Karnog Kegmeister |
I plan on getting the core ruleset at least. Ideally I would have subbed for the Core/Bestiary/AP 1, but financially unable at this time.
Karnog Kegmeister |
Yeah same here. Hope this is not a prelude to an outage again.
STR Ranger |
I really was (and Still am) suspecting another Outsider to show up.
Duncan is able to Use SMITE as a Champion of the Faith Archetype but I didn't expect the Vrock to be so tough and using it takes 2 uses of Fervour (sacrificing 2 swift action buff spells is alot to pay)
But, since I am running out of Spells anyway....if this summon doesn't work I might have to actually pull out my Bow...
Desmond Aeros |
My header is updated for the 22 unholy damage. Desmond is at 12/82 due to all the permanent hp damage. He could definitely use a little rest and relaxation :)
Karnog Kegmeister |
FYI: if we sell all the gear we've picked up thus far (excluding the potions, but including selling the 63 unholy waters), we're looking at around 14k/person.
And that's before the big evil cleric guy's gear gets factored in.
BTW, i still had a few gems on the list - don't remember if they were gotten on the way in, and come to think of it I need to tally up the giants and such gear for the fights on the way in.
Duncan Redhammer |
I also have:
GP: 933
Gems & Jewelry:
15000gp worth of Diamonds
100gp Maple Box
Other stuff: Necklace of FireBalls
Large Glaive of Starmetal.
I will throw my stuff into the group kitty. But Duncan will keep the Glaive So I can re-forge it into a Longsword and a Axe for Grungsdi.
Both would make excellent backup weapons if we meet a tank we can't hit.
I LOVE Masterwork Transformation and Greater Magic Weapon....
Karnog Kegmeister |
We did use the remove curse potions. One for Karnog and one for Duncan, iirc.
Unless I missed some more we found somewhere.
Karnog Kegmeister |
I must've not zeroed them out
STR Ranger |
I have been having a great time but man, not having the Summon Battle Companion ability working reliably has been a major drawback.
Summoning in general is awesome (but so awesome I full support banning the broodmaster summoner archetype) and Quicken Spell like ability is usually a really strong feat for Warpriests and Summoners.
However, I don't think I would considerating this place and Duncan is pretty busy with using his swift actions already.
Totally see why a Paladin would be hard pressed in this game. Not unplayable but would likely get his party killed at early levels.
Daniel Arrisen would have LOVED to come here, however I wrote him as dying in Battle at the worldwound after we finished the Cheliax game.
He actually was the one who converted Duncan from following Ragathiel and took him to an Imoedaen temple to heal and train after Grimm nearly killed him following and argument when Duncan saw the path he was on.
baldwin the merciful |
As written there are several areas in this book that say: no teleportation, no connection to good deities, no summoning and so forth. It's a killer dungeon for a reason. Of course, I had to modify this level because the group was way more advanced than it was written for. It proved challenging for everyone and made it exciting for the me to run. GM'ing for well built 15th level characters is exceptionally difficult.
Two of my more creative additions were the series of force walls that I added in the large cavern. Those were really necessary given the quantity of high level spells the party had access to. The other item I really enjoyed was the modified lodestone. I had an absolute blast playing that thing out. That was a special gift from Orcus.
Karnog Kegmeister |
Ugh...cursed gems and foolish rogues.
It's like they were meant for one another.
Also: damn, that last scene with Stoneriver the Cekestial Bulette was totally awesome. Makes me very happy to be playing a cleric.
baldwin the merciful |
Also: damn, that last scene with Stoneriver the Cekestial Bulette was totally awesome. Makes me very happy to be playing a cleric.
I threw that in for you. You've been fantastic cleric and Stoneriver is one of Torag's servant's that can go through lava. I thought he fit the scene well.
High priest loot list:
+1 unholy heavy mace
+1 heavy shield
+1 breastplate
mantle of spell resistance SR 21
Ring of Telekinesis
After everyone rests you can level up to 16. Remember roll for HPs, reroll 1's.
Duncan Redhammer |
Leveling Up-
+1 to Fort and Will and BAB
16th Level ability bump to Strength
Sacred Armor is Now worth +4 Enchantment for 16mins per day
Sacred Weapon- Longsword do 2d6 damage in Duncan's Hands
6th level divine casting comes online
Blessings Usable 11 times per day
13 uses of Fervour per day
SMITE 4x a day- But COSTS 2 Fervour per Use
Can now use the Champion of the Faith ability 2x Per day
At 1st level, a champion of the faith gains the sacred weapon class feature as normal. However, this ability does not grant the 4th-level ability to enhance the champion of the faith’s weapon with divine power, nor does it grant any subsequent increases to that ability. Instead, at 4th level, any sacred weapon wielded by a champion of the faith counts as having his chosen alignment for the purposes of overcoming damage reduction.
At 12th level, once per day as a swift action, a champion of the faith can enhance any one sacred weapon with a weapon special ability based on his chosen alignment (anarchic for chaos, unholy for evil, holy for good, and axiomatic for law). This effect lasts for 1 minute. He can use this ability one additional time per day at 16th and 20th levels.
This ability alters sacred weapon.
HP Increase HP: 1d8 + 4 ⇒ (2) + 4 = 6
Skill Increase: 2+Int+Favored Bonus=5 sp
Applied to Craft Weapons3
Craft Armor2
IF RETRAINING IS ALLOWED- I'd like to swap out Steel Soul for DEADLY STROKE.
I have been on the rules forums Heaps about this and I basically means if I hit a Flat Footed opponent with a Standard Attack I can DOUBLE the damage.
This would only effect the Longsword Damage (2d6 for Sacred Weapon) and applies to all Flat Bonuses and not Variable enchantments.
