Son of Cayden
|
PC Name: PDK
Character name: Son of Cayden
PFS #: 4456-10
Faction: Liberty's Edge
Speed: Normal
Day job: Perform Comedy: 1d20 + 12 ⇒ (2) + 12 = 14
Faliana "Conduit" Galina
|
Name: Sedoriku
Character name: Faliana Galina
PFS #: 108507-03
Faction: Sovereign Court
Speed: 20' with her armor on
Day job: Perform Dance: 1d20 + 10 ⇒ (13) + 10 = 23
Faliana is going to pick up Phlegos' +1 Wayfinder for 3,750gp
Also she is a medium and can channel a variety of different personalities to fill roles or provide support. There's an extensive list in her profile, but are there any archetypes that the group might be missing?
Ilathor Valmaxian
|
Name: Gummy Bear
Character name: Ilathor Valmaxian
PFS #: 74244-16
Faction: Liberty's Edge
Speed: Normal
If I had to choose one mechanically, the Champion would be my first choice, but Moke would likely have a bad time being in a party with not one but three Arcane casters.
Speaking of Arcane casters, when our wizard shows up, we should coordinate spell selection!
Glorne
|
PC Name: philipjcormier
Character name: Glorne
PFS #: 55792-7
Faction: Grand Lodge
Speed: normal
Day job if you got them.: None
Personally, I think Take:10 and Take: 20 are lame. The random roll of the dice is what makes the game a game. Otherwise, we are all just sitting here telling a story.
Glorne is primarily a ranged attacker, but has been the solo melee on several occasions.
Touchy
|
Player Name Aaron
Character name: Touchy
PFS #: 84637-9
Faction: Sovereign Court
Speed: Normal
Day job: Profession (confectioner): 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23
Touchy is a pretty crappy cleric. Negative energy aligned, but not enough charisma to use even that.
But he's fun to rp.
Glorne
|
| 1 person marked this as a favorite. |
I put Glorne's powers in spoilers as he uses them since not all GM's, and some players, are not familiar with the Kineticist class features. Everything is copy/paste from my character sheet which was created by copy/paste from Archives of Nethys. If you have questions and/or notice any mistakes, please mention here and not in Gameplay to keep the game flowing.
Faliana "Conduit" Galina
|
Just realized that I never dotted the gameplay thread! Whoops, but Faliana is ready!
If we settle on Moke, then it'll be fun to jump at every spell being cast. You might have to keep convincing him that you aren't all demons in disguise. If you want instead, Fali could channel Anavi (the Marshal) and give everyone their choice of boon? It means she has a harder time to hit and does a little less damage from her weapons, but the three arcane casters don't have to calm a spirit who abhors arcane magic and can get a bonus to their spell damage instead of being stuck with non-spell damage boosts.
Do we need a heavy hitting front liner or can a somewhat competent fighter be okay? Also if you identify a creature feel free to inform Fali, she tends to pick up a feat that helps with hitting when she can.
Ilathor Valmaxian
|
Personally, I'd be ok with Moke. Could be some fun RP! Then Glorne can stick to the back (what seems to be his build's focus), instead of filling in for the front (I know Glorne can stand in front with kinetic blade, but the feat investment suggests ranged to me).
If I'm outvoted, I've no problem with a "competent" fighter instead and the player choice of bonuses!
Ilathor Valmaxian
|
Low tier? Isn’t this a 3-7?
Faliana "Conduit" Galina
|
I think I will go for Moke after all. It'll be fun to RP having one person sacred to death of what the spellcasters are doing. I'll update her character sheet. Also everyone who didn't mind sitting put for an hour (you can do it with your spell/daily preperations) can add +2 to all non-spell damage rolls. Not sure if spell like abilities (and thus Glorne's kinetic blast counts for this or not.)
She is most definitely not taking the taboo, being able to be healed is extremely important.
Ilathor Valmaxian
|
Is Touchy still playing with us? Haven't seen them post.
Glorne
|
The Ioun Torch had Continual Flame re-cast on it at the Heightened Level. Should be permanent as normal.
