The 5th Mendevian Crusade (Inactive)

Game Master Brian Minhinnick


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Regarding Endure Elements, how many castings are needed? Abigail can take care of it, but I need to know how many she should prepare.


Well, if you cast Communal Endure Elements, you could give everyone and the four animals 2 hours each with one casting. So 4 castings would cover one day of travel, but not the night. If you are the only one casting it it's going to be rough.

Perhaps the 750 GP investment in a wand of normal Endure Elements could be come up with by the group? Each would would last you five days, enough for an expedition.


Still open possibilities for endure elements. Give me feedback if possible. Abigail would have asked for advice to prepare her prayers.

Spells Prepared
4 (2+1): [open], divine power + summon nature’s ally IV (animals only)
3 (3+1): [open], dispel magic, invisibility purge + fly
2 (4+1): [open], align weapon, bull's strength, lesser restoration + barkskin (+3 nat.)
1: (5+1): divine favor (+2 luck, 1 min), endure elements, endure elements, protection from evil, shield of faith (+3 defl.)+enlarge person
0 (5): Detect Magic, Guidance, Light, Purify Food and Drink, Read Magic


DM Jelani wrote:

Well, if you cast Communal Endure Elements, you could give everyone and the four animals 2 hours each with one casting. So 4 castings would cover one day of travel, but not the night. If you are the only one casting it it's going to be rough.

Perhaps the 750 GP investment in a wand of normal Endure Elements could be come up with by the group? Each would would last you five days, enough for an expedition.

The wand sounds like the best idea! I have close to 700 gp free. Anyone else?

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

Just looked in my inventory and I already have one.

Bartimaeus taps everyone with his magic stick each morning.


Male Dwarf Alchemist (Grenadier) 8

I just checked the alchemist spell list, and I can learn both communal and normal endure elements. Assuming I would be able to find a wizard who would let me copy his spellbook or a scroll of it in the keep (and assuming that the group is okay with me force-feeding the horses alcoholic beverages :p) I could help out with the casting.

I probably would've picked endure elements as a spell known if I realised it was necessary earlier heh. Maybe I could trade disguise self and levitation as spells known?

If Abigail casts EE x2, I infuse it x2, Nathaniel casts it x2, that covers the party. Abigail and I could then cast/infuse the animals with communal, each casting would cover them for 6 hours, we probably wouldn't need much more than 1-2 per day.

EDIT: LOL @ Nathaniel. Forget about this for now then :D


Female Human (Taldane) Fighter (Trench Fighter) 3, Paladin (Divine Hunter) 7

Sorry Vi, missed your comment about the horse earlier. Since combat's started I figure it's a little late to assume she picked one up, we'll just get one next time around if the glider isn't ready by then.


AoO:
[dice=AOO (large cold-iron demon-bane bastard sword)]1d20+16[/dice [dice=Damage]2d8+10[/dice 1
Warped Demonspawn (custom tiefling) Invulnerable Rager 10

I don't recall if it was mentioned before, but does Fire and Cold resistance still require resist elements?

Also, looking at the travel map. I think that green square was the one that we actually spent the time to clear (not that it matters).


Female Human (Taldane) Fighter (Trench Fighter) 3, Paladin (Divine Hunter) 7

If it's resist of 6 or over, it would negate any hostile environmental effects. The worst any environment can do is 1d6 points of nonlethal or lethal damage. If you can resist all of that, then you're fine.


Both groups were exploring it at the same time. Actually you guys did do the majority of the work now that I think about it. Because Rosa had you moving 20 ft per round you had a lot more encounters than them. I did go back and check at the time, and divided the reward XP based proportionally between the two groups based on how many encounters each had in the hex.

What Liette said about the elemental stuffs.

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

Jelani, just to check, do you mind us speaking independently of initiative?


No that's fine, I just posted it that way because I'm lazy :P

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

Liette, are you using Two-Weapon Fighting with your revolvers? If so, can I ask how you are doing so and still being able to use your swift action for something else? I was aware only of a dual-wielding method that requires a swift action each turn.


Nathaniel wrote:
Liette, are you using Two-Weapon Fighting with your revolvers? If so, can I ask how you are doing so and still being able to use your swift action for something else? I was aware only of a dual-wielding method that requires a swift action each turn.

How so? She can use them with two weapon fighting until she goes through six shots in each one, and then has to spend a move to reload each. What's the swift action for?

----------------------------------

Now that I'm looking at your sheet though Liette, I'd like to point something out. You have to choose a single weapon for rapid reload, and also rapid reload does nothing for advanced firearms.

Rapid Reload wrote:
....The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow or one-handed firearm), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity.

