
![]() |

Dude, if you want to cast your sorcerer's spells, you should be without armor or take the arcane armor training feats. You now should have 20% mischance for each sorcerer spell you cast.
But for a tank paladin, the best armor is a full plate.

![]() |

Yeah I'm a little confused there on why your spells wouldn't require movement. Almost all your spells should have somatic components that armor restricts. In that situation, mage armor is your friend unless you take a lot of speciality feats and abilities to lower spell failure

![]() |

I was under the assumption that your AC was already from either Mage Armor or some other source, but it looks like you're using chainmail. That means all your spells that have "S" tag or "Somatic" have a 30% chance to fail from the armor restricting you from doing the proper gestures for the spell.
Important note: This is only for arcane spells, not your paladin spells.

![]() |

You should buy a mithral set of armor, and enchant it.
You'll get better AC, and mithral allows you a better chance to cast arcane spells
Mithral is a rare, silvery metal that is lighter than steel but just as hard. When worked like steel, it can be used to create amazing armor, and is occasionally used for other items as well. Most mithral armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. This decrease does not apply to proficiency in wearing the armor. A character wearing mithral full plate must be proficient in wearing heavy armor to avoid adding the armor's check penalty on all his attack rolls and skill checks that involve moving. Spell failure chances for armors and shields made from mithral are decreased by 10%, maximum Dexterity bonuses are increased by 2, and armor check penalties are decreased by 3 (to a minimum of 0).
An item made from mithral weighs half as much as the same item made from other metals. In the case of weapons, this lighter weight does not change a weapon's size category or the ease with which it can be wielded (whether it is light, one-handed, or two-handed). Items not primarily of metal are not meaningfully affected by being partially made of mithral. (A longsword can be a mithral weapon, while a quarterstaff cannot.) Mithral weapons count as silver for the purpose of overcoming damage reduction.
Weapons and armors fashioned from mithral are always masterwork items as well; the masterwork cost is included in the prices given below.
Mithral has 30 hit points per inch of thickness and hardness 15.
Type of Mithral Item
Item Price Modifier
Light armor +1,000 gp
Medium armor +4,000 gp
Heavy armor +9,000 gp
Shield +1,500 gp
Other items +500 gp/lb.

![]() |

I'd also reccomend the feat Arcane Armor Training and possibly Arcane Armor Mastery. Perhaps instead of Favored Prestige Class?

![]() |

I would have to retrain if I did that thought wouldn't I, that is, change the feats

![]() |

I don't really understand what you wrote, but, yeah, either you should retrain, or you just... don't cast spells. On the other hand, it's not like you cast spells all the time with your character...

![]() |

Yeah, that's fair. DD isn't a spellcasting heavy PrC, especially at these early levels. He has plenty of time to deal with his spell failure, but he will have that moderate chance right now.

![]() |

True Strike
School divination; Level alchemist 1, bloodrager 1, inquisitor 1 magus 1, psychic 1, sorcerer/wizard 1; Domain destruction 1, luck 1; Subdomain fist 1; Elemental School void 1
CASTING
Casting Time 1 standard action
Components V, F (small wooden replica of an archery target)
Does not look like a spell I need to worry about with a miscast chance correct?

![]() |

This is a good feat for followers of Apsu:
Divine Barrier
You have trained in the art of blocking breath weapons.
Prerequisite(s): Channel energy class feature, worshiper of a god of dragons.
Benefit(s): When you are within an area effect that deals acid, cold, electricity, or fire damage, you can expend one use of your channel energy ability as an immediate action to shield yourself and all allies within 30 feet. You and allies within your shield only take half damage if they fail their save against the effect, and those who make a successful save take no damage from the effect.

![]() |

This is a good feat for followers of Apsu:
Divine Barrier
You have trained in the art of blocking breath weapons.
Prerequisite(s): Channel energy class feature, worshiper of a god of dragons.
Benefit(s): When you are within an area effect that deals acid, cold, electricity, or fire damage, you can expend one use of your channel energy ability as an immediate action to shield yourself and all allies within 30 feet. You and allies within your shield only take half damage if they fail their save against the effect, and those who make a successful save take no damage from the effect.
It is in fact, only for worshippers of Apsu. The d20pfsrd cant reference the names of paizo characters so it can't mention Apsu.

