Merritt drinks his mutagen while Zelphar prepares to interrupt spellcasting. Too bad none of the skeletons he can see are spellcasters.
The red skeleton dashes forward first, almost literally leaving its feet behind as it leaps. Before he knows it, Zelphar is staring at the sharp end of a rusty scimitar.
Attack:1d20 ⇒ 14 Damage:1d6 ⇒ 5
The scimitar slashes straight through the poor arcanist's chest, blood begins to gush from the wound.
The orange skeleton runs next, triggering Torrak's readied action. His first swing misses, but as Torrak notices an opening as the skeleton rushes him, he flings the ball at the end of his chain back with a quick jerk, absolutely demolishing the skeleton.
The final skeleton rushes towards Merritt, carelessly leaving an opening for Torrak to strike.
Ball and chain of death:1d20 + 7 ⇒ (20) + 7 = 27
Torrak once again absolutely demolishes the skeleton, its skull rolling harmlessly to rest at Merritt's feet.
Initiative - the BOLD may act
-------------------
Torrak (-12)
???
Zelphar (-5)
Merritt
Skellies
Tseghet
Torrak "the Clog" Farcrusher CN Male Dwarf Two-Handed Fighter 4 HP: 46/48 | AC: 21 T: 12 FF: 19 CMD: 19 +4 vs Giants, Bullrush/Trip, +1 vs Sunder | F+8 R+4 W+4 +3 vs poison, spells, SLA's | Init +4 | Perception +6
"Gorum's Sword, how tha hell do ya fight a floating weapon made o' glowy light?" Torrak groans. Any disappointment he has is quickly chased away as two skeletons are quickly shattered to pieces. "HAHA! Now that is more like it!" he screams before jumping at the last skeleton, bringing the ball down over his head in a large vertical arc.
"Now quit admirin' my holy work and find that damn finger waggler!"
________
Dorn-Derger vs Red:1d20 + 7 ⇒ (16) + 7 = 231d10 + 4 ⇒ (2) + 4 = 6
M LG Half-Orc Evangelist Cleric 4 | HP 35/35 | AC *16 T *12 FF *16 | CMB +4, CMD 14 | F: +9, R: +4, W: +11 | Init: +0 | Perc: +12, SM: +10, Darkvision 60 ft | Speed 30ft | Spells: 1st 2/5 2nd 2/4 | Performance 8/11 | Active conditions: Shield of Faith
”Haha! Torrak, you fight like the Inheritor herself guides your hand to smite evil and protect the innocent!” Tseghet cheers. Now onwards - let us reveal the liar and put an end to their miserable schemes forever!” He rushes towards the end of the curtain, morningstar held ready.
Standard action to begin Inspire Courage, move action to move.
POOF! As the dust clears, the final skeleton's bones lay a mere pile of bone meal on the ground.
Tseghet inspires everybody and moves forward.
As soon as the cleric finishes speaking, though, a whisper emanates from the back of the room. As soon as the whisper ends, the curtain in the back of the room violently flips upwards, and a skeleton dressed in blue and gold priests' garb quickly dashes from behind the area, reaching his bony fingers towards Tseghet.
Touch attack:1d20 + 5 ⇒ (13) + 5 = 18
Spellcraft DC 18 + 1 per 10 feet from the creature's current location:
Touch of Idiocy (DC was increased by 1 due to him initially being 10 feet further. It is only a 2nd level spell)
Tseghet:
You have taken a 1d6 ⇒ 1 penalty to your int, wis, and cha. This is not ability damage. It is a penalty to the ability score itself. This will last for 30 minutes.
Seeing his spell not nearly as effective as he hoped, the creature laughs, "You should have run when you had the chance!" it utters.
Initiative - the BOLD may act
Active effects - Inspire Courage +1
-------------------
Torrak (-12)
???
Zelphar (-5)
Merritt Tseghet
Torrak "the Clog" Farcrusher CN Male Dwarf Two-Handed Fighter 4 HP: 46/48 | AC: 21 T: 12 FF: 19 CMD: 19 +4 vs Giants, Bullrush/Trip, +1 vs Sunder | F+8 R+4 W+4 +3 vs poison, spells, SLA's | Init +4 | Perception +6
"LOOK! ANOTHER! AND IT'S AH FINGER WAGGLER!" Torrek cheers, the chain of his weapon spinning with renewed vigor. Shuffling his Dwarven legs as fast as he can to pick up speed, he slides near the throne, sending the ball into a wide but expedient arc.
________
Dorn-Derger (Inspire) vs Blue:1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 261d10 + 4 + 1 ⇒ (4) + 4 + 1 = 9
"Figher waggl--" Before he's even able to be offended, the skeleton is struck by a carefully aimed wide-arc. As its jaw magically reconnects, it looks to the dwarf in anger.
Initiative - the BOLD may act!
Active effects: Inspire Courage +1
-----------------------------------------------
Torrak (-12)
??? (-9)
Zelphar (-5)
Merritt Tseghet
M LG Half-Orc Evangelist Cleric 4 | HP 35/35 | AC *16 T *12 FF *16 | CMB +4, CMD 14 | F: +9, R: +4, W: +11 | Init: +0 | Perc: +12, SM: +10, Darkvision 60 ft | Speed 30ft | Spells: 1st 2/5 2nd 2/4 | Performance 8/11 | Active conditions: Shield of Faith
"Your unholy magics will not save you from your judgement at the hands of Inheritor! To the Boneyard with you!" Tseghet swings his morningstar in imitation of Torrak as he steps around the remaining skeletal creature.
