GM Spazmodeus presents Ironfang Invasion

Game Master GM Spazmodeus

Map

Treasure Found

Army of Tagalongs:
Aubrin the Green (F Human Cleric 3/Ranger 3)
Jet (F Human Aristocrat 2)
Kining Blondebeard (F Dwarf Expert 4)
Rhyna (F Human Adept 4)
4 2nd level warrior (Mazon, F Half-orc) (Barek, M Human) (Barid, M Human) (Akkuya, M Human)
2 1st level aristocrats (Farrow, M Human) (Clidon, M Human)
1 2nd level aristocrat (Surri, F Human)
7 1st level commoners (Andrezi, M Human) (Cegala, F Human) (Cimri, F Human) (Jeilum, M Human) (Mev, F Human) (Seifer, M Human) (Tia, F Human)
1 1st level adept (Boris, M Human)
1 2nd level adept (Anafa, F Halfling)
8 farm animals (sheep and goats)
2 Light horses

90 provision points

Tagalong uses:
Beginning on the second round of any combat, a PC may order a single follower to assist her as a move action. If she succeeds at a DC 12 Diplomacy or Intimidate check, she gains a +2 aid another bonus on her next check, or to her Armor Class for 1 round.

The various refugees can also assist with their limited skills, such as using Heal checks to patch up the PCs between encounters, or even rush into battle if things look dire (though any NPC is unlikely to survive even a single blow from a trained soldier).


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Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

That's a good point. Maybe we should have Vraxis scout that out next. I know he can't (or shouldn't) cross the river of course...


2 people marked this as a favorite.
Vraxis:
Vraxis: Hp 23/27 | AC: 20, T: 15, FF: 17, CMD: 18 | Saves F +7, R +6, W +8 (+2 vs. fear)| Init +3 | Perception +13, Sense Motive +2 | Status: Normal
Fang:
Fang: Hp 29/37 | AC: 20, T: 16, FF: 17, CMD: 17 | Saves F +5, R +5, W +2 | Init +3 | Perception +6, Sense Motive +1 | Status: Normal

Dat a short joke?


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

Nope. I was just thinking there is no bridge. And the fact the army would be swarming the place by now if it is not burned down completely.

Although now that I think about it there was talk of a ford somewhere downstream...


Loot Sheet |Male Human (Varisian) Occultist (Reliquarian, Naturalist) 5 | HP 37/37 | AC:22 T:13 F:20 CMD:18 | F+5 R+6 W+3 | Perc+11 | Init+2 (+4 if act in surprise rd) | 10 nonlethal
Arrow:
HP 19/19 | AC:16 T:13 F:13 CMD:15 | F+5 R+4 W+6 | Perc+6
GM Fez wrote:
All, my wife had an emergency surgery done last Thursday night and now can't carry more than a jug of milk, so my posting will be sporadic for the next week or two.

I'm really sorry to hear that. Have things gotten better?

My work situation is improving, so I have begun selectively picking up games rather than trying to pick them all up at once. I'd like to resume this one!

That camp Vraxis found is big but not crazy big. We could maybe pick it apart as long as we don't bring the entire camp down on us in one battle.

I sort of assume everyone left behind in Phaendar is enslaved. Not sure if they are even present or they have been taken away. How long would it take to go scout it? I feel like we shouldn't wait too long to hit the camp.


Yes, things are a lot better. From your current location it would probably take a day to get there, scout out the location and get back.


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

I'm assuming you mean Phaendar?


Loot Sheet |Male Human (Varisian) Occultist (Reliquarian, Naturalist) 5 | HP 37/37 | AC:22 T:13 F:20 CMD:18 | F+5 R+6 W+3 | Perc+11 | Init+2 (+4 if act in surprise rd) | 10 nonlethal
Arrow:
HP 19/19 | AC:16 T:13 F:13 CMD:15 | F+5 R+4 W+6 | Perc+6

Glad to hear the missus is better!

