Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7 I wouldnt personally take the int because yes, its the moldiest cheddar. Vermin speak also has great potential. With food bribes, getting intel on a building fx will be all too easy.
Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7 GM/Alexia: Anthony sighed, his head remaining firmly planted on the desk. His voice drifted out from behind his arms which were folded around his head as if to guard him from all his troubles. "Yes, charmed, I suppose." A long moments silence followed before he finally raised his head, revealing days old stubble and bleary dry eyes. "At this juncture, swift is about the best we can hope for, because either way, its going to get messy...very messy." He stared into empty space a moment, his fingers twisting into an imitation of claws. They shook visibly, as if he imagined grasping someone with them. Or maybe he was simply too stressed?
He returned his gaze to Alexia, finally producing a look not of complete hopelessness, instead giving her an apologetic look. He shook his head. "Im sorry, I havnt had much use for manners these last few weeks. As the Mistress has said, I am Anthony." He rose to his feet, slightly off balance as if one leg pained him. He reached out a hand to greet her. "Im likely not instilling much confidence in myself presently, but know that I will be competent when the time comes."
Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7 Creativity for a character eludes me still, so ill stick with Anthony for the time being. Sat in his old office, papers covering every surface, stacks on the desk and single sheets scattered on the floor, Anthony had had a hectic few days. So much had fallen apart, trying to keep track of all the guilds businesses had been a nightmare. He had seen the newcomer get greeted by the Mistress before retreating back to his work, though at present he was mostly waiting for their talk to be done so he could get to speak to both of them. Frustrated with the sheet of paper he had been staring at for a few minutes, he threw it on the floor, exhaled loudly and rested his head on the table.
Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7 Id go for what you feel like playing, though I will say we will probably miss the raw ranged damage. Im not too familiar with the new classes though, so maybe im wrong on that front, but it doesnt look like the damage will be that great when just looking at the class.
Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7 Afaik, natural armor from magic, stacks with existing natural armor. btw, a really strong pick is to get the exploit that grants a bloodline, then taking the Fey bloodline and using Sorcerers Robes to effectively stagger an enemy three times per day with no save, assuming you put it onto something like Magic Missile. I am not making much headway, so might have to roleplay Anthony a bit. Just putting it out there in case I dont settle on something in time.
Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7 What we are looking for optimization-wise, I think, is something like Anthony currently, or Sic. Its a good all rounder with some powerful options, but nothing too shenanigansy or one trick pony. I am personally in a bit of limbo in regard to character. Right now Im considering a character who has one really powerful attack, allowing him to keep moving and remain deadly. Currently that means a bite build, using Vital Strike with other feats to get a 4d6 bite with upwards of a +18 bonus.
Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7 I cant personally decide between the two. For me its group dynamic of a female vs raw power of the arcanist. Those two elements are kinda hard to weigh against eachother.
Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7 If the Synthesist ban goes through, yes. Lets be honest, id have to seriously upgrade Anthonys Eidolon loadout to match this dude, and I dont much like the idea. Pimp with a limp, *snigger*
Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7 In the interest of thinking ahead, no matter what the other synthesist decides, I think ill probably try something new. Im thinking Anthonys suit runs out of juice / fails, and he reverts to being just a feeble little man. Use him as much or as little as an npc as desired. As for the thinking ahead part, im interested in a monk / barbarian build, that normally uses THIS. The racial aspect isnt a huge problem, since you can just take Adopted to get it, but I was wondering if a refluffed variant would be allowed, with the alignments being Neutral and Neutral-Evil instead?
Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7 As for the prospective applicants, I personally like Adrienne, partially because of the dynamic a female might add to the group, partically because of the class (Im leaving out background since the other two havnt submitted one, but I like hers as well) Id probably be looking at an arcane caster of some variety myself, depending on how things pan out in regards to my other post.
Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7 Something else that needs discussing, in my opinion anyway, is my own class. Ill freely admit, when I had sort of accepted our games death, I went and browsed the other teams a bit, read a bit of their early game and looked at characters. Quite frankly, the "Optimization arms race" has really shined some light on why Synthesist summoners are often banned in games, and those arent even PvP centric. I feel that while Anthony is good, he is far from optimized, lacking alot of more powerful Eidolon options and having his lame leg to name an example. Thats not to say he doesnt have his optimized elements, but its nowhere near what it could be. This other one however is quite frankly an abomination showcasing the very worst of the archetype. I am not about to make any demands, but would suggest banning the archetype, for both of us, because quite frankly its just too good. Btw, he seems to be using two wayfinder ioun stone resonances at once which you cant, and the merchants inquisitor still has the Finding Haleen trait. I realize my peeking may be cause to expel me from the game btw, so if that thought crossed your mind, dont hesitate on that front.
Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7 So, after having this game "end", I still have the page bookmarked, and still check it every time I go through my games. So if you are interested in un-sinking this ship, id like to remain a part of it. Cheers.
Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7 Since its at character creation, I would think you can buy smaller batches of bane arrows, kinda like you can start with a wand with fewer charges. Something like 25 Human, 15 Elf and 10 Outsider would probably be a good spread. Or more ofc, I just totaled it out to one batch of 50 arrows. Not that it matters too much on the gold front, but 20 Adamantine arrows is probably more than you will need. 10 should be plenty. Blunt arrows are probably also worth getting, or even the non-lethal ones. I dont think any of us are alchemists. You might want to consider getting Manyshot as your last feat. Its just that good.
Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7 Ok, im starting to see a very real problem here. Thieves Guild: Doing thieves stuff. Mages: Fully devoted to catching thieves. Its completely lopsided from a PvP perspective, and the reason why we keep getting ambushed by them. It completely puts the ball in their court. Not sure that can really be fixed, but something needs to be done. One of these days they are gonna actually ambush us competently and its gonna be a complete curb stomp.
Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7 Thats a tough question to answer. If we were playing against monsters, id say get as high a + as you can, due to damage reduction and resistances. Against players however, the 1d6 damage instead of +1 hit and damage starts to look alot better. Im still leaning towards a high + though, or Keen if you arent planning on getting Improved Critical asap. Also consider small amounts of Human bane arrows, and possibly some Elf bane ones as well. Those would cover most of the popular races (Human, half-elf, half-orc and elf), outsider bane might also be good depending on the amount of aasimar/tieflings there might be, although we havnt run into any yet as far as im aware. It might even be worthwhile to just get the human bane on the weapon itself and getting like 5 each of assorted other bane arrows. A +2 Human Bane bow would be a +4 weapon inflicting 1d8 +2d6 damage to a large percentage of potential enemies.
Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7 Ah, I was thinking maybe you were taking if for tumbling because I mentioned it, which would be kinda terrible ;) For jumping is definitely good, we seem to be doing it alot. Climb is also a worthy consideration if you dont have it already.
Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7 Id suggest Sic grabs the natural armor, to make it more worthwhile to be wearing the fullplate. Also, the wand if he isnt already carrying one. Why the Acrobatics btw? Curious.
Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7 oh boy, been a bit more hectic lately than im used to, ended up forgetting again, woopsie. Just gonna take it here in discussion, I assume thats alright. First thing first, Crossbow. Its inferior to the bow. Between no potential Strength to damage and the Rapid Reload feat tax, theres no competition. Yes, it sucks, but thats the facts. As always though the final choice is up to you. You absolutely need deadly aim if you go crossbow, and probably even with a bow. Dealing damage as melee and as an archer is all about the bonus damage, not the weapon dice. For this reason, I also like to go with shortbow, because the damage loss is negligble, but the size difference of the weapons can be crucial from a roleplay perspective. Another point against the crossbow, is Manyshot. Manyshot is quite frankly amazing, and only gets better when you consider things like a Witchs fortune Hex. Anyways, feat suggestions. Assuming Precise Shot and Improved Precise shot in both cases. Bow: Point Blank Shot, Rapid Shot, Manyshot, Deadly Aim, Weapon Focus Crossbow: Point Blank Shot, Rapid Shot, Rapid Reload, Deadly Aim, Weapon Focus. In both cases, Ive left out Weapon Finesse. Im of the opinion that you are better served trying to get back to shooting, than beginning to melee. For most opponents, taking a 5-foot step will let you blast him in the face. Ofcourse, things like Step Up and reach weapons complicate matters. For those cases, getting Acrobatics as a class skill through a Trait should let you reliably tumble away. A note on Improved Precise Shot. Its a great feat, but quite often not needed. So if you are really worried about getting caught in melee, theres always Parting Shot to be considered. It can be taken as a Rangers archery feat from level 6. Switch hitting is something which is more easily accomplished by fighters, since they have the spare feats for things like quickdraw and power attack to be effective in melee. Anyway I feel Im rambling now and I could quite honestly keep going, but lets leave it here and see some counter arguments :)
Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7 Yeah, I started on a reply, the got distracted, then my computer did one of those annoying stealth restarts to update and I kinda forgot. Gonna look into it in a bit.
Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7 Id definitely advice getting atleast 6 ranger levels for the ranger feat. Theres almost always an extremely early access bonus no matter what combat style you choose. For archery its Improved Precise shot, normally needing a whooping 11 Bab. If you go with Skirmisher, there also the fact that you get another trick at 7th level As for companion bond, I personally favor the animal, simply because its another body on the field who can flank and force ground moving casters to concentrate. Its also good for an archer to simply keep near himself to get in the way of enemy charges. Depending on how highly you value an extra skirmisher trick, id say to either got Ranger 6 / Fighter 1, or full Ranger. While im typing, you should definetely consider playing a character with access to spell like abilities, like a half-elf with the drow alternate racial, or a tiefling. Being able to have Arcane Strike based on your character level is pretty sweet. Id also like to remind you of the Zen Archer monk archetype. I wouldnt say its better than the ranger, but its got different strengths which might be very important, like Will saves. It also has a lot more Feat freedom, since the basic package gives you pretty much everything, including a better Rapid Shot in the form of Flurry. Something worth considering. But again, form over function, play what you will enjoy.
Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7 From a strict power potential view, the ranger will likely be the best one, since we lack a sustained ranged attacker. Did you arrange your concepts in order of preference? Thats going to be the most important decider.
Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7 Hmm, its +1 to hit all the time vs +2 to hit when flanking with you. Problem for me is, alot of the time we probably wont be in a position to get use out of the feat, unless we intentionally stick together for it. And that in itself limits us in what we can do. Im not really sold on the feat.
Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7 Yeah I know you dont have to keep holding it, it was more a matter of action economy. But come to think of it, getting double duration Invisibility and Mage Armor is still really good, so I think ill want it after all :) Anthony gains (while fused with eidolon)= HP: +10 (1d8 + 2 con) Eidolon HP: +12 (1d10 + 2 con) +1 All Saves SKILLS: +6 Ranks (2 base + 2 Int + 1 Human + 1 Favored Class) 1 Rank Bluff
Gained Makers Jump 1/day which is basically 1 Dimension Door per day. Gained an additional Evolution Point which was spent on gaining a Climb Speed. Gained a level 2 spell known. I am undecided on what it will be. Currently im looking at Create Pit, Glitterdust, See Invisibility and Slow. Would like some input on the matter from you guys. 1 undetermined Feat. Currently im just looking at Weapon Focus (Claw), but if anyone got suggestions, throw em at me.
Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7 I just saw mention of a potential revision of the Synthesist summoner some time in the future, although rather vague on when. It prompted me to search google for it, but only found the existing FAQ. I decided to reread it since we are leveling and I might have forgotten something. Apparently, Synthesist can no longer use their own limbs while in the suit, which mean I wont be able to passively hold the rod and have it ready at all times. This means it might be more prudent to just give it to someone else.
Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7 Remember we are getting full HP as I recall Sic Btw about Acrobatics, there is always the feat Additional Traits for that. Could grab something like Reactionary, the Cleric trait for an extra channel per day or some other good trait to go with the Acrobatics trait.
Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7 Just like with the breastplate, theres Haste, and his own Expeditious Retreat (Im assuming) Only real consideration is whether the armor check penalty is worth the extra armor (yes, imo)
Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7 Dont you already have a hat? I mean youve been posing as a gnome all the time. As for Anthony, the only thing that really stands out to me is the Extend Rod. Will work really well for Haste, since there seems to always be an escape element to the fights we get into, at which point the extra duration is good. Best thing is, Anthony can just have it in hand all the time inside his Eidolon, which saves some action economy.
Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7 Seeing what we got from this, Ive just realized we havnt specified where we keep our gold. Looking at the amount they carried, they likely keep most of their gold in their base. We should probably do the same, if we arent already? (I know I havnt specified) Also Ascension, about that Crescent Moon pendant, is the unknown aspect due to failed spellcraft rolls behind the scenes or because its some kind of specialty item that spellcraft wont suffice to figure out?
Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7 Drovic wrote: GM: Sorry if I sound a little upset. I trust you. I just think it is BS they can maim Vaek, but get bailed out. Again, they have been the aggressor from the start. When the dust settles, you have always been fair Sic wrote: Agreed Drovic. Im going to parrot these two gentlemen. Its all too easy to get down when the players seemingly get very offended by your actions. It might not need to be said, and I suspect it didnt, but all the same. Also, just in case you missed it Sic, since you didnt reply to it, are you going to try to cancel the dwarfs attack on Sorad? That chop hurt.
Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7 For reference, Acid Arrow has similar wording, using Round. Just to give an example that the term "Round" is distinct from "Turn". This is probably written somewhere in the rules, but I just grabbed the spell for reference instead of searching for it.
Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7 Eh, the concentration check for continuous damage is 10 + spell level + damage, so even assuming 6 damage on the burn, thats 18 before spell level...Actually come to think of it, thats pretty decent.
Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7 Quoting from the Enviromental Rules Catching on fire wrote: In each subsequent round, the burning character must make another Reflex saving throw. The character might still save on their own turn, but damage is limited by Round. Since it wont be a new Round until after me and Vaeks turn (according to the initiative track you posted a while back), she shouldnt be awake before she gets attacked.
Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7 A thought just occurred to me about the caster and being on fire. Assuming your average 14 dex, +1 resist cloak level 6 caster, her normal reflex would be +5. Dropping to 0 dex would make a difference of 7, so -2. The reflex DC to avoid the fire damage should be 15, seeing as once the magic of Blistering Invective has done its thing, the burning is just your average mundane "caught on fire". So really, a 17+ would make the save, right? Unless I'm (likely) missing something. Also, in my little quest to figure this out, reading the rules for catching on fire, you actually take damage immediately upon failing your first save, so she should take another 1d6 damage before she fell asleep. More importantly, being on fire, you take damage once each round, suggesting that she wouldn't need to save against the fire until it was Sics turn again. Enviromental Rules for reference.
Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7 The rules for jumping specify that you get a +4 bonus for every 10 feet above 30 foot speed. With Medium armor, Sics based speed is 40 while hasted, so just +4
Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7 With the movement speed from Haste, you are actually getting a +4, so your modifier would be +1. As long as you get a 10 foot running start, the DC is equal to the distance.
Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7 Please stop rolling crap for my perception rolls Ascension ;P Thats another thing, when you are on the look out, waiting for someone or something, arent you taking 10 on Perception checks?
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