With a mighty thunk, Tseghet's morningstar collides with the creature, but the creature seems almost completely unphased by it.
"You're all pathetic lowlifes. You have no chance of defeating even me, yet you expect to continue your expedition. What waits further down the rabbit hole is much worse!"
Initiative - the BOLD may act!
Active effects: Inspire Courage +1
-----------------------------------------------
Torrak (-19)
??? (-17, DRx2)
Zelphar (-5)
Merritt
Tseghet
"Ahh, but that's where you're wrong. We will defeat you... and what we learn from that will make us even stronger; we can handle what's below... because of you!"
Merritt steps closer to the battle, and shouts a warning to Tseghet "Incoming!" He throws a bomb at the skeletal creature.
PvP damage request of Tseghet; if not, Merritt will retcon something.
Merritt throws a bomb, splashing a burning liquid all over the creature as its robes ignite. As the flames begin to flicker through its hollow skull, it deftly avoids Zelphar's acid splash, but its movement forces some of the burning liquid onto Tseghet.
Tseghet reflex save:1d20 + 2 ⇒ (6) + 2 = 8
In one final burst of force, the spiritual bastard sword makes one final swing against the Dwarf.
Spiritual Weapon:1d20 + 6 ⇒ (11) + 6 = 17
It doesn't quite pierce the Dwarf's armor, but the impact does leave a small dent.
"LEAVE THIS PLACE! You're in farther over your heads than you realize."
The creature throws its cloak off, revealing a rotting garb and a blue glow contained within the skeleton. A quick look at the blue glow makes you surprisingly uneasy.
M LG Half-Orc Evangelist Cleric 4 | HP 35/35 | AC *16 T *12 FF *16 | CMB +4, CMD 14 | F: +9, R: +4, W: +11 | Init: +0 | Perc: +12, SM: +10, Darkvision 60 ft | Speed 30ft | Spells: 1st 2/5 2nd 2/4 | Performance 8/11 | Active conditions: Shield of Faith
GM, if this is a fear effect, then Inspire Courage would grant a +1 to everyone’s saving throw.
”Torrak! Step closer to me once you have attacked, and the Inheritor shall grant you the strength to bring justice to this creature!” Tseghet says as he surveys the battlefield like a mighty general of Heaven’s armies. The right move at the right time can change the tide of battle - that’s what Ma always said.
Torrak "the Clog" Farcrusher CN Male Dwarf Two-Handed Fighter 4 HP: 46/48 | AC: 21 T: 12 FF: 19 CMD: 19 +4 vs Giants, Bullrush/Trip, +1 vs Sunder | F+8 R+4 W+4 +3 vs poison, spells, SLA's | Init +4 | Perception +6
"Sod off, damn sword!" Torrak grunts as he swings for the skeleton again, the metal ball of his weapon almost whistling as he whips it around. This thing is getting in my head, it needs to die NOW!
"Some serious magic or whatever must be holding 'im together, tha other skeletons couldn't handle ah single one o' my blows!"
Not sure what the Half-Orc has in mind, the Dwarf steps closer to him after his blow. "I'm plenty strong! What is that Iomedae going to give me that Gorum can't, eh?"
________
Dorn-Derger (Inspire, Flank, Shaken) vs Blue:1d20 + 7 + 1 + 2 - 2 ⇒ (14) + 7 + 1 + 2 - 2 = 221d10 + 4 + 1 ⇒ (10) + 4 + 1 = 15 Just in case it makes a difference: Torrak has a +3 vs spells and sla's. Torrak could take a diagonal step too if you prefer, Tseghet.
M LG Half-Orc Evangelist Cleric 4 | HP 35/35 | AC *16 T *12 FF *16 | CMB +4, CMD 14 | F: +9, R: +4, W: +11 | Init: +0 | Perc: +12, SM: +10, Darkvision 60 ft | Speed 30ft | Spells: 1st 2/5 2nd 2/4 | Performance 8/11 | Active conditions: Shield of Faith
Nah, this is fine.
Tseghet tucks to the side, flicking his wand from the sheath under his buckler into his hand. Reaching over, he taps Torrak with it. ”Gorum laughs as either side falls - Iomedae cares for her own and strengthens them that they may continue to fight. You do wish to continue the fight, correct?”
What... is it about that blue light?!? Merritt, shaken from the unholy glow within the skeleton's ribs, decides that some better protection might be a better choice than splashing his allies with alchemical fire again. He retrieves and drinks an extract, and changes position.
Just in case it makes a difference: Torrak has a +3 vs spells and sla's. Torrak could take a diagonal step too if you prefer, Tseghet.
3 more on TOP of the +2? I thought it was a replacement. Still JUST short of the mark with the Inspire Courage and that bonus. I'll keep that in mind
Torrak's ball and chain slam into the creature with a satisfying crack as a rib or two falls to the ground underneath the skeleton. It wasn't entirely effective, though.
Tseghet quickly heals the severely injured Dwarf, and Merritt begins to change tactics.