A day to scout out Phaendar is not bad. A couple days would be fine too. Shall we? (And by "we," it's inevitably Vraxis and Fang.)


Ongoing Effects:
Shield +4 AC
Magus/Slayer 7 HP: 69/91 | AC: 22 / T: 13 / FF: 20 | Fort: +8, Ref: +7, Will: +5 | CMB: +10, CMD: 25 | Init: +2, Perception: +12

Yeah lets scout it out! I know its a lot with Vraxis and Fang, but I am ok with it. It's realistic and fun to watch/read.


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

It just makes sense to send the two of them and only them. They are faster together and can aid each other. Also...the more people, the more the chance for failure of stealth/survival rolls too. Its just safer I think in the end as long as Vraxis doesn't stick his neck out too far for the intel.

=)


Vraxis:
Vraxis: Hp 23/27 | AC: 20, T: 15, FF: 17, CMD: 18 | Saves F +7, R +6, W +8 (+2 vs. fear)| Init +3 | Perception +13, Sense Motive +2 | Status: Normal
Fang:
Fang: Hp 29/37 | AC: 20, T: 16, FF: 17, CMD: 17 | Saves F +5, R +5, W +2 | Init +3 | Perception +6, Sense Motive +1 | Status: Normal

I'm game. Vraxis and Fang are always up for stretching their legs.


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

Our most 'gp' available items for trade:

silver cup (15 gp)
hand-sized darkwood carving of a butterfly (20 gp)
three bottles of Oldlaw whiskey (20 gp each)
100 gp worth of gold dust
large citrine gem (50 gp)
27 small semiprecious stones (worth 1 gp each)
457 gp
210 sp

That's about 205+27+457+21= 710 gps? Anything else we want to trade?
Unfortunately a +1 lance is like 2000+ gps.


Vraxis:
Vraxis: Hp 23/27 | AC: 20, T: 15, FF: 17, CMD: 18 | Saves F +7, R +6, W +8 (+2 vs. fear)| Init +3 | Perception +13, Sense Motive +2 | Status: Normal
Fang:
Fang: Hp 29/37 | AC: 20, T: 16, FF: 17, CMD: 17 | Saves F +5, R +5, W +2 | Init +3 | Perception +6, Sense Motive +1 | Status: Normal

The Loot link at the top of the page has a lot of MW weapons...


Anything in that spoiler has not been claimed by the party or by an NPC yet.


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

Did we remove any of the items I placed with an NPC write-up? I used a lot of special but minor items from the list.


Ongoing Effects:
Shield +4 AC
Magus/Slayer 7 HP: 69/91 | AC: 22 / T: 13 / FF: 20 | Fort: +8, Ref: +7, Will: +5 | CMB: +10, CMD: 25 | Init: +2, Perception: +12

I don't really have anything of too much value. I gave over my normal Scimitar to an NPC, I believe. I am going to keep my MW cold iron, just in case it is needed.

Selling all the non-essential seems good to me.


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

That's a good point...

I have a few Items I've picked up I'm willing to give up/trade if needed.

Masterwork Quarterstaff

Lamellar Armor*

*(This belonged to another Character who is gone now I think, but I took it off again when I switched to the Masterwork Chain shirt.)

MW Bolas

Potion of Cat's Grace (x2)


Yes, I've been pulling material from the treasure spoiler as its been given to NPCs.


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

Suggested Trade Items
2 Masterwork Battleaxes
3 longswords
MW Quarterstaff
2 battleaxes
alchemical silver rapier
silver cup (15 gp)
hand-sized darkwood carving of a butterfly (20 gp)
100 gp worth of gold dust
large citrine gem (50 gp)
27 small semiprecious stones (worth 1 gp each)
457 gp
210 sp
MW Bolas (in Govrina's Equipment)
Lamellar Armor (in Govrina's Equipment)

Total selling GPs: 2035

Would this work for the +1 Lance?


