| Tatienne Talbot |
Oh yeah, I (the player) don't want to send Winston in. I have a dog and they're generally ill-equipped for our reality, let alone one with pit traps and the like.
Taty, on the other hand, would totally suggest it. Since she's never really had any emotional attachments, she's not one to understand the bond between pet and person.
I think Felrin's idea, if it comes to it, is a good option, but are we on a doomsday timer? If we're not in any danger of losing anything to time, I'd just assume put some disposable minions on it, at least until we know there is a threat there or not.
EDIT: And if we're really not on a timer, we can explore everything else and come back to it, and maybe by then Tkaara can gaseous form through. That's going to be very handy.
I must say a tiny invisible Felrin amuses me though.
| Felrin Vennax |
I must say a tiny invisible goblin Felrin amuses me though.
Fixed that for you. And I had been thinking of adding invisibility into that mix as well. I do like the idea of a +65 to Stealth.
I'm good with having minions hack away at the wall, but I'm still hopeful there's some other way to proceed.
| Tatienne Talbot |
Fixed that for you. And I had been thinking of adding invisibility into that mix as well. I do like the idea of a +65 to Stealth.
*Chuckles maniacally at computer screen.*
Wow! +65 to stealth? Yes, now we kind of have to do this, right?
| Etna Agnes |
Felrin Vennax wrote:Fixed that for you. And I had been thinking of adding invisibility into that mix as well. I do like the idea of a +65 to Stealth.Wow! +65 to stealth? Yes, now we kind of have to do this, right?
Felrin: Now you see me...
*Hides behind finger**Disappears*
| Felrin Vennax |
So nothing awful happened when I picked up the emerald? That's already a win, even if I've guessed wrong about what the thing is.
I presume you're waiting for the others to react, DMD, since nothing of note occurred when I grabbed the stuff and ran for it?
| DM Darkness |
So nothing awful happened when I picked up the emerald? That's already a win, even if I've guessed wrong about what the thing is.
Oh yes, something awful happened. Something disastrous, something so monumentally catastrophic that the full ramifications will take years, if not decades, to be realised...
...for Talingarde, that is. Nothing bad happened to you. Yet.
I presume you're waiting for the others to react, DMD, since nothing of note occurred when I grabbed the stuff and ran for it?
Yep, waiting to see what you actually do with the things you've found before I TPK you all post further.
| Felrin Vennax |
Well, popped up another post to move along the study of the emerald. Nice to have found an artifact, by the way, since I didn't mention that before.
| Felrin Vennax |
DMD - Hecate rides again? Or at least hopes to! I just spotted her name as a recent poster on the Recruitment page, and I see you're aiming to get her into a WotW game. I wish you and her both luck. As much as we miss her here, it's only right that she rise from the depths and get to play again.
| DM Darkness |
Felrin - we'll see. Looked too good not to try. And I'm a big convert to Spherecasting - it seems to resolve many issues with the Vancian system. Thanks for the good wishes.
Right, major, major post coming up in the Gameplay thread. If I don't have the energy now, look for its coming at first light.
At dawn, look to the East. [/gandalf]
| DM Darkness |
OK, speech is a free action, so you're free to keep talking; but your next actual action is to sleep - the day is over and Tkaara especially needs her beauty sleep.
Where are you making camp? What is the watch schedule (Tkaara can't wake up halfway through - 8 hours solid uninterrupted rest are needed)?
(If it's any consolation, you awake in the morning having levelled up in the night)
Welcome to Level 7, everybody!
| DM Darkness |
Right, housekeeping (while all you USA folk are still asleep, heh).
Added a post from Tkaara's earlier action that I missed
Added some more information to the top of the campaign screen
Amended the map of the lower levels so that it now shows the secret room that Felrin found: C13.
In the process of putting a list of all the rooms in the campaign tab so you can see what's what.
| Etna Agnes |
Wait, Daemonic isn't a language? O.o
I've been speaking that since level 5! I just assumed they had their own, and even Herolab had that as one of the possible languages.
