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HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6
![]() The Adept lashes at the giant with another forty-five-foot tether, each one wrapping around the giant to impede his movement. golem should be entangled, with a -4 dex, so this should be easier to land concentrate on tether as a swift action, standard to attach another one ranged touch: 1d20 + 9 ⇒ (13) + 9 = 22
and this is from the original tether that i attached
Tether HP: (1) 24 (2) 24 ![]()
HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6
![]() Adept reaches forward, lashing at the creature with a tether of crystal chunks and force energy. ranged touch: 1d20 + 9 ⇒ (20) + 9 = 29
crit confirm? ranged touch: 1d20 + 9 ⇒ (16) + 9 = 25added damage: 8d4 ⇒ (4, 3, 2, 4, 3, 3, 3, 4) = 26 looks like that crit confirms based on the last roll adept did, so that is a total of 44 piercing damage (before whatever his DR is, unless it is DR/magic then it wont matter). Though he got out of the last tether ![]()
HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6
![]() Adept moves up and reaches forward, lashing at the creature with a tether of crystal chunks and force energy. ranged touch: 1d20 + 9 ⇒ (12) + 9 = 21
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HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6
![]() Adept addresses those who ended up in his room. "We should free the others. Let's get this rubble and throw it in the back of the room. Pile it up, make a safe space outside the room, try to get the others. A short time after I leave this room, it will collapse and all contents will spill out, so we want to be out of the way when that happens. Can you sense how many others are alive?" On that note, Adept begins using telekinesis to move large chunks from beyond the shimmering portal to the material rubble into the back of his room. he can move chunks up to normal human size, larger chunks he will batter with telekinetic force until they become smaller, or pick around the larger chunks if feasible. we have six 10ft cubes worth of a room to fill with rubble ![]()
HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6
![]() Feeling very surrounded, the Adept gestures and intones a protection spell, of sorts. A globe of spinning crystal blades erupts around the group, whirling and encasing all foolish enough to approach! piercing dmg: 8d4 ⇒ (2, 3, 4, 3, 3, 1, 1, 3) = 20
CL 8, wall lasts 8 rounds. difficult terrain lasts for a minute though. the wall is a hemisphere of up to 20ft radius, though i imagine a smaller radius will serve us better. Adept places the wall to protect the largest amount of the group while excluding the largest amount of enemies. ![]()
HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6
![]() Adept is hit by a bolt in the meat of his thigh. The pain, while severe, does nothing to impede his preferred form of movement that doesn't require legs. Bounding Tether 0 SP, the tether reaches 35ft and i can attack 1 target within 35ft (45 if you count my reach) from that point; Doomblade (called blade though actually bludgeoning) 0 SP, 10ft reach w/5d4 dmg (crystal type) acrobatics if they even have reach weapons to do an AoO on me with: 1d20 + 11 ⇒ (7) + 11 = 18 attack: 1d20 + 10 ⇒ (12) + 10 = 22
The adept once again summons a snaking tether of crystalline material, attaching it to the ground and using it to propel himself forward at an enemy! He strikes with a nine-foot blade made of crystal, stabbing at an enemy in hopes of encasing it in the same crystal! ![]()
HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6
![]() explanation: Relevant text: 1 SP: Cure (1d8+12): As a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. This is a positive energy effect, and as such may be used to harm undead (Will half). +0 SP: Greater Healing: Your cure effect heals 2 points per caster level instead of 1 point per caster level. You may take this talent a total of 4 times. Each time this talent is taken, increase the amount healed by 1 hit point per caster level, to a maximum of 5 hit points per caster level. +1 SP: Mass Healing You may spend an additional spell point when using a cure or invigorate to affect an additional creature per 2 caster levels (minimum: 1). All targets must be within range. So, with the Cure base ability and greater healing, i'd do 1d8+12 (the +12 being +2 per CL at CL 6). I've only taken the talent once. Mass healing, at CL 6, gives me 3 additional targets, so 4 total targets. I hit 4 people for 1d8+12 each, which if i choose people in the collective, means the Vitalist can play with a total of 4d8+48 HP. Not normally all that powerful, just like a really good level 1 or 2 Cure spell for 4 different people. The fact that it is all at once coupled with the fact that it can all be played with in the Collective makes it really good. Costs me 2 SP.
