
Esther Pennycoat |

yup and i am on a very bad spot since i am an archer and i am right next to a melee type :)
Go kill him quickly..
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Ok will adjust items. Anyone as a few good ideas for item that could improve my damage?
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Now that i have access to the map can i 5ft step to L1?

Esther Pennycoat |

Don't worry about Erianna she is a lord harder to hit (after my buff) and has a few tricks up her sleeves.
I am just trying to Focus Fire on the elephant we started in order to free up erasmus. If he doesn't have a flanking buddy he won't be doing much damage.

Esther Pennycoat |

Mortimer / eramus i you want any healing from me you have to provide me with a place where you keep you HP count and track it every round. like the header Erianna and I use.
Because if i don't know how badly hurt you are i can't anticipate the need to heal.
And remember i can't AoE Heal i have to touch you

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Now that we've played a bit and had a good, hard fight. I'd like to check in.
What do we think? What would you all like to see more of? Less of?
Anything particularly grating about my GM style or story? Anything stick out as particularly good?
Anything you want to know about the story or the fights so far?

Erianna |

So far, I think things are looking good. As a group we got the chance of verifying how the characters work both in combat and out of it - it allowed us to cement some basics about the mechanics, and also exchange some "pleasentries" in character :D
Personally I have found the game nicely balanced - opportunities to use social skills and to blast things apart are two major good points in any game, and here, at least for the part that I have played in, the balance seems very solid.
It is normal to run into some mechanical bumps during combat rounds, until we fall into a pattern that everyone feels comfortable with, so I would say that the fight went along very well, which is usually one of the most complicated things in PbP I guess - keeping up its pace and momentum. We could benefit from some more regular posting though.
I liked the map, its added details regarding the room we were in. I liked the scale and the models you used for the bad guys. We kinda lost a little of the tactical feeling once Targ broke and fled - it wouldn't have hurt to have a secondary map, in a larger scale, and even if rougher, so we could track the pursuit more accurately - in the end it is not essential (I played D&D for YEARS without a battle map), but it is helpful.
I liked the detail given to the personality of the Elephants - it helped me picture them in my head, and their arrogant nature made me want to throttle them - which is a good thing I believe :D
From now onwards, I expect to have the opportunity to become more immersed in the actual events that are taking place in a broader scale, because since me and Esther started after the action was already taking place, I feel like I need to catchup.
About the fight itself... I got the impression that the elephants, but mostly Targ, were REALLY strong... Maybe too strong for our group? I think that Erianna is perhaps the highest AC character I have ever had around this level, and even with Esther's Barkskin, Targ could hit me with... like a 5 or 7 or something, and for something like 4d6+30 damage... OUCH! Had she been a little less complete with Crane Wing, and she would certainly be dead.
One other thing, I liked the fact that Targ did more stuff beyond just swinging his weapon round after round - I wanna be able to create small earthquakes too :D
But hey... We WON! ;)

Mortimer Talinth |

I'm picking up a necklace of fireballs, I know that much.
Yes, quite the terrifying fight. Whatever that mans strength score was, it was too damn high. I intend to slit his throat if he's not dead already, I don't want to deal with him another second.
I liked it, good RP and good combat. Any loot worth mentioning?

Erianna |

It is not exactly godlike Mortimer, being only useful against one strike per round, so if facing multiple combatants or an opponent with more than one attack, its efficiency decreases, though it is always good of course. Also you need to be fighting defensively, etc.
I still have some other tricks up my sleeve for further levels though ;)
Regarding the fireballs necklace, et al. It is not so much the amount of fireballs that you cast (though of course the more you cast the merrier, but keep in mind fire resistant opponents, and how you will deal with them) - it is more a matter of how much damage you inflict, and the associated DC (but you know all this already).
You need to up those values through Metamagic feats like Empowered Spell, School focus, spell specialization, and stuff like traits and other feats that increase the save DCs for specific spells.
On the other hand, you can always keep some spells at hand that do not rely as much on save DCs - pits and tentacles are amazing spells, and IMO, Haste is a must as far as group buffs go, mainly in a group such as ours with three martially bent characters.

Mortimer Talinth |

Versatile Evocation: When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Resistances aren't a problem, I'll just change up the type of damage. I play wizards quite a bit and I usually do go with buffs/battlefield control style spells, but I wanted to mix it up a little, try a gishy wizard. However, I can see the incredible value of haste for this party and I might invest some time/money into picking that up. I generally avoid higher order metamagic because the spell level increase is rarely worth it (which is why I have a metamagic rod). Like, why cast an empowered fireball when you can cast feeblemind, or wall of force, or dominate person, or telekinesis?
Most of my feats are well spent I think, but they're mostly defensive. Spell Mastery for if I lose access to my spellbook, Defensive Combat Training so I'm not an easy grapple target, and combat casting so I can cast in difficult situations. Improved familiar I think is extremely useful. Improved initiative isn't always a must have, but sometimes getting off a spell before the 50 strength slaver swings at you can be the difference in a fight. I suppose spell penetration isn't that necessary.
DM, could I be allowed to make a very small feat change? I want to swap spell penetration for spell focus (evocation).

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Good feedback. Thanks!
The double five foot step is a feat {I will not tell you which one ;)} in a chain. It allows for a second 5 foot step if you hit in melee.
These bosses we very tough, but you all did very well avoiding the worst of it. There is a story reason that they we so powerful, but you'll learn about that later. Another reason Targ was so powerful is action economy. You all get to thump him hard, and he only gets to hit once.
In my opinion, there really needs to be a better way to do one BBEG vs a group, but I work with what I have.
I also calculate CR by XP rather than level. This makes for a more accurate challenge level. I am also not afraid to through CR+2,3, or 4 encounters at you. (But you know that now *grin*).
Mortimer, I will allow the feat change for 500gp.
Crane Style is very powerful. I had heard thus, but had not actually witnessed it. I will continue to allow it for the time being. I do see how it tapers with multiple attacks, but it is still rather powerful, particularly if enemies use vital strike.
Erianna, for consistently and without reminders, posting your augmented stats at the start of each round, you may choose to allocate 5 additional skill points (normal rank cap still applies) or the FENCER trait.

Esther Pennycoat |

So far i am satisfied with the current RP / combat opportunities.
of course since i recently joined i can't really say much about the story but i like the style so far.
(erianna the boss while i don't know his level could be in the 10-13th level range. But had a maximum of +10 BAB and if i reverse engineer him this is what i figured Damage (power attack) 9 points + 2(weapon spec) +2 (Weapon training group) +2 (Magic weapon) +13 (28 STR) => for a 10th level fighter

Erianna |

Erianna, for consistently and without reminders, posting your augmented stats at the start of each round, you may choose to allocate 5 additional skill points (normal rank cap still applies) or the FENCER trait.
Thanks a lot GM DSP, I guess you read my mind because I am a sucker for skills in my characters :D Though gaining the Fencer trait would be really cool... Let me mull it over for a while, is that ok?