| Tramontane |
Maybe he's only unconscious.
On the elementals, Tramontane doesn't really care. Actually, if he finds someone is super excited about having the devices, he would probably hand away his own one.
| Gage G |
in that case, you get Mud. For being a stick-in-the-mud :P
| Oxnard Kettlebeak |
No, the Lizardfolk Gunslinger is sadly fully dead.
Up to you what to do with him- bury him here, take his body to his homeland, ect.
| Thurgrom Thunderhammer |
The storm dwarf would choose the storm elemental.
| Dvalin Fafnirson |
So, everybody picks one kind and GM distributes the leftovers by random roll? :D
@Lizard Gunslinger: Hardly knew them, no strong feelings.
That said: Reincarnate is Level 4 for Shaman and thus available to me...I could prepare it tomorrow and bring him back(if we pitch in for the 1000 worth of oils).
That may also be a good time to consider how Death/Resurrection/Reincarnation should be handled if that was not established yet.
| Thurgrom Thunderhammer |
Level 7th to 9th
Ability Boost at 8th level +1 Dex
8th Level HP: 1d10 ⇒ 1
Rerolling: 1d10 ⇒ 1 FINE! + 2 Con + 1 Toughness = 4
9th Level HP: 1d10 ⇒ 2 + 2 Con + 1 Toughness + 4 = 9 total.
BAB +2 (+9/+4)
Fort +1 Ref. +2 Will +1
Brothers-In-Arms
Swap Places (Teamwork)
Forfethur’s Velsign (Su)
At 9th level, the mynrughdaer may invoke the blessing of his ancestors during combat once per day. The mynughdaer may choose one of the following options when using the Forfethur’s Velsign based on his class level. While the mynrughdaer gains more powerful velsign at 13th and 17th level, he may use velsign gained at lower levels as well. The mynrughdaer gains an additional daily use of the forfethur’s velsign at 15th level.
Clan Strength (9th level, Ex)
The mynrughdaer may draw upon the collective strength of his clan, gaining a +4 enhancement bonus to Strength and Constitution. He also gains a bonus equal to 1⁄2 his class level to Strength based skill and ability checks, particularly to break or bend objects. The mynrughdaer activates this velsign as a standard action and it lasts for a number of minutes equal to his class level.
8th Level Skill Increase
+1 Climb
+1 Diplomacy
+1 Disable Device
+1 Knowledge (geography)
+1 Sense Motive
+1 Survival
+1 Intimidate
+1 Knowledge (dungeoneering)
+1 Craft (weapons)
9th level Skill Increase
+1 Climb
+1 Diplomacy
+1 Disable Device
+1 Sense Motive
+1 Spellcraft
+1 Intimidate
+1 Craft (weapons)
+1 Knowledge (history)
Spells
+1 1st-level spell per day
+1 2nd-level spell per day
Feat at 9th level
Improved Critical (dwarven waraxe)
| Rubius Halfbeard |
Thurgron, I hate to be the stick-in-the-mud-elemental but we're only leveling to 8th. There was a miscommunication.
Will do my level up soon.
| Thurgrom Thunderhammer |
Thurgron, I hate to be the stick-in-the-mud-elemental but we're only leveling to 8th. There was a miscommunication.
Please tell me your kidding. I worked all nite of that leveling!
| Dvalin Fafnirson |
Unfortunately no. If you check the 2 posts after the announcement, I also accidentally leveled to 9, then GM corrected the math.
We are ALMOST to Level 9, but not quite. Maybe we can score some Story Arc XP and you won't need to undo the leveling :)
@GM: I feel you may want to clarify on this part:
Additionally, the device can discharge all remaining charges of a type in order to summon a medium army of elementals of the type (per mass combat rules) for 1 day.
I am certain the intent is not that I run my device down to 1 charge remaining, then instead of a small elemental for an hour, get a whole army of mediums for a day?
Unless it recharges somehow and calling the army breaks the link completely?As said, not trying to game the system, but I am usually "hoarding" stuff in games - I would always feel I may need the Army, and never use charges otherwise - but without understanding how "remaining charges" play into the strenght of the summoned army, it's hard to make an informed decision.