From Archives of Nethys:
Continual Flame
Source PRPG Core Rulebook pg. 260
School evocation [light]; Level adept 3, arcanist 2, cleric 3, inquisitor 3, occultist 2, oracle 3, psychic 3, sorcerer 2, warpriest 3, wizard 2
Casting
Casting Time 1 standard action
Components V, S, M (ruby dust worth 50 gp)
Effect
Range touch
Target object touched
Effect magical, heatless flame
Duration permanent
Saving Throw none; Spell Resistance no
Description
A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered and hidden but not smothered or quenched.
Light spells counter and dispel darkness spells of an equal or lower level.
Touchy
|
Aye, you can carry one continual flame through from scenario to scenario.
A character can have one each of the following spells on an item or items that carries over between adventures: continual flame, masterwork transformation, secret chest, and secret page.
GM Qstor
|
Aye, you can carry one continual flame through from scenario to scenario.
From page 23 of the Season 10 Roleplaying Guild Guide. wrote:A character can have one each of the following spells on an item or items that carries over between adventures: continual flame, masterwork transformation, secret chest, and secret page.
Missed that thanks.
Son of Cayden
|
Hey Qstor, can we damage these golems when they're in swarm form? if not I have to retreat from this entire encounter as I have nothing against something that's immune to weapon damage... sorry
Edit: as far as I know golems are immune to dmg and the only thing that works is weapons, so if they're immune to that... also, 2d6 is steep dmg for a swarm... what would be the point of hanging around in solid form ever?
Son of Cayden
|
Ok I don't have blunt but with both inspire courage +2 and seance boon +2 we should be awright... gonna take my turn now...
Son of Cayden
|
Yup... discussed this tactic with Faliana since beginning of scenario.
Ilathor Valmaxian
|
Haven't checked gameplay yet for how things are going, but I think the real issue here is going to be dealing with swarms without magic. Golems are typically immune to magic and anything I can think of that deals with swarms beyond an alchemists' fire is magical.
IIRC, kineticists blasts do full damage vs swarms and aren't always magical (I think the elements are sp, but the physical blasts are something else?). Glorne may just be our only hope! :)
Glorne
|
If I may offer a suggestion: when they expand into swarm form, stretch to token into a 10'x10' size, then increase the transparency.
I can do that if you wish.
Glorne
|
Let my post stand. This way you only have to 5' step to get to it and the one is still on me. I can take a few more hits easy.
Son of Cayden
|
So... which square are those damm swarms? do we know yet?
Glorne
|
I just noticed the Fortitude saves where reducing the damage somewhat. Would it be possible to get a current HP loss on the character for accurate bookkeeping, please. Very important for me especially due to Burn. Thank you.
Also, is the SR check needed? Just asking to shorten my posts a little.
Touchy
|
I put the colored borders on the swarms, they were hard to spot. I believe Yellow = swarm 1, Green = swarm 2, Red = swarm 3
But the damage seems very confusing.
Round 1
(nothing)
Round 2
SoC did 15/2-5 = 2 piercing damage to S2
Glorne did 15 cold to S2
Faliana did 14/2-5 = 2 piercing damage to S2
S1 = 0, S2 = 19, S3 = 0 (unsure where the 7 damage listed on S3 came from, it wasn't even in the fight yet. dropped it)
Round 3
SoC did 15/2-5 = 2 piercing damage to S2
Ilathor did 9*1.5 = 13 fire damage to S3 (he forgot to add the bard/seance buffs (included here))
Touchy did 8*1.5 = 12 fire damage to S3
S1 = 0, S2 = 21, S3 = 25
Round 4 (current)
S3 burns for 9 more fire damage (Touchy's)
S3 burns for 1d6*1.5 more fire damage (Ilathor's) (this hasn't been rolled, average is 5))
Glorne did 21 cold damage (note: Kinetic blasts do not usually get the +50% bonus vs swarms, so didn't include that))
Faliana did 18-5=13 blunt damage to S2
Touchy did 15 fire damage to S2
S1 = 0, S2 = 49, S3 = 55 (the plus is the unrolled burn from Ilathor)
S3 might be dead now.
