Tippa
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Well, if it's not too metagame-y, Grunjar would group everyone around him and cast at least one of the spells as soon as the howling starts.
@all: Input on which spellcasting option should be selected is appreciated. (This cleric 8 is my highest level character. I do not have much experience with high level games, but I'm eager to learn.)
I would say V3
Aoi Rosenthal
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Aoi Rosenthal wrote:Aoi was guessing based on the description and have either encountered those creatures she guessed before or have high enough knowledge check (23) to figure out their immunity. She could be totally wrong and end up fighting ice-spitting lizard that's Animal instead of Dragon, statues that is not Construct, and magic-immune bone non-Construct, and will miss out of the chance of using some of her powerful hexes because of she guess them wrong.Aoi could speculate broadly based on her knowledge check what the creature's may be. However, if she wanted to know about specific abilities of a creature she would only get one knowledge check for that type of creature per scenario. So I'm happy for her to use knowledge checks to ask about the immunities of a specific creature here, but if the party then subsequently run into that creature she would not get a second knowledge check to find out more about it above what the first check got her. That said I don't think the oracle gave enough information about some of the creatures to really nail down exactly what they could be.
Ah, my intention all along is to get the immunity of those creatures (and she only listed the immunity built-in in their creature type as well and not creature-specific immunity) with that knowledge check and forfeit all other and future questions she might get (since she was not looking at the creature directly). Sorry, I should have been more clear on that.
Aoi Rosenthal
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Aoi Rosenthal wrote:Aoi was guessing based on the description and have either encountered those creatures she guessed before or have high enough knowledge check (23) to figure out their immunity. She could be totally wrong and end up fighting ice-spitting lizard that's Animal instead of Dragon, statues that is not Construct, and magic-immune bone non-Construct, and will miss out of the chance of using some of her powerful hexes because of she guess them wrong.Aoi could speculate broadly based on her knowledge check what the creature's may be. However, if she wanted to know about specific abilities of a creature she would only get one knowledge check for that type of creature per scenario. So I'm happy for her to use knowledge checks to ask about the immunities of a specific creature here, but if the party then subsequently run into that creature she would not get a second knowledge check to find out more about it above what the first check got her. That said I don't think the oracle gave enough information about some of the creatures to really nail down exactly what they could be.
Ah, my intention all along is to get the immunity of those creatures (and she only listed the immunity built-in in their creature type as well and not creature-specific immunity) with that knowledge check and forfeit all other and future questions she might get (since she was not looking at the creature directly). Sorry, I should have been more clear on that.
Well, if it's not too metagame-y, Grunjar would group everyone around him and cast at least one of the spells as soon as the howling starts.
@all: Input on which spellcasting option should be selected is appreciated. (This cleric 8 is my highest level character. I do not have much experience with high level games, but I'm eager to learn.)
How about you cast Channel the Gift first from Aoi's scroll then cast Communal Resist Energy, and save two spells you actually have for later just in case we encounter other elemental damage?
For a long term buff, Tippa will ask for a Bark Skin from the scroll she delivered
UMD: 1d20 + 17 ⇒ (13) + 17 = 30 done.
Shasta Lux
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I'll post Sunday, but then I may not post until Tuesday. I'll be in the hospital Monday for a minor operation. Should get back home Tuesday. 'Bot me as needed.
General plan of attack: Start inspiring courage first round while moving away from the group, having a feeling these things have breath weapons.
Second round, use scroll of Allegro to give herself Haste while maintaining the Inspire Courage.
If these creatures don't have immunity to fire and particularly if they are vulnerable to fire, she will try to hit them with alchemists' fire (she has 5 in her handy haversack).
Remaining spells slots are listed in her header. Thundering Drums, Blistering Invective, and Chord of Shards are the most damaging potential if she can get close enough.
I'd like to learn the results of her arcane knowledge roll before acting this round, although inspire courage and lateral movement are her likely actions.
Xasay Xyu
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@DM: As you'll recall, I only "reached" 8th level with the start of this adventure, and I would accordingly like to take the opportunity to replace chord of shards (which I've mentioned, but not since actually used) with another 1st-level spell, as otherwise I won't have the opportunity again until 11th.