Initiative - the BOLD may act!
Active effects: Inspire Courage +1
-----------------------------------------------
Torrak (-12, shaken 1)
??? (-42, DRx3)
Zelphar (-5, shaken 2)
Merritt (shaken 1)
Tseghet (-6, shaken 1)
The priestly skeleton finally places its second hand on the bastard sword it's been dragging on the floor and flicks it violently at Torrak. "You obnoxious bearded imp, you'll pay for those ribs in blood!"
M LG Half-Orc Evangelist Cleric 4 | HP 35/35 | AC *16 T *12 FF *16 | CMB +4, CMD 14 | F: +9, R: +4, W: +11 | Init: +0 | Perc: +12, SM: +10, Darkvision 60 ft | Speed 30ft | Spells: 1st 2/5 2nd 2/4 | Performance 8/11 | Active conditions: Shield of Faith
Tseghet quickly taps the dwarf's cut before moving back into his previous position. "Now, Torrak! The General of Heaven's armies lends you her might to strike down evil!"
Cure Light Wounds:1d8 + 1 ⇒ (5) + 1 = 6
Cast from wand again, then step back into flanking with Torrak.
Torrak "the Clog" Farcrusher CN Male Dwarf Two-Handed Fighter 4 HP: 46/48 | AC: 21 T: 12 FF: 19 CMD: 19 +4 vs Giants, Bullrush/Trip, +1 vs Sunder | F+8 R+4 W+4 +3 vs poison, spells, SLA's | Init +4 | Perception +6
"Dwarves don't need no God to keep them fightin'!" Torrak shouts in response as he steps back from the skeleton and swings his weapon at their foe's legs. The irony of his defiance to divine help in light of the healing he received is clearly lost on him.
________
Dorn-Derger (Inspire, Flank, Shaken) vs Blue:1d20 + 7 + 1 + 2 - 2 ⇒ (6) + 7 + 1 + 2 - 2 = 141d10 + 4 + 1 ⇒ (2) + 4 + 1 = 7Ugh. If it was an sla or spell that Torrak was saving against, yes, he would get an additional +3 vs it from his Hardy racial ability and trait Glory of Old. Otherwise it would be his normal will save modifier.
Merritt, still somewhat shaken from the sight inside the creature's ribs, pulls out a bomb and tosses it into the fray, hoping Tseghet can withstand the residual blast.
Merritt's bomb once again soaks the skeleton in fire, but it remains vigilantly standing as a glob of acid flies by its head. Another miss?
Tseghet ref:1d20 + 2 ⇒ (6) + 2 = 8
"You continue to heal, you green savage! You seem eager to be the first to die!" It screams, realizing no damage has gotten through to the dwarf due to the healer.
M LG Half-Orc Evangelist Cleric 4 | HP 35/35 | AC *16 T *12 FF *16 | CMB +4, CMD 14 | F: +9, R: +4, W: +11 | Init: +0 | Perc: +12, SM: +10, Darkvision 60 ft | Speed 30ft | Spells: 1st 2/5 2nd 2/4 | Performance 8/11 | Active conditions: Shield of Faith
Oof. Maybe we should have called it at one party damage... #NextTime
In the meantime, Tseghet's only just barely unconscious. As long as he doesn't get hit by anything else, he'll be fine for a while. But no more Inspire Courage unfortunately.
Torrak "the Clog" Farcrusher CN Male Dwarf Two-Handed Fighter 4 HP: 46/48 | AC: 21 T: 12 FF: 19 CMD: 19 +4 vs Giants, Bullrush/Trip, +1 vs Sunder | F+8 R+4 W+4 +3 vs poison, spells, SLA's | Init +4 | Perception +6
Torrak smashes the skull under his boot and spits on the general area of the "corpse." "Damn skeletons."
The Dwarf makes his way over to Tseghet and nudges him with his steel boot. "Anyone o' you nerds know how to use ah wand or have ah potion? We've got ah little time before tha dirt nap becomes ah little more permanent," he points out.
________
If no healing is immediately available, Torrak will attempt to administer first aid.
Merritt steps up and kneels down by Tseghet, grabbing the wand from where it landed when the half-orc fell. He activates the wand, sending healing energy into Tseghet's body.
cure light wounds:1d8 + 1 ⇒ (2) + 1 = 3should be enough? cure light wounds:1d8 + 1 ⇒ (3) + 1 = 4just in case
"There you go friend; the Inheritor apparently watches over you even when you fall. Go figure."
Tseghet rises from the ground, thankfully not killed immediately by this thing's free action Death Knell (rude!).
Loot from the skeleton:
A set of keys and a Mwk Bastard Sword
Loot from the room:
Treasure: On the table lie four longswords, a masterwork
dagger, a buckler, a belt of mighty constitution +2, a potion of cure
moderate wounds, a flask of acid, and four small leather belt
pouches. One of the pouches contains 16 gp; another contains
25 gp and 12 sp. The third holds 77 gp and 8 sp, and the fourth
contains a small emerald worth 50 gp and a pair of six-sided
bone dice that have been weighted to always roll sixes.
