
Mlungisi |

Looks like we have a group of 5 (not sure if the dark tapestry oracle is going to get included to put us at 6?).
I'm sure most of you are probably already aware of the following things, so just think of this is a refresher :).
Given both barbarians taking superstitious I'll be reluctant to cast spells on them while they are raging. I'll attempt it anyway if things look dire - but consider ending your rage if the healing is more important to you than the fatigue penalty and slightly lower damage output. Healing through channeling won't be a problem though.
My life link has a range of 230 ft (46 grid squares). Unless the map is huge this shouldn't be an issue, but if you do get out of range it automatically cancels.
I can have two active shield other spells going at a time. In order to be the recipient of this spell you will need to have a ring finger free (to wear one of the platinum rings). Max range on the spell is 55 ft (11 grid squares). Go beyond that range and the spell immediately ends and I become sad :(. If I can cast a blessing of fervor prior to casting shield other then the range is doubled. I don't expect Caarl (with his DR 19) to really need the shield other spell. Huuurk maybe/maybe not, his DR is only 6. Darrt, in theory, will probably be at range most of the fight. But really what I'm asking here is which two people want to be able to have Shield Other cast on them. For those not familiar with the spell you get "+1 deflection bonus to AC and a +1 resistance bonus" and half of all HP damage you take, regardless of source, is transferred to me.
And the last note, channel and all the mass cure wounds spells require all recipients to be within 30 ft of me (well okay, the cure spells require all players to be healed to be within 30 ft of each other - I can cast that at a range that doesn't include me in that 30 ft if need be). Which isn't to say don't spread out if the enemies are laying down area of effect, but obviously these spells/abilities become much more powerful if we can be close enough together for the heal to hit everyone who is damaged.

Mlungisi |

Hmm, not sure if I'm missing something on your character Caarl, but I'm reading your fast healing feat as
Fast Healing which would only trigger when you are healed by magical means as opposed to a round by round regeneration effect.
Which would then be +5 HP gained from a healing spell/potion/wand at 20 con, or +8 while raging?
Or is there something else I'm not seeing?
Which still at DR 19, I don't expect you to need a lot of healing unless you get mauled by a dragon.

Mlungisi |

Ah, I missed the 1/2 in front of con bonus.
Well the specific text is "...it heals 5 hit points and you take 5 hit points of damage." So technically it is a heal, but if I were GMing this I'm not sure I'd allow the oracle to take 5 damage and the fast healing char gain 7+. That almost seems like cheating :) - the ability seems to be intended to allow sharing of damage taken rather than as a healing tool. But I'll leave that for Watcher Uatu to decide if he wants to allow that or not. (Wonders if there are any threads on the boards here regarding this combination - goes of to search....)

Darrt |

If no one else is going to claim one of Mlungisi's rings then I will happily take one. With my using it, it won't come into play until my eidolon starts taking fatal blows and I take the damage off of him--That should give Mlungisi a little bit more breathing room throughout the fight so he doesn't need to constantly heal himself as well.

Boleridin Swaggle |

Posting.
I'm not too concerned about Superstichin' for myself; I do have a few buffs, primarily anti-caster, but the nature of the rage power means they likely won't be necessary as casts on those guys.
One thing I'd like to ask: is there going to be pre-combat time to buff? Not gonna change anything about the build, but that'd be a good thing to know.

Mlungisi |

So Darrt takes one of the rings then.
I'm guessing Shakros higher ac and defensive spells (displacement/blur/mirror image) should keep his overall damage in take lower, so he probably doesn't need one.
Boleridin, do you plan to be in the thick of melee the entire fight for touch attack spells? Or do you plan to hang back at the first part of a fight casting debuffs then move to melee afterwards? If you plan to be in melee the whole time you should probably take the 2nd ring, otherwise I'd recommend it going to Huurk.

Huuurk |

As far as the protective ring goes, I probably won't need it out of sheer amount of hitpoints (and Ferocious Tenacity), but if Clowny doesn't need/want it, I certainly won't say no.
I will most definitely be in melee, preferring to pop a pot of enlarge and then haste/rage charging.
I'll have to look for a ruling on whether or not Rhino Hide affects ALL attacks on a pouncing charge, because that will be an issue.

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As far as the protective ring goes, I probably won't need it out of sheer amount of hitpoints (and Ferocious Tenacity), but if Clowny doesn't need/want it, I certainly won't say no.
I will most definitely be in melee, preferring to pop a pot of enlarge and then haste/rage charging.
I'll have to look for a ruling on whether or not Rhino Hide affects ALL attacks on a pouncing charge, because that will be an issue.
This +2 hide armor is made from rhinoceros hide... and deals an additional 2d6 points of damage on any successful charge attack made by the wearer
I would say you get the bonus on all of them, seeing as they're all charge attacks. Same as how you get the +2 attack bonus on all of them.

Mlungisi |

Ok, second ring goes to Huuurk. I actually don't intend for you (or anyone) to get low enough on life to need things like Ferocious Tenacity to kick in :).
Bracers for my imbue spell ability are going to Darrt. I'm actually not sure if I will even be using imbue, will depend a lot on what we end up fighting.

