
stormraven |

OK, so this is the first time I've really looked through the rules on fighting blind. I don't believe Jayse has any abilities or feats to fight in these conditions. On my reading of it, it looks like it counts as the condition of blindness. As such, you lose all your DEX-based AC benefits and get an additional -2 penalty to boot. So it seems like Jayse's AC would be equal to:
J's Flat AC: 16
Mage Armor: +4
Ki Point: +4
Blindness: -2
So... AC: 22? Am I missing anything, Ben? Did you have Mindshield on? Am I mis-reading the rules?

Ushari Velnokal |

Actually the Ki bonus is considered a Dodge bonus as well. Since you lose ALL Dodge bonuses while blinded, Jayse loses that as well.
Looks like an AC of 20 to me, sorry Jayse.

stormraven |

Jofram stuffed the journals in his bag of holding, so you definitely have them. You will probably need to do more than warn the town. Anyone who doesn't leave before nightfall is quite likely going to die... horribly.

stormraven |

OK - so there are a couple of problems with your suggested actions.
First, you'll need a concentration roll to cast defensively and not draw the AoO. You could use your pre-rolled 14 for that.
Second, whether you are invisible or not, you need to make a successful Acrobatics roll against the opponent's CMD. According to RAW, you cannot just move through an enemy occupied space - full stop. What invisibility will gain you is immunity to the AoO you would draw if you failed the acrobatics roll. Although it isn't RAW, I will assign a generous circumstance bonus on your acrobatics roll because it seems reasonable that being unseen will help you slip past the enemy.
However, I am warning you that slipping past the 4-Arms is a hard task - Jayse made it by virtue of using every trick he had to do it on top of a great acrobatics roll.
Finally, you mentioned taking a double-move. Casting Vanish is a standard action so you only have a single move action left. If what you meant is that your movement rate is 'doubled' because of Allegro - noted.
Bearing all that in mind, you may completely amend your actions if you wish but keep the '14' as the first roll for whatever actions you choose.

Jofram |

I'm fine with a tough Acrobatics roll. Anything else would just draw out the fight, giving them time to open the portal - Jofram would just go for it.
Also, yes, the extra movement was due to the last round of Allegro, so 30' + 30" normally, but cut down to 15'+15" with stealth.
Since I am continuing with these actions, do you want me to use the 14 for my Concentration Check, then roll Acrobatics, followed by a new stealth check? I can do that if you want it in a particular oder, or just roll the other checks - totally up to you.

stormraven |

OK. Just to keep things in order, let's use the 14 for your concentration check which should be good enough to not draw the AoO. Please give me an acrobatics rolls with +5 for invisibility and a stealth check with a +20 for invisibility.

Jofram |

Roger that.

Jofram |

Do I get an AOO against the caster, at this point? I'm assuming he cast Mirror Image.

Vaelos |

Vaelos' hp rolls - I'm assuming he is level 6 as well?
Roll 1: 8 + 1 = 9 > 9
Roll 2: 1d8 + 1 ⇒ (1) + 1 = 2 > 5
Roll 3: 1d8 + 1 ⇒ (3) + 1 = 4 > 5
Roll 4: 1d8 + 1 ⇒ (8) + 1 = 9 > 9
Roll 5: 1d8 + 1 ⇒ (7) + 1 = 8 > 8
Roll 6: 1d8 + 1 ⇒ (6) + 1 = 7 > 7
Totals: 9 + 5 + 5 + 9 + 8 + 7 = 43

stormraven |

As I understand the rules, Vaelos' level would be your Ranger level -3... so 3rd level. Unless we made some other arrangement I don't recall. If you refer to the Animal Companion section for Druids, you'll see all that he gains - which will effect his ATT/DAM as well as HP so you'll want to factor that in before you have him make more attacks and whatnot.