Yep


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

Let call that a trade then. I don't know what we can or can't afford to sell beyond that. Everything else is too useful to get rid of so far.


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

Will she be back after the surprise attack? Or stick around for it? I'm sure we will have some basic loot after that.


Ongoing Effects:
Shield +4 AC
Magus/Slayer 7 HP: 69/91 | AC: 22 / T: 13 / FF: 20 | Fort: +8, Ref: +7, Will: +5 | CMB: +10, CMD: 25 | Init: +2, Perception: +12

Thank you for taking charge with the trade Govrina.

The trade looks good to me.


Novvi will try to avoid being near fights and makes her way back to the troglodytes caves once per month.


Loot Sheet |Male Human (Varisian) Occultist (Reliquarian, Naturalist) 5 | HP 37/37 | AC:22 T:13 F:20 CMD:18 | F+5 R+6 W+3 | Perc+11 | Init+2 (+4 if act in surprise rd) | 10 nonlethal
Arrow:
HP 19/19 | AC:16 T:13 F:13 CMD:15 | F+5 R+4 W+6 | Perc+6

Looks awesome! Thank you for covering that.

How about the following trade:

Composite Longbow +1

for

Longbow +1
Masterwork Scimitar
Heavy Mace
Light Steel Shield x2
Masterwork Backpack


Novvi graciously accepts this trade.


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

Unless we want to trade for something else, I think we can get ready for the ambush finally. Will Vraxis be joining us, or is he out of the fight for this one time due to other things he's doing?


He'll be available, he made it back to camp in under a day, just had to move a bit slowly bringing back the body.


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

OK. GM let us know when you have a map ready (or whatever) and we can plan the ambush with the Trogs. I think we might need to leave Fang behind since he might have problems with the smell?


I've got the map up. You guys will be defending the passage to the north.


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

Does anybody know the Trap Mechanics in Pathfinder well?

I've never delved into them much for anything other than disabling them.

I know Rangers/Rogues get some bonuses with setting them?


You guys can set up some basic traps with Craft (trapmaking), but because of the terrain you're in they won't be much more than pits, rocky deadfall from the tunnel sides, and any alchemical trap you guys use items on.


Vraxis:
Vraxis: Hp 23/27 | AC: 20, T: 15, FF: 17, CMD: 18 | Saves F +7, R +6, W +8 (+2 vs. fear)| Init +3 | Perception +13, Sense Motive +2 | Status: Normal
Fang:
Fang: Hp 29/37 | AC: 20, T: 16, FF: 17, CMD: 17 | Saves F +5, R +5, W +2 | Init +3 | Perception +6, Sense Motive +1 | Status: Normal

Sorry for the delay. I put myself (and Fang) on the map.

I'm a little confused when you say we're defending the north. Does that mean the enemy will be coming from the South?


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

I think he means they will be coming from the largest North/North-West entry to the cave system that we can see. That's where I've positioned myself across the stream for a best sniping position/protection.

GM? Do the Trogs know of any slaves or controlled animals/monsters they might use against us in the attack? The last thing I want to do is fight unexpected enemies just because I forgot to ask.


Should have made myself more clear. Vraxis has it right, the passage to the north leads to the trog's cavern which you are defending. Novvi isn't really a scout and didn't think to look for those types of things when she spotted the large host headed this way, she just fled here at top speed.


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

Got it! I was confused as to direction then! Repositioning myself and everyone! Feel free to adjust as needed.


Loot Sheet |Male Human (Varisian) Occultist (Reliquarian, Naturalist) 5 | HP 37/37 | AC:22 T:13 F:20 CMD:18 | F+5 R+6 W+3 | Perc+11 | Init+2 (+4 if act in surprise rd) | 10 nonlethal
Arrow:
HP 19/19 | AC:16 T:13 F:13 CMD:15 | F+5 R+4 W+6 | Perc+6

Got it. Adjusted as well.