And woo, level 7 in the wilderness and not in a cozy room where I can hide the fact that huge spikes are sprouting from my skin. Looks like the cat will be out of the bag before I thought. <.<
Will have to think on what to post: I think Etna will ran off during the night (day? what time is it now?)while someone else is on guard.
| Etna Agnes |
EDIT: Etna - remember you get Alter Self as an SLA at some point (now?)
Yes, but I figured that the transformation is still something painful: up until now she was alone in her room every night, but this time she's in a tent with everyone in a three meter radius, and someone from the party will be on watch. So maybe not the whole party, but surely at least one person will find out.
Thinking about it, I think I'm fine with that: having someone that knows about Etna's secret sounds more interesting, and it would help me when I have to catch you-know-who.(Who am I supposed to ask for help, drugged frogs?)
Anyone up for it?
| Tatienne Talbot |
Woot! I'm looking forward to this level.
Originally, I was planning on taking Bestow Curse as my 3rd level necro spell, but with that pit of corpses, I'm wondering if I should go animate dead instead? Are any of our spellcasters planning on going the necromancer route? If that's the case, I'll leave the reanimation to you. But if not, given Taty's love of minions, it makes sense.
Also, other spells: I was thinking fireball (for thematic reasons I'll definitely be taking this), as well as slow and clairvoyance/clairaudience or Seek Thoughts, but I don't want to double up too much with everyone else.
@DMD, I'm also planning to take the focus power Soulbound Puppet for general utility (and to land those touch attacks like bestow curse when I don't want to get in close). Question: Does the pit of bones contain animal bones as well? I'd like to pick up a few for some different options, but don't want to overdo it. But if there's no access to animal bones, I'll probably not take this focus power, as it won't be useful until I can rustle up some different types of animals, and that's going to be 222 days at least, if I'm understanding everything right.
Soulbound Puppet (Su)
As a full-round action, you can expend 1 point of mental focus to create a soulbound puppet from a bone, doll, or skull. If you use a bone or a skull, your power builds a Tiny or Small flesh puppet around it that vaguely resembles the original creature from which the bones were taken. If the implement is a doll, the doll comes to life. Treat this as a familiar, using your occultist level as your wizard level to determine its powers and abilities. By using a bone or skull from the appropriate creature or a doll shaped like that creature, you can select any of the familiar choices available to a wizard. You can instead use a humanoid bone, doll, or skull, to give the puppet the base statistics of a homunculus, but without a fly speed or the poison bite or telepathic link abilities. No matter the form, this creature is a construct with an alignment matching your own. You can have no more than one soulbound puppet active at any given time.
The soulbound puppet remains animated for 10 minutes per occultist level you possess.
| Etna Agnes |
@Taty: Raise all the zombies you want! I've got barely room for the basic spells, Animate Dead wasn't even on the list of possible candidates. <.<
Search thoughts, on the other hand, will be more than superflous: now I've got Telepathy. That is, after I put together my level up. :P
Will do in a bit, and I'm waiting to hear if Felrin, you, or the Doctor are interested in "Guess who's a Devil?".
Also, missed this before...
Felrin - we'll see. Looked too good not to try. And I'm a big convert to Spherecasting - it seems to resolve many issues with the Vancian system. Thanks for the good wishes.
I can vouch for YBD: I'm in the campaign he's been running for two years. It was actually the first I joined in this site, and the first game of Pathfinder that I played!
He's always ready to work with the players for ideas and stuff, and even if his posting got a little spotty for a period some 8-9 months ago, he's fairly consistent now.LAST MINUTE EDIT:
Level 7!
Sorcerer 6--> Sorcerer 7
Feat: The Ascended.
- SLA 3/Day: bestow curse, detect thoughts, locate creature
- SLA 2/Day: Greater Teleport (Self Only!)
- SLA At Will/Alter Self
- +2 to CHA
- Type Changes to outsider (devil, evil, extraplanar, lawful), with all the changes that entails.
- Telepathy
- Immunity to Poison
- Resistance 10 to Acid and Cold.
