| Foxy Quickpaw |
Let's take this current example:
You do a perception to see something is amiss. The flakes on the ground. Or you touch it and it doesn't feel like a wall. This then counts as the interaction, that allows for a saving throw. Roryx walking through while you watch also counts.
No matter if you fail, it is only a visual illusion, no tactile illusion. And as far as I know there are no tactile illusions in pathfinder at all.
And just for clarity: If you're crazy and believe you can walk through solid walls, then this is your lucky day. Because for this once it'll work, even if you believe it is solid and you failed your will save.
Manuun
|
Nope Fine with me. I just wanted to give everybody a chance to catch up on posting before pushing again.
I am fine with being declared first to enter when we scout a new room, the char is built for that.
Manuun
|
Well I am not to unhappy about the later ones at least.
| Omari the Landless |
Folks, I just realized we have made a significant tactical error, which is likely to kill most of us, myself included.
If you are not already confused, get out of the vapors as quickly as possible! Don't worry about the leopard, it's going to kill itself. If you get confused, worry about getting out of attack range from your fellow characters, either you attacking them, or them attacking you... While getting outside the vapors as the 5 minute duration will be as of last dose. Hope you have enough HP/healing to survive the damage you're going to do to yourself...
Why: The confusion effect lasts for 5 minutes = 50 rounds! Approximately 1/2 of those, you will make your concentration check (DC 15), but the other 1/2 = 25 rounds. Of those confused rounds, 1/4 of the time (6 rounds) you will attack yourself (1d8+str, no to hit needed). Another 1/4 of the time, you will attack the nearest creature (which as soon as the leopard is down, are all friendlies. This will trigger confusion locks! ("Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes.")
| Ohrmizd |
In fact I was actually going to ask about this Fort rerolls to GM Foxy.
Are you sure you have to roll extra times after you made your save once?
It is statistically improbable the whole party does not end all confused after three or four rounds, moment after which as Omari has explained whatever enemy does not matter because the party will be killing each other.
| Foxy Quickpaw |
That wereleopard is really strong. I'd expect him to be dead already for living here. But it happens ever and again, that something slips the proofreading in the adventure and you have a TPK where all you have to do is be there.
So as a quick fix let's replace the self hurt with babbling incoherently, cut the urge to counterattack, and shorten the duration to 1 min and see how it goes from there.
| Foxy Quickpaw |
That cave is supposed to be full of these vapors and therefore has no windows. There is still the secret door but I doubt it will help much without some wind spell.
It is a pity that you didn't cast any spells in there, or you might have noticed the positive effects of the mist.
And the main reason to stay in combat mode is that you have at least 11 rounds of WUI (walking under influence) before you.
| Omari the Landless |
...
It is a pity that you didn't cast any spells in there, or you might have noticed the positive effects of the mist.
...
Burst of Radiance?
Manuun
|
Foxy: I had a typo in my disable device skill which is actually +10 instead of +1, just in case Disable device 25 would have made a difference.
| Roryx |
The altar is the one with the spells inscribed? Roryx will want to have access to that, but wouldn't mind meeting up with the others first.
Btw, Roryx will also drag the leopard man out of there, and take him along - as soon as they have a moment of respite, he will tie him down.
Manuun
|
yes lets talk a bit, Omaris plan sounds good.
| Ohrmizd |
Mmm... it seems I answered a couple posts that no longer exist.
I do not mind staying more time at the ruins. But given Foxy's push forward I guess there is nothing else of interest to do there, thus I would assume we just spent whatever time is needed for Roryx to copy the spells, whether that is one or two more days (you lazy half-orc study harder why are you so unfocused :D), then we head back town.
| Foxy Quickpaw |
As soon as most agree to leave, I'll repost the tea party.
There is indeed nothing else. It might become interesting later on. When you're like level 7 and have a better concentration check. And want to spoil yourself with a permanent Darkvision spell. Which you'd need CL9 for.
