Miteke's Legacy of Fire

Game Master miteke

General References
Player's Guide - Knowledge Skill Success Topics - House Rules - PC bonus traits and feats

World and Local Maps
Geographical Maps - Kakishon

Current References
Party Info - NPCs and Handouts

Current Maps
Lower Level - First Level - Second level - Third level - Fourth level


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Spazmodeus wrote:

Yay..the boards are back up!

Just putting the finishing touches on my wizard...I forgot how complicated they can get at higher levels. Wow, spells cost a lot! :)

Not the first level spells :)

But, yea, they can be expensive, but worth it. Usually your highest level spell is going to be painful, but if you buy the mid or lower level spells it is not so bad.


Skills:
Acrobatics +22 (23), Disable Device 28 (29), Heal +10, Perception +24, Stealth +26 (27), Survival +3, Use Magic Device +13
Hobgoblin Kineticist 13 | Init +6 (7), Senses Perception (Darkvision) +24 | AC 37, 17 Touch, 33 Flat Footed|DR 6/Adamantine | Resist Fire 12 | Fort +18 (20), Ref +18 (19), Will +11 | HP 163/163 (111/189) ( Non-lethal) | Burn 6/10|Active Conditions: None

If you buy or craft a Blessed Book you can trade a big up front cost to save all the costs of putting spells into your book. I would recommend that route if you want to get a big repertoire of spells.


@Amaimon
The quickness had 7 rounds left on it at the end of the last battle so I'm thinking it is gone by now.

The fly and legacy weapon are still active.


@Malgrim
Flesh of stone gives DR 1 plus one for every two levels over 2 (basically level /2) which puts you at DR 6. Did you accept 4 points of burn to increase it to 10?

Dang that ability gives you a LOT of DR.


Skills:
Acrobatics +22 (23), Disable Device 28 (29), Heal +10, Perception +24, Stealth +26 (27), Survival +3, Use Magic Device +13
Hobgoblin Kineticist 13 | Init +6 (7), Senses Perception (Darkvision) +24 | AC 37, 17 Touch, 33 Flat Footed|DR 6/Adamantine | Resist Fire 12 | Fort +18 (20), Ref +18 (19), Will +11 | HP 163/163 (111/189) ( Non-lethal) | Burn 6/10|Active Conditions: None
miteke wrote:

@Malgrim

Flesh of stone gives DR 1 plus one for every two levels over 2 (basically level /2) which puts you at DR 6. Did you accept 4 points of burn to increase it to 10?

Dang that ability gives you a LOT of DR.

Yes. The downside of starting with so much burn in my shield and DR is I sit at about half my possible hit points at all times (91 of 175). I just realized I could buff my Shield by one more point then I have been. Something to correct later. I also realized that when I took the 8th point of burn earlier, I did not reduce my current max. I have no idea when I took that burn, but I am going to assume it was the same day that we are in. I have updated my stat line for that. I am beat up.

With that in mind, I do think my hit points are incorrect.

Shabendeh crit'ed me for 37 after my DR and +12 electrical for 49. The Ghoul hit me for 2 which kicks me to 51.

I actually have Fire Resist 16 at the moment (2x my current burn), so I do not take the fire damage. I can try and fit this in my stat line if you want, but its kind of tight with info already.

So I think I should only be down 51 at the moment, not 70.

Did I miss some other damage?


Skills2:
Craft bowyer fletcher 15 Handle Animal 18 K: Engineering 22 K: Geography 22 K: History 22 K: Nobility 22 P: Sing 20 P: Dance 20 P: Oratory 20 Prof: Cook 14 Sleight of Hand 20
Fetchling Bard 10 / Paladin 2 | HP 96/96 | AC 29 T 17 FF 22 | F+14 R+19 W+18 | CMD24 Resistances Cold 5 Electricity 5| Init+7 Percep+10, darkvision 60', lowlight vision | 19/27 rds bardic performance, Current effects: heroism 1000rds
Skills:
Acrobatics 20 Appraise 6 Bluff 20 Climb 4 Intimidate 10 K: Arcana 18 K: Dungeoneering 12 K: Local 12 K: Nature 12 K: Planes 16 K: religion 12 Perception 10 Ride 9 Sense Motive 20 Spellcraft 17 Stealth 22

I was looking at the description of smite and poking around on the web some more. I think your decision that smite would still be in effect makes sense because the description says until the target is dead or the paladin rests again. Being undead we are talking about being destroyed and a ghost type creature is not destroyed until you follow through on whatever its particular means of destruction is.