Like, are there "boni' for having many charges left? Or adjusted army stats depending on number of charges? Or is it simply a once-only-gimmick? (in which case why do the remaining charges matter at all-unless they regenerate somehow? - or, if they don't matter after all, why DOES it consume them?)
| Oxnard Kettlebeak |
| 2 people marked this as a favorite. |
Ha! I did not think of the possibility of gaming it like that- and honestly the only other time I've given this item out the party promptly forgot it existed and never used either ability.
It's obviously intended as a kind of "super-nova" effect to bring a hordes of elementals and swarm a battlefield.
So, I will say this- yes, you can activate it at even 1 charge, but the number of charges expended in that final act determines the type of elemental the army is comprised of.
So:
1-20 Charges= Medium Army of Small Elementals
21-40 Charges= Medium Army of Medium Elementals
41-60 Charges= Medium Army of Large Elementals
61-80 charges= Medium Army of Huge Elementals
81-100 charges= Medium Army of Elder Elementals
I think that gives an interplay between a bonus for blowing a large number of charges at once and still not feeling like every using it before you need an army is a waste.
@Thurgrom- you guys ended 3,000 below 9th level, so the next combat is almost sure to level you to 9th if you've already done the work you can just play like you have a negative level (-2 to most rolls) for the next combat to avoid having to rollback and then forward if you'd prefer.
Death/resurrection/reincarnation ect has not come up in the game yet to this point.
| Kragg Oldstone |
I’ll get leveled up soon :)
But 8 is going to be a power spike. Because of infusion specialization 2. Kragg can thus use metakenisis for +50% damage (burn 1) with composite blast (burn 1) and extended range (burn 1) without any burn due to spec and gather power.
Only +12 to hit against normal AC (sad) but (8d6+22)+50% damage if it hits. That’s 75 average.
———
Wild Talent: Kinetic Healer
Element(s) aether or water; Type utility (Sp); Level 1; Burn 1; see text
Saving Throw none; Spell Resistance yes
With a touch, you can heal a willing living creature of an amount of damage equal to your kinetic blast‘s damage. Instead of paying the burn cost yourself, you can cause the recipient to take 1 point of burn. If you do so, the recipient takes 1 point of nonlethal damage per Hit Die he possesses, as usual for burn; This damage can’t be healed by any means until the recipient takes a full night’s rest.
———-
Also as a note. This means that Kragg has “unlimited” healing now, with the limit being how much burn someone can take. And the healing also restores 1d4 stat damage and removes fatigue.
———
HP: +5 (class) + 6 (Con) + 1 (FCB) = +12 (99 total)
+1 BaB (Iterative attacks...not that it matters as only 1 blast per turn)
Saves: +1 Will
Stats: +1 Con
DR +1 (5)
| Gage G |
Gage's bardic knowledge bonus ticks up at 8th, and I'm investing skill ranks to get all knowledges to 2. He now has a +13 bonus in every knowledge as well as the ability to spend a Standard Action to get a 20 at a knowledge check once per day :D
Also grabbing Ignan, 'cause new fire buddies :D
Also, I'll grab another language, but I'm not sure if it should be Aquan or Auran. Which elementals should Gage get? :3
Or maybe I should grab both languages and take all the unloved elementals? :3
Oh wait, we were going to roll to distribute those, weren't we? xD
Also, Tiny Hut! Both for naps and total concealment xD
| Tramontane |
I'll level up to eighth when I get home in a pair of hours. I have to say I have found the monk quite lacking, though maybe it's just that this wasn't the perfect encounter.
| Gage G |
you did basically solo the fire elemental. A lot more than Gage helped xD
Well, probably. I'm not sure how much delaying those two guys helped, haha.
Oh, and Ali helped, I suppose xD
| Gage G |
Khazuk gets pounced on and eaten by an imp :P
More seriously though, Azata and Agathion familiars are nice. Especially the Shilvanshee Agathion can both heal 1/day and use a minute long strength buff to possibly drag a fallen ally to safety and stabilize them. I think they get the stabilize cantrip too :3
Also scouting with gaseous form and other shenanigans involving your familiar casting Dancing Lights every minute or talking with literally anything that moves (speak with animals + truespeech ftw) xD
the Azata is great because... well... tiny hot chick with slightly better 1/day heal :P
I think it had some not-quite-useless offensive ability? Hmmmmm.