Grunjar
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Yes, finally got a good use for burst of radiance! :-D
I figured that reflex would be the best save to target on a dragon/drake - I'm glad it worked. ^_^
@GM: You might need to bot Shasta today.
How would Blistering Invective affect a blinded (but not deafened) creature? The Intimidate skill says, in order to threaten (demoralize), the target(s) need to clearly hear and see you. However, the spell uses just words/sonic. I guess my question is:
Does magic (specific rule) trump skill (general rule)?
Jilla
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@GM: I've moved Jilla's token a couple of squares back to reflect the difficult terrain I had overlooked.
| GM Mike...R |
Burst of radiance is great for blinding things with low reflex saves.
On Blistering Invective, I'm happy for it to work on blinded foes so long as they can understand the caster. The spell does say 'enemies who hear it are physically scorched by your fury'.
@Jilla: No worries. I suspected that was the case, but wasn't sure if Jilla might have had some ability which allowed her to move in difficult terrain.
| GM Mike...R |
As this is likely to be the final encounter in the Frozen City, once the party have completed it they will have the option of moving on to the next area on this side of the asteroid. As moving between areas technically costs the same in terms of travel time, there is also the option of moving to one of the other areas of the asteroid to help out with progress there instead.
The advantage of staying with this side of the asteroid is that the next area continues the story arc from the Frozen City. Additionally the Pathfinders only need to open one route into the asteroid and the expedition is currently making best progress on the frozen side, so that would be another potential advantage of sticking on this side of the asteroid. But the option would be there to move to another side of the asteroid if the party wanted to do that.
Technically you can also move between areas between encounters, but the travel time to move between areas is longer than it is to travel between encounters within the same area.
So if you do want to switch to another area let me know, if not we can continue along the story arc on the frozen side of the asteroid.
Grunjar
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| 1 person marked this as a favorite. |
I'd say let's continue along the story arc on the frozen side of the asteroid.
Swfit action Activates scared weapon and...
Tippa, I wonder how scared of you your own weapon is that it bursts into flames whenever you want it to. And it says so in your header as well... ;-)
Tippa
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I'd say let's continue along the story arc on the frozen side of the asteroid.
Tippa wrote:Swfit action Activates scared weapon and...Tippa, I wonder how scared of you your own weapon is that it bursts into flames whenever you want it to. And it says so in your header as well... ;-)
LOL that was a typo
Jilla
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Yep, I'm good with staying in this area too.
Aoi Rosenthal
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I'd say let's continue along the story arc on the frozen side of the asteroid.
Tippa wrote:Swfit action Activates scared weapon and...Tippa, I wonder how scared of you your own weapon is that it bursts into flames whenever you want it to. And it says so in your header as well... ;-)
"FEEL THE WRATH OF RAGATHIEL !", says Tippa to her trusty bastard sword...
Tippa
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If we move, we willloose the support from the Veela right?
Tippa
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If we move, we will loose the support from the Veela right?
Aoi Rosenthal
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Aoi Rosenthal wrote:Do we have Aid Token in this multi-table?No not in this one.
My guess is because the Adventure Card component...? Aid probably doesn't translate well between system
Jilla
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I'll wait to see if the drakes are dead before posting my action.
Xasay Xyu
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Sorry! WAY longer hiatus here than I anticipated (waffling over my aforementioned spell-swap has been part of it).
"Yeah! Spinning, that's a good trick!"
The comments on that are amazing.
Grunjar
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I'm traveling today - will post tomorrow.
Grunjar
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A +2 warhammer (8,008 GP) would be nice.
But if we have too little gold, a +1 warhammer (2,008 GP) would be fine as well.
Aoi Rosenthal
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Here're my thought about the allocation of the 40000gp from an unbiased, purely analytical point of view. I apologize if anyone feel offending by unequally allocated money, but math will lead to the most optimal way of spending those money to increase our chance of success.
I don't think any of us here benefit from any particular +1 equivalent enchantment like Furious/Conductinve/Answering, and our enemies' type vary too much for Bane. So a +2 weapon will probably comes down to 8000gp or 15000gp for +1/+1 increase which is hugely inefficient.
I think Tippa is our only true frontliner in traditional meaning here, as she has to tank the hit and deal damage in return, something that she has been able to consistently achieve so far with our help.
