The Fountain of Bethesda (Inactive)

Game Master TheBobJones

Dice Rolls | Portraits | Plans & Politics | Rivenrake Island | Tactical


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Dark Archive

Male CN Human Aristocrat (Chelaxian) Barbalchemist 5 | HP: 57/65 Int: 12/14 | AC: 24 (14 Tch, 24 Fl) | CMB: +13, CMD: 22 | F: +8, R: +4, W: +4 | Init: +0 | Perc: +8, SM: +0 | Speed 30ft (20ft in armor) | AP: 14, Bomb: 7/7 | Rage: 8/8 | [Mutagen] | Healing: 0/10 | Active conditions: Wax in my ears, mutagen, phantom blood, bulls str, enlarge, shield

Moved this from the gameplay, as this seems the more appropriate place for it.

Trying to think about this logically/problem solving...

I can't take 10 on the balance check and pass the normal DC. The thing that is killing me here (ie - I keep forgetting) is that this is an all day long event. Which means that min/level buffs are useless. Even hour/level buffs are questionable without multiple castings.

So according to the spoiler - Medium creatures have a chance of falling through. Nothing about small creatures. Reduce person would be ideal, if it wasn't for the fact that it only lasted a couple of minutes. My recommendation would be to have two people who have a high dex (ie, who can take 10 and get a minimum of 15 on acrobatics) go down and clear the path. Benaiah is perfectly suited to fight and pull the ship...

Do we have anything that we could prepare to handle being fatigued and heat exhausted?

Just looked at everyone's profiles... Arimar and Malgrim are the two who mechanically are best suited to not worry about failing a balance check by taking 10... (sorry Malgrim...)


Male LN Elf Expert (Scholar) 1; Blood Arcanist 4 | HP: 23/23 | AC: 11 (10 Tch, 11 Fl) | CMB: +1, CMD: 12 | F: +1, R: +2, W: +7 | Init: +1 | Perc: +3, SM: +7 | Speed 30ft | Arcane Resevoir: 7/7; Consume Spells: 3/3; Grave Touch: 7/7; Sorceror's Robe 3/3; Volatile Conduit 1/1 | Spells: 1st 5/5; 2nd 3/3 | Active conditions: None

The crew of the ship are resources too, right? Aren't most pirates light-footed, dexterous warriors who use sabers and other slashy weapons and know how to swim? If we hold the deck, couldn't we suggest that the crew handles the Sargasso?


Male TN Hobgoblin Kineticist 5 | HP: 68/68 15 NL| AC: 18 (14 Tch, 14 Fl) | CMB: +2, CMD: 16 | F: +9, R: +8, W: +1 | Init: +6 | Perc: +8, SM: +0 | Speed 30ft | Action Points: 4/9 | Burn: 3 | Active conditions: Flesh of Stone (DR2/Adamantine).

I was thinking about chucking a 2d6 boulder every 6 seconds ahead of the ship would work for clearing a path. I imagine it might draw some local attention, so maybe the immediate area should be cleared first, but that's the best plan I have.


Portraits | Tactical | Hollow Mountain

You all are on the right track. To help you out a bit:

  • 1) Do you agree to help the crew out?
  • 2) What tasks will you help out with (i.e. cut mats, pull The Audacious, stay on boat)?
  • 3) How will you accomplish these tasks? Remember to describe any preps or supplies needed. Remember there is a store room, and feel free to commission crew to assist you.


Male LG Aasimar Paladin 5 / Expert (Swindler) 1 | HP: 51/61 | AC: 23 (12 Tch, 22 Fl) | CMB: +9, CMD: 21 | F: +11, R: +8, W: +11 (& resistances) | Init: +1 | Perc: +7 (darkvision), SM: +4 | Speed 20ft | Smite Evil: 0/2, Lay on Hands: 3/6, Divine Bond: 0/1 | Action points: 12, Reroll: 1/1 | Active conditions: Smite evil, divine bond (keen).

1) Yes.
2) Stay on boat to fight.
3) With spells and a zombie.


Portraits | Tactical | Hollow Mountain

So you are all going to defend the boat. Got it. Will move this tomorrow so make sure to have your preps ready.

Hope you are all excited, I know I am!


Portraits | Tactical | Hollow Mountain

Let me know what you need

  • map
  • storeroom
  • anything at all.

Once you are all set, we shall start day 1 of tugging, cutting, and looking.