Also this mind-expanding experience leads to a level up to 5.
| Ohrmizd |
I think read magic should be enough to know what spells are in each source, and spellcraft shall be only required to inscribe the spells in your book.
Level 5, yay! :D
| Ohrmizd |
Level 5
HP +9
Class features
bane
discern lies
Feat Power Attack
New spells
Spell swap: daze -> read magic
lend judgement
instrument of agony
Skills
Acrobatics
Diplomacy
Intimidate
K. planes
Perception
Sense Motive
Survival
Swim
Background skills
K. history
Linguistics (Osiriani)
| Omari the Landless |
...
Also this mind-expanding experience leads to a level up to 5.
Omari updated in profile.
Except, I need to pick a feat for Khedron (Megaloceros animal companion)... Suggestions welcome
| Roryx |
Already decided on my Hex Arcana - Flight, but now deciding the Feat is taking me a bit longer. There are just a LOT of options for Magus.
I am pondering if I go Extra Arcana for Flamboyant Arcana (good for tanking) or maybe Wand Wielder, or maybe Additional Traits for Magical Lineage (Frostbite) and something else - planning for Rime Spell in the future. I do hesitate somewhat in focusing too much in one spell, because if then I find someone Cold resistant....
Can also just flat out take Dodge or Toughness - they are straightforward but always useful.
Any suggestions? Point to note - I am looking for a strong, versatile character. I do not want to build a nova Magus ;)
| Foxy Quickpaw |
I haven't played a magus through the levels, so I'm only giving an educated guess here. But if you want to save spell levels on metamagic feats, there are always rods. And as you use a mace anyway, that wouldn't even hurt your spell combat/spellstrike too much.
Rods weigh approximately 5 pounds. They range from 2 feet to 3 feet long and are usually made of iron or some other metal. (Many, as noted in their descriptions, can function as light maces or clubs due to their hardy construction.)
Conclusion: Take quick draw to swiftly change weapons and buy lesser rods. Works also for wands. ;)
As for the specialization on one spell - I've done it with burning hands to gain two additional caster levels with a gnome. It was a burner at the first levels but it lost it's value pretty fast. Frostbite isn't big on damage, but it gives a fatigue without a save. I'm not sure how much effect that has in combat, but undead and constructs are immune to that and SR applies so it loses further bite at high levels.
| Ohrmizd |
Well, if you want versatility, and given your recent encounter with Nethys stuff, I would recommend Magical Epiphany.
It is something original and will give you the opportunity to select the perfect utility spell at the exact moment. Only problem is 1/day only.
The staple of Magus I think you are already half-way through it: Arcane Strike, Power Attack, Toughness, Dodge, etc.
Another great feat for a Magus is Unhindering Shield which allows you to use a buckler and still use Spell Combat. Not available yet, but you can start getting the prerequisites (Shield Focus).
If you want versatility, and having into account you have Ohrmizd to flank with, the Dirty Fighting can be very satisfying to you and open many lines of fighting that are otherwise blocked to you.
If you plan to specialize into a level 1 spell, I would suggest taking Spell Hex, as that is something very special for your build. Having a spell as a spell like will allow you to use it without components (aka under silence and without armor spell failure).
As a half-orc, you also have some interesting extra options not available to others:
- Ironhide +1 natural AC.
- Keen Scent Gain Scent (great against invisibility, darkness and to track)
- Razortusk Gain bite attack.
- Tenacious Survivor A save against death.
Once you reach level 10 the Fighter feats open up for you as an option. You can start planning for some of the greater ones.
Well, there is a lot more, but I think I am just worsening your problem (analysis paralysis) rather than helping. When I reach that point, I often just focus on the Corerulebook staple and safe my expensive time to do something more worth in life.
| Omari the Landless |
Can someone make that DC 12 knowledge check?
Note, you can't make a knowledge check higher than 10 untrained... Clerics do not do skills, so Omari has never heard of the place.