- Immunity to fire is substituted to Resistance to Fire 30
FCB: +1 Skill point
+6 Hit Points
Skills: Bluff, Diplomacy, Knowledge (Planes), Linguistics, Spellcraft, UMD, Fly.
Language: Aklo
Bonus Progression: +2 to DEX
Expanded Wishcraft: Blindness/Deafness (? Taking advices for this one.)
Metamagic Adept 2/day
Heart's Desire
Speak with Animals (Winston)
New Spells:
3rd level: Fly
2nd level: Create Pit
1st level: Ray of Enfeeblement
Hoooly crap, that's a lot of abilities. Will have to think a moment about what I'm actually able to do now :P
| DM Darkness |
Thanks Etna, good to know. We'll see what happens.
BTW, I think you may have the wrong idea on Telepathy; it's not a replacement for search thoughts!
| Etna Agnes |
Oh! I didn't know telepathy didn't work both ways. <.<
Speaking of monster abilities, does the 3/day SLAs means that I can use those three spells a combination of three times a day, correct? Like Bestow Curse, Bestow Curse, Detect Thoughts, or triple Locate Creature?
Tkaara Fiakben
|
Ok, thinking about what to do.Any thoughts?
Guiding Star (Su): Whenever you can see the open sky at night, you can determine your precise location. When the night sky is visible to you, you may also add your Charisma modifier to your Wisdom modifier on all Wisdom-based checks. In addition, once per night while outdoors, you can cast one spell as if it were modified by the Empower Spell, Extend Spell, Silent Spell, or Still Spell feat without increasing the spell’s casting time or level.
Interstellar Void (Su): You call upon the frigid depths of outer space to bring a terrible chill to your enemies. As a standard action, one target within 30 feet is cloaked in the void and takes 1d6 points of cold damage per level. A successful Fortitude save halves this damage. At 10th level, the interstellar void is so extreme that enemies who fail their saving throw are fatigued. At 15th level, creatures who fail their save are exhausted and stunned for 1 round. You can use this ability once per day plus one additional time per day at 10th level.
Lure of the Heavens (Su): Your connection to the skies above is so strong that your feet barely touch the ground. At 1st level, you no longer leave tracks. At 5th level, you can hover up to 6 inches above the ground or even above liquid surfaces, as if levitating. At 10th level, you gain the ability to fly, as per the spell, for a number of minutes per day equal to your oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments.
Moonlight Bridge (Su): You summon a bridge of shimmering moonlight. The 10-foot-wide span touches the ground at a point adjacent to your position. From this point it can extend in any direction for 10 feet per oracle level. The path persists until you have crossed over the bridge or for 24 hours, whichever is shorter. You may summon a moonlight bridge a number of times per day equal to your Charisma bonus. Should the bridge be attacked, treat it as a wall of force.
Spray of Shooting Stars (Su): As a standard action, you can unleash a ball of energy that explodes in a 5-foot radius burst dealing 1d4 points of fire damage per level. A successful Reflex save halves this damage. This attack has a range of 60 feet. You can fire one explosive ball per day, plus one additional ball per day at 5th level and for every 5 levels thereafter. You can fire more than one ball at a time, but creatures caught inside more than one simultaneous explosions only take damage once.
Star Chart (Ex): Your copious notes contain a working model of the night sky expressed in artistic scribbles and arcane mathematical formulae. Once per day, you may spend 10 minutes contemplating your star chart to gain the benefit of the spell commune. You must be at least 7th level to select this revelation.
Guiding Star - interesting, fairly powerful if/when we are outdoors
Interstellar Void - not very powerful untyped damage thing, but sort of cool thematically
Lure of the Heavens - interesting and thematic, flight is less useful since I can assume gaseous form. Not sure if the "hovering like levitate" means I can walk across water, or just hover until I get bored.
Moonlight Bridge - Always loved this one, but I cannot see when it would be useful. Would have been very useful in Balentyne. Could be useful if we need to attack a fort since I could create a new drawbridge.