Dark Archive

Male CN Human Aristocrat (Chelaxian) Barbalchemist 5 | HP: 57/65 Int: 12/14 | AC: 24 (14 Tch, 24 Fl) | CMB: +13, CMD: 22 | F: +8, R: +4, W: +4 | Init: +0 | Perc: +8, SM: +0 | Speed 30ft (20ft in armor) | AP: 14, Bomb: 7/7 | Rage: 8/8 | [Mutagen] | Healing: 0/10 | Active conditions: Wax in my ears, mutagen, phantom blood, bulls str, enlarge, shield

So this is the one thing I wasn't sure of... Whether or not we would be able to "try all three"

Now that I see it, "All three" will be happening at the same time, over the course of several weeks.

I'll do it in character, but I just want to put it out there that I want to do the pulling and the guard duty. Because trying everything is more fun :)

Dark Archive

Male CN Human Aristocrat (Chelaxian) Barbalchemist 5 | HP: 57/65 Int: 12/14 | AC: 24 (14 Tch, 24 Fl) | CMB: +13, CMD: 22 | F: +8, R: +4, W: +4 | Init: +0 | Perc: +8, SM: +0 | Speed 30ft (20ft in armor) | AP: 14, Bomb: 7/7 | Rage: 8/8 | [Mutagen] | Healing: 0/10 | Active conditions: Wax in my ears, mutagen, phantom blood, bulls str, enlarge, shield

Just another note: I went through all of the possibilities of gear, and wracked my brain to think of anything clever and I'm coming up with nothing.

So I'll just suck it up and then lament about how stupid I am when I think of something I need after its too late to get it... :)


Male LG Aasimar Paladin 5 / Expert (Swindler) 1 | HP: 51/61 | AC: 23 (12 Tch, 22 Fl) | CMB: +9, CMD: 21 | F: +11, R: +8, W: +11 (& resistances) | Init: +1 | Perc: +7 (darkvision), SM: +4 | Speed 20ft | Smite Evil: 0/2, Lay on Hands: 3/6, Divine Bond: 0/1 | Action points: 12, Reroll: 1/1 | Active conditions: Smite evil, divine bond (keen).

We should all get lengths of rope to tie ourselves on to the ship as necessary... and get a crew member who's good at tying ropes to help us out when the time comes. Beyond that, we'll raid them for a dose of air crystals each (in case we still fall in or get sucked under).


Portraits | Tactical | Hollow Mountain

Consider it done. :)


Portraits | Tactical | Hollow Mountain

Very crude tactical done. Please place yourself where you will be. Working on improving Photoshop skillz.

Trying out Gimp for some of the other maps. Always learning.


Male LG Aasimar Paladin 5 / Expert (Swindler) 1 | HP: 51/61 | AC: 23 (12 Tch, 22 Fl) | CMB: +9, CMD: 21 | F: +11, R: +8, W: +11 (& resistances) | Init: +1 | Perc: +7 (darkvision), SM: +4 | Speed 20ft | Smite Evil: 0/2, Lay on Hands: 3/6, Divine Bond: 0/1 | Action points: 12, Reroll: 1/1 | Active conditions: Smite evil, divine bond (keen).

I'm going to be pretty busy today all. I just wanted to let you know that this time now was likely my last chance to post today. If I get any free time, I'll be sure to post here. Otherwise, enjoy your weekends and I'll get in a post tomorrow!

Dark Archive

Male CN Human Aristocrat (Chelaxian) Barbalchemist 5 | HP: 57/65 Int: 12/14 | AC: 24 (14 Tch, 24 Fl) | CMB: +13, CMD: 22 | F: +8, R: +4, W: +4 | Init: +0 | Perc: +8, SM: +0 | Speed 30ft (20ft in armor) | AP: 14, Bomb: 7/7 | Rage: 8/8 | [Mutagen] | Healing: 0/10 | Active conditions: Wax in my ears, mutagen, phantom blood, bulls str, enlarge, shield

The Fit hit the Shan last night at work here, so today is a bit of a cluster. I may not get a proper post up until later today...


Portraits | Tactical | Hollow Mountain

For those tugging.

First, even though the sailors have covered the shallop with a sail, the still heat, sunlight reflecting from the still ocean, have made it very uncomfortable. You are all subjected to hot conditions.