Flat bonuses Include Smite, Favoured Enemy, Fighter's Weapon Training Ability etc and Fixed Weapon Enhancements. Think of a Samurai killing with a Perfect Strike through the heart.
Most people think it's a loser feat (since you have to Flat foot or Stun them first) and give up your full attack but I think this feat is awesome for any class that focuses on one Big Hit.
Mechanically it's not superior to my Trip/AOO combo but would give me something to do VS fliers and things too big to trip.
Alternatively if this seems to powerful, I could also swap Steel Soul for Plain old Weapon Specialisation.
Also- My Summon Battle companion ability works at SM7, but WAHHH there are no angels or archons on the list
Karnog Kegmeister |
level 16 HP: 1d8 ⇒ 7
Nice.
Now, the real question is: 1 point in str (to 18) or cha (to 16)
Cha means another channel, and +1 to the DC.
Str means another +1 to damage/hit in melee.
I'm leaning towards Cha, but if anyone can make a really good argument on the benefits of Str, I'm listening.
Also, if noone really wants that ring of TK, I'd love it. Having at will TK means I could move Desmond or Duncan around pretty easily, and keep up with the whole dancing weapons/building/construction stuff.
Of course, it is like 75k, so if we wanna sell it, that's an option too.
As far as purchases go, it might behoove us to ensure everyone has at least 1 Restoration and 1 Fly item available. Potion, wondrous item, what have you, it seems like those are gonna be key going forward.
Desmond Aeros |
Desmond Level 16
HP: 5 (roll) +2 (con) +1 (FC) = +8 hp
BaB: +1
Saves: Reflex +1 (rolls eyes)
Class Features: Debilitating injury is now at -2 (-8 against Desmond), Rogue Talent (Hunter's Surprise)
Skills: +8 (class) +1 (human) = +9, Keeping most maxed, but also investing in bluff
Ability Score Increase: +1 dex, no effect
Desmond is going to have well over 50k after this loot divide, I would really like to go shopping.
Desmond Aeros |
I say keep the ring of telekinesis, very handy.
Yes, on top of Desmond's list is the ability to fly somehow. Also I've been heavily invested in UMD but haven't used it at all, so I can pick up a bunch of wands and stuff. I basically auto-succeed on wands at this point.
Karnog Kegmeister |
Level Increases:
HP: 7+4=11
BAB: +1
Fort/Will +1
Skills: +1 Craft (weapon smith), +1 Perception
Ability Point: +1 Cha (now 16)
New Spells: +1 7th, +1 8th (currently chosen: Holy Word & Fire Storm)
Duncan Redhammer |
Struggling with my 6th level slot.
Considering the Number of Outsiders, maybe Chains of Light for Outsiders
Or
Undeath to Death.
Karnog Kegmeister |
There's a link on my profile, and in the tagline.
Still need to add in a bunch of gear, from the giants and fire room fight.
Duncan Redhammer |
Are we leaving the underground?
Technically if we are totally restored, Duncan could pop some charges of his Keep Watch to keep us awake in the temple while we rest and reprep our spells, but we'd still be down on all the consumables we used....
Karnog Kegmeister |
TBF: consumables are not really a problem at this time.
The only thing we dont really have is remove curse but I can prep at least 1 of each "remove problem" spell if needed.
If we exit and sell/buy, we can probably obtain some flight, negative energy protection (death ward), and curse breaking stuff.
Of course, that leaves the dungeon open for rearming/reinforcements at the same time.
Duncan Redhammer |
I was more worried about a Wand of Lesser Restoration.
I'll prep a couple.
And of Course I'll prep Cleanse again.
My Armor/shield combo can do Overland flight for myself but that's it.
If we leave Desmond might need some winged Boots.
Karnog Kegmeister |
I have 3 charges, plus I need to prep a full resto, and a heal.
I was looking at nine lives for an 8th level slot too.
Duncan Redhammer |
Here's my Current Spell Loadout.
Trying to balance being able to buff the crap outta myself and lighten Karnog's Medic load.
0 (DC15)- Create Water, Detect Magic, Read Magic, Stabilise, Light
1- (DC16) Air Bubble, Command, Compel Hostility,Divine Favor, Divine Favor, Hide from Undead, Face of the devourer
2- (DC-17)Surmount Affliction, Lesser Restoration, Spear of Purity, Defending Bone, Delay Disease, Resist Energy
3- (DC-18)Remove Curse, Searing Light, Channel Vigor, Invisibility Purge, Resist Energy Communal, Deadly Juggernaut
4- (DC-19) Blessing of Fervour, Greater Magic Weapon, GTR Stunning Barrier, Blessing of Fervour, Crusaders Edge
5- (DC20)Righteous Might, Mass Ghostbane Dirge , Breath of Life, Cleanse
6- (DC21) Chains of Light
When Duncan awakes he will cast Greater Magic Weapon on his Sword Gutbuster to make it +4
I am ready to continue in this Dungeon but not opposed to returning to town
Karnog Kegmeister |
Yeah, I'm okay with either plan. Hopefully I can get through the backlog of posts and update the treasure list accordingly.
I'm thinking I need a word of recall, a restoration, and at least 1 heal prepped.
I'll go through the list later and firm up selections. It sucks that summons are basically useless, but thems the breaks here.
Duncan Redhammer |
Yeah, I'm okay with either plan. Hopefully I can get through the backlog of posts and update the treasure list accordingly.
I'm thinking I need a word of recall, a restoration, and at least 1 heal prepped.
I'll go through the list later and firm up selections. It sucks that summons are basically useless, but thems the breaks here.
It seems the summons work in most rooms but not the desecrated ones?
At least I can call the Lillend for the nook fights to get a psudeo bard for the minor fights.
Edit: Swapped Hide from Undead for Liberating Command and Breath of Life for a 2nd Righteous Might.