GM Netherpongo |
FYI to anyone :)
This is being run as an official PFS game so you'd need an "official" PFS character of levels 8-10. No pre-gens.
Just to avoid confusion from anyone: no pre-generated characters specifically because the highest-level pregens (7) are below the minimum level of the scenario.
Otherwise it would be fine.
Also, just in case some out there aren't aware, this adventure gives 3 XP, not 1.
Grandlounge |
Hi all. Did a quick inventory of characters.
Investigator/Barbarian/Swash (10) melee and skills
Skald (9) melee support face
Slayer Sword and Board (9) melee, decent skills.
Support Heavens Shaman (8) Support offensive casting face
I assume face skills will not be overly necessary. I'm happy to play any other them, should I be selected.
The skald obviously works best with a few people willing to rage and accept the spirit totem line.
David_Bross |
So we currently have a melee samurai and a melee druid with an animal companion? If I bring my wizard it still looks like a skill focused PC would still be lacking.
@grandlounge
I thought shamans were like clerics and had to prepare all of their spells at 1 time each day. If they can leave open slots that is seriously good news for my shaman.
Grandlounge |
A divine spellcaster selects and prepares spells ahead of time through prayer and meditation at a particular time of day. The time required to prepare spells is the same as it is for a wizard (1 hour), as is the requirement for a relatively peaceful environment. When preparing spells for the day, a divine spellcaster can leave some of her spell slots open. Later during that day, she can repeat the preparation process as often as she likes. During these extra sessions of preparation, she can fill these unused spell slots. She cannot, however, abandon a previously prepared spell to replace it with another one or fill a slot that is empty because she has cast a spell in the meantime. Like the first session of the day, this preparation takes at least 15 minutes, and it takes longer if she prepares more than one-quarter of his spells.
All prepared divine casters can do it! I think it is integral to clerics and shamans to play them as effectively as possible.
With three melee bodies the skald would work well. As he has saving finally to roll saves good skills and his own combat abilities. The investigator will be able to find and disable traps as well as fight and make skill checks. The Shaman can remove conditions and utility cast. Let's see if we get another person it could make the decision for us.
David_Bross |
I was thinking of playing my wizard here, but it looks like my bard would work very nicely in this party. He mostly gives people plus 5 to attack and damage. The bard still does knowledges and can both prevent and remove some status conditions (saving finale, remove fear, purging finale, dispel magic) but wouldn’t have 4th level spells (or fly, for that matter). The bard still wouldn’t do traps.
GM Netherpongo |
It looks like we have:
Toshiro Takamura - fighter/samurai 9
Karn "Killer of magic" - barbarian/warpriest 9
David_Bross - character not yet chosen
Otto O'Read - Druid/Hellknight Signifier 8
Grandlounge - character not yet chosen
I could have something wrong, but that's probably close.
Curious Toshiro...why the fighter level? Samurai seems to stack pretty well with itself.
Grandlounge |
I'm betting we have a bunch of decent perception scores for the group. I will admit my bias against trap finding as I have never killed anyone with a trap. Skald have built in answers for alignment Dr and incorporeal creatures which I have killed PCs with. But I'm open to taking votes.
Vote tally:
Investigator (1)
Skald (0)
Shaman (0)
Slayer (0)