Note the lack of language specifying advanced or normal firearms, and the lack of language saying "it's reduced by one step" or something like that. It's very specific. Since it's already a move action to fully reload all modern firearms, the feat literally does nothing for them.

It's actually better to use pistols with alchemical paper cartridges, and rapid reload than it is to use modern firearms for reload time. Because it's a free action then. Rapid Reload takes it from standard->move, the cartridges from move->free. Also note that advanced firearms can ONLY use metal cartridges, and thus none of the special ammo.

The only advantage they have on early firearms is accuracy at range. They reload slower (if you have all the feats and $ for paper cartridges) and have less options for ammo.

Also keep in mind that you need your off hand free to reload a firearm. So without weapon cords you'll be losing even more time to sheathing and drawing your weapons. With pistols it would go something like this...

Fire pistol 1 (part of full attack)
drop pistol 1 (free action)
Fire pistol 2 (part of full attack)
drop pistol 2 (free action)
reload 1 (free action)
reload 2 (free action)
swift to pick up 1 (swift, your only swift for the round)
Fire pistol 1 again (part of full attack)

Maxes out at three attacks. Unless you use one gun. Then you don't need the swift to pick it up, and can rapid shot/take all your iterative attacks. Moot point for you since you only would have three attacks either way, but once your BAB hits 11 it would make a difference. Quick draw would also make it a free action to sheathe and draw them, thus giving you unlimited shots with two pistols:

Fire pistol 1 (part of full attack)
sheathe pistol 1 (free action)
Fire pistol 2 (part of full attack)
reload 2 (free action)
sheathe 2 (free action)
draw 1 (free action)
reload 1 (free action)
Fire pistol 1 again (part of full attack)
repeat...

Or you can do what you're doing now and fire alot of bullets for three rounds and then spend three rounds reloading (Rnd 1: move to sheathe gun 1, move to reload gun 2, Rnd 2:Move to sheathe gun 2, move to draw gun 1, Rnd 3:move to reload gun 1, move to redraw gun 2) and then firing a bunch more bullets.

If you replace Rapid Reload with Quick Draw, your reload cycle with the revolvers would be reduced to: Rnd 1 free to sheathe gun 2, move to reload gun 1, free to sheathe gun 1, free to draw gun two. Rnd 2 move to load gun 2, free to draw gun one, single shot as a standard action with either gun.

Since you probably didn't know any of this, I'm fine with you rejiggering feats and equipment on the fly if you'd like. Hope I'm not bursting your bubble too badly here. I didn't know/understand how it worked either until I had to go through it for a previous game and do a bunch of research on the rules forums.

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

Heh, you found the same rules I did, Jelani.

I wouldn't be so sure she doesn't already know all this; her sheet is almost perfectly set up for the build though I haven't looked at it too carefully.


AoO:
[dice=AOO (large cold-iron demon-bane bastard sword)]1d20+16[/dice [dice=Damage]2d8+10[/dice 1
Warped Demonspawn (custom tiefling) Invulnerable Rager 10

I just remembered that Barek has "Extreme Endurance" which inures him to hot or cold environments. The choice would be the common environment of the Wound (so Hot?). In which case he wouldn't need the Endure Elements.


Could be. Just the choice of rapid reload over quick draw leads me to believe she can't have known all of it.


Barek Wound-blooded wrote:
I just remembered that Barek has "Extreme Endurance" which inures him to hot or cold environments. The choice would be the common environment of the Wound (so Hot?). In which case he wouldn't need the Endure Elements.

It's super sh*tty in the fact that it's really hot in the day and really cold in the night. So he could pick hot for the days of traveling, and buy some cold weather gear for the nights and probably be fine with his high fort save.


Female Human (Taldane) Fighter (Trench Fighter) 3, Paladin (Divine Hunter) 7

Rules-as-written that appears (disturbingly) correct. I guess it just comes down to the question of are we using Rapid Reload as it is worded, where you can reload a black-powder muzzle loading musket faster than you can reload a revolver?

I took the feat under the incorrect assumption that moved the reload time down by one step: Standard -> Move -> Swift -> Free. So, I was anticipating reloading loading as a swift action.

If rapid reload isn't going to make that any faster (and unfortunately Developers haven't answered the FAQ on it I found), than I'd prefer to swap that feat out for something more useful.

However, on drawing weapons:

"If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one."

So without quick draw if both weapons are emptied it would be:

Round 1: Move (holster), Move (reload)
Round 2: Move (holster and unholster), Move (reload)

One of my plan for the future levels, though, is some ranks in UMD and a wand of Reloading Hands.


Okay, sounds right. Like I said, you can totally redo your feats and equipment now that you know how I'm running it. I know it makes absolutely no sense the way it's written, but I think it's there on purpose for balance reasons. Mostly due to the lower misfire rate and high capacity of the advanced firearms+the 5 range increment touch thing.