M LG Half-Orc Evangelist Cleric 4 | HP 35/35 | AC *16 T *12 FF *16 | CMB +4, CMD 14 | F: +9, R: +4, W: +11 | Init: +0 | Perc: +12, SM: +10, Darkvision 60 ft | Speed 30ft | Spells: 1st 2/5 2nd 2/4 | Performance 8/11 | Active conditions: Shield of Faith
"...praise the Inheritor..." are the first words past Tseghet's lips as Merritt revives him. As he rises to his feet, he holds out a hand to the tiefling. "Iomedae must have sent you, and I would gladly call one so selfless a friend," he declares loudly. "Though perhaps it's only repayment for these burns..." He busies himself with healing the rest of his wounds.
M LG Half-Orc Evangelist Cleric 4 | HP 35/35 | AC *16 T *12 FF *16 | CMB +4, CMD 14 | F: +9, R: +4, W: +11 | Init: +0 | Perc: +12, SM: +10, Darkvision 60 ft | Speed 30ft | Spells: 1st 2/5 2nd 2/4 | Performance 8/11 | Active conditions: Shield of Faith
Tseghet turns to Torrak next. "And the skill you showed with your... uh... morningstar there was almost as inspiring a sight as Iomedae commanding the archons to strike down the forces of the Abyss. Truly, the Inheritor has blessed you with strength of arm!" His mix of praise and proselytizing is accompanied by numerous taps of the wand as the overly-enthusiastic half-orc gets to work healing his companion's wounds.
Torrak "the Clog" Farcrusher CN Male Dwarf Two-Handed Fighter 4 HP: 46/48 | AC: 21 T: 12 FF: 19 CMD: 19 +4 vs Giants, Bullrush/Trip, +1 vs Sunder | F+8 R+4 W+4 +3 vs poison, spells, SLA's | Init +4 | Perception +6
Torrak's face drops briefly before rising back up, red with rage. "AH MORNINGSTAR?! I"LL HAVE YOU KNOW THAT THIS IS A TRADITIONAL DWARVEN WEAPON. A DORN-DERGER, YEAH?" he shouts at the Half-Orc, now coming back down from his anger-induced high.
He scowls at the floor for a moment before continuing. "You deserve better than that. I'm sorry. It's a touchy subject, especially from an Orc. It's nothing personal. You'll get over it."
Another moment passes as he continues to process what Tseghet actually said to him. "Thanks, it's all in the legs." Feeling sufficiently embarrassed and awkward, he stomps over to the hallway, ready for the next door.
________
Torrak could also chug the cure mod potion! Standard take 20 perception and all that before opening!
This large room has a wide hole in the center of its floor. A heavy, welded steel ladder descends straight down from the lip of this shaft. The extend and depth of the space below are concealed behind the many crisscrossing, whitish-gray spider webs filling the pit.
Again, webs require a DC 13 Reflex save (per square) or you become entangled. If you fail a save after becoming entangled, you are grappled. The webs have 10 hit points and DR 5/slashing. Fire deals damage to things in the square, but all fire damage lights the web on fire.
Torrak "the Clog" Farcrusher CN Male Dwarf Two-Handed Fighter 4 HP: 46/48 | AC: 21 T: 12 FF: 19 CMD: 19 +4 vs Giants, Bullrush/Trip, +1 vs Sunder | F+8 R+4 W+4 +3 vs poison, spells, SLA's | Init +4 | Perception +6
Torrak looks expectantly at Merritt with raised eyebrows. If the Tiefling doesn't look eager to take the fiery reigns, he will begin lighting his torch and burning webs away.
The smoke clears as the webs burn away in Merritt's alchemist's fire, but not nearly enough was burned away to satisfy the tiefling. He turns to Torrak. "Let's use torches. My fire is quicker at this end, but also way more expensive, and it takes time to brew."
Once torches are lit, Merritt will start clearing webbing from the NE corner, working west first, then south, until the room is empty of webs.
M LG Half-Orc Evangelist Cleric 4 | HP 35/35 | AC *16 T *12 FF *16 | CMB +4, CMD 14 | F: +9, R: +4, W: +11 | Init: +0 | Perc: +12, SM: +10, Darkvision 60 ft | Speed 30ft | Spells: 1st 2/5 2nd 2/4 | Performance 8/11 | Active conditions: Shield of Faith
"Fear not, companions!" Tseghet proclaims as he raises his sword high. "The Inheritor does not tolerate those who seek to deceive others, and neither do we!"
Standard action to begin Inspire Courage. Make it count, folks - two rounds is all we got!
This large room has a wide hole in the center of its floor. A heavy, welded steel ladder descends straight down from the lip of this shaft. The extend and depth of the space below are concealed behind the many crisscrossing, whitish-gray spider webs filling the pit.
The map wasn't terribly apparent about it, so I emphasized its location with a shape.
Torrak moves into the corner of the room, ready to squish the foolish spider. Tseghet praises Iomedae, bolstering his allies. Merritt chucks a bomb at the spider near him, soaking it and the nearby webbing in fire.
Web damage:1d6 ⇒ 2
It's not quite enough to burn away the webs, though.
who attack 1:1d2 ⇒ 2 Merritt
who attack 2:1d2 ⇒ 2 Zelphar
The spiders each lash out with a quick bite:
bite on Merritt:1d20 + 4 ⇒ (8) + 4 = 12 bite on Zelphar:1d20 + 4 ⇒ (13) + 4 = 17 Damage Zelphar:1d6 + 1 ⇒ (3) + 1 = 4 fort save against poison:1d20 + 3 ⇒ (15) + 3 = 18
Initiative - the BOLD may act!