My favorite abilities wise actually is Imp, though. Constant Detect Magic means you'll always know if arcane shenanigans are happening. Need a good contract, though. Devils are notorious for maximal backstabbery that is within the terms of the contract xD
I forget if anything else was good xD
remember you'd lose your +4 initiative or w/e bonus the normal familiar gives, though
| Rubius Halfbeard |
I think Tramontane did plenty well in that encounter, dealing a bunch of damage while tanking a LOT of hits. So I don't know what you're talking about. XD
Rubius gets a nice new teamwork feat at level 8, target of opportunity. So basically I get an extra shot per round as long as one of my allies is also making ranged attacks.
| Kragg Oldstone |
Khazuk gets pounced on and eaten by an imp :P
More seriously though, Azata and Agathion familiars are nice. Especially the Shilvanshee Agathion can both heal 1/day and use a minute long strength buff to possibly drag a fallen ally to safety and stabilize them. I think they get the stabilize cantrip too :3
Also scouting with gaseous form and other shenanigans involving your familiar casting Dancing Lights every minute or talking with literally anything that moves (speak with animals + truespeech ftw) xD
the Azata is great because... well... tiny hot chick with slightly better 1/day heal :P
I think it had some not-quite-useless offensive ability? Hmmmmm.My favorite abilities wise actually is Imp, though. Constant Detect Magic means you'll always know if arcane shenanigans are happening. Need a good contract, though. Devils are notorious for maximal backstabbery that is within the terms of the contract xD
I forget if anything else was good xD
remember you'd lose your +4 initiative or w/e bonus the normal familiar gives, though
Good advice! Losing the familiar bonus is rough, especially as it’s lost via a feat. The Azata does look good though. Constant detect magic and detect evil with true speech? That’s amazing. And having Khazuk turn from being a thrush with a musical voice to a Lyrakien would make sense. I think I’ll go with that. :)
| Dvalin Fafnirson |
Rubius gets a nice new teamwork feat at level 8, target of opportunity. So basically I get an extra shot per round as long as one of my allies is also making ranged attacks.
...AND the target is within 30 feet of you, AND you don't intend to do something else with your Swift Action.(like activating bane, or stuff like that...) Not having Judgement due to being a Monster Tactician works in your favor, there :D
| Tramontane |
I think Tramontane did plenty well in that encounter, dealing a bunch of damage while tanking a LOT of hits. So I don't know what you're talking about. XD
Tramontane had a zillion buffs, the ones who played the really important role (Resist Energy and Stoneskin) coming from others. And the damage, well... look at what you did xD
| Rubius Halfbeard |
Indeed. That's part of the beauty of monster tactician where I don't have as much competition for my swift action. I have a gestalt inquisitor/unchained zen archer in a gestalt game and it's great but SO much competition for swift actions.
Rubius wouldn't have lasted more than a round or two taking the attacks you were taking, resulting in very little damage over the entire combat. He's good at damage. You've got a good balance between damage and tanking. Very valuable to have those roles working together.
| Rubius Halfbeard |
Level up summaries:
Rubius:
+6 skills
+2 background skills
+1 3rd level spell (second wind)
+9 hp
+1 bab (grants iterative attack)
+1 to 2nd and 3rd level spells each per day
+1 to fort and will saves
+1 to expanded summon monster (vulnadaemon)
can now grant 2 teamwork feats to summoned creatures
Tawny:
+8 hp
+1 skill (swim)
+1 feat (iron will)
+1 bab
| Dvalin Fafnirson |
It's been one of the main reasons for the rebuild. I did not want to be pure controller - nor blaster, so I was squishy in comparison with low damage output. Nice utility and support options, but ultimately not able to do what the concept idea was supposed to.
That an and actual bard joining made the VMC Bard somewhat redundant.
New and improved Dvalin is more resilient, more melee capable, and still has a reasonable number of other options and utility.
It is amusing that one of the things I was considering would not have been relevant so far - basically most if not all our enemies had darkvision or better(including the Fey, elementals, orcs, trolls, ogres, vampires, ...) - I was thinking "oh, look, all Dwarves, what a great tactical opportunity to go fight in the Dark and have a significant advantage from not depending on light. Yeah, not so far :) We'll need to pick some fight eventually with some guys who only have low-light or normal vision :D
(Got Darkness x 2 and Deeper Darkness on call - )
| Oxnard Kettlebeak |
Sorry guys- I'll get this rolling again this weekend.