Round 5 (next round)
S2 will burn for 9 more fire damage (touchy's)
(S2 might be dead then)
This all assumes typical junk golem hit points.. These ones could be different.
Son of Cayden
|
Round 3
SoC did 15/2-5 = 2 piercing damage to S2
This one I damaged *before* it turned to a swarm.
Ilathor Valmaxian
|
They are "variant junk golems" per the DC 20 Arcana check that Ilathor made, might explain some of the confusion.
Ilathor Valmaxian
|
Well this is going poorly. I propose we pause the fight momentarily to brainstorm a strategy.
What do we know about this thing? (Through experience, because I evidently can't roll dice when it comes to creature ID)
Based on this post it clearly has DR that functions vs bludgeoning (assuming that was the damage type Faliana/Moke chose for the Lucerne Hammer, piercing is also an option), and either a cold resistance greater than 24, or immunity. It has six attacks that don't do too much damage, but none of us have a great deal of HP/AC to begin with, so they do hurt. Not to mention grab on some of those attacks.
This post tells us that it's DR functions vs bludgeoning, cold iron, and piercing (hooray for morningstars dealing dual types!). Leaves us with slashing, silver, or adamantine.
It's save modifiers are good, but it also aces the rolls anyways so... *shrug* We've been rolling SR when applicable, but it either doesn't have any or we've been making the checks.
Is there anything I've missed that we know about this thing?
Given the above constraints, what can each of us do to kill it?
Ilathor can cast a few Magic Missiles from his staff of Minor Arcana (hoping SR either doesn't exist or it is overcome), take a round to switch out Create Pit for Acid Arrow (no SR on that spell, hoping it doesn't have acid resistance/immunity), Arcane Bond a 1st or 2nd level spell from his spellbook, or use one of his wands/scrolls (please take a look at what he's got, I'm pulling a blank, but maybe someone cleverer than I has an idea!). I'm also taking other suggestions if you have them.
Faliana "Conduit" Galina
|
Faliana can switch to either a kukri or bladed scarf as well.
Glorne
|
I would try Glitterdust, then burning hands.
Glad at least the morningstar worked. That's about all I have.
I was going to toss Alchemist Fired down the pit, but I seem to be out.
Touchy
|
My best option was that curse... but it nat-20'd the save, so not much I can do about that. (There were alot of 20's by the GM in that first round.)
Touchy can't do anything really, beyond using what heals he has memorized... (just couldn't get to Glorne before... but can now that it fell in the pit!)
It is a treelike thing, so hopefully it has a crappy movement... so even if it makes a climb here or there, it won't get high enough to get out at a quarter movement.
'Course, we can't do much to it in the pit either.
Ilathor Valmaxian
|
I didn't think we'd be dong much against it while it was in the hole, I just figured that it would buy us some time to rally against it.
Now that we have time, I think Ilathor will be switching out for Acid Arrow and then begin pelting it with that (Glitterdust would unfortunately be at the Scroll's DC of 13). While it is in the hole, any crossbows/bows stowed away that others could use to plink at it?
If we absolutely have to gtfo, we can close the door and he'll arcane lock it. Buys us more time and then we could re-enter when we're ready!
Son of Cayden
|
Gather around Son of Cayden and help him open acid flasks! we can just pour them on the sloped ground of the pit in front of us. I have ten flasks I just bought... that should put a dent into it. I can roll the 10d6 dmg if the GM doesn't mind fast forwarding the fight forward, assuming we all collectively just pour the acid down the pit and use a few remaining rounds to buff / heal until the pit ends.
Son of Cayden
|
Yeah I'm just gonna hand over flasks to you all. I thought pouring the contents gently on the ground wouldn't cause splash, but the GM has disagreed with my approach anyhow, so now I'm just passing these things around to you all. Saves you the move action to draw them at least! :)
Son of Cayden
|
I think I'd like to see them all roll the dmg at least as there are a lot of bonuses a play here (Moke+Inspire)
Son of Cayden
|
d6+6 for Faliana and d6+5 for Glorne I believe
5 each, avg dmg: [5(4+6)]+[5(4+5)] = 50 + 45 = 95 acid dmg