Right. It really is a toss up, but I think it meets the intent of smite.


Malgrim Gryh wrote:
Fortitude save... I am not sure what this is for, but I made it.[/ooc]

For a clue look in this post.


Wounds (0) HP (147) Tempt (26) AC (35/12/34) Saves (16/11/15) CMD (31) Initiative (+2) Heroic Splendor (2/3) Ember (3/3) Azer Occultist (13) Lvl 1 (7/7) Lvl 2 (4/7) Lvl 3 (4/5) Lvl 4 (1/4) Lvl 5 (1/2) Transmutation (7/10) Abjuration (7/9) Spirit Warrior (3/3) Current Buffs (Legacy Weapon, Heroic Splendor, Greater Magic Weapon, Freedom of Movement, Overland Flight, Certain Grip) Lesser Extend Rod (0/3) Extend Rod (0/3)
Amaimon Emberheart wrote:

[dice=K Planes]1d20+21

Legacy weapon. Jinni bane, Holy. Any weaknesses known? Sorry for late post had been traveling. Will make move action to be next to it when at computer

”A black Jinni.” The Azer intoned. The runes on his hammer flared to life, as holy power glowed from within. He was channeling the energy not from a deity, but rather directly from the planes. ”There will be no diplomacy, nor mercy, offered from it.”

I think that doing this replaced the earlier legacy weapon. Hence Bane Jinni rather than undead should be up.

To avoid retcon I’m happy to keep it as undead bane though.


Skills:
Acrobatics +22 (23), Disable Device 28 (29), Heal +10, Perception +24, Stealth +26 (27), Survival +3, Use Magic Device +13
Hobgoblin Kineticist 13 | Init +6 (7), Senses Perception (Darkvision) +24 | AC 37, 17 Touch, 33 Flat Footed|DR 6/Adamantine | Resist Fire 12 | Fort +18 (20), Ref +18 (19), Will +11 | HP 163/163 (111/189) ( Non-lethal) | Burn 6/10|Active Conditions: None

@Miteke I posted this above and I think you missed it, so I am posting it again.

With that in mind, I do think my hit points are incorrect.

Shabendeh crit'ed me for 37 after my DR and +12 electrical for 49. The Ghoul hit me for 2 which kicks me to 51.

I actually have Fire Resist 16 at the moment (2x my current burn), so I do not take the fire damage. I can try and fit this in my stat line if you want, but its kind of tight with info already.

So I think I should only be down 51 at the moment, not 70.

With the 3 damage I just took, I think I should be at -54 and when I go I will bleed to -55.

I need to confirm this before I can go. If I am incorrect, then I am unconscious at the moment.


@Malgrim
Malgrim started the battle at -12 as noted here.

From there he took
-37 Jinni
-12 electrical Jinni
-2 dwarf
-1 bleed round 2
-3 GG
ignore fire damage! I definitely missed the fire resistance.
-1 bleed round 3 (this round)

total -68

Does that sound right? I think you missed the 12 you were down pre-battle and one of the bleeds. Did I miss where the pre-battle HP were healed?

I would greatly appreciate it if, when I set up a combat card, I am missing something like the fire resistance. I will add it and if it is on the card there is no need for it to be in your stat line. Fankly, I would prefer for buffs to be on the combat card anyway. Easier for me to notice and avoid retcons, which I'm sure EVERYONE would like.


@Amaimon
Nah, I think we should correct the damage. Like I mentioned to Malgrim, please, please, help me keep the combat card up to date with the right info. I mess stuff up and forget things so all of your help is not only appreciated but needed. That puts the Jinni at -199!