Hot Conditions wrote:
A character in very hot conditions (above 90° F) must make a Fortitude saving throw each hour (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (see the skill description). Characters reduced to unconsciousness begin taking lethal damage (1d4 points per hour).

The first day you will pull for 5 hours. Raim is not subjected to these conditions. I have taken the liberty of rolling for Benaiah. You started to fail your saves at hour 3, so do you stay on the tug or do you head back to ship? Do you have anything to prevent this?

Second, this is quite a physical activity. Characters need to make a Strength Check every 4 hours of become fatigued.

Fatigued wrote:
A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.


Male LG Aasimar Paladin 5 / Expert (Swindler) 1 | HP: 51/61 | AC: 23 (12 Tch, 22 Fl) | CMB: +9, CMD: 21 | F: +11, R: +8, W: +11 (& resistances) | Init: +1 | Perc: +7 (darkvision), SM: +4 | Speed 20ft | Smite Evil: 0/2, Lay on Hands: 3/6, Divine Bond: 0/1 | Action points: 12, Reroll: 1/1 | Active conditions: Smite evil, divine bond (keen).

Can we retro the hot conditions? See my post, coming soon...


Portraits | Tactical | Hollow Mountain

For sure yes - just wanted to throw out all the info and let you guys work around the problem.


Male LG Aasimar Paladin 5 / Expert (Swindler) 1 | HP: 51/61 | AC: 23 (12 Tch, 22 Fl) | CMB: +9, CMD: 21 | F: +11, R: +8, W: +11 (& resistances) | Init: +1 | Perc: +7 (darkvision), SM: +4 | Speed 20ft | Smite Evil: 0/2, Lay on Hands: 3/6, Divine Bond: 0/1 | Action points: 12, Reroll: 1/1 | Active conditions: Smite evil, divine bond (keen).

Thanks mate.

@Benaiah: Enjoy the cooler conditions! ;-)


Portraits | Tactical | Hollow Mountain

Nice - so that will take care of the hot conditions, but he is still subjected to the Strength/Endurance check which he failed.

Once I have conformation from what Benaiah plans to do about that, then I will move us along.

Going forward, it will be the same so if any PC chooses the Tug option, please make appropriate preparations and roll accordingly.

Tugging will last 8-10 hours on a normal day.

If anyone wants to get on the raft to cut mats - let me know. With Malgrim's abilities, doesn't seem that any would choose this, but you never know.


Male TN Hobgoblin Kineticist 5 | HP: 68/68 15 NL| AC: 18 (14 Tch, 14 Fl) | CMB: +2, CMD: 16 | F: +9, R: +8, W: +1 | Init: +6 | Perc: +8, SM: +0 | Speed 30ft | Action Points: 4/9 | Burn: 3 | Active conditions: Flesh of Stone (DR2/Adamantine).

So, Malgrim is turning into less of a "functional mute" than I thought he would be; that's a bit boring in PbP. On the other hand, I'm liking him as a "quiet sage" type.

I am enjoying the spread of personalities, though.


Male TN Hobgoblin Kineticist 5 | HP: 68/68 15 NL| AC: 18 (14 Tch, 14 Fl) | CMB: +2, CMD: 16 | F: +9, R: +8, W: +1 | Init: +6 | Perc: +8, SM: +0 | Speed 30ft | Action Points: 4/9 | Burn: 3 | Active conditions: Flesh of Stone (DR2/Adamantine).

Taking some liberties, but I had a minor epiphany for an in-game reasoning behind why Malgrim can still harness Earth Kinetics while in the sea. I understand the "crunch" reason for not requiring the Kineticist to actual "create" the element they throw, but I think this fluff works pretty well.


Male LG Aasimar Paladin 5 / Expert (Swindler) 1 | HP: 51/61 | AC: 23 (12 Tch, 22 Fl) | CMB: +9, CMD: 21 | F: +11, R: +8, W: +11 (& resistances) | Init: +1 | Perc: +7 (darkvision), SM: +4 | Speed 20ft | Smite Evil: 0/2, Lay on Hands: 3/6, Divine Bond: 0/1 | Action points: 12, Reroll: 1/1 | Active conditions: Smite evil, divine bond (keen).

I like what you did there, mate. Great fluff!

