Giant Frog

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One of the characters (not me, unfortunately) in our Skull&Shackles campaign is wearing a Goz Mask and it has been very helpful for him as our GM in that AP really likes his fog effects.

40k for a Freedom of Movement Ring is a long way off with the halved wealth level from the automatic bonus progression.


Hi guys. We're about to reboot a RotRL campaign that has lain dormant for about a year or so, as we've been playing Skull&Shackles or a homebrew scifi GURPS campaign in that time. Unfortunately, the GM for S&S is out of town for the next 6 months so we have to play something else until he comes back.

We're currently level 8, 15 point buy, minimum 4+int skill points and story-wise we're restarting after taking the fortress of the Black Arrow.

So, without much further ado, I present my character, Beata;

Beata, CN female half-orc sorceress

STR: 10
DEX: 14
CON: 14
INT: 10
WIS: 10
CHA: 22

Init: +6 AC: 15 + spell buffs BAB: +4 CMB: +4 CMD: 16
Fort: +9 Ref: +7 Will: +9

Skills:
Appraise +6, Bluff +11, Fly +11, Intimidate +18 (+21 vs non-human humanoids), Arcana +11, Perception +5, Spellcraft +11, UMD +15

Languages: Common, Orc, Draconic, Goblin

Feats: Eschew Materials, Toughness, Combat Casting, Impr. Init., Great Fortitude, Spell Penetration, Prone Slinging (very much a bonus feat from the GM due to the ridiculous nature of the feat... It has become an internal joke kind of thing in our group)

Alternate Racial Trait: Sacred Tattoo
Traits: Focused Mind, Masterful Demeanor

Draconic Bloodline: Blue

Gear: Ring of Sustenance, Ring of Protection +1, Amulet of Natural Armour +1, Cloak of Resistance +2, Headband of Charisma +4 (all stat bonuses included in stat array)

Spell list:
Cantrips: Acid Splash, Dancing Lights, Detect Magic, Ghost Sound, Light, Mage Hand, Message, Read Magic
1st: Burning Hands, Feather Fall, Grease, Mage Armour (bloodline), Magic Missile, Shield
2nd: Hideous Laughter, Knock, Mirror Image, Resist Energy (bloodline)
3rd: Dispel Magic, Fly (bloodline), Lightning Bolt
4th: Improved Invisibility

Now, this is where it gets interesting. For the reboot, the GM has decided to introduce the automatic bonus progression. The way he wants to handle this is that we get to keep the stat bonuses from the gear we already have but future wealth gain will be halved in exchange for the automatic bonuses. The purpose behind this change is to promote greater diversity and utility of magic items in general and wondrous items in particular.

My question, then, is this: where should I take my build from here, and which wondrous items should I look into acquiring? And please, no RotRL spoilers :)


Skull and Shackles. So fun.

Last night our group killed Bedu Hanji and an ocean giant in an epic showdown. It's not in the script, we just wanted to.


So I've done a bit of research on feats and come up with a list of the ones I think would be most beneficial to me.

Combat Feats:
Cleave
Outflank - not an option until level 13 at the earliest as the other melees in the group have their feats planned already
Amateur Swashbuckler - Dodging Panache
Weapon Focus - useful for a 3/4 BAB
Dispelling Critical - level 15 at the earliest due to BAB
Dodge+Mobility - might be one of the best options since the Dervish Dancer gets Dance of Fury at level 12
Shield Focus
Riving Strike - nice feat, but maybe not super useful with current party composition

Metamagic:
Extend Spell - Double duration Good Hope? Why not.

Racial:
Defiant Luck
Surge of Success

General:
Corsair - interesting in a Skulls&Shackles campaign, lots of time spent on boats
Destructive Dispel
Expanded Arcana/Extra Performance: More utility is never a bad thing
Minor Spell Expertise - Feather Fall as spell-like ability, saving my precious spells per day for other uses. Cure Light is an interesting option as well.
Steadfast Personality - would boost my Will saves by a massive 4 points

What would you pick, and why? Any and all comments are welcome.


avr wrote:

The sort of scenarios I imagine planning for at ~level 10 include, a dragon is strafing you with his breath from 40' up; or, some competent archers with longbows are trying to maintain 100' distance, say on the deck of another ship. No idea whether either comes up in skulls & shackles. Boots of levitation answer neither, though a potion of fly will do. An ebony fly figurine (10K), or slippers of cloudwalking (4400 gp) and a means of generating fog, or a decent ranged attack (varies) are all means of answering this within your budget. Sandals of the lightest step (5K) might just do the trick with your speed.