Ongoing Effects:
Shield +4 AC
Magus/Slayer 7 HP: 69/91 | AC: 22 / T: 13 / FF: 20 | Fort: +8, Ref: +7, Will: +5 | CMB: +10, CMD: 25 | Init: +2, Perception: +12

Ah! I get it now. Moved myself next to Govrina.

Thanks


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

OOOH! Braden? YOu can conjure small elementals right? An earth...or even better...a water elemental hidden in the stream once they arrive might be very useful!


Loot Sheet |Male Human (Varisian) Occultist (Reliquarian, Naturalist) 5 | HP 37/37 | AC:22 T:13 F:20 CMD:18 | F+5 R+6 W+3 | Perc+11 | Init+2 (+4 if act in surprise rd) | 10 nonlethal
Arrow:
HP 19/19 | AC:16 T:13 F:13 CMD:15 | F+5 R+4 W+6 | Perc+6

Hm . . . I think Earth Elemental is probably the way to go, because they only last a minute and Braden would have to be a lot closer to summon a Water Elemental into the water. I think ranged attacks are our best advantage while the enemy closes the gap.


Sorry for the delay guys, work got super crazy this weekend and I have only now been able to log on.


Ongoing Effects:
Shield +4 AC
Magus/Slayer 7 HP: 69/91 | AC: 22 / T: 13 / FF: 20 | Fort: +8, Ref: +7, Will: +5 | CMB: +10, CMD: 25 | Init: +2, Perception: +12

My last spell strike came into question. And just to be open with everyone, this is what I sent Govrina who was curious. I figure GM Fez might want to know their player is not cheesing too much. TOO much

Yeah, it is a bit weird at times. I have been reading through this guide:

https://paizo.com/threads/rzs2nler?A-Guide-to-Touch-Spells-Spellstrike-and- Spell

The important example is:

Quote:


Spellstrike is not an action. It's not a 'free' attack. It's not anything. All it does is let you use your sword instead of your hand.

Simple example time:

Bumpy the Orc appears, and he wants revenge! He stands 30 feet from Melvin, and calls him a sissy. Round 1: Melvin casts Shocking Grasp, which is a touch spell, and on the magus spell list. (A, B, and C fulfilled!). Melvin then moves 30 feet to get adjacent to Bumpy. Now, Melvin has a free attack as a result of casting the spell[1a]. He has two options: He can make a melee touch attack against Bumpy's Touch AC. This is more likely to hit, but all it will do it Zap Bumpy, and it will only critically hit if Melvin rolls a 20. His other option is to use Spellstrike to deliver that touch with his sword. That's what he's going to do! He rolls his attack: a d20, and adds 1 because Melvin has 12 Strength, adds another 1 because he has +1 BAB. His result is 17, quite good. Bumpy has an AC of 14, so Melvin hits. Melvin now deals weapon damage (1d8+1) and discharges Shocking Grasp, Zap!

another quote about How Touch Spells work. Straight from Core rulebook.

Quote:


Touch Spells in Combat: Many spells have a range of touch. To use these spells, you cast the spell and then touch the subject. In the same round that you cast the spell, you may also touch (or attempt to touch) as a free action. You may take your move before casting the spell, after touching the target, or between casting the spell and touching the target. You can automatically touch one friend or use the spell on yourself, but to touch an opponent, you must succeed on an attack roll.

Even more clear. Offical Paizo rules (https://paizo.com/paizo/faq/v5748nruor1fz#v5748eaic9oym)

Quote:


Magus: Can a magus use spellstrike (page 10) to cast a touch spell, move, and make a melee attack with a weapon to deliver the touch spell, all in the same round?
Yes. Other than deploying the spell with a melee weapon attack instead of a melee touch attack, the magus spellstrike ability doesn’t change the normal rules for using touch spells in combat (Core Rulebook page 185). So, just like casting a touch spell, a magus could use spellstrike to cast a touch spell, take a move toward an enemy, then (as a free action) make a melee attack with his weapon to deliver the spell.