Active effects: Inspire Courage +1
-----------------------------------------------
Spiders (-7 to north)
Torrak Merritt (-3)
Zelphar (-4)
Tseghet
1) Be sure to bring a build with darkvision (specifically for the 1st floor. Feel free to completely rebuild for the second). No really. Trust me. You want DARKVISION. Not torches or the light cantrip.
2) Do not bring a build that relies on charging, your charging opportunities will be limited.
3) To those unprepared for the dangers within, the Spire can be quite deadly. In that regard, you should all plan your characters around each other's. Get some synergy going. You'll want it.
So I've got two builds I'd be happy to take through the Spire. One is a counterspelling school savant arcanist and the other is a summoning and buffing undine adept druid. I'm happy to provide more details on either if so desired.
What does everyone else want to bring? It's kinda like an AP in that these characters are going to be working with each other for a long time.
I can be pretty flexible. I have a couple of builds that I've been toying with in HeroLab for a while, when I get home tonight I'll review and summarize them here. I'm also perfectly happy making something brand new for this run. Is there a particular backstory to the Emerald Spire that I can research to incorporate into my build?
For the full run, we are still playing this in legit PFS mode, right? I'm assuming so, but I just want to get my expectations in line!
I will be making an entirely new PC for this. My preference would be to play some sort of melee character, but I'm also willing to build up a support/healer if nobody wants to play that role.
EDIT: I have no reluctance playing a support/healer, it just isn't my first choice. Having a competent frontliner to support makes it better too ;)
REDIT: GM, I've found a player's guide on the pfsprep site. If it is cool with you, I can link it here for all to read.
Druid could help cover support/healer. It's got access to most of the healing spells (including heal), but is missing some like restoration and greater restoration.
Summoning part can also provide more bodies on the battlefield to absorb attacks and effects. Druid list is mostly limited to beatsticks, but it's a dungeon crawl with a high likelihood of many things to beat with sticks.
Arcanist would be mostly support with a side of debuff. No restorative spells, but lots of defensive effects.
Dotting in. If Hawthwile goes summons-focused Druid I'll go arcane full caster of some variety. I strongly prefer to play full casters and have lots of experience with pretty much all Paizo spells.
Campaign mode lifts the restrictions of PFS from the characters. You can be pretty much any race, cast pretty much any spell, and use pretty much any item. Definitely allows for a bit more freedom, if you like that kind of thing. You can still totally bring what is essentially a PFS character to it, but, again, it just removes restrictions.
Yeah, Zin & Gummy that's a good point. @GM: character creation guidelines, if you please. If it helps for reference when I GM campaign mode modules or APs my guidelines are: anything Paizo is OK. 20 point buy. 150 GP. 2 Traits. A Drawback gets you a third Trait but the Drawback must actually hinder your character mechanically and it can't be something disruptive to gameplay.
Anything Paizo is OK, with a few exceptions. I support the Core Barbarian, not the unchained barbarian. I also support only the unchained versions of the rogue, monk, and summoner. 20 point buy. 150 gp. 2 Traits. No drawbacks.
Okay, it sounds like into the aether has arcane covered, and Gummy Bear probably has our healer/support covered. So we really need a trapfinder and a martial character to round it out. I'm comfortable either way. Hawthwile, any preference? (Anybody realize they want to go a different direction instead?)
Channeler's going to be buffing, summoning-lite, and buffing/debuffing/moving people with their channels. I'm thinking variant channeling (with the focus less on damaging opponents with the channel and more on debuffing them), so perhaps there's a flavor that would be beneficial to you, GBear?
Debuffing and moving works great with what I have in mind! I've made a dwarven two-handed fighter focused on using the Dwarven Dorn-Derger. He's got HP, Saves, and damage. AC is there, but nothing super crazy awesome.
Feats
1 Toughness
B Combat Reflexes
2 Weapon Focus (Dwarven Dorn-Dergar)
3 Power Attack
4 Darting Viper
5 Advanced Weapon Training (Defensive Weapon Training)
6 Steel Soul
7 Lunge
8 Greater Weapon Focus (Dwarven Dorn-Dergar)
9 Iron Will
10 Weapon Specialization (Dwarven Dorn-Dergar)
11 Improved Iron Will
With my reach and combat reflexes, your force channel could be sick! I know it would only be 5ft, but it could still set people up to take more AoO's (they move 5ft back, I full-attack from reach and 5ft step back) and give me some maneuvering room if things get tight.
As a melee character, buffing and summoning lite are always helpful, so I think it is a good fit!
EDIT: The debuffing you do to our foes would be beneficial if it lowered their AC or their attack bonus, but anything that further tips action economy in our favor would probably be the best choice (the Hangover cleric build, for example). At the end of the day, any debuff would be helpful, so don't feel shoehorned into a certain rider effect if you aren't feeling it just for the sake of my opinion!