Spray of Shooting Stars - like a mini-fireball. Not sure if it fits with the way Tkaara is played
Star Chart - could be interesting. I an not great with this type of questions. Would fit with the build.
-----Spells:
1 First - Bane or Protection from Good
1 Third - Prayer (although I do not think it affects Tkaara as it is mind-effecting and she is undead) or Align Weapon (communal) (requires touching weapons, but could be most beneficial against good aligned creatures)
1 Second (FC Bonus - assuming she is still human enough) - desecrate (expensive but cool for undead), ghostbane dirge (for all those incorporeal creatures we fight), Make Whole (for all that stuff Felrin breaks), Pilfering Hand (great against clerics), Resist Energy (old standby)
| Etna Agnes |
Out of those revelations, Star Chart looks the most useful. Moonlight bridge has some combat applications if it is ruled that you can spawn it on its side, effectively making it a Wall of Force that originates from where you are.
For spells I'm not sure, aside from Ghostbane Dirge: that will come in handy, I think.
AsmodeusUltima
|
Hmm... well, Etna, as we've already role-played, the Doctor knows something is going on with you already due to the change in the way you smell, so could be fun to go into that further. Always happy to roleplay!
@Tkaara: I like Lure of the Heavens or Star Chart, mostly for the thematics. I'm a sucker for thematics. :P You are correct that, as an undead creature, you can no longer benefit from mind-effecting spells like this one. No morale bonuses for you, but for the most part, being immune to the negative ones tends to more than outweigh this. Whether or not you still qualify for a human FC bonus is up for interpretation; I'd rule it that you still count keep the human subtype, and thus can take it, be affected by human-bane weapons, etc, mostly because I think it would be a good way to differentiate between you and, say, an elven vampire. The bestiary entry simply lists it as Undead (augmented humanoid), however, so it would be perfectly reasonable to rule that you do not. Either way, for situational spells like desecrate or ghostbane dirge I would suggest grabbing scrolls to keep handy.
Level 7
+1 level of Alchemist (beastmorph, vivisectionist)
+9 hp (including one FC)
+1 BAB, Fort, Ref, Will
Bonus Progression: +2 enhancement Strength
Learn extract: invisibility
Discovery: Preserve Organs (25% fortification)
Effective SA Level: 7 = 4d6
Improved Beastmorph Mutagen
Feat: Soulless Gaze (2 Damnation feats means The Beast Within now grants Fast Healing 3, Soulless Gaze +2 Intimidate and demoralize stacks)
Skills: +1 each to Acrobatics, Craft (alchemy), Disable Device, Intimidate, Know (dungeoneering), Know (nature), Perception, Sense Motive, Sleight of Hand, Stealth; +2 to Know (Engineering)
| Felrin Vennax |
I'm working on leveling Felrin when I can, but am not finding a solid chunk of time to get it done.
One notion I'm considering is the Wild Flanking feat, as it would add a lot of damage to my full attack - but I could potentially due 4, 8 or 12 points of damage to my flanking buddy as well. I'm a little conflicted on it (not because of concern for my flanking buddies, oh no) but because the angry combatant thing is the Doctor's turf. At the same time, Felrin has been fueled by anger at the Mitran goodie-two-shoes ever since he was imprisoned, so it certainly makes sense in some contexts.
Any opinions on the matter?
| Etna Agnes |
So, we're camping in the caverns, right?
| Etna Agnes |
In C12, maybe? It's relatively spacious, and we can only get attacked from one side.
For watch schedule, we're in 5 that have to cover a 8 hour shift: 2 hours each, with Etna conveniently left out for chance, even if she's still going to wake up during someone else's shift.
