The 5th Mendevian Crusade (Inactive)

Game Master Brian Minhinnick


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Shadow Lodge

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

Want to try a match now on roll20?


I've got the character in an alias on this site. Also still posting through phone, so don't want to do anything too data intensive.

Shadow Lodge

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

Fair enough.

I just got the Large evolution. Hell yes. I just got the Large evolution. Hell yes.

Oh those poor demons and devils.


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

Won't be able to level up till tonight when I get home, I can't access everything I need from work.


Just gona post the changes here and try to get the damn edit profile to work later since I am in a bit of a hurry.

Will change Ray of Enfeeblement for free slot to research the custom spell mentioned earlier.
Favored class bonus for extra spell Dispel Magic
+1 to Will save.
Attrubute increase in to Intelligence raising it to 18(Thought about charisma but 8 skillpoints when spread little thin admittedly by own fault was too good to pass up)
Spells per day: 8/8/6/4
Spell specilization feat changed to fireball, muahahaa 15d6+30 average damage nearly doubled. This makes for a happy little pyromaniac :P
Skill points: 2(class)+4(int)+1(human)+7(int increase from previous levels)=14
Knowledge Arcana +2 ranks
Knowledge Planes +4 ranks
Perception +1 rank
Spellcraft +5 ranks
Use Magic device +2 ranks
Almost forgot and +4(HD)+3(Con=+7 HP

Shadow Lodge

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

Posting changes, good idea.

-Ability Increase gone to Charisma, 22 now, enough for an extra 2nd level spell per day.

-Picked up Magic Circle against Evil, realized I didn't have enough 2nd level spells so I grabbed Barkskin

-Dropped one of my Natural Armor evolution, gained the Large evolution and put an extra point into my fly speed.

That should be about it.

Shadow Lodge

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

Base carrying capacity in fused form:

1384/2768/4160

+ Muleback cords

4256/8512/12800

+ Ant Haul

12768/25536/38400

Yeah I'm going to have no problem carrying you lot.

........but currently we have a designer working on a harness designed for a MEDIUM me.

I'll have to think about this.


Alterations shouldn't take too much time. Probably just money.


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

Changes:
Level 8 pt into STR to bring it to 22.
Skill points in: Acrobatics, Intimidate, Knowledge Planes, Perception, Survival
Rage Power: World Serpent Totem Unity.

Shadow Lodge

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

Really? Excellent.


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

Does everyone have a ranged weapon? I get tactical acumen this level, which can allow Liette to grant one of her teamwork feats as a bonus feat to everyone in 30 feet who can see/hear her. I'm thinking of taking the one that allows you to make a ranged attack as an immediate action if an ally hits an enemy with a ranged attack provided your ranged weapon is in hand. If we all had ranged weapons we could begin combat with an opening barrage. I know Barek and Faraldur have bows/guns, what about everyone else?

Are there any other teamwork feats that would be more helpful to get right now? I get one free as a bonus feat.

Shadow Lodge

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

I don't have a ranged weapon; I have Dimension Door.

Whoa- Battlefield Presence is very nice. Let me see. I'm a fan of Escape Route- we haven't needed it so far but we might as we level up. You are right about Target of Opportunity being very nice; have each person ready an action to make a ranged attack when a/two enemies come into range. That does so, everyone fires, then thanks to the feat everyone fires again.

Up to you.


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

Battlefield presence was the other one I was thinking about, since we're in an ambush-heavy situation. I get quite a few bonus teamwork feats, I think pretty much every other level now, so there's a lot of options to expand outward with them.


I use a bow.


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

Okay so that's four out of five of us that have ranged weapons. I think I am going to pick up Target of Opportunity this level and get Battlefield Presence next time.

Nate, I need to get you some sort of gigantic canon or something to carry around. Actually, could you in theory take an extra arms evolution designed to just keep a ranged weapon at the ready? That way if we use that tactic you can just lift up your ballista or whatever and plug things full of holes?


+1 Wis
+1 4th level spell
+1 3rd level spell
iterative attack!
5 skill points

Sacha gains a HD, a feat (improved natural attack (claw)), and a skill point (fly!).


Might want to check Lookout In this particular case it would only be beneficial if Liette could act in the surprise round and so grant the feat during it. Even so I think it is well worth the look. Perhaps not now but if I recall correctly holy tactician gets more bonus teamwork feats as they level.

And Viorel does have a crossbow but so far it has never been shot and would not really amount to anything. Speaking of I forgot to mention increase in BAB. But yeah with +6 to hit something at level 8 pretty much just looking if nat 20.


That's fairly true. Abigail hasn't focused much on archery, and it could be argued whether twenty shots of zero damage is better than ten shots, especially given DR...


Male Dwarf Alchemist (Grenadier) 8

Oh, we're up a level? Hmm. I must have miscalculated somewhere. But I'll trust everyone else!