Male CG Elf Arcanist (Occultist) 4 | HP 22/22| AC11 T11 FF 10 | CMB 0, CMD 11 | F +4, R +3, W +4 | INI +3 | PRCP +1 | SPD 30' | Arcane Reservoir 8/11 | Spells: 1st 1/5 2nd 2/3| Active
I'm planning on an Occultist-archetype Arcanist, which is the monster-summoning archetype. To say I love playing monster summoners is an understatement. Anyway, here's the bare bones of my proposed level 14 build. I always like to start at the end, then work backward. I'll provide flanking buddies, DPR, disposable bodies that don't need healing/restoration/etc. AND the full Wiz/Sorc spell list. I will probably tweak the build a bit but here's an idea of my starting point.
Zelphar Xyroris:
Zelphar Xyroris
Male elf (Snowcaster) arcanist (occultist) 14 (Pathfinder RPG Advanced Class Guide 8, 78)
CG Medium humanoid (elf)
Init +4; Senses darkvision 60 ft.; Perception -1
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 72 (14d6+14)
Fort +5, Ref +6, Will +8; +2 vs. enchantments
Immune sleep
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks arcane reservoir (21/31), arcanist exploits (consume magic items[ACG], familiar[ACG], greater metamagic knowledge[ACG], metamagic knowledge[ACG], potent magic[ACG], quick study[ACG]), consume spells
Arcanist Spell-Like Abilities (CL 14th; concentration +19)
. . 1/day—augury
. . 1/week—contact other plane Arcanist (Occultist) Spells Prepared (CL 14th; concentration +19)
--------------------
Statistics
--------------------
Str 7, Dex 14, Con 12, Int 20, Wis 8, Cha 16
Base Atk +7; CMB +5; CMD 17
Feats Augment Summoning, Dazing Spell[APG], Evolved Summoned Monster[ACG], Extra Arcanist Exploit[ACG], Improved Familiar, Quicken Spell, Run, Spell Focus (conjuration), Superior Summoning[UM], Versatile Summon Monster
Skills Acrobatics +2 (+6 to jump with a running start), Disable Device +14, Knowledge (arcana) +18, Knowledge (dungeoneering) +18, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +18, Knowledge (nobility) +10, Knowledge (planes) +18, Knowledge (religion) +17, Linguistics +9, Spellcraft +22 (+24 to identify magic item properties), Use Magic Device +20; Racial Modifiers +2 Spellcraft to identify magic item properties
Languages Common, Elven, Terran
SQ conjurer's focus (Summon Monster VII, 14 minutes), elven magic
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Arcane Reservoir +2 DC or CL (31/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Conjurer's Focus (Summon Monster VII, 14 minutes) (Sp) Cast summon monster spells with points from arcane reservoir.
Consume Magic Items (3/day) (Su) Move act, destroy potion/scroll or -5 wand chg for +1/2 spell level to reservoir. Staves better.
Consume Spells (3/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Darkvision (60 feet) You can see in the dark (black and white only).
Dazing Spell You can cast a spell that dazes those injured by it (duration = spell's level in rounds, Fort negates).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evolved Summoned Monster Apply a 1-point evolution to a creature you summon.
Greater Metamagic Knowledge When preparing spells, can exchange bonus MM feat for another that qualify for.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Quick Study (Ex) Use 1 reservoir as a full rd action, consult spellbook to switch out mem spell (provokes AoO).
Quicken Spell Cast a spell as a swift action. +4 Levels.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Superior Summoning When summoning more than one creature, summon an extra one
Versatile Summon Monster (Aerial Creature, Fiery Creature) Add 2 templates to summoned monsters.
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And that does bring up several good questions for the GM:
- How is experience for campaign characters being tracked?
- How is wealth being implemented? Are we selling and buying things in town? In Absalom?
- What level are these characters expected to reach?
- Will there be downtime between floors (for earning extra income, selling/buying inventory, etc.)?
Nice! I love the Occultist archetype; I have a PFS character with that who is a blast to play.
I'll get working on the crunch for my Crypt Breaker tonight. @GM, would love feedback to know that delaying trapfinding until level 2 isn't going to be a serious impediment. Also, Crypt Breaker is very powerful vs. undead, but less so vs. other opponents. Will that be an issue in Emerald Spire?
For experience, I think I'll just do an all at once level up type thing. i.e. This floor says it's designed for level 3, so, you're now all level 3.
For wealth, since time isn't really a thing (as far as I can tell from my skimming), feel free to sell in Absalom. I'd like to implement a rule used in my home game rn. That is, if you find an item on a body, you may "buy" it from the party for it's crafting price (typically half off). From there, we'll be ensuring that at every floor you start with Average Player Wealth worth of items (again, found items are half price). Seems to keep things balanced enough.
Looks like the characters will make it to Level 12.
There will be downtime. At almost any point you may leave the tower and come back. Just note: As we're in campaign mode, I'll add realistic reactions to leaving a floor early (more traps, better prepared enemies, etc.). Between floors, though: unless something links floors together, there will be no effect when leaving the spire for a few weeks. Some floors say that "other things move in", so I may have a few random encounter style things here and there in floors you've already completed, but that's the worst thing I'd do.
Looks like the characters will make it to Level 12.
As in, characters will finish the final floor and level up to 12 (and never be played at lvl 12), or they will be lvl 12 for the final floor?
I'm not sure how that home-game loot rule will work, but I'm willing to see it in practice first. I can make an inventory sheet to keep track of what we find (and who's using what).