If you can't guarantee resupplying your scrolls mnemonic vestments really are handy. If you usually can, fine, you don't really need them. I'm sort of surprised you haven't needed to cast spells defensively but if that's the way your games run then the bracers are unnecessary too.

No dragons so far in the campaign, yesterday we took out a cyclops fortress including a Huge cyclops. We've run into archers on opposing ships a few times but it hasn't been much of a problem. Offhand, I cannot really remember an encounter where I was thinking "Fly would have been really handy right now". Keeping a couple potions in reserve is no big deal though.

Not needing to cast much defensively has to do with my spell selection I guess. Most combats, I tend to cast either Good Hope and/or Mirror Image right at the start and then just start whacking away. The rest of my spells either have long durations and can be cast pre-combat or are more situational utility spells.


I didn't bother writing up my scrolls/potions, but I do have a selection of tricks there. Spellguard bracers maybe, although it doesn't feel like I cast a lot of spells while fighting. Would Boots of Levitation be a decent option?

Sadly, the Performer feats are useless for a DD as I only affect myself with my performances. Outflank might be an option as there's also a Bloodrager and a Swashbuckler in the party.


I'm playing a level 10 Human Dervish Dancer in a Skull&Shackles campaign, and having the most fun with a character that I've had in a long time. However, I could use some tips on how to progress from here.

We're playing a 25 pt buy campaign with minimum 4+Int modifier skill points and getting at least half a HD per level (I'm rolling 4+1d4 hp instead of 1d8). The GM accepts pretty much anything if we just ask.

Stats:

STR: 21
DEX: 14
CON: 14
INT: 14
WIS: 10
CHA: 18

(started with Dual Talent)

Traits: Anatomist(+1 to confirm crits) Life of Toil (+1 Fort save)

HP: 98 AC: 25(27 when dancing) Speed: 30'(50' when dancing)
Init: +6 Fort: +8 Ref: +11 (+13 when dancing) Will: +9

BAB: +7/+2 CMB: 11 CMD: 26

Skills:

Acrobatics +22, Bluff +13, Climb +15, Diplomacy +13, Escape Artist +8, Intimidate +8, Knowledge Arcana/Local/Nature/Planes/Religion +6, Perception +5, Perform Dance +22, Perform Sing +17, Profession Sailor +5, Sleight of Hand +6, Spellcraft +12, Stealth +13, UMD +11

GM has reinstated Bardic Knowledge to me, even though that's normally lost as a DD. My Perception is very low, I'll spend some skill points on that.

Feats:

Arcane Strike, Power Attack, Furious Focus
Improved Initiative, Toughness, Ensemble (bonus feat given by GM)
Class ability Razor's Kiss granting Improved Critical with all manufactured weapons

Gear:

+2 Impact Ten Ring Sword (counts as cutlass/scimitar, house ruled to 2d6 base damage from Impact)
+2 Overhead Shield
+1 Buccaneer's Mithril Chain Shirt
+2 Amulet of Natural Armour
+2 Ring of Protection
+2 Cloak of Resistance
Adamantine Ring of Foe Focus (Attached to the sword. Houseruled that I can use both effects at once as a move action.)
Ring of Sustenance
Headband +2 Cha/Int
Belt +2 Str

Spells:

0: Detect Magic, Read Magic, Prestidigitation, Ghost Sound, Dancing Lights, Message
1: Charm Person, Grease, Expeditious Retreat, Feather Fall, Cure Light, Heightened Awareness, Saving Finale, Silent Image
2: Invisibility, Acute Senses, Tactical Acumen, Tongues, Mirror Image, Gallant Inspiration, Glitterdust, Ghostbane Dirge
3: Daylight, Remove Curse, Good Hope, See Invis, Haste
4: Impr. Invis, Freedom of Movement

All favoured class bonuses have gone towards extra spells known, and I have consciously selected (mostly) spells that are non-offensive in nature due to having a relatively low DC.