Speaking of which, I'm leaning to Erevan: they haven't talked much since that time they've been cousins for a month. :P
PS: I am so glad that Taty can't make Circles against Law and Evil at higher levels.
| Tatienne Talbot |
Level 7
+1 BAB
6 hp (5 -1 con +1 fc +1 feat)
13 skill points: Bluff, Fly (3), Arcana, Dungeon, History, Planes, Religion, Linguistics (Daemonic), Sense Motive, Spellcraft, UMD
+2 enhancement to STR
spells: Animate Dead, Clairvoyance/Clairaudience, Fireball, Slow
feat: Extra Focus Power (Transmutation) (Mind over gravity)
focus power: Soulbound Puppet
@DMD: Do you allow retraining? I've got a dead feat in Spell Focus (Necromancy). To retrain without a mentor to Spell Focus (Evocation), I'd need 10 days. I figure we'll have the time at some point, with being here for 7+ months :)
In C12, maybe? It's relatively spacious, and we can only get attacked from one side.
PS: I am so glad that Taty can't make Circles against Law and Evil at higher levels.
C12 sounds good to me. And yes, that magic circle situation could get awkward if it were possible :)
@Tkarra: I love Guiding Star, but I don't see it being useful any time soon, as we're likely to be in the horn doing this ritual for 222 days. I'd wait on that one if I were in your place.
Intersteller Void: blasty single target is meh, as is the early debuff, but I like that it targets fort. Depending on your spell selection, that could be useful.
Lure of the Heavens: Flight is always good, even with you having gaseous form. They'll both have their places in your toolkit. My take on the levitation is that you can walk on water.
Moonlight Bridge: Meh. We're getting to the point where mobility isn't going to be much of an issue. I think the use as a wall of force is a stretch, though clever.
Spray of Shooting Stars: OK blast.
Star Chart: Divinations are always good in my opinion. Between this, Etna's goodies, and my object reading (and later a 1/week divination with psychic skill unlocks) we'll make great information gatherers. I'll be taking scry when available as well.
For spells, I like desecration, ghostbane dirge, and resist energy.
Watch: I'll take 2nd shift. Cast darkvision before watch duty starts.
| Felrin Vennax |
Okay, Taty, since you're providing such wonderfully thoughtful answers on leveling ideas (i.e., no good deed goes unpunished), here's the feat list I'm considering:
Additional Traits: Fate’s Favored & Hatred of Mitra,
Damnation: Mask of Virtue or Soulless Gaze
Dazzling Display
Intimidating Prowess
Extended Bane
Favored Judgment
Improved Natural Armor
Improved Natural Attack
Judgment Surge
Shake it Off
Wild Flanking
I'd love any thoughts on it.
I'm also toying with the idea of a 2-level dip into warpriest (which I may have mentioned before), in order to get 6 uses of Fervor per day, to cast buffs as swift actions. This would make Felrin much more able to buff while in the midst of a fight, rather than having to prep for it - but he already has to use swift actions for Judgment and Bane. It would also delay his access to higher-level spells, but would give him a raft of low-level stuff from the two classes.
Tkaara Fiakben
|
Lol - Tkaara can just set up home in the room the gem was in. Clearly nobody goes there often and she can gaseous form in and out for safety.
Actually, we can probably all go into the small passage. If you all are willing to get into Tkaara's Bag of Holding, she can take it, go gaseous, and then take the bag with all you in it into the chamber. Not sure DMD will allow this, but it should work by RAW.
------
Leveling:
Feat - The Initiated
-->Combat Reflexes (The Initiated Bonus)
Skills:
+1 Bluff, Diplomacy, Intimidate, Sense Motive, Linguistics, Knowledge(Planes)
+2 Perception
Revelation: Star Chart (Commune - 1/day)
HP: +12 (+5 Oracle, +6 Cha, +1 Toughness)
Coat of Many Stars (+6 Armor AC)
Spells:
1st - Comprehend Language
2nd (FC Bonus) - Groundswell - just looks like a cool spell
3rd - Resist Energy, Communal
| Tatienne Talbot |
Okay, Taty, since you're providing such wonderfully thoughtful answers on leveling ideas (i.e., no good deed goes unpunished), here's the feat list I'm considering:
I'd love any thoughts on it.
Haha sure thing. I admit that I've thought a lot about heavens oracles. A lot of the feats you're interested in, I'm not as versed with. But I'll give the best analysis that I can.
