Bard (13) HP 81/81 | AC 17 TC 12 FF 16 | Init +7 | Percep +23, Motive +1 | 20ft Speed | +8 CMB | CMD 19, FF 17 | Fort +7, Ref +10, Will +10 (+11 v illusion); (+4 v magic traps, lang. dep., writing)| 1: 5/7, 2: 4/6, 3: 4/5, 4: 4/4, 5: 0/1; Perf: 35/38
I'm puzzling mine out. Thanks for making the cloak! I'll RP some thanks from Flik as well. I think we've been sharing the healing duties in an interesting way, but I'm hoping to pick up some condition removal to help out with that and maybe some more in-combat actions.
GM, would you mind if I retrained some spells to cover that? Normally bards can only do it every 5 levels, but I'd like to adjust a little if you don't mind.
Bard (13) HP 81/81 | AC 17 TC 12 FF 16 | Init +7 | Percep +23, Motive +1 | 20ft Speed | +8 CMB | CMD 19, FF 17 | Fort +7, Ref +10, Will +10 (+11 v illusion); (+4 v magic traps, lang. dep., writing)| 1: 5/7, 2: 4/6, 3: 4/5, 4: 4/4, 5: 0/1; Perf: 35/38
Sorry I wasn't that much help in that fight. I'm getting crushed at work right now. Great work showing the strength of PBP in running multiple simultaneous encounters!
I thought being a monk bumped yout base speed - it's an enhancement bonus? That sucks, means a hasted barb can outrun you.
Seems odd to me that you have an "enchantment" bonus as an extraordinary ability, but hey. I'm have dim memories of taking about this back during playtest, now that I say that.
Bard (13) HP 81/81 | AC 17 TC 12 FF 16 | Init +7 | Percep +23, Motive +1 | 20ft Speed | +8 CMB | CMD 19, FF 17 | Fort +7, Ref +10, Will +10 (+11 v illusion); (+4 v magic traps, lang. dep., writing)| 1: 5/7, 2: 4/6, 3: 4/5, 4: 4/4, 5: 0/1; Perf: 35/38
So, with the fancy cloak upgrade that Maddie crafted for me (thanks again!) I can lay down some raging song, which is probably going to be my back-up play if I don't get Naturalist going.
I wanted to give you all a head's up, since it can change your stats if you accept it. (I'll be giving raging song as a 4th-level skald.)
Inspired Rage (Su): At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song’s bonuses on Will saves increase by 1; the penalty to AC doesn’t change.
So, +3 Strength and Constitution, +2 morale on Will saves, -1 AC.
If you accept, you'll also get the Lesser Celestial Totem rage power: While raging, the barbarian benefits from increased magical healing. Whenever she is subject to a spell that cures hit point damage, she heals 1 additional point of damage per caster level. In the case of non-spell healing effects (such as channeled energy or lay on hands), she heals a number of additional points equal to the class level of the character performing the magical healing. This does not affect fast healing or regeneration.
Happy Holidays, everyone! Wishing you and your families a Merry Christmas! It has been such a pleasure playing with everyone over the last few years! :)
Bard (13) HP 81/81 | AC 17 TC 12 FF 16 | Init +7 | Percep +23, Motive +1 | 20ft Speed | +8 CMB | CMD 19, FF 17 | Fort +7, Ref +10, Will +10 (+11 v illusion); (+4 v magic traps, lang. dep., writing)| 1: 5/7, 2: 4/6, 3: 4/5, 4: 4/4, 5: 0/1; Perf: 35/38
That would be awesome. Tealk is playing in one of my games and has been MIA as well. I'm sure they are really busy right now; hopefully they will be back.
I don't want Tealk to think we're pushing him out or anything, but I also don't want the game to die -- so Brainiac taking over as a short-term solution works for me -- and we can have another chat about the longer-term if Tealk doesn't return.
- +1 BAB
- +1 Fort
- +1 Will
- Faith Healing (Empower)
- 3 Skills (Stealth, Perception, DD)
- +1 to Effective Cleric Level (Channel): 5 (3d6)
- +2 to Effective Cleric Level (Spellcasting): 5
- Feat: Prestigious Spellcaster
(Also, BAB is now 8, so PA bumps).
Side note: I had to resist the urge to take Invisibility Purge as a level 3 spell (it's so useful!) because of Maddie -- so I took Holy Javelin instead (with Prayer as the Domain Spell)
Female Child Human Chronomancer 12 | HP: 62/62 | AC 17 TC 13 FF 15 | Fort: +7, Ref: +9, Will: +10 | Init +4 (forewarned)| Per +15 SM -1 | 30 ft. speed/ 40 ft. fly | +6 CMB | CMD 17 FF 15 | Temporal Pool 6/9 | Telekinetic Fist 9/9 Full Stats, Spells
Levels!