It does feel a bit broken at times. The trick is when I am in the thick of it. I have to worry about attacks of Opportunity if I don't cast defensivly. I could always do my normal attack, back up 5 feet. Then cast. Wait till next round and deliver the attack. I also had 2 shocking grasps prepared. So I can't do it every attack.

TL;DR Touch attacks are weird, and Spellstrike is too.

But to everyone, if I am doing something wrong, please tell me! I have to double check the rules for spellstrike and Spell combat nearly every time I do it.


Vraxis:
Vraxis: Hp 23/27 | AC: 20, T: 15, FF: 17, CMD: 18 | Saves F +7, R +6, W +8 (+2 vs. fear)| Init +3 | Perception +13, Sense Motive +2 | Status: Normal
Fang:
Fang: Hp 29/37 | AC: 20, T: 16, FF: 17, CMD: 17 | Saves F +5, R +5, W +2 | Init +3 | Perception +6, Sense Motive +1 | Status: Normal

As far as I'm aware, you haven't done anything wrong. This is the prime example of why Magi are referred to as glass cannons. I'll admit you've pretty much stacked every resource you have to achieving this outcome, not that I mind. As you essentially said, the stars basically have to align for this to work. You have to have the spell ready to cast (ie. not cast already), which is tough given your limited spell slots and prepared casting. You have to potentially make a concentration check to get the spell off (or suffer the attack of opportunity), and you have to hit the target with your moderate base attack bonus. Easy enough now, but it'll get harder and harder as we encounter higher CR foes.

You pumped your Strength to 18. You allot most, if not all of your spell slots to the most popular magus spell available at 1st level. And you use the highest critical threat range weapon available. You're optimized for what you do, but certainly not rule-breaking.

As trade off you have the lowest AC in the group, the 2nd lowest Hit Point total, and have pretty much the lowest saving throws of the group, not counting Govrina's Will save. Hence the "glass" portion of the glass cannon.

To be honest, this is probably what's going to get us through most encounters. You're the damage dealer. Considering we have four characters, none of which has a full base attack bonus, we're going to have to be creative at times. We have decent spell power, but no full wizard or sorcerer. We have two divine casters...well, one divine and one psychic, but no full cleric or druid. Govrina is ranged support and some utility and can also deal out some damage...if she ever hits (:P couldn't resist). I have no idea what my role is so I'm just doing a bit of everything and whatever Govrina tells me, but the short of it is don't worry about it. We're all having fun, and you're doing what you're supposed to be doing. What's wrong with that?


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

I love playing Magi, but I never really use Spellstrike that often. With one character, I really got into using touch cantrips with Spell Combat and pumped up my defensive casting abilities. So even if they interrupt my spell, I don't really lose it since its a Cantrip and I can use it again on the next round.

As far as missing a wizard or sorcerer...

I plan to take 'Air' as my next element (@6th level I think) so I will be flying and throwing around electrical touch attacks (and some electrical AOE damage) sooner than later. Also, once my Con gets higher (eventually) I can dish out a LOT of damage potentially with any hit I can land using my TK.

I also plan to take TK abilities that allow me to take items away from opponents (ranged Disarm and Stealing) while in combat, and eventually throw opponents into other opponents using TK too.

Lots of potential!
=)

Not as versatile as a Wizard or Arcanist, but not as limited as a sorcerer either.


Ongoing Effects:
Shield +4 AC
Magus/Slayer 7 HP: 69/91 | AC: 22 / T: 13 / FF: 20 | Fort: +8, Ref: +7, Will: +5 | CMB: +10, CMD: 25 | Init: +2, Perception: +12

I know I did a decent amount of min/maxing with this character build. I am not trying to be too cheap with it though. I know I will likely be doing a decent amount of shocking grasps throughout my career, since it is one of the better spells for Magus. I also built myself around it.