I'll try to have my build up later tonight or tomorrow! Looks like fun!
Characters will play the final floor at level 12. I've changed my mind on the loot. I'll be making sure everything balances on my end, instead of burdening you guys with it.
Male CG Elf Arcanist (Occultist) 4 | HP 22/22| AC11 T11 FF 10 | CMB 0, CMD 11 | F +4, R +3, W +4 | INI +3 | PRCP +1 | SPD 30' | Arcane Reservoir 8/11 | Spells: 1st 1/5 2nd 2/3| Active
I had another idea I a while back that I think I'll try with this character: magical lineage trait on burning gaze and have my improved familiar shoot dazing laser beams from its eyes using its own standard actions, which would come online as a 4th level spell—character level 8. Here's my starting build; just need to spend the rest of my starting gold (which will be on scrolls).
Zelphar Xyroris level 1:
Zelphar 1
Male elf (Snowcaster) arcanist (occultist) 1 (Pathfinder RPG Advanced Class Guide 8, 78)
CG Medium humanoid (elf)
Init +3; Senses darkvision 60 ft.; Perception -1
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 7 (1d6+1)
Fort +2, Ref +1, Will +1; +2 vs. enchantments
Immune sleep
Weaknesses light sensitivity
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Offense
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Speed 30 ft.
Melee dagger -2 (1d4-2/19-20)
Special Attacks arcane reservoir (2/5), consume spells
Arcanist (Occultist) Spells Prepared (CL 1st; concentration +5)
. . 1st (3/day)—color spray (DC 15), grease
. . 0 (at will)—acid splash, detect magic, message, read magic
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Statistics
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Str 7, Dex 13, Con 12, Int 18, Wis 8, Cha 16
Base Atk +0; CMB -2; CMD 9
Feats Run, Spell Focus (conjuration)
Traits magical lineage, resilient
Skills Acrobatics +1 (+5 to jump with a running start), Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (nature) +8, Knowledge (planes) +8, Spellcraft +8 (+10 to identify magic item properties), Use Magic Device +7; Racial Modifiers +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Draconic, Elven, Goblin, Sylvan
SQ conjurer's focus (Summon Monster I, 1 minute), elven magic
Other Gear haramaki[UC], dagger, arcanist starting spellbook, backpack, bandolier[UE], bandolier[UE], belt pouch, silk rope (50 ft.), spell component pouch, wrist sheath, spring loaded, wrist sheath, spring loaded, 116 gp
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Special Abilities
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Arcane Reservoir +1 DC or CL (5/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Conjurer's Focus (Summon Monster I, 1 minute) (Sp) Cast summon monster spells with points from arcane reservoir.
Consume Spells (3/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Darkvision (60 feet) You can see in the dark (black and white only).
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
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M N Aasimar Herald Caller Cleric 3 | HP 24/24 | AC 16 T 11 FF 15 | CMB +2, CMD 13 | F: +5, R: +3, W: +6 | Init: +1 | Perc: +8, SM: +9, Darkvision 60 ft | Speed 30ft | Spells: 1st 4/4 2nd 2/3 | Channel Energy 4/6 | Bit of Luck 5/5 | Active conditions: None
Alright folks, meet Felix! A herald caller cleric of Pharasma who is here to correct the mistakes of the past and restore the strands of fate to their rightful weave.
Proposed Build:
Traits: Reactionary or Seeker, Sacred Conduit
Stats: Str 7, Dex 12, Con 12, Int 12, Wis 16, Cha 19
Feats:
1. (Cleric) Selective Channel
2. (Cleric)
3. (Cleric) Channel Force
4. (Cleric) Bonus: Augmented Summoning
5. (Cleric) Versatile Channeler
6. (Envoy of Balance) Incisive Spells
7. (Envoy of Balance) Improved Force Channel, Endowment: Spiritual Equilibrium
8. (Envoy of Balance) Contravening Armament
9. (Envoy of Balance) Improved Channel, Endowment: Twinned Channeling
10. (Cleric)
11. (Cleric) Fateful Channel or Greater Channel Force, Bonus: Superior Summoning
Keeping with the fateful theme, he will use the Luck variant channeling to boost his allies's and lower his opponents's d20s. If the GM decides that doesn't fit Pharasma's portfolio, he could use the Fate variant channeling to lower his opponents's d20s with the harm channel and maybe find a different variant for the healing channel.
If possible, I'd love to complete the image with the Fate subdomain - but somehow that is not a domain of Pharasma, even with her portfolio including fate and prophecy. GM permitting, I would take that domain - otherwise, the Repose domain would be very entertaining if someone else can stagger opponents and the Thought subdomain could be useful. The Herald Caller archetype limits him to one domain.
I'm open to suggestions or ideas on how this could fit with the rest of the team more effectively.
M N Aasimar Herald Caller Cleric 3 | HP 24/24 | AC 16 T 11 FF 15 | CMB +2, CMD 13 | F: +5, R: +3, W: +6 | Init: +1 | Perc: +8, SM: +9, Darkvision 60 ft | Speed 30ft | Spells: 1st 4/4 2nd 2/3 | Channel Energy 4/6 | Bit of Luck 5/5 | Active conditions: None
Zin Z'arin wrote:
I'll get working on the crunch for my Crypt Breaker tonight. @GM, would love feedback to know that delaying trapfinding until level 2 isn't going to be a serious impediment. Also, Crypt Breaker is very powerful vs. undead, but less so vs. other opponents. Will that be an issue in Emerald Spire?