Skills:
Acrobatics +22 (23), Disable Device 28 (29), Heal +10, Perception +24, Stealth +26 (27), Survival +3, Use Magic Device +13
Hobgoblin Kineticist 13 | Init +6 (7), Senses Perception (Darkvision) +24 | AC 37, 17 Touch, 33 Flat Footed|DR 6/Adamantine | Resist Fire 12 | Fort +18 (20), Ref +18 (19), Will +11 | HP 163/163 (111/189) ( Non-lethal) | Burn 6/10|Active Conditions: None

Here you had me at 0, but I do not see any sign that I was healed. that looks right.

Not having a cleric right now is not grand.


I noted the correction at the top of this post. Easy to miss. Corrections suck (though not as bad as retcons)!


Skills:
Acrobatics +22 (23), Disable Device 28 (29), Heal +10, Perception +24, Stealth +26 (27), Survival +3, Use Magic Device +13
Hobgoblin Kineticist 13 | Init +6 (7), Senses Perception (Darkvision) +24 | AC 37, 17 Touch, 33 Flat Footed|DR 6/Adamantine | Resist Fire 12 | Fort +18 (20), Ref +18 (19), Will +11 | HP 163/163 (111/189) ( Non-lethal) | Burn 6/10|Active Conditions: None

It can be hard to remember things in an PBP game due to the speed and gaps in some play.

Is Malgrim not remembering something in character about the ghost and what it might want that I would know, but out of character I just don't personally remember?


Skills2:
Craft bowyer fletcher 15 Handle Animal 18 K: Engineering 22 K: Geography 22 K: History 22 K: Nobility 22 P: Sing 20 P: Dance 20 P: Oratory 20 Prof: Cook 14 Sleight of Hand 20
Fetchling Bard 10 / Paladin 2 | HP 96/96 | AC 29 T 17 FF 22 | F+14 R+19 W+18 | CMD24 Resistances Cold 5 Electricity 5| Init+7 Percep+10, darkvision 60', lowlight vision | 19/27 rds bardic performance, Current effects: heroism 1000rds
Skills:
Acrobatics 20 Appraise 6 Bluff 20 Climb 4 Intimidate 10 K: Arcana 18 K: Dungeoneering 12 K: Local 12 K: Nature 12 K: Planes 16 K: religion 12 Perception 10 Ride 9 Sense Motive 20 Spellcraft 17 Stealth 22

If we can remind him that he is only a steward and not the rightful owner of the place it is supposed to cause him to go away. I was hoping we could find some evidence that he wasn't the owner.


Yea, short of finding that proof, he is not going away.


Skills2:
Craft bowyer fletcher 15 Handle Animal 18 K: Engineering 22 K: Geography 22 K: History 22 K: Nobility 22 P: Sing 20 P: Dance 20 P: Oratory 20 Prof: Cook 14 Sleight of Hand 20
Fetchling Bard 10 / Paladin 2 | HP 96/96 | AC 29 T 17 FF 22 | F+14 R+19 W+18 | CMD24 Resistances Cold 5 Electricity 5| Init+7 Percep+10, darkvision 60', lowlight vision | 19/27 rds bardic performance, Current effects: heroism 1000rds
Skills:
Acrobatics 20 Appraise 6 Bluff 20 Climb 4 Intimidate 10 K: Arcana 18 K: Dungeoneering 12 K: Local 12 K: Nature 12 K: Planes 16 K: religion 12 Perception 10 Ride 9 Sense Motive 20 Spellcraft 17 Stealth 22

Out for thanksgiving, post again on Friday.


Skills2:
Craft bowyer fletcher 15 Handle Animal 18 K: Engineering 22 K: Geography 22 K: History 22 K: Nobility 22 P: Sing 20 P: Dance 20 P: Oratory 20 Prof: Cook 14 Sleight of Hand 20
Fetchling Bard 10 / Paladin 2 | HP 96/96 | AC 29 T 17 FF 22 | F+14 R+19 W+18 | CMD24 Resistances Cold 5 Electricity 5| Init+7 Percep+10, darkvision 60', lowlight vision | 19/27 rds bardic performance, Current effects: heroism 1000rds
Skills:
Acrobatics 20 Appraise 6 Bluff 20 Climb 4 Intimidate 10 K: Arcana 18 K: Dungeoneering 12 K: Local 12 K: Nature 12 K: Planes 16 K: religion 12 Perception 10 Ride 9 Sense Motive 20 Spellcraft 17 Stealth 22

I thank you for the consideration but Any of the vertices around Amaimon hits all four. I just put a 10' radius circle on the top right vertex of amaimon. I don't see how it misses anyone.