Dark Archive

Male CN Human Aristocrat (Chelaxian) Barbalchemist 5 | HP: 57/65 Int: 12/14 | AC: 24 (14 Tch, 24 Fl) | CMB: +13, CMD: 22 | F: +8, R: +4, W: +4 | Init: +0 | Perc: +8, SM: +0 | Speed 30ft (20ft in armor) | AP: 14, Bomb: 7/7 | Rage: 8/8 | [Mutagen] | Healing: 0/10 | Active conditions: Wax in my ears, mutagen, phantom blood, bulls str, enlarge, shield

Agreed!


Portraits | Tactical | Hollow Mountain

Malgrim That is what I like to see. Very nice ::golf clap::

So in the morning, provided nothing happens tonight, The Companions will patrol the deck as Malgrim tosses slat lick into the mats.

See you on the flip side for day two Dead Calms Rising.


Portraits | Tactical | Hollow Mountain

Sorry for the delay in posting, busy weekend with Mother's Day and all.

Hope every is rested and refreshed.

A bit about the story line. I love where this game is taking us. Just so everyone is clear, we have not touched a single thing that I wrote when (I) we envisioned this game. Your detailed backstory and plot hooks have inspired me to write this entire prologue à la minute so I apologize with some slight delays.

I also wanted to remind everyone that this is not PFS or a prewritten adventure. I have dangled some plot hooks here and there, I have written and rewritten several outcomes and directions you might go. For now, this is as wide open a game as you can get - stranded on the open sea that is. Please feel free to take this game wherever you want it to go.


Male LG Aasimar Paladin 5 / Expert (Swindler) 1 | HP: 51/61 | AC: 23 (12 Tch, 22 Fl) | CMB: +9, CMD: 21 | F: +11, R: +8, W: +11 (& resistances) | Init: +1 | Perc: +7 (darkvision), SM: +4 | Speed 20ft | Smite Evil: 0/2, Lay on Hands: 3/6, Divine Bond: 0/1 | Action points: 12, Reroll: 1/1 | Active conditions: Smite evil, divine bond (keen).

As much as I'm itching to post, I think it's probably best to wait for Malgrim and Caerador to have a say first. I know it can be daunting refreshing to find so many posts in front of you and then trying to get your own in.

I also wanted to note to Malgrim and Caerador to make sure your characters speak in your posts. This was raised to us by Painlord himself a while back in Isle of Dread. While I don't wholeheartedly agree with the way he said it or his exact point, he essentially said "don't think it, say it", meaning that our PCs can't react to your PC's thoughts, only their words (and actions).

I still like to put some words in thoughts for the fun of it - especially for things that would be lethal or offensive to say - but I have taken to saying things far more often than I used to, and using thoughts more and more sparingly (or just to add color to the post).

I personally feel that Benaiah and I are leaving Malgrim and Caerador out of the conversation / RP action a bit. That's mostly because we had a buddy thing going on by being the first two posting backstories, and now because we're posting the most frequently. It doesn't have to continue this way! Please feel free to drop breadcrumbs for either one of us to pick up (like the classic, "hey, Arimar, remember the time...") and please have your PCs speak up so we can react.

I know you two probably won't ever post as often as Benaiah and I do, but I'm sure with a bit more PC conversation and some shared experiences (provided by GM The Bob Jones™), we'll be riffing off each other in no time.

Dark Archive

Male CN Human Aristocrat (Chelaxian) Barbalchemist 5 | HP: 57/65 Int: 12/14 | AC: 24 (14 Tch, 24 Fl) | CMB: +13, CMD: 22 | F: +8, R: +4, W: +4 | Init: +0 | Perc: +8, SM: +0 | Speed 30ft (20ft in armor) | AP: 14, Bomb: 7/7 | Rage: 8/8 | [Mutagen] | Healing: 0/10 | Active conditions: Wax in my ears, mutagen, phantom blood, bulls str, enlarge, shield

+1


Male TN Hobgoblin Kineticist 5 | HP: 68/68 15 NL| AC: 18 (14 Tch, 14 Fl) | CMB: +2, CMD: 16 | F: +9, R: +8, W: +1 | Init: +6 | Perc: +8, SM: +0 | Speed 30ft | Action Points: 4/9 | Burn: 3 | Active conditions: Flesh of Stone (DR2/Adamantine).

Good point on the thoughts thing. I'd intentionally had Malgrim somewhat withdrawn and be a "do more than say" sort, though I can see how that's hard to provide hooks to interact with.

