
Khamul Froghoth |

@Jominda, we can't really talk IC right now; I'm on top of the carriage with the driver, and you're presumably in the back with Melly (and a stack of unconscious people).
But, as a proposed plan:
1) Give coach and prisoners to Zarque and Grenz. They can go looking for Grobaras's troubleshooter guy to dump them on.
2) Buy some lesser restoration spells to skip sleeping.
3) A quick shop with the loot.
4) Go to the clocktower.
What do you think?

Jominda __ |

I told my plan now three times. I really don't care if you like to do it different. You are on the coach steering it and if you drive to the tavern instead of setting them on their road to Cheliax that's fine. In any case I'll take Melly along, to not leave her with with Grenz or Ironbriar's guys.

Jominda __ |

Spider climb could be good way of doing it. But remember the discussions we've had about what 3d6 does to boss fights. We're also going to need as much pre-buff as you can manage. Don't know what you've got, but I figure before we go to the tower, we do some shopping - we've got some loot, and even before selling stuff, I had some 4000+ sitting from the last split, so I can front things.
I figure we need 2 spider climbs, and I'd like to get both of us some sort of feather fall item (Talisman of Beneficial Winds?), so if we have to we can retreat by jumping off the tower... Do you have some alchemicals to use your alchemical weapon ability with? I'll get some weapon balms, and maybe some scrolls? Not sure what though...
Jominda can make a spiderclimb extract for herself. And she has boots of the cat. Alchemical weapons are not great compared to bombs, so no. though falling 250 feet might be a bit much even with boots of the cat.

Khamul Froghoth |

Ok, so you can spiderclimb yourself, so we'd only have to buy 1 potion, that's good. But you don't have Infusion discovery so you can't buff me. Well, I'd suggest readying infusions for a major fight; don't know what you have by way of self buff, but I'd have it ready to go.
WRT to alchemical weapons, individually, they're not that good, but as riders on top of what you do, they're a decent add-on. Your archetype has the alchemical weapon ability :"At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question. The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action." and "Bombs are considered weapons".
So you can put a rider on top your bomb damage - things like tanglefoot bags (entangle guaranteed) and ghast retch flasks (sickened guranteed) are good riders, and acid is additional damage, that's worth the price for this kind of fight. Also, as it lasts a minute, you can spend a couple of round pre-prepping ammo for someone else (ie. sling bullets for me), before we kick in someone's door...
.

Khamul Froghoth |

So, a shopping list
Potion of Spider Climb (Khamul)
2X talisman of beneficial winds
?Scroll? of Protection from Evil (Jominda), Khamul can cast it
?Scroll of Protection from Chaos? (Khamul can't use Pro Evil, and Xanesha might be chaotic?)
2X tanglefoot bag
2X Ghast Retch flask
6X acid flask
?2X scroll of Aid? (temp HP and +1 to hit)
Anything you want to add?

Khamul Froghoth |

Potion of Spider Climb (Khamul) 2X3X50 = 300 gp
2X talisman of beneficial winds 2X50gp = 100 gp
Scroll of Protection from Evil 1X1X25 = 25 gp
Scroll of Protection from Chaos 1X1X25 = 25 gp
2X tanglefoot bag 2X50 gp = 100 gp
2X Ghast Retch flask 2X50 gp = 100 gp
6X acid flask 6X10 = 60 gp
2X scroll of Aid (temp HP and +1 to hit) 2X2X3X25=300 gp
1010 gp total

DM ShadowBloodmoon |

The only difficulty finding those items in this case will be time. Some of those will need to be made to order. I would say three downtime days for the lot of it.

DM ShadowBloodmoon |

This is what is available currently.
Potion of Spider Climb (Khamul) 2X3X50 = 300 gp
Scroll of Protection from Evil 1X1X25 = 25 gp
Scroll of Protection from Chaos 1X1X25 = 25 gp
2X tanglefoot bag 2X50 gp = 100 gp
6X acid flask 6X10 = 60 gp
The following will be available soon:
2X scroll of Aid (temp HP and +1 to hit) 2X2X3X25=300 gp- 1 day
2X talisman of beneficial winds 2X50gp = 100 gp- 2 days
2X Ghast Retch flask 2X50 gp = 100 gp- 3 days

Jominda __ |

What are we going to do about the lack of players that actually find the time to chime in? The game is for a party of 4 and we're at a serious disadvantage in the action economy with only two people. One failed save against a spell that takes you out of the combat for a few rounds and it's game over.

Khamul Froghoth |

What are we going to do about the lack of players that actually find the time to chime in? The game is for a party of 4 and we're at a serious disadvantage in the action economy with only two people. One failed save against a spell that takes you out of the combat for a few rounds and it's game over.
I fully agree this is a significant issue; that's why I invited you and Radek to join me after Grenz needed to drop (and the Zarque rejoined... only to disappear on us).
DM ShadowbloodMoon does not feel like opening general recruitment, but if you want to nominate someone to extend an invitation to, I'm all ears.
In the meanwhile though, best be clever, careful and stack the deck as hard as we can...