I'm sensing that you do not care about the Lizardfolk enough to journey to his homeland/return his body then?
Just matters whether you do that side quest or are returning to Gold Peak right away here.
| Rubius Halfbeard |
I think we should return him home.
| Dvalin Fafnirson |
Or, as mentioned(and why I figured now may be a good point to consider that kind of stuff):
I can prepare Reincarnate tomorrow and give the Lizardfolk an option to come back. Precious oils are needed, but there's a one-week timer to get them.
Why do I bring it up?
a.: Should that only be a tool for NPC's? Maybe with an added "penalty" (e.g "young"/children's body rather than grown adult?)
b.: Are the oils easily available? Or do we need to "acquire" them in a quest? If so, can we acquire a couple to have them available as "Plan B" and minimize potential "sit this out"-time in case someone dies?
c.: Since we are purely Dwarfs, how would it work? I only bring back Dwarfs, but with a random Type? Is it even morally acceptable to bring someone back as anything BUT a Dwarf? (Looks at Goblin/Orc Options with Racial Hatred...I know it's Giants here, but still...)
d.: regardless of all that, "Raise Dead" is also on my spell list - while it would be a few more levels(3) until I can cast it by myself, casting it via a Scroll is still a very valid option. So even if Reincarnation is 'banned' the topic at hand still remains important.
I would simply like to get a general understanding of how final death is going to be - can and will people be brought back? Or is that mostly a non-option? The Lizard Guy simply seems like a good point to bring it up - since theoretically, we do have the technology to bring him back.
PS: Also, thanks for clarifying about the Elementals :D Exactly what I hoped for in terms of understandability. As said, no intent to game but I'd never have used it otherwise :) Now I can at least spent 19 points *smug grin*
| Oxnard Kettlebeak |
a. No- I'm fine with reincarnate/raise dead et al being used in any variety as you desire
Generally, it's up to the player/character because in theory if you die and decide that your current character's soul is "at peace" he would refuse the spell and go off to final resting place and you'd make a new character.
But if you feel that the character has unfinished business, then yeah- any option on the spell list is available to bring them back.
b. I think that they are easily available in any place with a decent economy, yes.
c. I think that if you go for the cheaper reincarnate option, you have to leave yourself open to coming back as something other than a dwarf- I always loved the wackiness of that spell, and while you can no longer come back as a chipmunk, its still more fun being random.
| Gage G |
who knows, he might like being not-scaly :D
| Dvalin Fafnirson |
Oh, fun. Since I am casting, do I get to roll? :D
Do we use vanilla, or one of the advanced tables?
(For example, from here?)
regarding a.: aye, of course it's player choice wether to come back or not - but I think with our king gone, our community in peril, and our familys threatened, we all kinda have unfinished business in a way :)
and yeah, the wackiness is a fun part. Alas, you did want a Dwarf-Centric campaign. It WOULD be amusing to some extent if we end up with an Elf, a Sylph, an Goblin and a Kitsune...like, we're all still Dwarves, and part of the Clan, but physically we'd be all weirded out!
(Also, if we DO go for the randomness, I'd roll gender as well unless target is opposed to that :D)
| Gage G |
Oh yes, let's do gender xD
| Thurgrom Thunderhammer |
Thurgrom is willing to donate to rez our scaly comrade.
| Oxnard Kettlebeak |
The obvious answer is that longer term I need to develop a setting specific reincarnate table, but we can use the alternate one for this one.
| Tramontane |
Ah, sorry, I somehow thought the Reincarnate thing was taken for granted.
| Gage G |
quick bit of elementary bookkeeping in case it comes up in this combat:
Thurgrom - Storm :3
Tramontane - Mud :P
Gage - Fire >:D
Kragg - Earth :D
Dvalin - Magma :O
Rubius - Aether @_@
Air & Water ... for Gage since he likes spreadsheets the most and is least directly helpful in combat? (yay inspire courage though) xD
roll off?
maybe post here if you want it, and if no one else cares enough to post before September, then Gage'll just take 'em? xD
edit: it just occurred to me, you need water in the air for clouds, yeah? XD
| Dvalin Fafnirson |
Also, it was suggested GM rolls for the remaining elementals.
Gage is not the only one interested in them.