Additional Traits: Fate’s Favored & Hatred of Mitra,
- What's Hatred of Mitra? I can't find any information on it. Fate's Favored could be really nice, in and of itself. What luck bonuses do you have access to? I think Additional traits is a really nice feat, and have used it in quite a few builds over the years.
Damnation: Mask of Virtue or Soulless Gaze
- Mask of Virtue seems pretty situational to me, but when it is needed it could be huge. Still, I'm of the thought that you deal with those 1 or 2 time a game contingencies with the tools you have rather than build around mitigating them.
- Soulless Gaze gets pretty nice when you have 2+ damnation feats. Stacking fear effects is not bad. But you're looking at a two-feat chain to get there. And that no raise dead stipulation for 2 damnation feats - that's a pretty big drawback. Plus the language of the feat isn't really clear how exactly you go about stacking fear effects(at least on the PFSRD). Is it one additional step down the fear chain per 5 you beat the intimidate DC by? I'd assume so, but it doesn't say.
Dazzling Display
- The killer here is of course the full-round action. That said, your intimidate is great - you could multi-debuff a lot people. Could be a really nice softener from Etna and Tkaara's debuffs and crowd controls too. Would be good for before I land a fireball too, as long as I can do it without catching you in the blast.
I always end up looking at Dazzling Display with martial builds, because I love debuffs, but I never end up being able to take it. That full round action kills it for me. You can be almost as good without spending the feat, if you need to debuff someone (say for Etna to land a bestow curse), just by pumping intimidate and focusing on a single target.
I love the flavor of this feat though.
Intimidating Prowess
- I would probably only sink a feat on this if I were going a heavy fear-stacking or DD build, and only after getting the other basics. On the other hand, when used to demoralize/soften up a single target for a SoS to come, this is a cheap 1 feat investment to pump intimidate. Could be useful in that way.
The more I look at this, it does make your intimidate score pretty much an autowin, though it may already be so. If we're fighting, say a 7 hd angel with decent wisdom, the DC is probably like 20 or so.
Extended Bane
- +5 rounds of bane a day is pretty nice. Downside is that at some point you'll probably have more rounds of bane than you need, but that's far off, and depending on DMD's stance on the retraining rules, you could perhaps switch it out later on.
Favored Judgment
- Outsider (good) will obviously have big dividends. Not bad.
Improved Natural Armor
- Essentially a +5% miss chance for enemies. Not bad, but kind of boring.
Improved Natural Attack
- I think this is a pretty important feat for a natural attack build. Boring, but over the life of the game that's a lot of damage. Good ROI for a feat, I think at average +1 damage for every hit for the rest of the game. Good with enlarge too, and if you could get lead blades somehow...
Judgment Surge
- Good nuclear option. 1/day though. I think I like extra bane more.
Shake it Off
- Bumping saves is good. A little situational. How often do you end up adjacent to the other party members in combat? If you don't often, not worth the investment.
Wild Flanking
- This is a pretty cool feat. Probably your best option for increasing DPR. Like Shake It Off, value will depend on party tactics.
If you're looking at DPR, I'd go Wild Flanking, Extra Bane, or I. Natural Attack, probably in that order. But if flank doesn't happen often, and/or DMD doesn't allow retraining, INA moves up the list.
Defense / utility, I like Shake it Off (depending on how combat tends to work out tactically for this group - I can't really say having not been around long), I. Natural Armor, and Additional traits (depending on what Hatred of Mitra does).
I think your intimidate score is high enough that you don't need to worry about the demoralizing feats, unless you're really going to dedicate yourself to that tactic.
Regarding the multi-classing, I'm generally not a fan. You delay some really good stuff - bane rounds, judgements, SECOND judgement (huge, IMO), 3rd level spells. And you put off 4th level spells until 12th level, and you have some really, really nice 4th level spells. In fact, everything you get until level 12 is so good, I wouldn't consider multi-classing until after that.
| DM Darkness |
Taty - plenty of animal bones, no problem. Take your pick. And retraining is fine, provided you aren't using that feat as a prerequisite for something else.