I'll think of a way of quietly chastising Arimar later ;)


Male LG Aasimar Paladin 5 / Expert (Swindler) 1 | HP: 51/61 | AC: 23 (12 Tch, 22 Fl) | CMB: +9, CMD: 21 | F: +11, R: +8, W: +11 (& resistances) | Init: +1 | Perc: +7 (darkvision), SM: +4 | Speed 20ft | Smite Evil: 0/2, Lay on Hands: 3/6, Divine Bond: 0/1 | Action points: 12, Reroll: 1/1 | Active conditions: Smite evil, divine bond (keen).

Nice. If it helps...

Actions (that we can react to) instead of words are fine, too. It's just that in low-action sequences it gets tricky. Also, you can be a man of few words, and still get the RP across.


Portraits | Tactical | Hollow Mountain
Arimar wrote:

It's just that in low-action sequences it gets tricky.

Sounds like someone order a batch of encounters. Sounds great. I am going for a jog (soft J) then some work to polish off tonight. Expect an exciting day tomorrow of bobbing along in the Dead Calms ooooohhhhhhh


Male TN Hobgoblin Kineticist 5 | HP: 68/68 15 NL| AC: 18 (14 Tch, 14 Fl) | CMB: +2, CMD: 16 | F: +9, R: +8, W: +1 | Init: +6 | Perc: +8, SM: +0 | Speed 30ft | Action Points: 4/9 | Burn: 3 | Active conditions: Flesh of Stone (DR2/Adamantine).

Are there men on the various rafts and boats?


Portraits | Tactical | Hollow Mountain

Yes there are 5 crew on the port raft, 6 on the starboard raft and 6 rowers in the shallow. 3 named characters plus Raim in the shallop.


Male Human Retail Manager 9 / Musician 8

Yeah, I'm having trouble finding Caerador's voice... I have a great handle on his back story, but its not one that I have shared with all of you very much yet. My main issue so far is that I am not very useful and that, as you said, I don't feel like Caerador is really a part of the team chemistry. I need to flesh out the reason he left his backstory and became a Pathfinder, and I need to get some connections for his motivations to stay. I got a cool idea from Steve on how I can connect Caerador to Arimar; I will be discussing this with you Damien soon. That combined with some personal issues I have going on has made me a bad pbp companion so far. I'll work on both.


Male LG Aasimar Paladin 5 / Expert (Swindler) 1 | HP: 51/61 | AC: 23 (12 Tch, 22 Fl) | CMB: +9, CMD: 21 | F: +11, R: +8, W: +11 (& resistances) | Init: +1 | Perc: +7 (darkvision), SM: +4 | Speed 20ft | Smite Evil: 0/2, Lay on Hands: 3/6, Divine Bond: 0/1 | Action points: 12, Reroll: 1/1 | Active conditions: Smite evil, divine bond (keen).

Hey Aaron, no troubles at all, mate. I'm happy and (much like Arimar's whores) open to anything. Let me know what you have in mind, and we can work it in to the story together either on gameplay, discussion or a Google Doc.


Male LG Aasimar Paladin 5 / Expert (Swindler) 1 | HP: 51/61 | AC: 23 (12 Tch, 22 Fl) | CMB: +9, CMD: 21 | F: +11, R: +8, W: +11 (& resistances) | Init: +1 | Perc: +7 (darkvision), SM: +4 | Speed 20ft | Smite Evil: 0/2, Lay on Hands: 3/6, Divine Bond: 0/1 | Action points: 12, Reroll: 1/1 | Active conditions: Smite evil, divine bond (keen).

I know it can be fun to fail, too... but wow the rolls in our readied actions are spectacularly bad. I figured we'd be fine with all the touch attacks in there, but... wow. Raim has a decent readied roll, but it may not even come into it (unless they ignore the tasty sailors in the water and for some reason go for the shallop).


Male TN Hobgoblin Kineticist 5 | HP: 68/68 15 NL| AC: 18 (14 Tch, 14 Fl) | CMB: +2, CMD: 16 | F: +9, R: +8, W: +1 | Init: +6 | Perc: +8, SM: +0 | Speed 30ft | Action Points: 4/9 | Burn: 3 | Active conditions: Flesh of Stone (DR2/Adamantine).

Yeah... I can roll over a 10, seriously!

Doesn't help that ranged attacks are bad with water, but I'm truly concerned about bad swim checks and will saves.


Portraits | Tactical | Hollow Mountain

Yeah tough roles. But at least it is red shirts dying and not you.