Jayse |

Gear thoughts:
Goggles of Night - Jayse - as the only character without dark or low-light vision or any way of creating light other than lighting a candle, I think this should go to Jayse.
+3 Cunning, Keen Dagger - Ushari/Strae - this makes the most sense in the hands of anyone but Jayse, actually. I don't see Jofram getting much use out of it, so i say it should go to either Ushari or Strae… both of whom can use their knowledge to good use with it.
Cloak of Resistance +3 - Strae > Ushari & Jofram > Jayse - really this is just a useful item for everyone. Strae currently has the worst over-all saves. Jayse, while not having the strongest saves, has a few immunities as well as the ability to boost saves through his power points. So while I'd love to have a Cloak of resistance for him, the best we have should go to someone else.
Potions - Do we have caster levels on these bad boys? These seem like they just need to go into Jofram's bag as "group resources" until we can find a good use for them.
Ring of Protection - Jayse / Jofram - these guys tend to absorb a lot more attacks in general, so they should have rings of protection. How many do we have in the group? 3?
Scrolls of Contengincy/Teleport - I can think of nothing better than to pick days when we know we're likely to run into problems, then put both of these spells on someone as a 'last-ditch' thing.
---
W00T!
Working through a level-up now. Question about feats. I have two front-runner feats I'm pondering. Ki Throw and Dragon Roar. Dragon Roar, however, can't actually be taken until 8th level. Can I defer the choosing of the 7th level feat until 8th level and possibly pick it up then?

Jayse |

Level 7 - monk/soulknife once again :)
Favored bonus: +1 power point
Total HP 70
---> roll 1d10 ⇒ 5 or 6
BAB +1 (boosts attacks, CMB, CMD)
Also adjusting my weapon attacks and damages in general, somewhere along the way I've missed a point of strength or something.
Stunning Fists: +1 to total per day
Wholeness of Body: my level in hp back for the price of a standard action and 2 ki points. Meh.
Enhanced Mindblade (+3 total - for now picking up Shocking quality)
Psychic Strike +1d8
Feats: Either Ki Throw (now) or Dragon Roar (@ lvl 8)
Skills: Acro (7), Bluff (7), Climb (3), Perception (7), Perform (7), Sense Motive (7), Stealth (7)

Jayse |

I'd suggest giving the Ring to Jofram before Ushari. Ushari's AC matches Jofram's and Jayse's naturally. She can buff herself up with spells very easily, and Jayse can get a Mage Armor from Strae or use Ki to boost his AC on-demand.
Jofram, however, has a harder time stacking AC, and he's in melee a lot more often than Ushari.

stormraven |

Jayse, you can defer choosing your feat until Level 8 - I have no problem with that. In fact, I was going to suggest it if you have your heart set on Dragon Roar. :)
The gear decisions are entirely yours. If you'd like my opinion...
Goggles - Jayse makes the most sense to me.
Ring of Protection - Jofram. He consistently has a lower AC than most and is in the front-line nearly all the time.
Cloak of Resistance - Straehan could definitely use it. His totals are lower than the rest and I spotted a miscalc I made last level, one of his scores is too high. So saves-wise, his are the worst.
Dagger - The keen and damage bits are nice. Cunning is 'meh'. But the best thing is it being Adamantium - cuts through hardness like buttah... so really it's a good can-opener. Ushari is a good choice.
Potions - The potions of undetectable alignment could be sold. They are really only good in a few instances. The potions of non-detection are far more useful and could definitely help you out in a pinch.
Scrolls - Good bail-out or 'get somewhere quick' spells that you should keep on hand.
You could also try to cash in... in which case, selling the dagger would be a money-maker and you might as well ditch some or all of the potions too at that point.

Jayse |

So:
Super-cool Pilot's Shades: Jayse
Ring of Protection +3: Jofram
Cloak of Resistance +3: Strae
Adamantine +3 Cunning Keen Dagger: Ushari
Ushari comes out a little behind, but she's got a few more pieces of found gear than some of us, so far. It'll balance out in the end, i'm thinking.
Potions of non-detection and the scrolls: Group (Jofram's bag)
Potions of Undetectable Alignment: Sell
And we split the 9k 4 ways?