A +3 Mithirl Full Plate is 19500gp for a +5 AC net gain, coming down to a 3900gp/AC. This will put her AC to 10+3+9+3=25 as a base before Barkskin and/or Shield of Faith. With our support she will be reliably tanking most of the enemy we might encounter. The gain from +1 to +2 weapon is too small in comparison to the +1 adamatine weapon that she has to justify the price between (Furious won't help warpriest).
Which still leaves 20000gp for other martials (Shasta Lux, Jilla, and maybe Grunjar? (he strike me as mainly a caster first and formost and only wander into melee to conserve resource if low threat).
We all know that boosting AC is much cheaper than boosting to hit and damage. For example. 8400gp can give Shasta a +2 Mithril Agile Breastplate for a + 3 net gain on AC (2933 gp/AC), with mithirl allow bard to wear medium armor like that without penalty. The same amount of money is only enough for a +2 whip which is only a +1 net gain to hit and is of not much of a difference to what she already has.
Jilla's build is too creative for me to come up with something, sorry.
A +1 warhammer (2308gp, with masterwork price) to go though DR/magic is not a bad deal however.
Magical weapon and armor will not provides a meaningful increase in Aoi's offensive ability so we shouldn't spend a penny on Aoi from the 40k gp.
Xasay Xyu
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Considering all the icy/watery enemies we've seen, what about a +1 Flaming weapon for someone (maybe a bow)?
Tippa
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I will absolutely like this decision on money.
For my gameplay, I will make my move after about 9 hrs. It is too late for me right now to think about it.
Grunjar
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Aoi's analysis sounds good to me - thanks for doing all that work! :-D
A magic weapon for Grunjar is not a necessity, but if there is money left, why not. ;-) You're right, he is mainly a caster but will also walk into melee, mostly to provide flanking and give his bit of luck to melee types with many attacks and/or high crit chances (archers like it as well).
One thing regarding the +2 mithral agile breastplate for Shasta:
Nonproficient with Armor Worn: A character who wears armor and/or uses a shield with which he is not proficient takes the armor’s (and/or shield’s) armor check penalty on attack rolls as well as on all Dexterity- and Strength-based ability and skill checks. The penalty for nonproficiency with armor stacks with the penalty for shields. (Source)
If I am not mistaken this means Shasta has still a -1 ACP penalty (except for Climb checks and Acrobatics checks to jump) as she doesn't have the Armor Expert trait.
If we want to avoid that, Shasta could get a +3 buckler for 9155gp instead of her +1 buckler. This nets her +2 AC without the -1 penalty to AR and skills.For Jilla (who doesn't wear armor) maybe a magic weapon with a bigger damage die would be good?
From the monk weapon group (so she can use flurry of blows):
- Sansetsukon 1d8 (small), critical: 19-20/x2, 2308gp (+1) or 8308gp (+2)
- Seven-branched sword 1d8 (small), critical: x3, 2350gp (+1) or 8350gp (+2)
Sourcebook for both weapons: Ultimate Equipment or Ultimate Combat
Calculation:
GP 19,500 +3 Mithral Full Plate (+5 AC for Tippa)
GP 9,155 +3 buckler (+2 AC for Shasta)
GP 8,350 +2 Seven-branched sword (better magic weapon for Jilla)
GP 2,308 +1 warhammer (magic weapon for Grunjar)
---------------------------------------
GP 39,313 Total
Jilla
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Please don't spend any money on Jilla--her actions are truly random :)
@GM: I've got planetary adaptation.
Tippa
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I would like to move after Shasta and Xasay's Kn checks.
@GM: Tippa got planetary adaptation too
Grunjar
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If we don't spend any money on Jilla then either Tippa or Shasta can have a +4 enchantment as it costs only 7,000 GP more than +3.
@GM: Grunjar got planetary adaptation.
Aoi Rosenthal
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One thing regarding the +2 mithral agile breastplate for Shasta:
Quote:Nonproficient with Armor Worn: A character who wears armor and/or uses a shield with which he is not proficient takes the armor’s (and/or shield’s) armor check penalty on attack rolls as well as on all Dexterity- and Strength-based ability and skill checks. The penalty for nonproficiency with armor stacks with the penalty for shields. (Source)If I am not mistaken this means Shasta has still a -1 ACP penalty (except for Climb checks and Acrobatics checks to jump) as she doesn't have the Armor Expert trait.