Watcher Uatu |

Ah, I missed the 1/2 in front of con bonus.
Well the specific text is "...it heals 5 hit points and you take 5 hit points of damage." So technically it is a heal, but if I were GMing this I'm not sure I'd allow the oracle to take 5 damage and the fast healing char gain 7+. That almost seems like cheating :) - the ability seems to be intended to allow sharing of damage taken rather than as a healing tool. But I'll leave that for Watcher Uatu to decide if he wants to allow that or not. (Wonders if there are any threads on the boards here regarding this combination - goes of to search....)
Since it only works when the character is dying I will let it go.
if the bonded creature is wounded for 5 or more hit points below its maximum hit points,

Watcher Uatu |

Posting.
I'm not too concerned about Superstichin' for myself; I do have a few buffs, primarily anti-caster, but the nature of the rage power means they likely won't be necessary as casts on those guys.
One thing I'd like to ask: is there going to be pre-combat time to buff? Not gonna change anything about the build, but that'd be a good thing to know.
Nope. Well I might do it for the last fight if anyone makes it that far.

Shakros |

When it says "5 points below maximum" that would mean if they have taken 5 damage it would trigger, because if my character has a maximum of 101 hp, 5 points below that would be 96. That's how it should work, right?
That looks to be the correct interpretation.
Re: Rings; I shouldn't be needing one, hopefully.
Re: starting; I'm ready whenever as well.

Mlungisi |

When it says "5 points below maximum" that would mean if they have taken 5 damage it would trigger, because if my character has a maximum of 101 hp, 5 points below that would be 96. That's how it should work, right?
Yes, this is how the ability should work.
Couple of questions for clarification on the rules (highlights mine):
There will only be a safe house in the 3rd and match, and at the end of the 5th match to prevent nova'ing.
Was the and extraneous (meaning only available during the 3rd round) or was this supposed to say something like the 3rd and 4th or 3rd and 5th rounds?
The good news is that if you still get to move on to the next match, but you will start with 50% of your hp.
I'm not sure on the context of this rule. IIRC the original rule was something about if a player left the arena they got to keep the gold they had earned so far - which of course isn't of any value in this current gauntlet format as these characters aren't ones we are playing in other games. So does this refer to entering the safe house during round 3 mean you start round 4 at half hp (but otherwise fully recharged)? Or does it refer to exiting the arena in any round, but doing so means you come back in the next round starting at half hp?
I am also ready to start.

Mlungisi |

Just FYI for everyone, I'm hoping to get a blessing of fervor off as my first round action. But it has the standard no two targets of the spell may be more than 30 feet apart.
It will last for 13 rounds, and each round you get to pick to use one of the following abilities:
Increase speed by 30 feet.
Stand up as a swift action without provoking an attack of opportunity.
Make one extra attack as part of a full attack action, using your highest base attack bonus (does not stack with haste).
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
Darrt or Shakros may want to immediately slap one of the barbarians with an extended duration enlarge person right after my spell goes off? Huuurk has 10 pots of enlarge, so only Caarl would need the enlarge if we decide to go with that.

Mlungisi |

Yea, Darrt is probably a better option to cast that on Caarl, since he has the flexibility of spontaneous caster and isn't likely to use a lot of first level spells for other things.
Expeditious retreat - cast an extended one the last round of the blessing of fervor if you want the continued 30' speed bonus.
Shield - similar, cast an extended one sometime during the blessing of fervor.
Darrt's other 1st level spells are going to be pretty situational.
Darrt, any chance I could also get an extended invisibility cast on me sometime during those first 13 rounds?
Likewise Shakros you will probably want to fit in an extended blur cast on yourself at some point too.

Huuurk |

I'm liking the sound of that +2 to attack rolls, AC and Reflex.
As far as the Enlarge Person goes, I'm not against taking one turn to quaff, since the next turn will be my 'nova', so feel free to opt out of buffing me in that regard.
Will definitely have to hold my action until after the oracle's, or at least make sure I take that turn to get big, heheh.

Watcher Uatu |

I have created the map. Rows 1 and 20 are the borders.
The safe house is blue and it is marked. The map can be edited by anyone. Before the match begins I will allow you to place yourselves anywhere with the light blue area, which is on the left side of the map, by typing your name in a square. This formation will be the default formation for the other matches also.
Anyone who wishes to make knowledge checks may do so.

Mlungisi |

Given the init order of our first battle, probably just have everyone delay till my blessing of fervor goes off. That should then let the barbarians also charge with using the bonus 30' speed? If they want to get into the melee right away that is - though that could leave the casters open.

Huuurk |

Mlungisi: I'm going to be using a round of haste regardless, so I'd be using the +2 to hit instead, and since Shakros pointed out that the new devils are not on the field yet, I can charge straight to the back immediately (100' out of 140') and (Hopefully!) take one out first turn.
Though I'm not sure if I want to wait to pop a potion or not...

Huuurk |

I'm a little disappointed that I didn't crit at all on 4 attacks with a 15-20 range...
And the charge is my 'nova', Rhino Hide + haste + Raging Brutality is a hell of a lot of extra damage, but it takes quite a bit out of my 'per day' stuff.
Cheers to you for the +2 to hit, would have missed twice without it

Shakros |

Why would it be stopped? I picked up Dimensional Agility, allowing me to take the rest of my actions after DDooring.
Also, I recently realized that technically speaking, the quickened Shocking Grasp isn't Spell Combat, it's simply a quickened spell.
Edit: There's a rules thread concerning DDoor and spell combat?