That spell's cool, didn't now about it.

Just let me know what you end up deciding.


Female Human (Taldane) Fighter (Trench Fighter) 3, Paladin (Divine Hunter) 7

I'll just swap out rapid reload for quick draw, which will make reloading (close) to a non-issue on the events that it needs to happen during combat.

If an encounter survives twelve rounds of ammunition and the rest of the party's attacks it might be good to take some cover, reload and reconsider the plan of attack anyway ;)


Sounds good. It's late for me, but I'll update the combat in the morning.

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

Alternatively, get weapon cords. Then reloading will go like this:

Round 1
Free- drop left pistol
Move- reload right pistol (rapid reload)
Swift- draw left pistol (weapon cord)
Free- drop right pistol
Move- reload left pistol (rapid reload)

Round 2
Swift- draw left pistol (weapon cord
Full-round- Lead barrage.

You don't need Quick Draw if you're constantly travelling with your weapons out. Just have them dangling from your weapon cords if you don't need them immediately.

Also, Jelani, not sure if this has come up yet, but- have you ruled on whether a revolver is a Light or a One-handed weapon? The firearms rules only has one-handed/two-handed suggesting their are no Light weapons and thus Two-Weapon Fighting would be a -4 penalty not -2.

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

And actually Jelani, your suggestion for how to dual-wield is different than mine. Have a look at this-

Round One

1. draw ONE pistol in right hand as a free action
2. fire right pistol as main-hand
3. reload with left hand which is free
(repeat 2. & 3. until all main-hand attacks depleted)
4. as a free action drop pistol in right hand
5. as a free action draw left pistol
6. fire left pistol
7. reload with right hand which is now free
(repeat 6. & 7. until all off-hand attacks depleted)

Even Rounds

1. fire left pistol (it's still in your hand) as main-hand
2. reload with right hand which is free
(repeat steps 1. & 2. until all main-hand attacks depleted)
3. as a free action drop pistol in left hand
4. as a swift action recover pistol hanging from weapon cord on right hand
5. fire right pistol as off-hand
6. reload with left hand which is now free
(repeat 5. & 6. until all off-hand attacks depleted)

Odd Rounds After Round One

1. fire right pistol (still in hand) as main-hand
2. reload with left hand which is free
(repeat 1. & 2. until all main-hand attacks used)
3. as a free action drop pistol in right hand
4. as a swift action recover the left hand pistol
5. fire left pistol as off-hand
6. reload with right hand which is now free
(repeat 5. & 6. as necessary)


Nathaniel. wrote:

Alternatively, get weapon cords. Then reloading will go like this:

Round 1
Free- drop left pistol
Move- reload right pistol (rapid reload)
Swift- draw left pistol (weapon cord)
Free- drop right pistol
Move- reload left pistol (rapid reload)

Round 2
Swift- draw left pistol (weapon cord
Full-round- Lead barrage.

You don't need Quick Draw if you're constantly travelling with your weapons out. Just have them dangling from your weapon cords if you don't need them immediately.

Also, Jelani, not sure if this has come up yet, but- have you ruled on whether a revolver is a Light or a One-handed weapon? The firearms rules only has one-handed/two-handed suggesting their are no Light weapons and thus Two-Weapon Fighting would be a -4 penalty not -2.

Yes, revolvers are one-handed, not light. So the appropriate penalties apply. Please make sure you're doing that Liette. In your example I just quoted above Nate, rapid reload is still useless, and quick still makes it a free action. With quick shot she could actually get off one shot from each pistol during her two reloading rounds.

Round 1:
Sheathe right (free)
Reload left (move)
Fire left (standard)
Sheathe left (free)
Draw right (free)

Round 2:
Reload right (move)
Fire right (standard)
Draw left (free)

But then you have two guns with five bullets instead of six. Matter of preference really.

As for the whole pistol discussion, it doesn't apply here, but your schema looks right.

Liberty's Edge

My goodness dual-wielding pistols is complicated. Thank god I just went with Rapid Shot (which has the added benefit of working with my bombs when I get the Fast Bombs discovery).


Female Human (Taldane) Fighter (Trench Fighter) 3, Paladin (Divine Hunter) 7
DM Jelani wrote:
Yes, revolvers are one-handed, not light. So the appropriate penalties apply. Please make sure you're doing that Liette.

Hnnnngh, nope that additional -2 penalty wasn't calculated in (it is now). Curiously, I checked the core rulebook. There are never any ranged weapons classified as "light", however the light crossbow makes a special disposition for it in the flavor text which revolver does not have. I presume that omission is to make a point of the "kick" of the firearm.