If Trapfinding is the biggest draw to that archetype, you might consider the Trap Breaker archetype. Standard bombs and trades out poison use/resistances for blowing up traps at range and creating land mines.
Felix, if you are truly on the fence about your traits, I'd take seeker. Zelphar is no good at it and I will be exceptionally mediocre. As a fighter, my skills are meh anyways, so I'll max it out, but someone in addition to our trapfinder alchemist with a god perception mod would be sweet!
I support laser beam familiars. Does the occultist get standard action summons?
Lol we are going to have so many combatants on our side! This is gonna be great. Making my profile now.
Torrak "the Clog" Farcrusher CN Male Dwarf Two-Handed Fighter 4 HP: 46/48 | AC: 21 T: 12 FF: 19 CMD: 19 +4 vs Giants, Bullrush/Trip, +1 vs Sunder | F+8 R+4 W+4 +3 vs poison, spells, SLA's | Init +4 | Perception +6
Two-Handed Fighter is here!
Has anyone built up fluff for their characters? I haven't quite yet so the alignment is likely going to change. There will likely be some sort of deity in there too. Since my character is way less conceptualized than I think the other two posted are, I'll adapt a little to them so I don't make a character antithetical to them :P
Male CG Elf Arcanist (Occultist) 4 | HP 22/22| AC11 T11 FF 10 | CMB 0, CMD 11 | F +4, R +3, W +4 | INI +3 | PRCP +1 | SPD 30' | Arcane Reservoir 8/11 | Spells: 1st 1/5 2nd 2/3| Active
GB wrote:
Does the occultist get standard action summons
Hell yeah they do, and they last 1 min/level. They cost arcane pool points so they're a managed resource. But I got my CHA to 16 so I can consume spells 3x/day to refill the pool, and plan on taking consume magic items so I can turn found/unwanted scrolls and stuff into more arcane pool points as well.
Well. Action economy is taken care of. TWO summoners. Both very different in skillset outside of summoning. This should be quite entertaining to see.
I'll leave you guys in charge of your summons with one rule: You summon, they attack your enemies. If you wish for them to do something eles, you have to be able to communicate with them.
So, from what I've seen, we've got an Occultist Summoner, a Two-Handed Fighter, a Cleric Channel Summoner, and probably an Alchemist. Delaying trapfinding won't be a hindrance.
Male CG Elf Arcanist (Occultist) 4 | HP 22/22| AC11 T11 FF 10 | CMB 0, CMD 11 | F +4, R +3, W +4 | INI +3 | PRCP +1 | SPD 30' | Arcane Reservoir 8/11 | Spells: 1st 1/5 2nd 2/3| Active
Well, the cleric's fine:
Divine Heralds wrote:
The herald caller and her summoned monsters can understand each other’s spoken words as if they shared a common language.
And as an avid monster summoner, I am well aware of the communication thing. For a non Herald-Caller...the animals summons you're kinda SOL without some cheese like speak with animals SLA you can get from a trait. Or a heavy investment in Handle Animal that's just not worth it.
M N Aasimar Herald Caller Cleric 3 | HP 24/24 | AC 16 T 11 FF 15 | CMB +2, CMD 13 | F: +5, R: +3, W: +6 | Init: +1 | Perc: +8, SM: +9, Darkvision 60 ft | Speed 30ft | Spells: 1st 4/4 2nd 2/3 | Channel Energy 4/6 | Bit of Luck 5/5 | Active conditions: None
So it'll be the difference between fast summons from the occultist and easy communication with summons from the cleric. Good to have options!
Felix has to be true neutral and will be fine with most things as long as we destroy any undead we find and don't create any ourselves. Thought about worshiping Rhombodazzle for domains and portfolio, but Fateful Channel is too good to give up. So Pharasma it is! GM, any word on the Fate subdomain and Luck variant channel?
Male LN Tiefling Alchemist 1 | This is a defunct alias
Let me introduce Merritt Provixt, a tiefling alchemist. I actually considered going Preservationist at one point, haha.
But he is a Crimson Chymist (Red Mantis Assassin, basically) and a Trap Breaker. With a prehensile tail and incredibly devilish features, and antisocial hobbies, he gravitates towards life in Cheliax or other areas under Chelaxian or Hellknight rule; when the law is strong enough, prejudice doesn't matter.
I haven't put together his feat and discovery tree yet, but I'll start looking at that soon; really, he can grow in lots of different ways from here.
Male CG Elf Arcanist (Occultist) 4 | HP 22/22| AC11 T11 FF 10 | CMB 0, CMD 11 | F +4, R +3, W +4 | INI +3 | PRCP +1 | SPD 30' | Arcane Reservoir 8/11 | Spells: 1st 1/5 2nd 2/3| Active
OK, I bought stuff and I'm all ready to go! Profile fully updated. Besides a few misc scrolls (enlarge person, expeditious retreat, obscuring mist) I got a single scroll of infernal healing. I could swap one of the others for another infernal healing.