![]() |

Gaze (Su)
A gaze special attack takes effect when foes look at the attacking creature’s eyes. The attack can have any sort of effect; petrification, death, and charm are common. The typical range is 30 feet, but check the creature’s entry for details. The type of saving throw for a gaze attack varies, but it is usually a Will or Fortitude save (DC 10 + 1/2 gazing creature’s racial HD + gazing creature’s Cha modifier; the exact DC is given in the creature’s text). A successful saving throw negates the effect. A monster’s gaze attack is described in abbreviated form in its description. Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. Only looking directly at a creature with a gaze attack leaves an opponent vulnerable. Opponents can avoid the need to make the saving throw by not looking at the creature, in one of two ways.
Averting Eyes: The opponent avoids looking at the creature’s face, instead looking at its body, watching its shadow, tracking it in a reflective surface, etc. Each round, the opponent has a 50% chance to avoid having to make a saving throw against the gaze attack. The creature with the gaze attack, however, gains concealment against that opponent.
Wearing a Blindfold: The foe cannot see the creature at all (also possible to achieve by turning one’s back on the creature or shutting one’s eyes). The creature with the gaze attack gains total concealment against the opponent.

![]() |

I have been in bed most if the day with either allergies or a cold that seems to want to settle into my chest.

![]() |

I am not complaining about the Crit, that is the dice. I am simply stating that round 2 was gone into before round 1 was finished.That is on the DM, not the players. I am getting a sense of invalidation on the points I am trying to make and being DMsplained to, and maybe I am being a bit over with the complaint and if I am I apologize but that is how I feel right now.
Since it's a discussion, let's use the "discussion" thread.
Talondreal: I read and understand that you are frustrated with how the latest combat resolved. However, I am a bit surprised by your reaction, mainly because you're not completely new to PBP and because we play in this dungeon for a while now. How GM Zer0darkfire chose to resolve initiative is the most common way to do it on these boards and it hasn't changed since we began the spire. It sure may seem frustrating while playing in melee with a high damage-dealing dude like Barm. But PBP is the slower mean to play tabletop RPGs. Any way to quicken the game is welcome. And the way the GM chose to do it is the most common among these boards.
On another note, I'm a foreigner and I don't always understand english-american gaming terms or specific words. However, if "DMsplained" means "lectured by the DM", then I don't see it that way. The GM was explaining to you why Talondreal didn't get to act during the fight.

![]() |

"spalining" (there are many types, Mansplaning), is an American use of the concept that people try to explain or justify something being questioned or discussed to someone as if they were not aware of somethings, in this case, that dice are important, and to lessen what they are saying, "but you still have x and y"

![]() |

You had a complain about the way I handled something as a GM so I choose to explain why I did it the way I did, as well as what some of the benefits of doing it the way I did are. In this case, in PbP, winning initiative against a single enemy means you post both before the enemy and after, essentially giving you an extra post. Because of this, someone, like Barm, can post their first round actions and second round actions before some people get to post their first round.
The downside of moving along with this is that yes, some people do not get to contribute to the fight and someone that does a lot of damage like Barm, can end fights really quickly. The upside is that it helps move fights along at a better pace for PbP. After seeing the damage Barm caused to the enemy, there didn't see like much of a practical reason to wait for every single player to post before resolving his actions; you know the enemy will die on Barm's turn, why bother using any resources?
One of my favorite things about PbP initiative is that it is a lot easier to view the combat as a bunch of simultaneous actions like it would be realistically, but can't because of the normal tabletop medium. Because of this, Barm would have had faster reflexes of getting into the fight over others, so he gets to act first. After that, everyone functionally goes at the same time and I give the benefit to the players in terms of ordering; so if the bard goes last, but inspire courage's on his turn, I apply the effects to the entire round, even to those that acted before the bard, but after the enemy.
Talondreal, I'm sorry you didn't get to fight the demon. I get you're a paladin. However, not being able to take a round in combat does not in anyway invalidate your character. Barm is also good at fighting demons, especially after another character makes his weapons good-aligned, allowing him to ignore the DR of the enemy. Just because your character could also ignore the DR of the enemy, and is paladin, and likes fighting demons, does not mean you need to fight every demon the party comes across. A great character response could be something like, "Wow Barm, at least let me hit the next one. I've been wanting to test my skills against a demon for a long time." or "I would have liked to help send this demon back to the Abyss, but I'm glad it was sent there regardless. Maybe you should become a paladin too, Barm." However, I'm not going to put words in your mouth when I'm not the creator of your PC, so would your character say any of those things? I have no idea, I'm just offering suggestions on how to handle something like this without it "invalidating" your character.