That misses the guy in the lower right. This is an image of a 10' radius spell area template.


Skills2:
Craft bowyer fletcher 15 Handle Animal 18 K: Engineering 22 K: Geography 22 K: History 22 K: Nobility 22 P: Sing 20 P: Dance 20 P: Oratory 20 Prof: Cook 14 Sleight of Hand 20
Fetchling Bard 10 / Paladin 2 | HP 96/96 | AC 29 T 17 FF 22 | F+14 R+19 W+18 | CMD24 Resistances Cold 5 Electricity 5| Init+7 Percep+10, darkvision 60', lowlight vision | 19/27 rds bardic performance, Current effects: heroism 1000rds
Skills:
Acrobatics 20 Appraise 6 Bluff 20 Climb 4 Intimidate 10 K: Arcana 18 K: Dungeoneering 12 K: Local 12 K: Nature 12 K: Planes 16 K: religion 12 Perception 10 Ride 9 Sense Motive 20 Spellcraft 17 Stealth 22

Roger


Skills:
Acrobatics +22 (23), Disable Device 28 (29), Heal +10, Perception +24, Stealth +26 (27), Survival +3, Use Magic Device +13
Hobgoblin Kineticist 13 | Init +6 (7), Senses Perception (Darkvision) +24 | AC 37, 17 Touch, 33 Flat Footed|DR 6/Adamantine | Resist Fire 12 | Fort +18 (20), Ref +18 (19), Will +11 | HP 163/163 (111/189) ( Non-lethal) | Burn 6/10|Active Conditions: None

If I heal and fail the check, do I still heal the non-Curse of the Grave damage? Or do I have to aim for Non-Curse of the Grave damage first and then focus on that after?


I've been having folks heal the NON-curse of the grave damage first. So no roll needed unless you start hitting CoG damage.


@Crizible, Spazmodeus

You guys still with us?


Been saying this for other games as well…sorry if I’m being quiet right now. First work exploded (worst week I’ve had in 7 years) but now I’m sick as well. Can’t keep any food down. Not fun. I’m still here though. Just abit blessed by tzeentch and nurgle at the same time.


Glad to hear you are still with us. Hoping you can join in the fun soon and leave the nasties behind.


Skills:
Acrobatics +22 (23), Disable Device 28 (29), Heal +10, Perception +24, Stealth +26 (27), Survival +3, Use Magic Device +13
Hobgoblin Kineticist 13 | Init +6 (7), Senses Perception (Darkvision) +24 | AC 37, 17 Touch, 33 Flat Footed|DR 6/Adamantine | Resist Fire 12 | Fort +18 (20), Ref +18 (19), Will +11 | HP 163/163 (111/189) ( Non-lethal) | Burn 6/10|Active Conditions: None

I am sorry to hear you are sick. Feel better!


Skills:
Acrobatics +22 (23), Disable Device 28 (29), Heal +10, Perception +24, Stealth +26 (27), Survival +3, Use Magic Device +13
Hobgoblin Kineticist 13 | Init +6 (7), Senses Perception (Darkvision) +24 | AC 37, 17 Touch, 33 Flat Footed|DR 6/Adamantine | Resist Fire 12 | Fort +18 (20), Ref +18 (19), Will +11 | HP 163/163 (111/189) ( Non-lethal) | Burn 6/10|Active Conditions: None

I reached out to Crizible and Spazmodeus. Crizible indicated he was still interested, but that this game got lost in the week of downtime. I have not heard back from Spazmodeus.

So hopefully Crizible makes an appearance soon.

Grand Lodge

Male Aasimar Wizard 18/ Rogue2

Sorry all I thought this had moved on as I hadn't posted and the whole site was down and my page wouldn't reload


Not a problem. You still interested then?