Ushari Velnokal |

Yeah I am OK with this.
Ushari level UP:
Rogue7/Cleric7 (Favored Class bonus: +1 SP)
HP 45 + 1d8 + 1 ⇒ 45 + (6) + 1 = 52
+1 BAB
Feat: Channel Smite
+1 to Acrobatics (7), Heal (5), Perception (7), Sense Motive (5); +2 Stealth (7), Diplomacy (6), +2 Knowledge Planes (5), Knowledge
(Religion) (7) .
Class Abilities:
+1 1st level spells
+2 4th level spells (+1 Domain)
Sneak Attack +4d6

Jayse |

I think I'm going to go with Ki Throw. Dragon Roar is good for some more character flexibility, but Ki Throw gives some more options to Jayse's existing fighting style.
It just feels like Jayse to hip throw someone then punch them on their way down... placing them in the square of his choosing.

stormraven |

Jofram when you have a chance to update your character please give us a few highlights in here. :) Please update Vaelos and list his HP since his level will go up as well. Finally, you might want to check the spelling on your character sheet. You have several mentions of Arcane Stike instead of Strike... unless that is the Elven spelling, in which case, hey enjoy yourself. :p

Straehan |

Sorcerer/Scholar 7/7
BAB/CMB: +1
Fort Save: +2 (Bloodline Feat)
7th level FEAT: Spell Specialization - Fireball
Caster Level: 7th
CL Fire Spells: 8th
Concentration: +1
Spells Known: 1 0-3rd
Casting Slot: 1 2nd & 3rd
New Spells:
0 LV - Light
1 LV - Identify
2 LV - Bull's Strength
3 LV - Fly (Bloodline Spell)
3 LV - ??? (Still working on figuring this one out)
Bloodline Feat - Great Fortitude
Bloodline Spell - Fly
Trap Sense:
+2 on Reflex Save to avoid traps
+2 dodge bonus vs trap attacks
Erudition - +INT bonus on Bluff, Diplomacy, Intimidate
Skills (11 w/Fav Class Bonus):
+1 Craft: Alchemy
+1 Perception
+1 Sense Motive
+1 Disable Device
+1 K:Dungeoneering
+1 K:Nature
+2 Spellcraft
+1 Fly
+2 Stealth

Skitter |

Guys, at 7th level your destiny items upgrade. I'll be posting those changes here. I'm still working on some of them so please be patient.
First up...
.
.
Skitter
AC: 23/17/21
HD:2
HP: 15
Hardness: 10
Move: 25' Run or Climb
ATT: +9/+4 (He now has multiple attacks)
DAM: 1d6+3
Saves:
Fort: +0
Reflex: +2
Will: -2
Special Abilities:
Counts as a +3 Weapon, Ghost Touched
Button 1: Song Blast - 10' radius - Fort Save DC:16 for 1/2 - 2d8 Sonic Damage
Button 2: Sonic Weapon - Set up resonance in weapon - 1d6 Sonic Damage - Lasts for 2 Minutes
Button 3: Screech - 30' radius blast - Fort Save DC:18 - If failed, enemies draw AoOs from threatening allies

stormraven |

Jayse
The BLACK STONE
AC:28 (for an enemy to snag it out of the air)
Conveys +3/+3 HIT/DAM
NEW Special Ability:
The Stone conveys 3 1st level spells (of your choice) that can be cast as Spell-like abilities. Each spell can be cast 1x Day. Your caster level for these spells is your Gestalt level. You must select the spells from a single class list: Sorcerer/Wizard, Cleric, Paladin, or whatever. Once you pick the class, it cannot be changed and may affect future spell-related enhancements to your destiny weapon. Also, once picked, the spells cannot be changed.

Jayse |

Hmmm.. after the revelation of the Stone's upgrade, and thinking back on the frustration of the past few fights, I'm gonna hold off on choosing my lvl 7 feat. Having a cone of damage/debuff would add a really solid level of combat option flexibility, especially when combined with spell-abilty options.
Hmmm, indeed.

stormraven |

Oh sure, come up with two questions I hadn't considered... NO SOUP FOR YOU!
Hmmm... Let's go with WIS as the defining characteristic regardless of the class of spell chosen.
If you go with an cantrip/orison - you can drop it 3xDay.