P)
Silvered Spiked Gauntlet +5 (1d4+3, x2, P)
RANGED
MWK Composite +4 STR Longbow +4 (1d8+4, x3, 110ft., P)
Space 5 ft.; Reach 5 ft.
STATISTICS
Str 18, Dex 15, Con 10, Int 10, Wis 8, Cha 14
Base Atk +1; CMB +5; CMD 17
FEATS
Power Attack
Point Blank Shot
TRAITS
Birthmark
Magical Knack (+2 Bard CL)
FAVORED CLASS: Bard
SKILLS (14 ranks = 2 * (6 ranger/bard + 1 Skilled))
+7 Acrobatics* (2 ranks + 3 class + 2 DEX),
+9 Climb* (2 ranks + 3 class + 4 STR),
+6 Handle Animal (1 ranks + 3 class + 2 CHA),
+3 Heal (1 rank + 3 class - 1 WIS),
+5 Knowledge (Dungeoneering) (1 rank + 3 class + 1 Bard),
+1 all other Knowledges (Bard),
+4 Perception (2 ranks + 3 class - 1 WIS),
+7 Perform (Oratory) (2 ranks + 3 Class + 2 CHA),
+7 Stealth* (2 ranks + 3 class + 2 DEX),
+3 Survival (1 ranks + 3 class - 1 WIS),
+4 Survival, tracking (Survival + 1 Track)
*-1 Armor Check Penalty
LANGUAGES
Common, Elven
SQ
Skilled - +1 Skill point per level
Favored Enemy (Construct) - +2 attack, damage, bluff, knowledge, perception, sense motive, and survival against Constructs.
Track - +1 Survival when tracking
Wild Empathy - use diplomacy to improve initial attitude of an animal using 1d20+3.
Bardic Knowledge - add 1/2 level (minimum 1) to all knowledge checks, make all knowledge checks untrained
Bardic Performance (6/6) - Countersong, Distraction, Fascinate, Inspire Courage
Bard Spells
0: Daze, Detect Magic, Light, Mage Hand
1 (2/day): Expeditious Retreat, Feather Fall
COMBAT GEAR
Studded leather armor (25gp/20lbs.)
Buckler (5gp/5lbs.),
MWK Comp. +4 STR Longbow (800gp/3lbs.),
MWK Falchion (375gp/8lbs.),
Ranseur (10gp/12lbs.),
Cold Iron Spiked Gauntlet (10gp/1lb.),
20 Cold Iron Arrows (2gp/3lbs.),
OTHER GEAR
Partial CLW Wand (300gp/0lbs.)
bedroll [ 1 ] ( 0.1 gp / 5 lbs. )
Bell [ 1 ] ( 1 gp / 0 lbs. )
belt pouch [ 1 ] ( 1 gp / 0.5 lbs. )
Candle [ 1 ] ( 0.01 gp / 0 lbs. )
Chalk [ 1 ] ( 0.01 gp / 0 lbs. )
Fishhook [ 1 ] ( 0.1 gp / 0 lbs. )
flint and steel [ 1 ] ( 1 gp / 0 lbs. )
Grappling Hook [ 1 ] ( 1 gp / 4 lbs. )
Hammer [ 1 ] ( 0.5 gp / 2 lbs. )
Oil [ 2 ] ( 0.2 gp / 2 lbs. )
Parchment [ 2 ] ( 0.4 gp / 0 lbs. )
pitons [ 10 ] ( 1 gp / 5 lbs. )
Rope, Hemp (50ft.) [ 1 ] ( 1 gp / 10 lbs. )
Sack [ 1 ] ( 0.1 gp / 0.5 lbs. )
Sewing Needle [ 1 ] ( 0.5 gp / 0 lbs. )
Signal Whistle [ 1 ] ( 0.8 gp / 0 lbs. )
String/Twine (50ft.) [ 2 ] ( 0.2 gp / 1 lbs. )
Tindertwig [ 2 ] ( 2 gp / 0 lbs. )
torches [ 3 ] ( 0.3 gp / 3 lbs. )
trail rations [ 2 ] ( 1 gp / 2 lbs. )
Wandermeal [ 10 ] ( 0.1 gp / 5 lbs. )
waterskin [ 1 ] ( 1 gp / 4 lbs. )
Weapon Cord [ 1 ] ( 0.1 gp / 0 lbs. )
MISC.
