To Change the Way of the World: A Better Valcia Begins Today (Inactive)

Game Master Darksmokepuncher

You are members of the Army of the Freeland of Amerys, a newly reformed country and the first to bring Democracy to Valcia. Your missions will involve the safety and protection of Amerys, the expansion of your lands through the conquest of or alliance with new territories, and the abolishment of slavery.


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Male Human Rogue (swashbuckler) 7, HP 47/63, Fort/Ref/Will 6/11/3, AC 22 (+1 per sneak attack die)

That's all I got.

Shadow Lodge

That's how it is supposed to be for the time being :P


Male Human Rogue (swashbuckler) 7, HP 47/63, Fort/Ref/Will 6/11/3, AC 22 (+1 per sneak attack die)

I hate to nerf my teammate midcombat, but if my defiant armor was booted shouldn't bane weapons be as well?


Hp 81/81 AC 24 (21) (+12 Perc; +4 Init; Fort +9, Ref +10, Will +7)

I wasn't aware that it there was a restriction. if it is indeed then it is easy to adjust damage as i rolled everything separately.


Ack sister! We face foul treason from our companion! :D


Male Elf Wizard 20

We had a conversation about how overpowered specific race buffs/debuffs are since there are only humans in this setting.

Shadow Lodge

True. Sorry, something I forgot to mention.

You can, of course, respend the money on an equivalently priced enhancment.


We are beset by all sides sister!


Hp 81/81 AC 24 (21) (+12 Perc; +4 Init; Fort +9, Ref +10, Will +7)

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..

----

Ok will adjust items. Anyone as a few good ideas for item that could improve my damage?

----
Now that i have access to the map can i 5ft step to L1?


Male Elf Wizard 20

You should be able to move yourself.

I'd say if you want damage just throw a good old fashioned elemental damage enhancement on there.

Shadow Lodge

+1 to elemental damage


Hp 81/81 AC 24 (21) (+12 Perc; +4 Init; Fort +9, Ref +10, Will +7)

ok sold on a Elemental Damage Weapon... :)


Hp 81/81 AC 24 (21) (+12 Perc; +4 Init; Fort +9, Ref +10, Will +7)

Oh btw Erianna heroism does provide you with a nice +2 moral bonus to skill and saves :)


Hehe cool, might be handy if Acrobatics comes into play. Still have some tricks up my boot... Huh... Sleeve :D


Hp 81/81 AC 24 (21) (+12 Perc; +4 Init; Fort +9, Ref +10, Will +7)

you could glitterdust or mirror image if you need to create some breathing room as you fight the boss :)


I could mirror image, but I am trying to avoid losing any more rounds buffing Erianna, and instead actually hitting the bad guys :D

Though if he starts laying down the pain, I may have to do just that.

Then again, I don't have to worry because I have my sister there to heal me ;)


Hp 81/81 AC 24 (21) (+12 Perc; +4 Init; Fort +9, Ref +10, Will +7)

True,
Its a delicate ballance for me too as i have to choose between buffing, healing and dishing out good damage...


Male Elf Wizard 20

Stay alive down there, I can rain down A LOT of fire, but it doesn't help if you guys die and they start focusing on me.


Hp 81/81 AC 24 (21) (+12 Perc; +4 Init; Fort +9, Ref +10, Will +7)

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.


Male Elf Wizard 20

Sounds good, keep the single target damage up and I'll cause the AoO damage. I can probably wipe out half the line at the door with a diamond spray.


So I focus Targ and you the Elephant? There is another one coming, by the way ;)


Male Elf Wizard 20

Please, get them grouped up >:)


Erianna is just sitting there, about to be caught between a rock and a hard place :/


Hp 81/81 AC 24 (21) (+12 Perc; +4 Init; Fort +9, Ref +10, Will +7)

i can't position myself on the map...

Erianna would you mind?

Sczarni

Male Human

Click your picture, then hover over the white frame near the top-middle. A hand will appear allowing you to move the picture tile around the map.


Esther moved to L1 as requested ;)


Hp 81/81 AC 24 (21) (+12 Perc; +4 Init; Fort +9, Ref +10, Will +7)

My target should be really hurting by now since i think i haven't missed a shot at him... (i did 93 damage to him)


Male Elf Wizard 20

Hmm, I think I should have taken some school focus and specialization feats to increase my evocation spell DC's


Male Human Rogue (swashbuckler) 7, HP 47/63, Fort/Ref/Will 6/11/3, AC 22 (+1 per sneak attack die)

4d6 of extra damage doesn't help if three of them are ones or twos.


Hp 81/81 AC 24 (21) (+12 Perc; +4 Init; Fort +9, Ref +10, Will +7)

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


Male Human Rogue (swashbuckler) 7, HP 47/63, Fort/Ref/Will 6/11/3, AC 22 (+1 per sneak attack die)

ehehehe, about that...


Male Elf Wizard 20

I don't plan to be hit anytime soon. I'm at about half hp out of 47


Male Human Rogue (swashbuckler) 7, HP 47/63, Fort/Ref/Will 6/11/3, AC 22 (+1 per sneak attack die)

To quote one M. Night Shyamalan, "it's like it was meant to be".

Shadow Lodge

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?


Male Human Rogue (swashbuckler) 7, HP 47/63, Fort/Ref/Will 6/11/3, AC 22 (+1 per sneak attack die)

Well, that was one of the harder fights of my rpg experience, but that's a good thing. How did you manage to pull that two five-foot-step thing, or are you not going to say?


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! ;)


Male Elf Wizard 20

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?


Male Human Rogue (swashbuckler) 7, HP 47/63, Fort/Ref/Will 6/11/3, AC 22 (+1 per sneak attack die)

That's true. Without Crane Wing (a style I'm definitely going to pick up ASAP) we'd probably be totally boned.


Male Elf Wizard 20

Erianna, how are you meeting the prerequisites for crane riposte? You either need to have a BaB of 8 (impossible at level 7) or have 7 levels of monk (which you don't)


Male Human Rogue (swashbuckler) 7, HP 47/63, Fort/Ref/Will 6/11/3, AC 22 (+1 per sneak attack die)

Master of Many Styles.


Ftw!


Male Elf Wizard 20

Holy crap that's powerful, you can essentially make yourself the most powerful melee combatant at low levels because you simply can't get hit.


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.


Male Elf Wizard 20

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).

Shadow Lodge

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.


Hp 81/81 AC 24 (21) (+12 Perc; +4 Init; Fort +9, Ref +10, Will +7)

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


Male Elf Wizard 20

500g? Thanks for the offer but I'll just pick up the feat later, it'd be worth it to simply buy a feat but the feat I'm giving up isn't useless.

What's the price for me researching and picking up the spell haste? Not now I know, but later.

Shadow Lodge

Now that you've seen it (Erianna's boots), you may be able to learn haste from them. When time permits of course :)


GM DSP wrote:


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?

Shadow Lodge

Yep :)

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