-Numbers. Or something. I have a lot of them
-5th level spellsssss! Wohoo! Taking Overland Flight and Wall of Force at this level.
-Feat! Taking Arcane Discovery: Opposition Research (Divination) at long last. Finally, I can Detect Magic! Probably some other stuff, too. It just doesn't fit Maddie's personality to not have the learning school.
Bard (13) HP 81/81 | AC 17 TC 12 FF 16 | Init +7 | Percep +23, Motive +1 | 20ft Speed | +8 CMB | CMD 19, FF 17 | Fort +7, Ref +10, Will +10 (+11 v illusion); (+4 v magic traps, lang. dep., writing)| 1: 5/7, 2: 4/6, 3: 4/5, 4: 4/4, 5: 0/1; Perf: 35/38
Bard 9
I improved some skills, but the biggest things I got were the Last Rites feat (bard needs something against undead!) and the Hymn of Restorative Harmonics bardic masterpiece.
Last Rites:
As a standard action, you can make a melee touch attack against any haunt or against an undead creature with the resurrection vulnerability weakness. This touch attack deals 3d6 points of positive energy damage to the undead creature or haunt (ignoring damage reduction and hardness); a creature damaged this way is staggered for 1 round. You must have detected the haunt with a successful skill check or identified the undead creature with a successful Knowledge (religion) check to use this ability.
You can use this feat’s benefit once per day, plus an additional time per day for every 5 ranks you have in Knowledge (planes). In addition, the amount of damage you deal with this ability increases by 1d6 for every 5 ranks you have in Knowledge (planes).
Hymn of Restorative Harmonics:
At the end of the round on which you complete this song, all allies within 30 feet who observed your performance gain a new saving throw to end the ongoing effects of certain debilitating conditions. An ally who is exhausted, fatigued, nauseated, sickened, staggered, or stunned as the result of a previously failed saving throw can attempt a new saving throw to immediately end one of the above effects. Characters under multiple effects must choose which effect they wish to attempt to end prematurely. Effects that did not grant a save to resist (such as the stun effect of power word stun) can’t be ended by this masterpiece.
In addition, anyone who observed this performance gains the effects of delay poison at a caster level equal to your bard level.
Well, since we're too little to cast Guards and Wards, and it only lasts level hours anyway....
I'm thinking we should invest in some traps - magical and mundane - and some alarms.
I'm also thinking we want to trace a magic circle around the scrolls so we can trigger it when we need to and keep summoned creatures out.
Borgol can cast a few Augurys to ask, basically, if it would be a good idea to ward certain areas - which should help us narrow our focus at least a little.
I think it's almost 100% necessary to have a dimensional anchor ready to stop the baddies from grabbing and teleporting away.
So, that said -- I have a few ideas:
* A wand of Alarm would let us (and the guards) know when someone's coming - from a wand it only lasts 2 hours, but we'd have 50 of 'em.
* Glyph of Warding is permanent until discharged - and can be triggered to a password -- that is to say, we can make it so it doesn't blast anyone who's supposed to be there. Also, it can do Sonic damage which is (a) hard to resist, and (b) likely to serve as an alarm for us. However, Borgol can only cast 1 - and it's 200gp in materials. So a scroll for additional wards would be 575 (because of the materials) -- think it's worth snagging a few for choke points, but probably too expensive to do too many of them.
* Bear Traps and caltrops are considerably cheaper - but caltrops would need to be placed (something Maddie could likely do invisibly if we have alarms, as above) -- while bear traps would need to be hidden (likely via illusions).
Another idea would be to keep a non-detection effect on the scrolls -- preventing them from being tracked magically, so that might help us keep attackers off-balance (could even try to hide them with an illusion that makes the vault look empty) -- but there, again, the issue is duration.
Bard (13) HP 81/81 | AC 17 TC 12 FF 16 | Init +7 | Percep +23, Motive +1 | 20ft Speed | +8 CMB | CMD 19, FF 17 | Fort +7, Ref +10, Will +10 (+11 v illusion); (+4 v magic traps, lang. dep., writing)| 1: 5/7, 2: 4/6, 3: 4/5, 4: 4/4, 5: 0/1; Perf: 35/38
I like all of those ideas, Borgol. We could get a scroll of guards and wards and have Maddie cast it--it would be a pretty easy caster level check for her.
(I was also thinking how funny it would be if we set up a forbiddance in their hideout, but--alas--out of reach for us, I think.)
We could also use something like magic aura to hide them in a room full of illusionary scrolls and/or mundane scrolls.