97 lbs. EQ weight (light capacity is 100lbs.)
1.6 gp
52lbs. combat EQ weight
45lbs. non-combat EQ weight
150gp starting gold
1398gp ES 1
1548gp total gp
-1227gp on combat EQ
-300gp on healing wand
21gp remaining
-13.4gp on non-combat EQ
7.6gp remaining
Xakon |
A cleric with greater spell focus necromancy can hold its own offensively with Cause Fear, Doom, Bestow Curse, Blindness/Deafness, Poison and Slay Living. A multi-class cleric will lag in higher level spells and channel energy.
Half-orcs are proficient with a greataxe and can heal when they are below 0 hp with orc ferocity. They make great battle clerics. Also, Divine Favor, Bull Strength and Righteous Might make any cleric with decent STR (14+) a battle cleric.
Paladins are effective vs BBEG and can heal in a pinch. Regardless, I'll take a pure single class PC over a multi-class PC almost every time no matter what class they decide to play. Well, unless it's a bard, D&D's best NPC class. ;)
@Freo: A 10 CON is dangerous. I'd encourage you to drop STR from 18 to 16 and pump CON from 10 to 14 especially with a lower AC.
Frēodwēn |
I can go for that. I might also try 17STR with 7 WIS. But -2 to Will saves really scares me. They're the worst.
-Posted with Wayfinder
Frēodwēn |
Here's what that would look like
Male Human Ranger 1/Bard 1
Grand Lodge
NG Medium humanoid (Human)
Init +2; Senses: Perception +4
DEFENSE
AC 16; Touch 12; Flat-footed 14; (+4 armor, +2 Dex)
HP 20 (10 Ranger + 5 Bard + 4 Con + 1 Favored Class)
Fort +4; Ref +6; Will +1; +2 vs. charm and compulsion
OFFENSE
Speed 30 ft.
MELEE
Cold Iron Ranseur +4 (2d4+4, x3, Reach, Disarm, P)
Silvered Light Hammer +4 (1d4+3, x2, B)
Dagger +4 (1d4+3, 19-20/x2, P or S)
Cold Iron Spiked Gauntlet +4 (1d4+3, x2, P)
RANGED
MWK Composite +3 STR Longbow +4 (1d8+3, x3, 110ft., P)
Dagger +3 (1d4+3, 19-20/x2, 10ft., P or S)
Space 5 ft.; Reach 5 ft.
STATISTICS
Str 16, Dex 15, Con 14, Int 10, Wis 8, Cha 14
Base Atk +1; CMB +4; CMD 16
FEATS
Power Attack
Point Blank Shot
TRAITS
Birthmark
Magical Knack (+2 Bard CL)
FAVORED CLASS: Bard
SKILLS (14 ranks = 2 * (6 ranger/bard + 1 Skilled))
+7 Acrobatics* (2 ranks + 3 class + 2 DEX),
+8 Climb* (2 ranks + 3 class + 3 STR),
+6 Handle Animal (1 ranks + 3 class + 2 CHA),
+3 Heal (1 rank + 3 class - 1 WIS),
+5 Knowledge (Dungeoneering) (1 rank + 3 class + 1 Bard),
+1 all other Knowledges (Bard),
+4 Perception (2 ranks + 3 class - 1 WIS),
+7 Perform (Oratory) (2 ranks + 3 Class + 2 CHA),
+7 Stealth* (2 ranks + 3 class + 2 DEX),
+3 Survival (1 ranks + 3 class - 1 WIS),
+4 Survival, tracking (Survival + 1 Track)
LANGUAGES
Common, Elven
SQ
Skilled - +1 Skill point per level
Favored Enemy (Construct) - +2 attack, damage, bluff, knowledge, perception, sense motive, and survival against Constructs.
Track - +1 Survival when tracking
Wild Empathy - use diplomacy to improve initial attitude of an animal using 1d20+3.