Tkaara - nix to putting people in bags of holding; extradimensional storage spaces lack vital things like oxygen. I'm going with RAI on this one: I don't believe some of the more creative uses for these things were ever intended by the designers.
"are we really to spend over two hundred days doing it?"
Yes. Welcome to Dungeon Keeper, Pathfinder style.
Your dungeon floor is lumpy. Order your minions to jump up and down.
| Tatienne Talbot |
Thanks, DMD.
Yes. Welcome to Dungeon Keeper, Pathfinder style.
Your dungeon floor is lumpy. Order your minions to jump up and down.
YEEEEEEEEEEeeeeeeeeeeeeeeeeeeeeeeeeeeeeesssssssssssssssssssssssssssssssssssssssssss...
| Etna Agnes |
We'll have to hire hire the Boggards, then?
Our deathtraps aren't going to dig themselves!
| Felrin Vennax |
Vast amounts of thoughtful, useful information that will serve as a reference throughout Felrin's rise to power.
Wow, Taty, thank you very much! I greatly appreciate your taking the time to do that analysis. We have more or less the same take on these feats, but you've made some really helpful points. A few particulars in response:
Hatred of Mitra is a WotW trait that lets me add +1 damage to celestials and followers of Mitra - I was mostly just looking for something useful to pick up along with Fate's Favored, which is very useful for folks who cast Divine Favor a lot, like I do. But I realize now that the Murder campaign trait already adds +1 trait damage, so it wouldn't stack.
The full-round action on Dazzling Display is always a killer for me also - and since Felrin can cast Blistering Invective and have the same intimidation effect and light people on fire with only a standard action, I think I'll stick with that approach.
On the flanking question, Felrin, the Doctor and Erevan all benefit in various ways from flanking, so it is something we aim to do in combat when we can. (I might do well to pick up Litany of Sloth or come up with some other useful way to safely get into flanking position.) Which leads me to conclude that Wild Flanking would be pretty dang effective, and it's nice and flavorful too.
So I'm thinking it's Wild Flanking, or Additional Traits if I can find one I like to replace Hatred of Mitra.
Thanks again!
AsmodeusUltima
|
@Felrin, have a migraine, so may not be thinking entirely straight, but check out the following from Champions of Corruption that may alter your plans:
Characters with class abilities granting
allies access to teamwork feats (such as cavaliers or
inquisitors) can select these teamwork feats normally, but
allies who are granted these feats can use the feats only as
initiators, not as abettors. An inquisitor could not grant an
ally the Ally Shield feat and then use the ally as a shield, for
example, but he could allow that ally to use him as a shield.
(Emphasis mine)
The wording is a bit funky, since inquisitors don't actually grant feats, and I've found no clarifications in FAQs or the boards. If I'm reading this right, if you take Wild Flanking then you could allow one of us to get the bonus damage, but not yourself. Seems weird, I think it is an anti-PVP ruling.
| Felrin Vennax |
You're right, inquisitors don't grant feats to allies, so this doesn't apply (and I agree, it's terribly written, I think it's an error to have included inquisitors in the parenthetical example). As I'm sure you know, the relevant inquisitor class ability is Solo Tactics, which says:
"At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus."
So it's simple - the inquisitor gets the bonus which, in the case of Wild Flanking, is an increase in damage. There's no issue of whether the ally is being granted a teamwork feat or the bonus from such a feat.
The other way to look at it is to consider some of the many other teamwork feats, like Precise Strike. The inquisitor gets +1d6 damage when flanking with an ally, but the ally doesn't. There's really no other way that could work, as I see it.
| Tatienne Talbot |
Tatienne Talbot wrote:Vast amounts of thoughtful, useful information that will serve as a reference throughout Felrin's rise to power.Wow, Taty, thank you very much! I greatly appreciate your taking the time to do that analysis. We have more or less the same take on these feats, but you've made some really helpful points. A few particulars in response:
Hatred of Mitra is a WotW trait that lets me add +1 damage to celestials and followers of Mitra - I was mostly just looking for something useful to pick up along with Fate's Favored, which is very useful for folks who cast Divine Favor a lot, like I do. But I realize now that the Murder campaign trait already adds +1 trait damage, so it wouldn't stack.