Grand Lodge

1 person marked this as a favorite.
Male Aasimar Wizard 18/ Rogue2

I am, I will have to rebuild the character though. I kinda lost my notes. But I have a Cleric I can build up to what you need


Skills:
Acrobatics +22 (23), Disable Device 28 (29), Heal +10, Perception +24, Stealth +26 (27), Survival +3, Use Magic Device +13
Hobgoblin Kineticist 13 | Init +6 (7), Senses Perception (Darkvision) +24 | AC 37, 17 Touch, 33 Flat Footed|DR 6/Adamantine | Resist Fire 12 | Fort +18 (20), Ref +18 (19), Will +11 | HP 163/163 (111/189) ( Non-lethal) | Burn 6/10|Active Conditions: None

Wooohooo! We have a ghost that needs spanking. Or just a lot of damage to heal.

Grand Lodge

Male Aasimar Wizard 18/ Rogue2

Working on a Shelynite Wandering Priest with Protection[defense] and Charm[Love] domains who sings, dances, storytelling and speeches!!! With a cool Glaive.


Sounds like fun. Looking forward to a review.


Malgrim Gryh wrote:

Can you show more of the map. If he is going to hide, I see no reason not to keep running for an exit.

A rope trick would be super useful right about now. Assuming it would work here.

More of the map? The whole map is there so I do not understand what you mean. There are links to all 5 levels you have visited up top, and each linked map has the entire level. You are currently on the fourth level...

I just noticed that the spoiler was hiding the wall at the north end of the room. Is that what you meant? If so, I moved it.

As for rope trick, I'd have to reread the limitations, but you are justified in being concerned.

Grand Lodge

Male Aasimar Wizard 18/ Rogue2

Sorry big stressed week before the holiday break
Hope to be done soon


Skills2:
Craft bowyer fletcher 15 Handle Animal 18 K: Engineering 22 K: Geography 22 K: History 22 K: Nobility 22 P: Sing 20 P: Dance 20 P: Oratory 20 Prof: Cook 14 Sleight of Hand 20
Fetchling Bard 10 / Paladin 2 | HP 96/96 | AC 29 T 17 FF 22 | F+14 R+19 W+18 | CMD24 Resistances Cold 5 Electricity 5| Init+7 Percep+10, darkvision 60', lowlight vision | 19/27 rds bardic performance, Current effects: heroism 1000rds
Skills:
Acrobatics 20 Appraise 6 Bluff 20 Climb 4 Intimidate 10 K: Arcana 18 K: Dungeoneering 12 K: Local 12 K: Nature 12 K: Planes 16 K: religion 12 Perception 10 Ride 9 Sense Motive 20 Spellcraft 17 Stealth 22

Miteke, why would my new ally (charmed hound) not make an effort to protect me when it knows I am in danger? Regardless of why it was coming into the room it seems like it would see a need to help me out. That is not language dependent and it is smart enough to understand the concern with its other compadres in the area.

Scent takes a move action to get a direction or to pinpoint a location. It's not just I'm walking by, smell something and lash out. It might smell something and then use a move action to pinpoint the concern but that would take a full round (move as it moved, and move action to get a direction). Now it must use active skills to track down and attack the smell unless the smell doesn't move.

I'm playing this spell wielding fellow rather poorly but I feel you are nerfing the spells I do use to make them minimally effective.

Grand Lodge

Male Aasimar Wizard 18/ Rogue2

Sorry all my holidays have been a little more tumultous than I thought


Skills:
Acrobatics +22 (23), Disable Device 28 (29), Heal +10, Perception +24, Stealth +26 (27), Survival +3, Use Magic Device +13
Hobgoblin Kineticist 13 | Init +6 (7), Senses Perception (Darkvision) +24 | AC 37, 17 Touch, 33 Flat Footed|DR 6/Adamantine | Resist Fire 12 | Fort +18 (20), Ref +18 (19), Will +11 | HP 163/163 (111/189) ( Non-lethal) | Burn 6/10|Active Conditions: None
Marcus Nocturnus wrote:
I'm playing this spell wielding fellow rather poorly but I feel you are nerfing the spells I do use to make them minimally effective.

I thought I would share my two cents. The Charm spells make the target creature treat you like a friend. But I do not believe that the effect would change the creature's natural inclinations to try and eat Malgrim, Amaimon, or any other random unknown bystander.