Bardic Knowledge - add 1/2 level (minimum 1) to all knowledge checks, make all knowledge checks untrained
Bardic Performance (6/6) - Countersong, Distraction, Fascinate, Inspire Courage
Bard Spells
0: Daze, Detect Magic, Light, Mage Hand
1 (2/day): Expeditious Retreat, Feather Fall
COMBAT GEAR
Mithral Shirt (1100gp/10lbs.)
MWK Comp. +3 STR Darkwood Longbow (2PP/1.5lbs.),
Cold Iron Ranseur (20gp/12lbs.),
Silvered Light Hammer (21gp/2lbs.),
Cold Iron Spiked Gauntlet (10gp/1lb.),
Dagger (1gp/1lb.),
40 Cold Iron Arrows (4gp/6lbs.),
20 Silvered Arrows (41gp/3lbs.)
OTHER GEAR
Partial CLW Wand (300gp/0lbs.)
bedroll [ 1 ] ( 0.1 gp / 5 lbs. )
Bell [ 1 ] ( 1 gp / 0 lbs. )
belt pouch [ 1 ] ( 1 gp / 0.5 lbs. )
Candle [ 1 ] ( 0.01 gp / 0 lbs. )
Chalk [ 1 ] ( 0.01 gp / 0 lbs. )
Fishhook [ 1 ] ( 0.1 gp / 0 lbs. )
flint and steel [ 1 ] ( 1 gp / 0 lbs. )
Grappling Hook [ 1 ] ( 1 gp / 4 lbs. )
Hammer [ 1 ] ( 0.5 gp / 2 lbs. )
Oil [ 2 ] ( 0.2 gp / 2 lbs. )
Parchment [ 2 ] ( 0.4 gp / 0 lbs. )
pitons [ 10 ] ( 1 gp / 5 lbs. )
Rope, Silk (50ft.) [ 1 ] ( 10 gp / 5 lbs. )
Sack [ 1 ] ( 0.1 gp / 0.5 lbs. )
Sewing Needle [ 1 ] ( 0.5 gp / 0 lbs. )
Signal Whistle [ 1 ] ( 0.8 gp / 0 lbs. )
String/Twine (50ft.) [ 2 ] ( 0.2 gp / 1 lbs. )
Tindertwig [ 2 ] ( 2 gp / 0 lbs. )
torches [ 3 ] ( 0.3 gp / 3 lbs. )
trail rations [ 2 ] ( 1 gp / 2 lbs. )
Wandermeal [ 10 ] ( 0.1 gp / 5 lbs. )
waterskin [ 1 ] ( 1 gp / 4 lbs. )
Weapon Cord [ 1 ] ( 0.1 gp / 0 lbs. )
MISC.
75.5 lbs. EQ weight (light capacity is 76lbs.)
28.6 gp
35.5lbs. combat EQ weight
40lbs. non-combat EQ weight
150gp starting gold
1398gp ES 1
1548gp total gp
-1197gp on combat EQ
-300gp on healing wand
51gp remaining
-22.4gp on non-combat EQ
28.6gp remaining
4Fame
0PP
Frēodwēn |
Any thoughts on Spell Selection? Obviously with only a +2 Charisma I'm looking to avoid spells that require a save.
--
I've considered swapping Ranger for Fighter. At first glance it seems like a straight swap of Favored Enemy for a feat. But actually I also lose +3 to Reflex saves (after 2 levels), about 8 skill points, and, I think, a few class skills. Not to mention Ranger spell activation items (should that ever become an option).
--
With what I have above I'm considering whether or not I want to swap out Power Attack for Precise Shot and go more ranged focus for ES 2. Not sure.
Sivantanpisil |
I'm thinking of rebuilding as well. Siv's focus on enchantment/charm doesn't fit with this dungeon, I think.
I'm either going staying with sorcerer but with a more offensive focus, or I'd be happy to switch over to a battle cleric if Mudk decides to go pally. I have not played a pure sorcerer or a pure cleric before, so I'd be happy with either.
Sivantanpisil |
Honestly, I don't recall. I wanted to play a sorcerer but didn't really have a good vision of the character and seems what little I did wasn't memorable. I like this version of Siv, but she isn't well-suited for this adventure.
Frēodwēn |
On the one hand it would be cool to have a pure cleric. On the other it would be cool to have a pure Arcane caster.