Dark Archive

Male CN Human Aristocrat (Chelaxian) Barbalchemist 5 | HP: 57/65 Int: 12/14 | AC: 24 (14 Tch, 24 Fl) | CMB: +13, CMD: 22 | F: +8, R: +4, W: +4 | Init: +0 | Perc: +8, SM: +0 | Speed 30ft (20ft in armor) | AP: 14, Bomb: 7/7 | Rage: 8/8 | [Mutagen] | Healing: 0/10 | Active conditions: Wax in my ears, mutagen, phantom blood, bulls str, enlarge, shield

So my crazy plan...

wait...

READ THE GAMEPLAY FIRST!!!

I know... I'm nuts.

My plan is to try to grapple them, then tie them up. I don't think I can kill them fast enough, depending on how I can swing a weapon in the water...

Steve the player could barely resist diving into the water, so I just let that flow into Benaiah the character.

Let's have some fun... :)


Portraits | Tactical | Hollow Mountain

::Blinks::

You just did that, didn't you?

Hmmm .... as a GM who is designing nonPFS material I enjoy running, encounters that are a bit ambiguous, either strategically or morally, as Arimar and Benaiah can testify,.

To jump into the middle of a literal blood frenzy, into an environment that you are very ill suited for (I assume you are armored up as your tagline does not reflect you unarmored stats) is ... interesting.

You are correct though, let us have some fun!


Portraits | Tactical | Hollow Mountain

Rules - so Arimar and Benaiah are now ON TOP of the water. Since the bunyips are IN the water, they will have soft cover from you +4 to AC. Their entire body is not out of the water, so only a portion is available to hit.

But you will have +1 because of high ground on Melee attacks.

By the way - this is what I think is going to happen.

Watch at your own risk


Male LG Aasimar Paladin 5 / Expert (Swindler) 1 | HP: 51/61 | AC: 23 (12 Tch, 22 Fl) | CMB: +9, CMD: 21 | F: +11, R: +8, W: +11 (& resistances) | Init: +1 | Perc: +7 (darkvision), SM: +4 | Speed 20ft | Smite Evil: 0/2, Lay on Hands: 3/6, Divine Bond: 0/1 | Action points: 12, Reroll: 1/1 | Active conditions: Smite evil, divine bond (keen).

Did you just try to scare an Australian with a shark video?

Pfft.

Dark Archive

Male CN Human Aristocrat (Chelaxian) Barbalchemist 5 | HP: 57/65 Int: 12/14 | AC: 24 (14 Tch, 24 Fl) | CMB: +13, CMD: 22 | F: +8, R: +4, W: +4 | Init: +0 | Perc: +8, SM: +0 | Speed 30ft (20ft in armor) | AP: 14, Bomb: 7/7 | Rage: 8/8 | [Mutagen] | Healing: 0/10 | Active conditions: Wax in my ears, mutagen, phantom blood, bulls str, enlarge, shield

Speaking of helpful wizard spells - I'll second the GM. Summon spells are great.

In this particular case, a water elemental would be BOSS... level 2 spell.

In pathfinder, for the most part, the blaster/evoker wizard/sorcerer struggles to be effective. Limited blasts, and most blasts can have damage avoided by AC or decent reflex saves.

The spells that tend to be the most useful are buffs/debuffs/crowd control, or things that last several rounds.

Summon spells are great, as they give the baddies another potential target, and give melee guys like me flanking buddies.

Snowball (which you have) is great also since it gives the enemies a debuff.

Haste/heroism/protection from alignments/protection(or resistance) from energies/etc are great as well.

I'll think of more...

Fire is the most common element for enemies to have resistance or immunities to, so spells like fireball are much less useful.

Cold is probably the second most common


Male LG Aasimar Paladin 5 / Expert (Swindler) 1 | HP: 51/61 | AC: 23 (12 Tch, 22 Fl) | CMB: +9, CMD: 21 | F: +11, R: +8, W: +11 (& resistances) | Init: +1 | Perc: +7 (darkvision), SM: +4 | Speed 20ft | Smite Evil: 0/2, Lay on Hands: 3/6, Divine Bond: 0/1 | Action points: 12, Reroll: 1/1 | Active conditions: Smite evil, divine bond (keen).

+1^2

Erm... and let's not forget that magic missile is a very nice, scaling, low-level spell. Every magic user who has it on their spell list should have it in their repertoire (unless they've taken evocation as an opposition school... though, in that case: why?).


