| Dadna Cloudbreaker |
As an idea. Could Leothar bot Donnen until he gets back? The two of them could be on swarm duty, while the rest of the party heads for the queen. Given that this is PBP and fights can take awhile, we could run the two fights concurrently, with the amount of swarms that the two dwarves need to fight being in relation to how long it takes us to take down the queen. This way we don't have a combat (or two) in which 2 party members can fight and everyone else has to just sit back and watch because we can't harm the enemies.
| Leothar |
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How about Donnen just loans his Swarmbane Clasp to Dadna?
I don't think we could draw off all of the swarms in the hive. So let's not split up until we have to.
Ian can still do his Inspiring Sword and Power of Faith; Ardriel has a couple of scrolls of Fireball; and Fley can I guess do Aid Another or healing (which I know isn't terribly exciting).
| DM Trawets |
Dadna or someone else can have the clasp until Donnen returns. I would not recommend splitting up. As written, once you handle the initial swarms you have a small amount of time and then you have to make stealth checks to not be noticed by the vesacors. If you are noticed then a swarm forms. The individual ones are all over the place and there is no advantage or really the ability to kill every one of them.
I undergo surgery on Thursday to remove a lump from my abdomen. I will be in the hospital a night or two, supposedly, and then at home on drugs. I don't know what my posting will look like so please hang in there with me.
| Fley Flaxon |
Let us know how the surgery goes. Take as long as you need to recover.
| Ardriel Zinro |
Sorry for the silence there, all. Home and work life got really busy for a bit there. I'll try to do better keeping up going forward.
| Dadna Cloudbreaker |
On taking 20 with the heal check, if the ruling is that it isn't allowed then I'll go with it. I would like to contend though:
https://www.d20pfsrd.com/traits/faith-traits/devoted-healer
"Benefit(s): Whenever you take 20 on a Heal check to treat deadly wounds, you restore an additional 1d4 hit points to those you aid."
Based on that, I would think that it is allowed outside of combat. But I'm alright with the answer being no.
Would you be comfortable with taking 10 outside of combat?
| Leothar |
@Dadna - that feat would be good for our all-fighter Ironfang Invasion.
Of course you would need someone with a good Wis, with Heal as a class skill (like from a trait), and with ample skill points for both Heal and Planes, so it would have to be a PC made with that goal in mind from the outset. I don't think any of the existing PCs could easily pick it up.
| DM Trawets |
Can't take 20 for heal skill. Heal skill is +6 for skill points, +3 for class skill, +2 wisdom, +2 devotion points, +3 healer's kit and surgeon tools for +16. Need to roll, as taking 10 wouldn't hit DC 30.
[dice=Heal 1]1d20+16 6HP
[dice=Heal 2]1d20+16 6HP
[dice=Heal 3]1d20+16 6HP
[dice=Heal 4]1d20+16 6HP
[dice=Heal 5]1d20+16 12HP[dice=Fley had 0 HP remaining, healed for]11+8+6+6+6+6+12
5 uses of healer's kit used. At lvl 7, she'll hit the DC on a 13+ and will heal 14HP on a failed roll and 21 on a passed one. Will need some magic items to make the skill reliable, but at least she finally got to use the feat :)
If you have any mythic points left you could use them to surge. That would make the first one definite and the third one a good probability and might be able to save some uses. Treating deadly wounds takes 2 uses from the healers kit for each try. Also if you hit DC 25 the amount healed is 8 HP; level plus wisdom
Treat Deadly Wounds: When treating deadly wounds, you can restore hit points to a damaged creature. Treating deadly wounds restores 1 hit point per level of the creature. If you exceed the DC by 5 or more, add your Wisdom modifier (if positive) to this amount. A creature can only benefit from its deadly wounds being treated within 24 hours of being injured and never more than once per day. You must expend two uses from a healer's kit to perform this task. You take a –2 penalty on your Heal skill check for each use from the healer's kit that you lack.
| Dadna Cloudbreaker |
Ah, I see. Ok, so fixing it then:
Heal 1: 1d20 + 16 ⇒ (13) + 16 = 29 10HP (8+wis)
Heal 2: 1d20 + 16 ⇒ (3) + 16 = 19 0HP failed
Surge: 2d6 ⇒ (3, 5) = 8 19+5=24 6HP
Heal 3: 1d20 + 16 ⇒ (12) + 16 = 28 10HP
Heal 4: 1d20 + 16 ⇒ (6) + 16 = 22 6HP
SLA Cure Light Wounds: 1d8 + 5 ⇒ (3) + 5 = 8
Total Healed: 11 + 8 + 10 + 6 + 10 + 6 + 8 = 59
Might as well use up the 1/day SLA first.
This leaves Dadna, today, with 2 uses of healer's hands conduit left, 2/10 healer's kit and 1/5 mythic point.
| DM Trawets |
While your characters don't know who they are facing the army is led by a vrock and I was going to give him 4 advanced schirs. That is a CR 11 encounter. The vrock is cr 9 on his own just like the last one. If you think that is too much let me know and I'll drop it to 2 advanced schirs making it CR 10. I'm trying to give you guys a challenge without a TPK. I don't know where the balance is for that.
| Leothar |
I thought Donnen would be back by now.