I really want to get Fast Bombs so I can throw three bombs in a round (or four with haste), but I think I'm going to have to pick up Force Bombs instead. I'm tired of all the bloody fire resistance!


Male Dwarf Alchemist (Grenadier) 8

I recently got Hero Lab and just built Faraldur in it... I caught a couple of errors on my sheet, actually (missing a few skill points, a language, and a point of Fort save) and reminded myself that I get bonuses against flying creatures from Sky Sentinel... lol.

Anyway, stuff for this level:

+9 hp
+1 BAB (yay iterative attack!)
10 skill points
+1 Fort/Ref
+1 3rd level extract
+1 2nd level extract

+1 Dex (to 18)
Adding heroism to my formula book
Force Bombs discovery


Okay, I took "Lookout" as my teamwork feat.

This means...

While we are traveling, everyone is considered to have the Lookout feat. Now by my interpretation it takes a standard action every round for Liette to give them that feat. So for travel's sake, she's going to need to double up on someone's horse so that she doesn't move slower by merit of jabbering on about being on the lookout.

Unless I'm misreading the way the action to give team members the feat works.


We nee to travel adjacent though, right?


At a minimum it means you'll have to travel in twos, and then it'll only work if one of you could normally act in that surprise round. If you travel in a little block so you're all adjacent to each other you'll make perfect fireball bait, but if you put the person with the highest perception in the middle there's a decent chance it would work for everyone.

Shadow Lodge

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

Hmm; I've probably got the highest perception, but I'd normally be flying high to keep an eye out for stuff. Thoughts?


Male Dwarf Alchemist (Grenadier) 8

It might be a better feat for when we're all riding in the Dinomobile together rather than now when we're on the ground.


Yeah on the glider it will be real useful. At the moment pairs would seems the best coarse of action. Put Liette around the middle so spreading out withing the 30ft is most efficient minimizing the fireball bait.

Perception mods
Nathaniel +18
Viorel +17
Abigail +15
Faraldur +13 (possibly higher if leveling up raises it)
Liette +12
Barek +10
Sacha +7

With that information if we want to utilize it now. Makes sense to put higher modifiers next to lower ones. Well Liette needs to be riding so she with either Viorel or Faraldur. Barek and Nathaniel are both melee heavy lifters so they could pair up and with Nathaniel flying he would not be blocking Barek.(Other option is dividing them to cover more sides.)So with that push Faraldur or Viorel(The one who isn't with Liette) with Abigail and Sacha.

So something of a line with Liette and her pair in the middle then get the two other pairs on the limits of the 30ft range. Slightly vulnerable on the flanks but terribly so. Only bigger vulnerability is AoE that could cover 2/3 of the group but the way it has been in the past it is not that much worse.

One thing that I did not take in to account was how much different characters benefit from the possible full-round action. Maximizing that potential would involve putting high modifiers next to each other but that seems like putting all your eggs in one basket. Just thought was worth mentioning.

That being said that is the best configuration I could come up with from the hip. The other option being waiting to utilize it when we get the glider.

Shadow Lodge

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

If I might correct- my Fused perception mod is +29.


Oh yeah right forgot to look up that, just checked the skills section.(So someone else might be wrong too if they have some special thing.) Well anyways the point was more to put the characters in order from highest to lowest and that doesn't change.

Shadow Lodge

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

By the way GM- as I'm Large now I've got Reach and Combat Reflexes; just wanted to make sure you knew that enemies might start triggering a few more AOOs.


I will keep that in mind Nate. Thanks for the reminder. I still might forget occasionally, if I do remind me.

Shadow Lodge

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

No problem.


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

I think the risk of fireball clustering is possible less than a full-on ambush with half the party potentially unable to act. Or, alternately, the difference between being able to make a full round's worth of actions versus a single standard or move. That's a whole pounce attack routine for Sacha, and a full attack routine for Liette and Barek (melee too if Nathaniel dimension-door bombs him in).

Shadow Lodge

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

True; I could either Haste you all or Dimension-Door some of you next to the baddie.


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

That would further increase if I also got the ranged attack teamwork feat in 2 levels. If everyone got a decent ranged weapon (guns for those without strength mods, bows for those with) on a surprise round we could have a tactic like this:

Everyone but Nathaniel delays to Liette
Nathaniel hastes
Liette uses a swift action to change out her granted tactical feat and makes a full attack.
Everyone gets a free ranged attack, provided she hits at least once.
Everyone full attacks at range.

Damage reduction can be mitigated with other supplies/spells I'm imagining.

Shadow Lodge

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

What about for those of us with poor Dex mods? Right now I'd do major damage with a bow but with little or no chance of hitting. Any ranged weapon that runs off Strength for attack rolls?