I may wind up switching to one revolver and a shield when we get back to the fort, looking at the attack bonus penalties now. We'll see how ineffective she is in the encounters we have while we're out. The last thing I want to do is drag the group down by not being able to hit frequently enough/not output sufficient damage compared to the other party members.

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

As long as you're hitting Touch AC you should be fine.


Hitting touch will help a lot with most things. These guys are pretty agile though.

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

Against agile guys you'll be a bit less use, sure. But versus the big baddies? You'll make undead/demon mincemeat of them.

Plus you've got your Divine Strategist abilities to help us against agile guys, PLUS if you want to you could burn a Smite Evil and take one or more down. Less beneficial to do that with a large number of weak-ish enemies like now, but in the future very useful.


Female Human (Taldane) Fighter (Trench Fighter) 3, Paladin (Divine Hunter) 7

Yeah, that's true. I'll reserve judgment to have a handful of encounters to go against and compare. Once I start getting paladin spells I think that'll also improve the toolbox some.

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

Abigail, my understanding is that one could not charge- and thus not pounce- upwards. I hope I'm wrong, of course.


Male Dwarf Alchemist (Grenadier) 8

Damn I do no damage in comparison to y'all. Fire resistance makes my life painful.


Female Human (Taldane) Fighter (Trench Fighter) 3, Paladin (Divine Hunter) 7

You need gun training so you can get your dex mod to your firearm. That's about five levels in gunslinger worth of investment, though. Your bombs should do a decent amount of damage, though, I imagine.

Do you have that discovery where you can shoot a bomb through a ranged weapon? I forget the name.


Male Dwarf Alchemist (Grenadier) 8

I can't use explosive missile because it only works on one-handed firearm ammunition for god knows what reason. And no one-handed firearms have a range on them that makes it worth using. AND it's a standard action, so you can only fire one round anyway, which means that it'll fall off considerably once I get Fast Bombs next level (3 bombs/round!)

It makes me sad that you kind of have to take gunslinger to do anything effectively with guns. :/ Although the gun is mostly my back-up weapon anyway. Unfortunately the first combat made my main damage source useless. :P

Can't wait until I can pick up Force Bombs. Screw your energy resistance!


Female Human (Taldane) Fighter (Trench Fighter) 3, Paladin (Divine Hunter) 7

Oh hey, pick up the deadly aim feat maybe? It's basically power attack for ranged weapons, and though it specifies not working with a touch attack, a FAQ specified that it does work with guns. That could be a decent damage boost.

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

An FAQ did? Interesting...


Male Dwarf Alchemist (Grenadier) 8

I'd like to, but it'll have to wait a few levels because there are so many OTHER things I'd like to pick up. Alchies are so feat starved. :(

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

When building my Gunslinger I found that for Gunslingers and probably Alchemists, take your first level in Paladin (Divine Hunter). You'll get Smite Evil and additionally, Precise Shot, giving you a much-needed feat.


Female Human (Taldane) Fighter (Trench Fighter) 3, Paladin (Divine Hunter) 7

I almost went with divine hunter, but I liked the party aspect of the archetype I took instead. Slightly less mechanically sound, but more flavorful for what I was shooting for. It was a hard choice.

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

I found that after the second level the appeal of Divine Hunter dies. If you want to go further then Tactician is a fine choice. But for a tiny dip? Quite decent.


As far as I can tell, you can charge upwards. Just need to make a DC 20 fly check to ascend at an angle greater than 45 degrees, and can only move your speed since flying upward limits you to half speed.


Thanks for the clarification. Sacha would not try something very hard I suppose. So if it can charge a target at 45 degrees, she will. Let me know if I need to roll something.

First time I cast Fly on my Animal Companion:)!


Female Human (Taldane) Fighter (Trench Fighter) 3, Paladin (Divine Hunter) 7

Abigail, I'll take Barkskin as the spell in Liette's armor if you're willing to part with it.

That way, anyone who needs additional armor can approach Liette and smack her with an open-handed touch attack (which she won't try to avoid, so AC 10) to gain the benefits of Barkskin when I spent a swift action on my turn.


I'll spend it when the day is done, if it's ok with you, as I usually have it for Sacha or me if we go melee.

Please note I'm in a crunch and participation will be spotty until Tuesday.


Female Human (Taldane) Fighter (Trench Fighter) 3, Paladin (Divine Hunter) 7

That works for me.

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

One of the map images seems to be broken.

Every night seems to have heavy mist, maybe should look into something for helping with this when we get back to town...


Yes, literally every single night you guys have been out its been like this.

Everything looks good on the map from my end, try reloading the page.

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

One big missing image symbol for the background.

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

Hmm. I have +15 in UMD and I could get +23 if I burn a spell. Would it be worth looking into getting a scroll of Control Winds? What would the DC be?

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