If you want to try and get it to actually do something, like defend you instead of attacking us, then you have to make an opposed roll to ask the creature to do what you want. I do not believe the spell, by itself, would change how it interacts with anyone beyond you. So if it wanted to breathe fire, it would go out of the way to not hurt you, but the rest of us would just be fair game unless you made a request of it and won the roll.

For whatever it is worth, I will say that I am not the biggest fan of Charm spells for this reason. Soon you will get Dominate, and maybe Metamagic Heightened. Then you can start having some real fun taking over enemies.

Until then, I have found a Bard using Glitterdust, Slow or Confusion to be incredibly effective. Watching two fire giants get Confused and start wailing on each other can be very satisfactory.


Skills:
Acrobatics +22 (23), Disable Device 28 (29), Heal +10, Perception +24, Stealth +26 (27), Survival +3, Use Magic Device +13
Hobgoblin Kineticist 13 | Init +6 (7), Senses Perception (Darkvision) +24 | AC 37, 17 Touch, 33 Flat Footed|DR 6/Adamantine | Resist Fire 12 | Fort +18 (20), Ref +18 (19), Will +11 | HP 163/163 (111/189) ( Non-lethal) | Burn 6/10|Active Conditions: None
Critzible wrote:
Sorry all my holidays have been a little more tumultous than I thought

Its a busy time of year. Hopefully, you can join us soon.


Marcus Nocturnus wrote:
Miteke, why would my new ally (charmed hound) not make an effort to protect me when it knows I am in danger? Regardless of why it was coming into the room it seems like it would see a need to help me out. That is not language dependent and it is smart enough to understand the concern with its other compadres in the area.

The charm spell is very limited. It makes you a friend, but it does not cancel out relationships it has with other characters. At best, it would act with confusion when two friends are fighting. Think of it like a dog fight where the rest of the pack sits by and waits for the outcome.

It is GREAT for infiltration, information gathering, and avoiding being attacked yourself. You might even get it to attack someone or something with which is has a poorer relationship with, if you could communicate with it, or if it attacks you. But in this case the other warhound is it's pack mate, and the giants are its master, and, thus, you are on equal footing with them.

If you want it to attack and follow commands you need a control/dominate spell or cast the charm under more favorable conditions.

I'm really not trying to fudge the rules. This is how I have always experienced having GMs run charm spells when I was the player.

Edit: I just read Malgrim's commentary and I agree with everything he said. Confusion is particularly nice since bards get it at a lower level than other classes, though that does decrease the DC a little.

I'd be fine with your swapping spells in your spell list once you have a rest. Learning things on the fly can be discouraging and you deserve a chance to tweak your selections now that you have a little experience under your belt with this game!


Skills2:
Craft bowyer fletcher 15 Handle Animal 18 K: Engineering 22 K: Geography 22 K: History 22 K: Nobility 22 P: Sing 20 P: Dance 20 P: Oratory 20 Prof: Cook 14 Sleight of Hand 20
Fetchling Bard 10 / Paladin 2 | HP 96/96 | AC 29 T 17 FF 22 | F+14 R+19 W+18 | CMD24 Resistances Cold 5 Electricity 5| Init+7 Percep+10, darkvision 60', lowlight vision | 19/27 rds bardic performance, Current effects: heroism 1000rds
Skills:
Acrobatics 20 Appraise 6 Bluff 20 Climb 4 Intimidate 10 K: Arcana 18 K: Dungeoneering 12 K: Local 12 K: Nature 12 K: Planes 16 K: religion 12 Perception 10 Ride 9 Sense Motive 20 Spellcraft 17 Stealth 22

First, I was thinking it was the opposite hound that attacked me for some reason. But, I think the hellhounds are smart enough to not actively give away your position while someone is trying to kill you. Even if on equal social footing it would try to intercede to get the others to stop. But there was no effort. I've seen two people I knew get into a fight, what did I do? I stepped between them, because that's what friends do. So, bottom line, I disagree. Not sure why it bothers me so much but it does. Regardless, I don't like the build, I branched out into something I don't usually do and I am not having fun with it. I'll finish the fight but I'll be done after that. My apologies for ranting.