If we want to avoid that, Shasta could get a +3 buckler for 9155gp instead of her +1 buckler. This nets her +2 AC without the -1 penalty to AR and skills.
+2 Elven Chain is 9150gp for 6+2AC, 4 DEX cap, -2 ACP, and count as light armor for proficiency, which is a net +3 gain over Shasta's current AC (5 armor), and 5gp cheaper than the buckler option.
If we have spare changes left, a tiny sized reach weapon (non-magical/masterwork is fine) will allow Sputnik to be a flanking buddy, as James Jacobs has clarified that 0ft natural reach + reach weapon = 5ft reach. Arbiter Inevitable is in the whitelist of familiar that can use weapon.
@GM: Aoi got planetary adaptation.
Sputnik is immune to death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); and not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. So it probably doesn't care.
Calculation:
19500gp Tippa +3 Mithirl Full Plate //+5AC
9150gp Shasta +2 Elven Chain //+3 AC
4155 Shasta +2 Buckler //+1 AC
2308 Grunjar +1 Warhammer //magic weapon
---------------------------------------
4887gp left over
The leftover money is enough for:
-Another suit of +2 light/medium armor (tho I don't know whether Xasay will prefer higher AC armor over his +1 Phantasmal Darkwood Armor)
OR
-A +1 Cold Iron weapon
OR
-if we forgo Grunjar's hammer we will have enough to upgrade the elven chain or buckler to +3
If the Wish does not provide non-magical equipments, then I would say let Grunjar has his magical hammer, spend 2k-ish for a +1 weapon for Sputnik to be flanking buddy, and fill out the rest with magical arrow/slings bullet.
4877gp
-2311gp for tiny +1 Bill (+1 shield AC when atk defensively)
=2576gp
-2490 gp for 15 +1 Flaming ammunition
=86gp leftover
Pruposed Wishlist:
19500gp +3 Mithirl Full Plate //Tippa +5AC
9150gp +2 Elven Chain //Shasta +3 AC
4155gp +2 Buckler //Shasta +1 AC
2308gp +1 Warhammer //Grunjar magic weapon
2311gp tiny +1 Bill //Sputnik flanking
2490gp +1 Flaming ammunition x 15
---------------
Open to further suggestion and modification
| GM Mike...R |
Little bit of a request from me, but if everyone is able to post their actions within 24 hour of a post needing their response, or to let me know in advance if that may not be possible (including botting instructions), that would be very much appreciated. Obviously that's not always going to be possible and real life happens, but it is a massive help to me as the GM if that can be done as it gives me much more flexibility in terms of scheduling when I need to post updates (especially important for multi-table specials which run to quite a tight schedule), and helps avoid me having to bot characters too much which can get quite tough if it needs to happen a lot and I don't have botting instructions. As I say, real life always takes priority, but it would be a huge help to me in terms of keeping everything running to schedule and helping me fit GM posting in around my other commitments.
Aoi Rosenthal
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@GM: Need to confirm a few things with you:
-Does the Wish give mundane weapon and armor as well, or it is literary magical weapon and armor only?
-How would Sarissa's special 15ft reach interact with tiny creature's 0ft reach? If normal Reach weapon change 0ft to 5ft, would Sarissa on tiny creature become the 10ft reach with 5ft donut hole?
| GM Mike...R |
@GM: Need to confirm a few things with you:
-Does the Wish give mundane weapon and armor as well, or it is literary magical weapon and armor only?
-How would Sarissa's special 15ft reach interact with tiny creature's 0ft reach? If normal Reach weapon change 0ft to 5ft, would Sarissa on tiny creature become the 10ft reach with 5ft donut hole?
As it specifically says magic weapons and armour, I'm going to say they have to be magic. For the sarissa, given that 'double' on a tiny creature translates to 5ft (rather than 2 x 0ft), I think it would make sense for 'triple' to go to 10ft with a 5ft donut. So I'm happy to go with that.