Jominda __ |

As we are playing with "a twist", how about we do modified gestalt rules. Just slap the complete stats of another class on our characters. And then count our character as two. Two sets of HP, two sets of saves, two initiatives, two of everything. What do you think?

Jominda __ |

We'll see what DM thinks about it on Monday. But what do you think of it?
I'd slap on GunSlinger. So on top of throwing bombs Jominda would shoot. Of course if seperated charachters are the preferred way to go, Jominda could call in her twin sister Jolanda who is a gunslinger :D

Khamul Froghoth |

Adding characters.
My first preference would be some sort of a divine caster. Someone who can use a wand of CLW for god's sake. After that, I'd like to see someone who can handle melee. Khamul is distinctly a ranged combatant (although he can switch hit). Maybe combine the two as some sort of battle cleric build (or maybe Oracle).

DM ShadowBloodmoon |

Hmm.. that’s one I hadn’t been asked before. It appears that when we get more people, they seem to drop back out again. I am not opposed to having you both play a second character, as in my Savage Rifts campaign, someone plays two people as well. Actually, two play two characters now. If you’re both willing to put in the extra work, I’ll allow it.

Jominda __ |

Stat: 4d6 ⇒ (4, 1, 2, 4) = 11
Stat: 4d6 ⇒ (2, 3, 1, 4) = 10
Stat: 4d6 ⇒ (6, 5, 2, 6) = 19
Stat: 4d6 ⇒ (5, 4, 5, 5) = 19
Stat: 4d6 ⇒ (2, 4, 6, 5) = 17
Stat: 4d6 ⇒ (1, 1, 4, 5) = 11
Looks like min/maxing for the next character.
That's 17, 15, 15, 10, 10, 9

Khamul Froghoth |

All right, from the recruitment thread
Ideas look good so far. Someone with more outdoors knowledge would be a good addition and I definitely like the wannabe special human vigilante. That could work into the story well.
@YoricksRequiem- The standard array (15,14,13,12,10,8) gives a mean bonus of +1. Yours has a mean of -2/3rds. I will allow rerolls so that you have a mean bonus of at least +1. If you want to keep the rolls for story value, that's perfectly fine. I can adjust encounters as necessary.
Assuming that the rules have stayed the same, that's a mean bonus of +0, so I'm gonna try this again...
Stat A1: 4d6 ⇒ (3, 4, 5, 3) = 15
Stat B1: 4d6 ⇒ (4, 1, 3, 1) = 9
Stat C1: 4d6 ⇒ (5, 5, 1, 1) = 12
Stat D1: 4d6 ⇒ (6, 5, 4, 6) = 21
Stat E1: 4d6 ⇒ (4, 6, 4, 6) = 20
Stat F1: 4d6 ⇒ (3, 3, 5, 1) = 12
Edit: 12, 8, 11, 17, 16, 11. Much better.

DM ShadowBloodmoon |

The rules are still the same, minimum average bonus of +1. This is probably a good time to add in new ones, as you are headed to a new area. Recruiting help in the city makes sense.