Male TN Hobgoblin Kineticist 5 | HP: 68/68 15 NL| AC: 18 (14 Tch, 14 Fl) | CMB: +2, CMD: 16 | F: +9, R: +8, W: +1 | Init: +6 | Perc: +8, SM: +0 | Speed 30ft | Action Points: 4/9 | Burn: 3 | Active conditions: Flesh of Stone (DR2/Adamantine).

Summon / Utility Caster vs Blaster Caster
The Utility vs Blaster Caster has been one of the eternal arguments of Pathfinder. I think you *can* have a decent blaster caster (especially with Dazing Spell.) Summons provide an extra set of HP, flanking buddies, and minor damage, though in a tabletop setting they do slow the game down.

The biggest problem with the blaster caster is that they need to devote a considerable amount of resources for that and aren't as flexible as the Utility caster


Male LG Aasimar Paladin 5 / Expert (Swindler) 1 | HP: 51/61 | AC: 23 (12 Tch, 22 Fl) | CMB: +9, CMD: 21 | F: +11, R: +8, W: +11 (& resistances) | Init: +1 | Perc: +7 (darkvision), SM: +4 | Speed 20ft | Smite Evil: 0/2, Lay on Hands: 3/6, Divine Bond: 0/1 | Action points: 12, Reroll: 1/1 | Active conditions: Smite evil, divine bond (keen).

Oh, summon FTW, but from level 3 onwards, that 1st level spell slot can stand a high utility scaling spell that has excellent range, 100% hit chance and damages everything from demons to ghosts (with only a few, golem-shaped exceptions).

Quicken spell matamagic rod when you get the chance, too. That 1 rd casting time can be a b%&&# if the GM wants to interrupt you.


Male LN Elf Expert (Scholar) 1; Blood Arcanist 4 | HP: 23/23 | AC: 11 (10 Tch, 11 Fl) | CMB: +1, CMD: 12 | F: +1, R: +2, W: +7 | Init: +1 | Perc: +3, SM: +7 | Speed 30ft | Arcane Resevoir: 7/7; Consume Spells: 3/3; Grave Touch: 7/7; Sorceror's Robe 3/3; Volatile Conduit 1/1 | Spells: 1st 5/5; 2nd 3/3 | Active conditions: None

Thanks for the suggestions. I guess I need to make some changes to my concept and invest in some different gear. This Sorceror's Robe is much less effective than I thought it could be. And its so pricey that I couldn't afford much else.


Male TN Hobgoblin Kineticist 5 | HP: 68/68 15 NL| AC: 18 (14 Tch, 14 Fl) | CMB: +2, CMD: 16 | F: +9, R: +8, W: +1 | Init: +6 | Perc: +8, SM: +0 | Speed 30ft | Action Points: 4/9 | Burn: 3 | Active conditions: Flesh of Stone (DR2/Adamantine).

It's totally not a character appropriate thing, but too bad none of us have Sail, or we could kill off the crew and have Arimar Raise them all ;)


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Portraits | Tactical | Hollow Mountain

That didn't stop Benaiah from stealing a boat in a different adventure.


Portraits | Tactical | Hollow Mountain

Arimar beautiful eulogy. Will use that in a later post.

So a bit about that encounter, I NEVER thought you'd jump in. Tactically it was poor choice. Thematically, the crew will worship you for it and you will see a decided change in morale. And hey, it is a game so why not.

To address the 'losing' aspect, you are not meant to fight everything, so this was supposed to be a ranged-try-to-save-redshirt encounter, and you certainly tried.

I am keeping track of xp, and I did award some extra based upon your actions.

Super impressed as always!


Male LG Aasimar Paladin 5 / Expert (Swindler) 1 | HP: 51/61 | AC: 23 (12 Tch, 22 Fl) | CMB: +9, CMD: 21 | F: +11, R: +8, W: +11 (& resistances) | Init: +1 | Perc: +7 (darkvision), SM: +4 | Speed 20ft | Smite Evil: 0/2, Lay on Hands: 3/6, Divine Bond: 0/1 | Action points: 12, Reroll: 1/1 | Active conditions: Smite evil, divine bond (keen).

Heh. It was fun... and I figured I could save some more sailors with a quick walk on water spell. Also, figured I'd need to save Benaiah! ;-)

Glad you liked the eulogy.

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