Skills:
Acrobatics +22 (23), Disable Device 28 (29), Heal +10, Perception +24, Stealth +26 (27), Survival +3, Use Magic Device +13
Hobgoblin Kineticist 13 | Init +6 (7), Senses Perception (Darkvision) +24 | AC 37, 17 Touch, 33 Flat Footed|DR 6/Adamantine | Resist Fire 12 | Fort +18 (20), Ref +18 (19), Will +11 | HP 163/163 (111/189) ( Non-lethal) | Burn 6/10|Active Conditions: None
Marcus Nocturnus wrote:
First, I was thinking it was the opposite hound that attacked me for some reason. But, I think the hellhounds are smart enough to not actively give away your position while someone is trying to kill you. Even if on equal social footing it would try to intercede to get the others to stop. But there was no effort. I've seen two people I knew get into a fight, what did I do? I stepped between them, because that's what friends do. So, bottom line, I disagree. Not sure why it bothers me so much but it does. Regardless, I don't like the build, I branched out into something I don't usually do and I am not having fun with it. I'll finish the fight but I'll be done after that. My apologies for ranting.

Are you interested in playing something you would have more fun with or are you just not interested in the campaign anymore? Just curious.


Wounds (0) HP (147) Tempt (26) AC (35/12/34) Saves (16/11/15) CMD (31) Initiative (+2) Heroic Splendor (2/3) Ember (3/3) Azer Occultist (13) Lvl 1 (7/7) Lvl 2 (4/7) Lvl 3 (4/5) Lvl 4 (1/4) Lvl 5 (1/2) Transmutation (7/10) Abjuration (7/9) Spirit Warrior (3/3) Current Buffs (Legacy Weapon, Heroic Splendor, Greater Magic Weapon, Freedom of Movement, Overland Flight, Certain Grip) Lesser Extend Rod (0/3) Extend Rod (0/3)

I’ll second this. I know what it’s like to play something you don’t enjoy (it’s why I gravitate so hard towards martials). It can be frustrating when the mechanics just don’t vibe.

Would Marcus work better for you if he were something like a mesmerist? They are an entire class built around mind shenanigans. That would likely work better than relying on low level charm spells.


Skills2:
Craft bowyer fletcher 15 Handle Animal 18 K: Engineering 22 K: Geography 22 K: History 22 K: Nobility 22 P: Sing 20 P: Dance 20 P: Oratory 20 Prof: Cook 14 Sleight of Hand 20
Fetchling Bard 10 / Paladin 2 | HP 96/96 | AC 29 T 17 FF 22 | F+14 R+19 W+18 | CMD24 Resistances Cold 5 Electricity 5| Init+7 Percep+10, darkvision 60', lowlight vision | 19/27 rds bardic performance, Current effects: heroism 1000rds
Skills:
Acrobatics 20 Appraise 6 Bluff 20 Climb 4 Intimidate 10 K: Arcana 18 K: Dungeoneering 12 K: Local 12 K: Nature 12 K: Planes 16 K: religion 12 Perception 10 Ride 9 Sense Motive 20 Spellcraft 17 Stealth 22

I don't rightly know. Firstly, my apologies for being such a baby and complaining. I try not to do that. I think I find the build frustrating and that has caused me to react to things related. Like Amaimon I try to stick to martials or rogues. I'm not much on spells typically other than for augmentation. However, there was a lack of an arcane magic type in the campaign so I was trying to fill it. I just don't feel like I am effective.

I wrote the first part of this before going shopping. After pondering for a bit, if the DM is willing to tolerate me for a bit longer, I will clean my act and will try to tweak my gameplay to maximize what I can. I'll do some spell switching at my next level. Thoughts?


Skills:
Acrobatics +22 (23), Disable Device 28 (29), Heal +10, Perception +24, Stealth +26 (27), Survival +3, Use Magic Device +13
Hobgoblin Kineticist 13 | Init +6 (7), Senses Perception (Darkvision) +24 | AC 37, 17 Touch, 33 Flat Footed|DR 6/Adamantine | Resist Fire 12 | Fort +18 (20), Ref +18 (19), Will +11 | HP 163/163 (111/189) ( Non-lethal) | Burn 6/10|Active Conditions: None

I believe that people should play what they want whenever possible. If Miteke is willing, you should play what actually interests you.