Khamul Froghoth |

So here's a first draft for Boreana Allessandra Deverin, a bardic ?tank?
5’8”and slight (122 lbs). Shoulder length dirty blonde hair. Hazel eyes. Fair skinned, no freckles. Small, deft hands. Erect of bearing, a dancer’s movements..
Boreana Allessandra Deverin
NG Female Bard (Arcane Duelist) 5
Deity: Sarenrae
Init +5 = +4 (Dex) +1 Trait
Speed 30 ft
Darkvision 60 ft
Defense
AC: 21 = 10+4 (dex) + 4 (armor)+1 armor enhancement +2 Shield
HP: 43 = 8 +(4d8=>20)+5*2Con +5 HP (FCB)
Fort +1 Bard 5+2(Con) +1 Trait
Ref +4 Bard 5+4(Dex)
Will +4 Bard 5+0(wis)
Resist 5 (acid, cold, electricity)
CMD: 16 =10 +3 bab -1 str +4 dex
Offense
BAB: +3
Melee:
Ranged:
CMB :
Spells
0th (6 Known) Sift, Ghost Sound, Message, Prestigidation, Detect Magic, Read Magic
1st (4+2 Known, 4+1 per day, dc 15) Grease, Vanish, Saving Finale, Silent Image, Liberating Command, Blistering Invective, Hideous Laughter, Ear Piercing Scream
2nd (3 Known, 2+1 per day, dc 16) Heroism, Mirror Image, Pageant of the Peacock, Glitterdust, Rheumy Refrain, Gallant Inspiration , Silence, Invisibility,
Stats
Str 8=8 (rolled)
Dex 18=17 (rolled) +1 lvl 4
Con 14=12 (rolled)+2 racial
Int 11=11 (rolled)
Wis 11=11 (rolled)
Cha 18=16 (rolled)+2 racial
Feats:
(1st) ???
Arcane Strike (Arcane Duelist 1)
Combat Casting (Arcane Duelist 2)
(3ed) Power Attack
(5th) ???
Traits:
Merchant Family (campaign): You are related to one of the four noble families from Magnimar who founded the Mercantile League of Sandpoint. You either grew up in Magnimar as a cousin in the Valdemar or Deverin family or were born and raised in Sandpoint. Education in running a business and years of looking after the family enterprise have given you a knack for trade. You increase the gp limit of any settlement by 20% and can resell items at an additional 10% over the amount of gp you normally would get from selling off treasure.
Entomophobe (drawback): A harrowing experience with insects when you were young instilled in you a deep-seated fear of vermin of all description, especially when they swarm together. You take a –2 penalty on attacks against vermin, and you take a –2 penalty on saving throws against the nauseated condition of a swarm’s distraction ability.
Life of Toil (Social): You have lived a physically taxing life, working long hours for a master or to support a trade. Hard physical labor has toughened your body and mind. You gain a +1 trait bonus on Fortitude saves.
Arcane Temper (Magic): You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.
Skills 5*(6+0(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Diplomacy 5 ranks +3 trained +4 Cha
Intimidate 5 ranks +3 trained +4 Cha
Perception 5 ranks +3 trained +0 Wis
UMD 5 ranks +3 trained +4 Cha
Sense Motive 5 ranks +3 trained +2 racial +0 Wis
Spellcraft 5 ranks +3 trained +0 int
Background Skills (5*2 = 10 ranks)
Perform (Dance) 4 ranks +3 trained +4 Cha
Perform (Sing) 4 ranks +3 trained +4 Cha
Linguistics 2 ranks +3 trained +2 racial+0 int
Languages: Common, Elven (Ling 1a), Celestial (Ling 1b), Thassilonian (Ling 2a), Sylvan (Ling 2b)
FCB 5* +1 HP
Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells: A bard casts arcane spells drawn from the bard spell list presented in Spell Lists. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (song, recitation, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard's spell is 10 + the spell level + the bard's Charisma modifier.
Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Bard. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
The bard's selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard's choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score. The numbers on Table: Bard Spells Known are fixed.)
Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.
Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Arcane Strike: Arcane duelists gain Arcane Strike as a bonus feat at 1st level. This ability replaces bardic knowledge.
Bardic Performance (16 rounds): A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Rallying Cry (Su): At 1st level, an arcane duelist can use performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard’s Intimidate check. Rallying cry does not work on effects that don’t allow saves. This is a mind-affecting ability that uses audible components. This performance replaces countersong.
Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.
Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Inspire Courage (Su) (+2): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Inspire Competence (Su) (+2): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.
Cantrips: Bards learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Versatile Performance (Ex): At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.
The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).
Well-Versed (Ex): At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
Bonus Feats: An arcane duelist weaves might and magic in his combat style, gaining the following bonus feats at 2nd level and every four levels thereafter: 2nd level—Combat Casting, 6th level—Disruptive, 10th level—Spellbreaker, 14th level—Penetrating Strike, 18th level—Greater Penetrating Strike. This ability replaces versatile performance and well-versed.
Lore Master (Ex): At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in even when threatened or distracted. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.
Arcane Bond (Ex): At 5th level, an arcane duelist gains the arcane bond ability as a wizard, using a weapon as his bonded item, allowing him to cast any one addition spell that he knows once per day. He may not choose a familiar or other type of bonded item. He may use the hand holding his bonded weapon for somatic components. This ability replaces lore master.
Aasimar (Agathion Blooded)
Ability Modifiers +2 Con, +2 Cha
Scion of Humanity
Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Alternate Skill Modifiers Handle Animal, Survival
Truespeaker
There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.
Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (with a caster level equal to the aasimar’s character level). Aasimars of specific bloodlines (see below) gain other spell-like abilities in place of daylight.
Alternate Spell-Like Ability Idyllkin gain summon nature’s ally II as a spell-like ability.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.
Magic
+1 Agile Rapier (4000 gp – 1/2 enchantment price and base item is free as bonded object)
Handy Haversack (2000 gp)
Wand of Cure Light Wounds -50 Charges (750gp)
+1 Mithral Chain Shirt (2100 gp)
Muleback Cords (1000 gp)
Weapons (gp):
Spiked Gauntlet 5 gp
Armor (257 gp):
Darkwood Heavy Wooden Shield (257 gp)
Equipment (?? gp)
10107
She needs mundane equipment filled out, and I need to ask @DM ShadowBloodmoon about a feat. Specifically, the Master Performer line (and Grandmaster Perfomer, Silent Performer and Verbose Performer). Do you mind if I skip the Kithrodian Acadamey faction TPA prerequisites?

DM ShadowBloodmoon |

Since she is 5th level, I am okay with skipping the Kithrodian prereqs for those feats. I don't think it would be too game breaking at this point.