HP 131/131 DR:10/adam:3/- | AC 45 | T 19 | FF 41 | CMD 34 | Fort +17 | Ref +13 | Will +20 | Init +3 | Perc +21
So...what happens when we get death ward, walk through here and it's exactly like the tunnel with the hands before, meaning it's not stopped nor effected by anything we protect ourselves with? We'd have lost 8 hours, and still be drained ridiculously. Avoreal and Lithuan would have spells back, and I'd have a couple of spells back.
I consider this a very likely outcome, so I want to discuss it first. The writer of this module has clearly shown a huge interest in just screwing characters over without recourse, so I strongly believe that's all this room will do is screw us over without recourse.
I, for one, would surely like my cloak of resistance fixed before I have to hit a final encounter, and I surely don't want to deal with overlapping negative energy hits with a -5 to all my saves.
I'm of the opinion that it's better if we try something which might help rather than just bull on through.
Adaptation, Unshakeable Resolve, Ring o' Blinking, GREATER Ring o' Inner Fortitude; Regen. (1hp/10 min)
I'm worried the emphasis placed earlier in the module on competing forces (and GM comments when we stopped to fight the giants) suggest that we lose if we stop to rest...
While I do understand it is a race, no race is worth getting ganked again. I don't see this adventure as an urgent save the world sort of event. Seems more like infighting among evil factions (with us helping the status quo one).
If this were, say, the final part of RotRL, then one might make a case that getting it done in time for a Rune Lord not to wake up is good cause. I just don't see the need for speed as much here. If Lithuan can do the job with his trick, fine, but if not, I'm not going into that room without proper preparation.
We saw what rushing and a lack of willingness to fix conditions did to the party last time in Moonscar.
Female CN Elf Wizard (Transmutation) 20.0 HP 182/182(+5) | AC 43 | T 23 | FF 38 | CMD 33(FoM) | Fort +19 | Ref +20 | Will +21(+2 vs Ench) | Init +12 | Perc +24 | Images
I personally dont wanna die to get the torq first, that said i dont wanna miss out on my level either.. I have the spells to continue if Lithuan can deal with the room.. If not i have the mansion..
I would highly suggest that Darvik get a Nap Stack spell for the next adventure though.. We could have regained spells in 2 hours with it..
on that note, we are getting decently close o the end, who is running next? I would say it would be great is someone not named Mini or Vars ran, since we have both run 2 now
and do those of you who are already level 17 want to go slow so we can all get to 20 or as close to 20 as possible?
so i have been reading through Emerald Spire again, the idea will be that it will take us from 1-13, through 14 modules (two are meant to be done on slow speed). I will only run one "table" so am only going to want 6. Again late November-early January will be the start and it will take a while to get through all of it. The characters will spend their entire PFS career in the spire is the assumption.
I have posted in two of my games for interested players.
is useful if you are thinking of Emerald Spire, I think between both threads we have 6 people who want to play, if we have more...well i will figure out how to cut
Thinking about making a human fighter/rogue maxed in perc/stealth/disable and relies on sap feats to do good damage.. Final levels prob look something like Fighter 3(weapon master)/Rogue 11(Scout). Thoughts? Would it just be better to go Slayer 14?
An Earthbreaker sneak at max level would look something like 3d6+21+12d6+24 per hit..
Back to even when you don't consider studied target.
Alternatively do weapon master 4 (or 3, but I like to get specialization as a rule), slayer 10 and run the numbers.
But sap master is a very binary build. If you can get a sneak off on a target subject to nonlethal, it's is amazing. Otherwise it is extremely meh, and with a lot of feats spent to be meh.
It's only 2 feats and merciful enchantment.. You can always do regular sneak if it's not subject to non-lethal and with scout in the build anytime you charge or move 10' in a round you get sneak.. Was thinking about throwing Hellcat Stealth and Hellcat Pounce into the mix.
Yes, but sneak on it's own is not much more than meh. I've run the math, and rogues even with sneak do weak damage. Might be that with weapon master grafted on it is tolerable, but why graft a bionic limb onto a 98 pound weakling?
HP 131/131 DR:10/adam:3/- | AC 45 | T 19 | FF 41 | CMD 34 | Fort +17 | Ref +13 | Will +20 | Init +3 | Perc +21
What we're supposed to do with this thing is waste time and resources on yet another thing we can't find out meaningful information about. I"m sure there's some pattern to the hands and the movements, yadda yadda yadda, but since you can't get any information without being close enough to trigger it, that does us exactly diddly. So we can spend a bunch of time trying to find a way to trigger it enough to decipher the pattern, how it works, etc, or we can hope that Duhwoo does something from inside it or we can just go over it/around it/wherever the train rails lead next.
The mod is not clear on what they look like other than the statues are all around and they move into the clock then out. Honestly I cannot come up with any benefit to drawing it out.
There are plenty nearby if you want to attack a non animate statue thoigh
sry guys this has really has wound up being a slog, and not a good module
also if Avoreal runs the next one I suggest those of use who are a level ahead take half xp for this module and the next then we will all be evened out and can get as high level as possible