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HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6
![]() Adept must go last, because once he steps out of the door the space collapses and drops everyone out (i didn't spend the spell point to make it permanent without me) "Any healing would be best done before leaving the hall." Once everyone else is out, the Adept reaches out with a tendril of gravitic crystals to tether himself to the ground and slowly lowers himself down and lands 40ft away from the erstwhile dimensional pocket's door. ![]()
HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6
![]() actually i'll make it an L-shape branching extradimensionally back toward the explosion so any debris or blast force would have to 270-degree-turn to get anyone. That said, it's open for those soldiers as well if they wanna get in. 24 medium people can fit before anyone has to take squeezing penalties. ![]()
HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6
![]() Adept faces the impending explosion, waves his hands in two circles in front of him, and shouts "In here!" as a shimmering portal appears in front of him perpindicular to the direction of the impending explosion. Those looking into the portal see a hallway 20ft wide and 30ft deep. To demonstrate it efficacy, the Adept flees inside of it. Warp Sphere, bend space, extradimensional room. it remains as long as I am inside and since it is perpindicular to the blast diretion, the damage to those within should be non-existent at best or severely diminished at worst. I could have teleported myself away but this can at least save anyone who cant teleport. ![]()
HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6
![]() same as last turn, though i'll target one the ballista crewmen so they cant as effectively target gigantos Bounding Tether 0 SP, the tether reaches 35ft and i can attack 1 target within 35ft (45 if you count my reach) from that point; Doomblade (called blade though actually bludgeoning) 0 SP, 10ft reach w/5d4 dmg (crystal type) acrobatics if they even have reach weapons to do an AoO on me with: 1d20 + 11 ⇒ (15) + 11 = 26 attack: 1d20 + 10 ⇒ (18) + 10 = 28
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HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6
![]() The Adept reaches out with a tendril of telekinetically-fastened crystal shards that erupt from his body, latches on to the wall, and lifts himself up. He whips his body around like the end of a flail, his arm elongating into a deadly blade that slashes at one of the fools attacking Gigantos before pulling his body back to relative safety behind Gigantos. Bounding Tether 0 SP, the tether reaches 35ft and i can attack 1 target within 35ft (45 if you count my reach) from that point; Doomblade (called blade though actually bludgeoning) 0 SP, 10ft reach w/4d6 dmg acrobatics if they even have reach weapons to do an AoO on me with: 1d20 + 11 ⇒ (9) + 11 = 20 attack: 1d20 + 10 ⇒ (11) + 10 = 21
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HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6
![]() ref dc12: 1d20 + 7 ⇒ (20) + 7 = 27 ::Next.:: the Adept transmits over the thought-link, handing the rope that was dropped to the next person he shunted to the top. ::Please affix the rope to something so that the next person can start climbing.:: whichever PC wants to go up next, call it so the others know and take your one-way ticket. Onyx is up, Gigantos is up, Craving is up. That leaves the two healers and Adept, anyone else? ![]()
HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6
![]() The golem's death throes sent chunks of itself flying everywhere in a last-ditch attempt to damage the fortress per its last command. Unfortunately, one such chunk the size of a small stable landed a few paces behind the Adept, and the resultant explosion threw him several dozen feet forward to land prone before rolling and sliding in a manner that would have been comical if it weren't for the pain. Stands, somehow still alive. ![]()
HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6
![]() Yeah. I had trouble keeping the party up in a Dark Sun game where I played a Vitalist because Athas is a deadly place, where every day is a 20 on the fate dice. The collective is good, but every PP you spend adding a member takes away from the healing that each member receives, so it's a balancing act. But once we got a cleric in our party, it was sooooo nice to be able to do something besides react to damage. Also it was really nice that my Vitalist took down the BBEG using FEELINGS. I was playing a (Life Leech) Vitalist and i turned a huge attack the BBEG did against me (trying to take out the healer, because BBEGs are smart) back against the BBEG, killing him. ![]()
HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6
![]() honestly, i dont think Vitalists, by themselves, are all that much better than clerics. Psionic healing is less effective than magical healing when you consider what effects from from what resource use. Consider Body Adjustment (BA) psionic power. before they reach ML 3, they would use the Natural Healing (NH) power.