I would tend towards the 2 Schir demons, and if we are having too easy a time of it, bring in reinforcements. I believe they use halberds, and a x3 crit can really swing a battle against the PCs. At this point, Mythic really helps our damage output but does very little for our defenses. Plus, Leothar and Fley are still carrying those permanent negative levels.
| Ian Passeri |
If we stick close Ian can help with AC with Holy Shield At 4th level, a sacred shield can channel her faith into her shield, protecting any nearby allies. All allies adjacent to the paladin gain a shield bonus equal to the sacred shield’s own shield bonus, including any increase from the shield’s enhancement bonus. This bonus does not stack with any existing shield bonuses. The paladin herself radiates light as a light spell while the shielding is active. Using this ability consumes two uses of the sacred shield’s lay on hands ability, and the effects last for 3 rounds plus a number of rounds equal to her Charisma bonus (if any). This ability replaces channel positive energy. It costs two LoH and it's only 6 rounds
The Bastion of good helps as well but only against whichever Ian declares his 'smite evil' against.
Bastion of Good At 1st level, a sacred shield can call upon the powers of good to defend her and her allies against evil. any attacks the target makes against allies within 10 feet of the paladin deal half damage. Attacks against the paladin deal full damage, but the paladin gains a deflection bonus to her AC equal to her Charisma bonus (if any) against attacks made by the target of the smite. This bonus increases by +1 for every four paladin levels (to a maximum of +6 at 20th level). This ability functions as smite evil. and they need to stay pretty close too.
| Leothar |
I really don't want to take charge of tactics here, so if Ian shouts out a plan, Leothar will go with it.
Pretty much I see our options as move towards them openly; move towards them stealthily; or make them come to us. But there could be other ideas.
| Ian Passeri |
Dude, don't make Ian make a plan I suck at that! I'm good with boldly charging, the only benefit to making them come to us would be if we had solid range attacks to use, either way they will have a little time to buff. So I think moving forward to attack is the best option, so their time to buff is limited to our moving towards them. Will we try and take out the minions first, or the Vrock or spread the love around?
I figure I'll do Bastion of Good (the Vrock) as a swift action while were moving. Once we arrive PoF first because it lasts longer, then second round holy shield which will last six rounds. Then either attack or inspiring sword.
| Leothar |
So, we really need to pick up better ranged capabilities.
As it is, we are probably at 25% effectiveness at range... and the demons are maybe at 5%. Relative advantage to us by going ranged. We probably have more buffing options than they do, and could force them to come to us simply to prevent us from getting our buffs cast.
They can also Teleport, which speeds things up a lot relative to us moving 40' per round towards them.
I hate declaring "double move to engage" as my action. It feels like a wasted turn.
My preference would actually be to start buffing while using ranged attacks, and make them come to us. But if both Dadna and Ian are in favor of charging, and there are no other opinions, then we charge.
| Fley Flaxon |
Fley will follow along with any tactic. Ideally, he'd prefer to stealth but realizes that most of you are unlikely to be stealthy.
| Ardriel Zinro |
Their command post is in a building that I couldn't get close enough to see into.
I'm pretty sure starting from range is moot - I think that's a door in between us and them on the map.
| Leothar |
Oh, good point, Ardriel. There is a wall and a door. I hadn't seen it on my phone but see it now.
| Fley Flaxon |
Sorry - wasn't home all weekend. Will post after work today!
| DM Trawets |
I originally thought it was only adjacent that it effected but after reading the ability it only affects attacks from the target of the smite, in this case the vrock so everything stands, unless his current hit points are off, he is currently at -5. This is just what he was worried about.
I have run into a few issues lately with archetype abilities. I have a really good idea of what the base palsdin can do but not how these archetypes change them. Would you please be sure to put into your alias any changes the archetype makes. A copy and paste from d20 is fine or you can go all out like most of my alias have. I just need an easy place to look for differences. Thanks.
| Leothar |
Yep, x3 crit from a two-handed weapon means a lot of damage and can really swing the battle.
I have faith in you guys!
Edit: actually, it looks like I neglected to update my HP after we rested. So Leothar should be at a maximum of 63 HP (with the negative level) and he just took 62 damage?
| Ian Passeri |
I originally thought it was only adjacent that it effected but after reading the ability it only affects attacks from the target of the smite,
the bastion of good is within 10 ft, not adjacent, but again only the target of the smite.
The Holy shield is adjacent, but he hasn't cast it yet.
I think I have everything in Ian's Alias, and I post the info in OCC when he casts so we all remember.
I will post once we decide if Leothar is awake or not.
| Leothar |
Counting on a math error to save me seems un-paladin-like.
I would say that Leothar should be awake and at 1 HP. And he can go down to -2*Con, due to the mythic Hard to Kill ability... so maybe it is not a death sentence. He will go down at the first hit but probably won't die.
| Dadna Cloudbreaker |
Well, if you are 1 HP then you have options at least. Can at least swift action lay on hands.
Also, this