I also am an archtype that gains access to curse spells, which lets me have a touch cantrip. There isn't a lot out there that can do that without converting ranged cantrips into spellstrike attacks (with the arcana Close Range). So I will likely do a decent amount of the Brand when I am up close with someone.

I am really going for more of a warrior build, with a bit of magic in there, vs the other way around. If this was a PF2 game I would start with fighter then take the wizard dedication. Which is why my strength is so high.

I am all for having powerful characters, I just want to be clear that I am not trying to break the system. Like you said, my character has flaws. When I eventually get heavier armor it will help the AC, but I will likely have some burst damage. I have been very lucky with rolls compared to others in this game too.

Anyway, please let me know if I am pushing it too much. I am enjoying him being a bit reckless. Running into the fray. Lucky his Shield is still going, or he would have been knocked out by now.

I want to work together with the party, not overshadow anyone. I am very much enjoying the group and the game :)


Loot Sheet |Male Human (Varisian) Occultist (Reliquarian, Naturalist) 5 | HP 37/37 | AC:22 T:13 F:20 CMD:18 | F+5 R+6 W+3 | Perc+11 | Init+2 (+4 if act in surprise rd) | 10 nonlethal
Arrow:
HP 19/19 | AC:16 T:13 F:13 CMD:15 | F+5 R+4 W+6 | Perc+6

Two words: Color Spray.

Harg is fine.

Braden learns Haste at Level 7 to provide more spellcasting support.


I want you to consider that PFS has a magus built just like Harg as a BBEG in a scenario in season 4. And it starts the fight invisible. That scenario is known for permanently killing characters because its low enough level that almost no one has the gold to purchase a res by themselves. If Paizo can do it, why can't we.

My own TL;DR: You're doing perfectly fine, let's just hope you get that lucky against Scarvinious.


Ongoing Effects:
Shield +4 AC
Magus/Slayer 7 HP: 69/91 | AC: 22 / T: 13 / FF: 20 | Fort: +8, Ref: +7, Will: +5 | CMB: +10, CMD: 25 | Init: +2, Perception: +12

Hey all, I am spinning up a PF2 game. Just opened Recruitment. Wanted to make sure you where aware, if you are interested.

link


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

Moving the discussion to here for now:

Caves.

How do we want to do this?

Either I say we store extras there and we remain outside, then use the cave as a 'fallback position' or we move to the caves as a whole, and set up our woods camp as a forward scouting alert system and a place to keep the animals.

Any suggestions?

Question: Is that magic ring of jumping I gave to the big Trog still here since he's dead? Again...I just don't want anything to go to waste.


Vraxis:
Vraxis: Hp 23/27 | AC: 20, T: 15, FF: 17, CMD: 18 | Saves F +7, R +6, W +8 (+2 vs. fear)| Init +3 | Perception +13, Sense Motive +2 | Status: Normal
Fang:
Fang: Hp 29/37 | AC: 20, T: 16, FF: 17, CMD: 17 | Saves F +5, R +5, W +2 | Init +3 | Perception +6, Sense Motive +1 | Status: Normal

Vraxis would push to be outside and be mobile. A cave is a fortress is a tomb. He would also push to go on the offensive and take the fight to the hobgoblins rather than wait for them to come to us. I'm not saying anyone is suggesting otherwise, but Vraxis isn't too bright and doesn't tend to hold his tongue.

The caves would serve as a great store room and fall back point, but Vraxis would rather die outside than live underground.


Loot Sheet |Male Human (Varisian) Occultist (Reliquarian, Naturalist) 5 | HP 37/37 | AC:22 T:13 F:20 CMD:18 | F+5 R+6 W+3 | Perc+11 | Init+2 (+4 if act in surprise rd) | 10 nonlethal
Arrow:
HP 19/19 | AC:16 T:13 F:13 CMD:15 | F+5 R+4 W+6 | Perc+6

Setting up shop right outside the cave seems useful. We could use it as storage, shelter, and an optional defense point. Better than where we are probably.

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