Now consider a cleric at the same CL
Cleric wins. But there's a Faith trait that gives one more HP healed with cure, so that edges cleric even further. Then at level 6 a cleric with the heal domain gets a 50% boost in all their healing, blowing Vitalist out of the water. This is without taking into account that a 5th level Vitalist only gets enough PP to do a max (5pp) power five times (assuming they have an 18 in their manifesting stat, that is a total of seven times).
The cleric (if using spells solely to heal as the vitalist above, with the same 18 in the casting stat) at 5th level gets 3x3rd, 4x2nd, 5x1st level heals.
Now add one level.
So we are at 141 for the 6th level Vitalist and 393.75 for the 6th level cleric. I don't have time to get into the cleric's Channeling for heals or the Vitalist's class abilities regarding heals, so maybe the Vitalist gets the edge there, but i doubt its edge garners it the 252.75 points healed needed to catch up to the Cleric (more than that including the Cleric's channels) ========================================================= Where it gets REALLY silly for healing is when you have Vitalist + Cleric (or mass heal talent from life sphere). I was playing a Vitalist in a Dark Sun game and we had a Cleric as well; this situation comes forth in this gestalt game because we have a similar situation (though it's the same person for both classes). This is due to the Collective feature moving "points healed" around like it does, coupled with an area heal spell or channel. Since it specifically says you can move overages, a party of four level 6 characters can really work some magic. The Cleric does a 3d6 channel with 3 allies around, that is 12d6 of heals that can be allocated as needed. Even more so with the Life Sphere. And if there are more than 4 people in the collective getting hit with the channel, that can be some truly ridiculous amounts of healing going on. EDIT: Vitalist can augment their powers by spending 1 PP to add one more collective member, but I don't want to run all the numbers for every possible permutation by Manifester level and party size to determine the most optimal numbers. ![]()
HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6
![]() basically, that 40 damage f+!$ed my life up, so I am trying to be as un-targetable as possible until we get close. My attacks won't work until close range, so me being down here won't diminish the 0 contribution I would have made up top. So i'll pick a window on the side of the creature, preferably one on the side of its torso so i have additional occasional arm-swings to block line of sight to me as well. ![]()
HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6
![]() I was thinking along the lines of, the windows in the front wouldn't give cover from attacks from the front; but perhaps they would be about as deep as my body, so as to provide cover from certain angles (like a window on the side of the golem providing cover for attacks originating from in front of the golem) ![]()
HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6
![]() at the cost of a spell point i can teleport myself OR someone else. Which means to get us there, it would take me 2 SP per member and a number of rounds equal to double the number of party members. regarding my placement: there is nothing i can do up on top of the golem except be killed. I'll stay in cover, either behind the golem or in its footprints. If the speed of the golem is greater than 30, I will tether myself to the back of the golem to keep cover. my ranged attacks only go out to 35ft. and that is assuming our golem is still moving. I am not sure by the GM's post, but GM said the tracks are coming/have come undone which means we wouldnt be able to move more than the depth of the golem forward before we are stuck. if the legs that popped out are going to move us along, then i will tether myself to the golem. ![]()
HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6
![]() Well, it doesn't look like this golem is going anywhere, i believe the enemy scored a "mobility kill" on it. The other one is even worse off. And this is us 1000ft away from the objective. So we have a long way to go. I'll probably die along the way but we'll see. Looks like I'm in the footprint unless anyone has better ideas that I might want to retcon into. is the Adept being healed? I am not sure by Onyx's actions. Either way is fine, I just want to know for sure. EDIT: I can get there in two teleports, but that would be me there, alone. I'm more of an assassin-type (single- or few-target high damage instead of large-scale AoEs) so that won't help anyone. I can make an Extradimensional Room we can rest in, if we get away from the golem.
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