Manuun
|
Manuun - Level 5
HP
+5 --> 32
Class Abilities
LoreMaster (1/Day)
Luck Bonus +1 -> +2
Feat:
Great Fortitude
Spells:
L2 Diminish resistance (?)
Swap Cause Fear (L1) for Swallow your Fear
Skills: (8, +1 for FC, +2 BS)
Disable device
Perception
Know Planes
Know Local
Know Dungeon
Stealth
Bluff
Acrobatics
Climb
-------------
Craft Alchemy
Linguistics (Abyssal)
| Heshan Antar |
Heshan - Level 5
HP
+5 --> 28
Class Abilities
Bloodline spell - Invisibility
Feat:
Still Spell
Spells:
Level 2 Mirror Image
Level 1 Magic Missile
Skills:
Bluff
Diplomacy
Knowledge (arcana)
Spellcraft
-------------
Appraise
Sleight At Hand
| Ohrmizd |
I think we are waiting for the NPC to answer Ohrmizd and Manuun, but maybe you are waiting for Omari to add some speech.
Either way, if the NPC has provided what you wanted to provide from his part, I am fine to fast forward back to the base and into the next section of the AP.
| Omari the Landless |
I've been waiting on results of knowledge checks (in particular Manuun's), because I'm not too sure that asking him what the heck is an Ipeq will lead to successful diplomacy...
The other thing I think I would like to know is : How long has it been since a sheikh ruled Ipeq? I suspect the answer is centuries, and the chamber is doing squat for this guy...
Also, can Ohrmizd detect evil on this guy? The question of try to cure him or stick a knife in him is currently open...
Manuun
|
Manuun was just posting his check in a hurry on a busy day, because everybody seemed to be waiting for him. Was expecting other people to lead the questioning.
| Ohrmizd |
Also, can Ohrmizd detect evil on this guy? The question of try to cure him or stick a knife in him is currently open...
I will do. Going forward do not hesitate to ask those questions in-character, I think it really improves the overall game, at least for me :)
To avoid this kind of problems in the future, perhaps we can assume people share knowledge unless explicitly convey the idea they keep the information from the others? Just a proposal to help things moving smoothly and not having us waiting for a couple of days for back and forth input like happened here.
| Foxy Quickpaw |
A short note in character like "Walter shares the information with his companions." opens the spoiler for everyone. But if you share information in front of someone it might have a big influence on how it goes, so assuming the information is always shared bears some risk. Like "What do you mean with 'This guy is chaotic evil, resistant to fire - so no fireballs here - and is best hurt with silver weapons'. I'm standing right here you know. I think these negotiations are over now."
| Ohrmizd |
Logically I do agree. My suggestion was though aimed at solving the problems we are having due to the nature of PbP, where table playing mentality where instant back and forth works great does not play well to maintain the pace and interest of a post based game.
| Roryx |
Roryx level up coming up finally (sorry guys, week started horribly busy...):
+1 level in Magus (Hexcrafter)
+5+2= +7HP
FCB: +1/4 Arcane Pool
+2 level2 spells
Mirror Image
Bladed Dash
Hex Arcana: Flight
Feats: I had a LOT of doubts on this one... I am divided between Extra Arcana: Flamboyant Arcana to add another defensive layer to Roryx, or Dirty Fighting (which indeed opens up a lot of interesting fighting possibilities alongside Ohrmizd). Advice?
Skills:
Knowledge (Nature) +1
Perception +1
Spellcraft +1
Survival +1
UMD +1
Handle Animal +1
Linguistics +1 (Sylvan)
Manuun
|
I think Whenever there is a place for Team tactics it's in this group.
| Foxy Quickpaw |
To save us all the fruitless roundtrip to Garavel: Roryx would know of anything interesting as his job has him talk to Garavel on a regular basis. And there is in fact nothing specific. If you have specific questions about the progress in town, put them in discussion and I can give an updated description of the town including the answers to that in gameplay.