![]() |

Just to point out that I risk Barm's life by opening each door first. I just want everyone to stay alive and that we can stay long time together. So that it why Barm hits hard and quick. LOL

![]() |

Ok, next level you need to make me at 1/2 speed else I will start to go higher tier quicker than the others....

![]() |

Level 1: The Tower Ruins 1–2
Level 2: The Cellars 1–3
Level 3: Splinterden 2–4
Level 4: Godhome 3–5
Level 5: The Drowned Level 3–5
Level 6: The Clockwork Maze 4–6
Let's see, you should all be level 7 at the end of this one, right?
Level 7: Shrine of the Awakener 5–7 (finish at level 8)
Level 8: The Circle of Vissk-Thar 6–8 (finish at level 9)
Level 9: The Spire Axis 7–9 (finish at level 10)
Level 10: The Magma Vault 8–10 (slow track to stay at 10)
Level 11: The Tomb of Yarrix 8–10 (slow track to finish at 11)
Level 12: The Automaton Forge 9–11 (slow track to stay at 11)
Level 13: The Pleasure Gardens 9–11 (slow track to finish at 12)
Level 14: The Throne of Azlant 10–12 (slow track to stay at 12)
Level 15: Order and Chaos 10–12 (slow track to finish at 13)
Level 16: The Emerald Root 11–13 (slow track to finish at 14)
If anyone would like to finish at 12 for Eyes of the Ten or something similar, let me know now because I think if I slow track you on this chronicle, and the rest of the spire, you'll finish at 12 exactly.

![]() |

Correct, but I am so close to level 8 that when you do go 1/2 speed for the others I will still be to far ahead.

![]() |

Oh gotcha, even if I slow track you for one floor, it'll still level you up? I'll slow track you in the next floor then.

![]() |

Oh gotcha, even if I slow track you for one floor, it'll still level you up? I'll slow track you in the next floor then.
Yep, I have 20.5xp, 1/2 xp levels me up....

![]() |

This plan is ok for me :)

![]() |

I sold my old armor, got elven chain +2 and picked up arcane armor feat, the first one. He got a bonus feat from being a 2nd level DD and I picked up Power Attack.

![]() |

Hello! I won't have time to update Sainte Gudule's sheet until monday. My week-end are fuller than full as Easter comes closer.

![]() |

That's fine, we can put it on hold until Monday, no rush.
Also, I can't report floor 6+ yet through the online support program as they aren't available in the drop down menu yet. Anyone win any boons from my games through the OSP yet?

![]() |

No boons either. One of my characters won a boon in the last Game Day and never got the email./

![]() |

Baied Cleric 5/ Sorcerer2
Bab+1
Will save+1
+3 skills
Prof Merchant+1
Diplomacy+1
Know religion+1
+1 Lvl 0 spell known (Mending)
+1 Lvl1 spell/day
L7 Feat: Spell penetration (+2 to overcome magic resistance)
note on feats: swapping Elven spirit (+2 to Spellcraft to identify items and to overcome magic resistance) for Magical aptitude (+2 to spellcraft and UMD), as Elevn Spirit can only be took at level 1
Need to buy stuff
Land Rush: buy B1 parcel

![]() |

Saint Gudule is leveled up! I can enhance Barm better now. ^^

![]() |

Retraining a feat costs you gold and prestige depending on the amount of time it takes to retrain and your level at the time.
I believe feats take 5 days and cost 5 prestige (1 for each day), and costs gp equal to 10 × your level × the number of days required to retrain. So at level 7, it would cost 70*5=350g.

![]() |

New equipment
Buy/Upgrade (-13000 gp)
Upgrade +1 armor to +2 armor 3000 GP
Normal mace to +1 Axiomatic mace 8000 GP
Buy a handy haversack 2000 GP
Sell at half price (+26gp)
wooden shield (1Gp)
Msw Backpack 25 GP

![]() |

My work schedule is wildly different from normal this week, so my posting might be spotty at times.

![]() |

Holy Week? I don't know about that, but the public schools are out on spring break, which means I have to work more to watch all the kids that go to my daycare instead of staying at home.