The full-round action on Dazzling Display is always a killer for me also - and since Felrin can cast Blistering Invective and have the same intimidation effect and light people on fire with only a standard action, I think I'll stick with that approach.
On the flanking question, Felrin, the Doctor and Erevan all benefit in various ways from flanking, so it is something we aim to do in combat when we can. (I might do well to pick up Litany of Sloth or come up with some other useful way to safely get into flanking position.) Which leads me to conclude that Wild Flanking would be pretty dang effective, and it's nice and flavorful too.
So I'm thinking it's Wild Flanking, or Additional Traits if I can find one I like to replace Hatred of Mitra.
Thanks again!
Sure thing - I quite like theorycrafting. Glad that my thoughts didn't seem too far off.
I agree that Blistering Invective is a better option. DD would be wonderful, but still not overpowered, if it was a standard action. Stupid caster-martial disparity...
| Felrin Vennax |
Leveled to 7th:
+1 BAB
+9 hp (5 +3 con +1 fc)
Skill ranks: Bluff, Disable Device (2), Intimidate, Perception, Stealth (2)
+2 enhancement to STR
Spells: 1st: Litany of Sloth; 3rd: Channel Vigor, Heroism
Feat: Additional Traits: Fate's Favored and Prolong Magic, a tiefling racial trait
Class Ability: Judgment now 3/day
Will get alias updated soonest.
| DM Darkness |
OK, looks like Etna & Erevan are wrapping up their little get-together; and everyone appears to have levelled up, or mostly got there anyway. I'll put up a new post.
In addition to your new template (outsider: evil, lawful, extraplanar) you retain the (native) template as well.
Feel free to ask why. I won't tell you, but you can feel free to ask.
| DM Darkness |
Oh yes, one more thing: adding the boggard tribe as minions adds +1 to your organisation's Ruthless score and +1 to Survivability (boggards are tough, and mean with it).
Plus, levelling up gives 1 additional point to allocate as you see fit. Decisions, decisions.
ALSO: can someone who's better with technology than I am add Tatienne to the loot sheet please? Thanks.
| Etna Agnes |
OK, looks like Etna & Erevan are wrapping up their little get-together; and everyone appears to have levelled up, or mostly got there anyway. I'll put up a new post.
** spoiler omitted **
Also, like Tkaara for FCBs, I suppose I can still continue taking levels of Wishcrafter Sorcerer, right?
Hhhm, maybe we could take either Secrecy or Loyalty for the level up? We're lacking in those two areas.
Now, to decide what I have to write in the header on the spoilers under my name...
| Felrin Vennax |
ALSO: can someone who's better with technology than I am add Tatienne to the loot sheet please? Thanks.
Done. I just used the GP total from her character sheet as the starting point, presuming that's correct.
And I say we use our additional point to make our minions more loyal to discrete about the Bound Flame! Secrecy! What's the point of a secret organization if everyone knows about it?
| F. Castor |
Antipaladin (Dread Vanguard) 6 -> Antipaladin (Dread Vanguard) 7
Saves: None
Hit Points: +10 (+6 antipaladin, +3 CON, +1 favored)
Base Attack: +1
Feats: Soulless Gaze
Skills: +9 skill ranks - Acrobatics, Bluff, Diplomacy, Intimidate, Knowledge (Local), Knowledge (Nobility), Perception, Sense Motive, Stealth
Class Features: Antipaladin (Dread Vanguard) - Smite Good +1/day
Ability Increase: None
Automatic Bonus Progression: Physical Prowess +2 (Strength)
Villain Points: None
With two Damnation feats, Mask of Virtue makes it so Erevan's alignment reads as Neutral (one step from actual alignment, which is Neutral Evil). Also, Soulless Gaze not only gives a +2 to Intimidate, but also makes it so when he demoralizes a creatures more than once using Intimidate, he can create stronger fear conditions rather than increasing the duration of the shaken condition.