If fiddling with spells gets you to that point, then that is great. Or if you build something different and join us with Critizible's new character while Marcus goes to live together with his new friend dog, we just say that Marcus was actually doing something else the entire time. Whatever both you and the GM are comfortable with that keeps everyone having fun.


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I have no problem with questions and challenges. I make lots of mistakes, so don't sweat it. And I understand your annoyance based on your thinking the charm spell should be more powerful. But, when you think about it, a 1st level charm person spell should not allow you to switch the alliance of a combatant in the middle of a fight. That would be a bit too powerful. Murderous Command is the closest to that and lasts for a round. Most dice damage per level spells end up being disappointing too, at least I find them to be so when comparing them to the damage a melee character dishes out.

If you think you could enjoy the game with a different character, you are welcome to aim for something more martial. Spell casters are much harder to play, requiring a comfort level with many more mechanics than a fighter. They are very rewarding when they work, though. But they are also a pain the butt and tend to lead to a lot of disappointment as many spells are just plain nerfed by monster abilities. Like a fire mage vs. a creature immune to fire, or a bard vs. undead, or just about anything with a high spell resistance. Melee characters are almost ALWAYS relevant. Though I would not do an Inquisitor or Warpriest because they take complicated to a new level. I'm playing in a game with a fighter with barroom brawl, and the THONGS he comes up with are very complicated and creative, so even a fighter can be confusing with the right feats!


Skills2:
Craft bowyer fletcher 15 Handle Animal 18 K: Engineering 22 K: Geography 22 K: History 22 K: Nobility 22 P: Sing 20 P: Dance 20 P: Oratory 20 Prof: Cook 14 Sleight of Hand 20
Fetchling Bard 10 / Paladin 2 | HP 96/96 | AC 29 T 17 FF 22 | F+14 R+19 W+18 | CMD24 Resistances Cold 5 Electricity 5| Init+7 Percep+10, darkvision 60', lowlight vision | 19/27 rds bardic performance, Current effects: heroism 1000rds
Skills:
Acrobatics 20 Appraise 6 Bluff 20 Climb 4 Intimidate 10 K: Arcana 18 K: Dungeoneering 12 K: Local 12 K: Nature 12 K: Planes 16 K: religion 12 Perception 10 Ride 9 Sense Motive 20 Spellcraft 17 Stealth 22

I would like to try and nug my way through this guy. I want to pick up more paladin levels but I think I can find some sort of rhythm with the bard if I keep banging my head against the wall. I'm good to just keep plugging right now.


Skills:
Acrobatics +22 (23), Disable Device 28 (29), Heal +10, Perception +24, Stealth +26 (27), Survival +3, Use Magic Device +13
Hobgoblin Kineticist 13 | Init +6 (7), Senses Perception (Darkvision) +24 | AC 37, 17 Touch, 33 Flat Footed|DR 6/Adamantine | Resist Fire 12 | Fort +18 (20), Ref +18 (19), Will +11 | HP 163/163 (111/189) ( Non-lethal) | Burn 6/10|Active Conditions: None

Awesome. My first 3.0/3.5 character was a Bard. You can do some amazing things with them. But they are often a passive build, which takes a different mindset. I hope you come to enjoy it if you want to stick with it. I do recommend Heightened at some point. Making the important DC's as high as possible is really important when it is an all or nothing save like on Dominate Person.


Bards suck vs. undead so make sure you take those sonic combat spells that do not require a fort save or is mind effecting, which most bard spells are (not easy to find - take a look at sonic scream and wall of sound). And maybe get a metamagic rod of Concussive to mess targets up with no save as long as you do ANY damage. That is really nice with sonic scream). Oddly the concussive metamagic affects undead from what I can tell. Metamagic rods of Persistent or Selective spells are also nice. You have access to some very nice 3rd level spells, like confusion, and 9000 gp for a lesser rod is worth adding a +2 metamagic enhancement to a spell like that.

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