Air will offer a lot of utility, too(not as much as Aether, but still).
| Gage G |
Gage is not the only one interested in them.
Darn.
| Oxnard Kettlebeak |
Ok, so-
1: Dvalin
2: Gage
3: Kragg
4. Rubius
5: Thurgrom
6: Tramontane
Air: 1d6 ⇒ 3
Water: 1d6 ⇒ 5
Kragg for Air and Thurgrom for Water it looks like!
| Dvalin Fafnirson |
Darn :D
Looks like Kragg heads the special forces...Air and Earth, the Utility Team.
Still, out of curiosity - the listed paizo elementals are:
Elemental, Aether
Elemental, Air
Elemental, Earth
Elemental, Fire
Elemental, Ice
Elemental, Lightning
Elemental, Magma
Elemental, Mud
Elemental, Water
We got all but Ice - did you overlook that kind or were they omitted on purpose?(I guess Storm is Lightning)
| Gage G |
Obviously engines don't run on ice ;P
I believe I saw something about 'oops forgot one, oh well...' in the game thread xD
| Dvalin Fafnirson |
*sad frost Dwarf noises*
| Oxnard Kettlebeak |
Yes- I forgot it and I didn't think adding a 9th to the mix in that particular encounter was likely to be the best- I basically ended up including Aether at the last minute instead of ice because I KNEW that there were 8 types of elementals and then went down the list, and aether was the 9th type published later that I forgot.
| Gage G |
@Kragg: if you don't want it, maybe let Dvalin have it since I already stole fire from him xD
I mostly figure that Gage is going to be... not having better things to do in most fights. Unless we get to Nova Every Battle (tm)
| Oxnard Kettlebeak |
And, as promised
PREVIOUS XP 72,118
GAINED: 5,333
NEW XP TOTAL 77,451
and THAT brings you up to 9th level.
| Kragg Oldstone |
Awesome!
HP: +5 (base) + 6 (con) + 1 (FCB) = +12 (111)
Saves: +1 Will
Elemental Overflow 3 (+1 hit and damage)
Blasts increase
Feat: Iron Will
"Quenching Infusion
Element(s) water; Type substance infusion; Level 1; Burn 1
Associated Blasts charged water, water
Saving Throw none
Your blast puts out non-magical fires as if they had been touched by a water elemental. If you increase the burn cost to 2 or reduce the damage to 0, it also dispels magical fires as if you were a water elemental with a number of Hit Dice equal to your kineticist level."
Metakineses: Maximize (2 burn for maximum damage!)*
* Right now I have Infusion Specialization 2, which lets me reduce burn by 2. I also have gather power when not moving, for reducing by 3. Which means that with a cold blast (to hit on touch AC) instead of doing 5d6+15 cold damage, instead I'd do 68 damage. Or, by accepting 1 burn and doing a composite blast, if it hits instead of doing 10d6+25 damage, it will instead do 128 damage.
| Dvalin Fafnirson |
HP: +5(Class)+4(Con)
Saves: +1 Fort, +1 Reflex
Spells: +1 Level 5 Slot / +1 from Wis
+4 Skills:
+1 Perception
+1 Sense Motive
+1 Acrobatics
+1 Knowledge(Dungeoneering)
+2 Background:
+1 Perform(Oratory)
+1 Profession(Engineer)
Feat: Here it gets complicated...I intended to use the Frost Axes Greataxe proficiency, simply because he gets it.
But I am not 100% sure that is valid with Spellstriking - it allows to cast a spell, move, then use a weapon attack...easy to fit in a free action to swap from hold to wield by using the second hand. But alas, then that hand was involved in casting AND attacking, which is usually a no-go. But it ALSO would be the same if I cast a touch spell, then slap the creature with that hand.
To avoid any...grey territory, I would like to Pick up "Exotic Weapon Proficiency(Rhoka)" and go with a one-handed weapon...but I'll need to get my +1 Druchite Greataxe reforged into a +1 Druchite Rhoka sometime before Level 11 :)
(That, and higher crit ranges are more desirable for Spellstriking anyway. Improved Critical at Level 13 and it's all good - (with the diminished attack progression any hit will be a critical threat *grins*) :))
| Tramontane |
I'm see to get Tramontane leveled up by tomorrow. Still don't know how to contribute to the group, but well.