Aoi Rosenthal
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Aoi Rosenthal wrote:As it specifically says magic weapons and armour, I'm going to say they have to be magic. For the sarissa, given that 'double' on a tiny creature translates to 5ft (rather than 2 x 0ft), I think it would make sense for 'triple' to go to 10ft with a 5ft donut. So I'm happy to go with that.@GM: Need to confirm a few things with you:
-Does the Wish give mundane weapon and armor as well, or it is literary magical weapon and armor only?
-How would Sarissa's special 15ft reach interact with tiny creature's 0ft reach? If normal Reach weapon change 0ft to 5ft, would Sarissa on tiny creature become the 10ft reach with 5ft donut hole?
Thanks, will go with ridiculously long and dangerous toothpickmagical Sarissa for Sputnik instead.
Shasta Lux
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My posting is dependent on how long I can work at my computer before I need a rest, so I may slip over the 24 limit on any day this week.
Tuesday and Thursday, however, I have to teach two classes and deal with my surgery recovery, so feel free to 'bot her for certain on these days this week. Thanks.
I'm fine with whatever Aoi suggests, as I don't have the energy to research other options. Thanks.
'botting instructions for next round: Use Scroll of fly, after which she will fly north, using the wall along the west perimeter for cover. She will move 50 and end her move behind the wall (assuming that is a wall and it provides cover). If the wall does not provide cover, she will instead rise high and end her round within 70 of the nearest undead. While moving she will draw her bow and prepare to use it to fire one of her undead bane arrows. She will use the Blessing of Fervor effect that provides +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
If needed for the next round, she will use the same Blessing of Fervor bonus, fly so an undead target is within 70 feet, and fire a +1 Undead Bane arrow at the undead.
Aoi Rosenthal
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[dice=Spellcraft]1d20+5 (spell of the bone priest)
BoF: Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
(Enlarge Spell)Grunjar moves up a bit and casts murderous command on the nearer priest. yellow, Will DC 19 negates
"Go and kill your ally."
Mind-affecting spell on Undead...?
Xasay Xyu
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I do apologize for not being able to keep up; this game is going at a WAY faster pace than any of the other 3 I've been in.
Granted, one of those others just finished, so it'll be that much easier henceforth!
Aoi Rosenthal
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Somehow the multi-table on PbP convention always try to end few weeks earlier than the convention actual end date, but it does give room to potentially prolonged final battle.
Grunjar
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Mind-affecting spell on Undead...?
Oh my... *facepalm* I was so excited that I could use a short distance spell with the enlarged option from BoF that I completely forgot about the undead traits.
It fits Grunjar's bad knowledge (religion) rolls, though, so I'll keep his actions for that round.
Tippa
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I forgot to choose the Mercy that the Faction boon provides.
I will make a roll the pick one under my consideration:
1:Fatigued; 2 Shaken; 3:Sikened; 4: Staggered
roll a mercy: 1d4 ⇒ 4
Jilla
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As mentioned above, I'm now off and away for 16 days with no computer access. Please bot me. Good luck team--let's get off this comet in one piece :)
Xasay Xyu
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I do apologize for not being able to keep up; this game is going at a WAY faster pace than any of the other 3 I've been in.
Granted, one of those others just finished, so it'll be that much easier henceforth!
Well gee; I reiterate the first part of this, at least...:P
In case it still matters, I did not take planetary adaptation.
Aoi Rosenthal wrote:Mind-affecting spell on Undead...?Oh my... *facepalm* I was so excited that I could use a short distance spell with the enlarged option from BoF that I completely forgot about the undead traits.
Funny this should come up...because guess who can??!
Xasay Xyu
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Frustrating; things got more complicated than they needed to last night (opportunistic cop, among other things). Anyway, I'm having trouble processing/collating what's going on right now in-game. Is the fight really necessary, or would it be enough to just make our way past if we can?
| GM Mike...R |
You are currently hanging on ropes 15 foot above the floating island. Sorrina Westyr has told everyone to get onto the island before it moves away from you and to clear the undead off of it. You need to get on the island and clear off the undead in order to hitch a ride on it to the fortress that the Pathfinders are trying to get to. So you can't really avoid this fight.
Xasay Xyu
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So, the undead are ON the island, and we are trying to make our ways DOWN to it? What are we hanging from?
Dropping down with an Acrobatics roll to mitigate falling damage is an option, isn't it?
I'm sorry, I feel very foggy-headed today (a feeling I HATE), and I don't know for sure why.