With all this, I'm doing 2d6+18 damage each attack with Arcane Strike and Power Attack with a 15-20/x2 threat range and +1 to confirm on each of three attacks per turn while dancing, potentially adding +2 damage from Good Hope when I have that active. Just last night I did two crits in one round for 56 and 48 damage respectively.

Anyone have any suggestions how I can improve on this and what to get further down the line? What feats would work well with what I already have? Any particular gear I should look into? At the moment I've got 17k available to spend.

Any and all comments are welcome.


Thanks for the input so far, good thoughts from all of you.

Fate's Favoured it is, guess I'll swap out Denial of Fate. It was more or less an afterthought anyway as I couldn't be bothered trawling through the insane amounts of trait for something better.

Yes, the chthonic stuff has been cleared with the DM. I'd have to check with him if he'll allow that spell. The longbow is not magical, it's just a +5 strength composite bow. That, too, was a bit of an afterthought so I can save a bit of gold there.

My level 4 stat increase has been put in Str already (all stats given are after mods) and the plan was to put the level 8 increase in Con for some additional hp.

Boots of Striding and Springing would put me at 25' movement? 20' base, dropped to 15' for heavy armour, increased to 25' for the boots?

I do like the thought of the Furious Focus feat, not having any penalties on the first Power Attack each round should be golden.

Is this viable, or would a Sacred Fist with a dip in fighter for heavy armour and martial proficiencies be better? Flurrying with a greatsword sounds like fun too...


Hey all.

I've been playing various RPGs for 25 years now, and my current group is mostly running Pathfinder campaigns these days. However, having a 3 year old kid at home means that my focus is mostly on getting out of the house for a few hours once a week to have some laughs with my mates rather than devoting lots of time into making the perfect "OMG, that is so broken and stupidly overpowered super munchkin killer" character of doom.

That said, I've always been most fond of support classes and arcane casters (bard was my first love and probably still my favourite) but as my Shaman (he was poorly built, no great loss) died in our last session I thought I'd try smashing face for a change and the warpriest looked interesting.

This is an ongoing Skull&Shackles campaign with a 25 point buy and my character is starting at level 7 with 16k gold to spend, and this is what I've come up with so far. Is it any good or utter rubbish? It looks like fun to me at least :)

We're running with a few houserules, like minimum 4 skill points per level. Favoured class bonus is used on skill points. Chthonic steel has been OK'ed by the GM.

Warpriest 7, Chaotic Neutral. Deity: Gorum
Race: Oread

Str: 22
Dex: 12
Con: 13
Int: 12
Wis: 17
Cha: 6

Saves: Fort +7, Ref +4, Will +9

Initiative: +7 Speed: 20'
AC: 24 CMB: 11 CMD: 22

Chthonic Greatsword +1: +13 (+14 with no allies within 10'), 2d6+10 damage(+16 with Power attack, additional +1 with no allies within 10'). +2 to confirm crits.

Composite Longbow +5: +6, 1d8+5 damage.

Skills:
Climb: +15
Heal: +10
Knowledge(Engineering): +7
Knowledge(Religion): +7
Perception: +4
Profession(Sailor): +11
Sense Motive: +11
Spellcraft: +11
Survival: +10
Swim: +11

Feats:
Dwarf Blooded(Oread). Not sure about this, is 5' of movement worth spending a feat?
Weapon Focus Greatsword
Power Attack
Stance of the Xorn
Furious Focus
Desperate Battler
Improved Initiative

Traits:
Reactionary
Denial of Fate

Racial Abilities:
Standard, except I've added Stone in the Blood.

Blessings:
Destruction minor, War minor.

Magic items:
Ring of Protection +1
Cloak of Resistance +1
Amulet of Natural Armour +2
These three are inherited from the dead Shaman, no gold cost.

Purchased:
Chthonic Fullplate +1
Chthonic Greatsword +1
Belt of Giant Strength +2
Handy Haversack
Composite Longbow +5
Various low level potions