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

If you use a firearm you only target touch AC, so that makes up for a lot of miss chance. A pepperbox rifle would allow for a full attack, too. Alternately, I think there's a feat (if you want to make the investment) for using your strength when attacking with throwing weapons. You could get a few javelins or something (I think they're thrown like ammo).


I wonder at what level your guys power is going to surpass CR 20 encounters...with all these crazy tactics and airships and stuff I wonder what I've gotten myself into :P


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

That's the power of STRA-TEE-GER-Y.

(but just keep those high level area effects away from me)


Well actually being able to deal with CR 20, winning being possible and winning against certain CR 20 are a whole different things. Not to mention CR 20 with multiple creatures is a totally different ballpark from a single foe. And I know it was more of a goof but let's look since I am slightly bored.

Well let's start with the fact that there is 6 of us that is at least +1 to us. Combined with pretty damn awesome stats +2. By that time we should probably be pretty good at playing with eachother so +1 again.(Imoh the CR system assumes rather simple tactics.) Then because the characters are optimized to an extenct +1. So at this point we are at 16.

Let's shoot for 15.

Encounter with one Boss type character and lot of "mooks". 16xCR 11= CR19(204,800xp) Boss of CR 17(102,400) brings it to CR20.

To keep to theme of the campaign let's take Marilith as the "boss" and Herensugues as mooks.

Starting with Marilith. Nasty ting in melee, but AC of "only" 32(17 touch). That means that Liette is hitting with pretty much every attack. Also Barek and Nathaniel will be hitting pretty decently too. SR of 28 is kinda of a problem when fighting higher Cr than your level things. It has DR that is almost certainly not going to be any effect at all. It's success is mostly going to depend if it can isolate someone with the mooks and then go to town.

Mooks, that flyby attack is going to be a nasty thing against the squishies. And the ability to fly is also going to prevent from getting to the marilith easily. They have 35% chance of summoning another, so on average it means there will be 21 of them to deal with. Now since these are "mooks" Viorel is AoE expert so he can probably diminish those numbers rather fast(napkin math says even without quickened spell without making the save the average damage is 11hp from putting them down) especially if he gets help on that front, I am not familiar with Alchemists but I belive they have something in that front as well. The real problem with these are Horrifying Trill (Su)sure it is only DC 20 Will save but with the shere amount of the things someone is going to fail, unless your group gets initiative and smacks most of them down before they get to close in or summon their breathen.

That being said this is not terribly difficult CR 20 encounter. But against this particular one I am pretty confident in saying that at level 15 without if we wouldn't have bad luck we would win. Of coarse this is all guess work since I have no idea on what people are going to be like at level 15th apart from Viorel and even that is very vague. Initiative here will determine very much as usual in high level scenarios, if the demons win that paralazy for 1d4 rounds is a very real possibility for multiple people, if we win a whole lot of the mooks will be gone and so how many they can summon will be distinctivly diminished, heck the fate of the match up might very well be decided in the surprise round if either side has the dice on their side. Also distance is a huge factor, because these are both melee creatures distance is advantage on our part.

In conclusion at level 15th I would expect the group to be able to be able to go head to head with somewhat favorable conditions(enemies) against CR 20 that is consisted of multiple creatures.


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

That's some pretty impressive napkin math.


I need to get some of those napkins!


Keeping in mind that the Synthesist gets even more broken and tanky as it levels up; by level 15 i'll have a crapload of Strength, plus a few more nasty abilities.

Shadow Lodge

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

I wouldn't mind working out some sort of schedule so I can have Mage Armour up constantly while travelling. How much time do we sleep? Casting it twice a day will cover me for 16 hours.


You only sleep for two. Everyone else for eight. However you can only journey for eight hours a day before making forced march checks.


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

I think with our fortitude saves, we should consider forced marches to cover more terrain. The DC starts at something like 10, +1 for every hour iirc. I think most of us could do that in our sleep. Even if we fail we just take nonlethal damage and are fatigued. Eventually i'll be able to wash that away with a Mercy, too.

Does Barti need 8 hours of rest to regain his spells, though? Even if it's not sleep.


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

Hard to keep track of time. Anyone recall when we were at the keep and picked up those Sustenance Rings?

Shadow Lodge

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

I'd be up for them. I've got a fort of 9 so I fancy my odds. Why not try journeying for ten or twelve hours and see how we go?

Handy thing is that since I'm a 12-foot blue dinosaur with a sword I don't need my spells so much; plus I have my dimension-door SLA.

Shadow Lodge

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

Hmm; Liette, how many Lay on Hands can you do in a day?


You guys bought the rings of sustenance on 08/25. I definitely fudged up the time at somepoint because my most recent post says it's 08/25. Now I have to go back and figure out where I messed up and what the actual in game date is. ~_~


That means everyone who bought rings back in November they are active now. Sorry about the date thing. When it should have go to 08/30 I typoed to 08/20. So the rings have actually two days already. Again, my bad.

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