Inevitable

Adept of Agamotto's page

68 posts. Alias of Tenro.


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HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6

Adept walked quite along way back with the others, remaining silent. He debriefed his part in the mission, as required, and took in the briefs of the others.

It was a wonder they'd survived, but they had, thanks in great part to the healers with their squad.. He had a lot of valuable experience now.


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
damage: 8d4 ⇒ (4, 3, 1, 4, 4, 1, 4, 3) = 24
REF DC 17 or entangled + unable to move + square is difficult terrain. Move action STR or Esc Art. DC 17 or deal CL*3 (24) damage to crystal to get free. Crystal disappears after 1min.

and this is from the original tether that i attached
damage: 8d4 ⇒ (4, 1, 4, 1, 3, 3, 4, 1) = 21

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
damage: 8d4 ⇒ (2, 1, 1, 2, 3, 4, 2, 2) = 17
REF DC 17 or entangled + unable to move + square is difficult terrain. Move action STR or Esc Art. DC 17 or deal CL*3 (24) damage to crystal to get free. Crystal disappears after 1min.

crit confirm?

ranged touch: 1d20 + 9 ⇒ (16) + 9 = 25
added 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
damage: 5d4 ⇒ (2, 2, 1, 1, 1) = 7 wow
REF DC 17 or entangled + unable to move + square is difficult terrain. Move action STR or Esc Art. DC 17 or deal CL*3 (24) damage to crystal to get free. Crystal disappears after 1min.


HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6

i dont think we are waiting on me, since i think my turn was spent warping people up. but if we are waiting on me lemme know, or GM can post next round's stuff and i can do this round's actions and next if need be.


HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6

Adept will try to get to him, or at least where he can reach his arm into rubble to touch Daimargh, and warp him to the surface.


HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6

any party members still in need of assistance getting to where they can fight?


HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6

MSB: 1d20 + 6 + 4 ⇒ (2) + 6 + 4 = 12

wasnt sure what to roll so i went with MSB which represents Adept's magical strength to move things with telekinesis.


HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6

I'm in the same boat. Knowing the game is about fun and fighting and survival is a low chance and even if we survive the game is still over, I dont care what anyone does as long as its fun.


HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6

what specifically (because it wasnt clear, at least to me) happens to those of us in my extradimensional room where i am telekinetically gathering rubble?


HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6

Adept continues removing debris, shunting it into his extradimensional room. He is straining, but continues the work, though it tires and pains him to do so.


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

to be clear, i took no damage but am buried? I assume that means i am in my extradimensional room but the whole doorway is blocked off by rubble.


HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6

If the roof looks to be collapsing, Adept will step into an extradimensional room, as he did before. Likewise, as before, the party may also enter for their own protection.


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
REF DC 17 or entangled + unable to move + square is difficult terrain. Move action STR or Esc Art. DC 17 or deal CL*3 (24) damage to crystal to get free. Crystal disappears after 1min

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
piercing: 5d4 ⇒ (4, 3, 4, 4, 1) = 16 and DC 17 reflex or the target is entangled, cant move, and its square becomes difficult terrain. Duration 1min for all above.

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

Adept will take total defense this round, waiting for the ambush to appear.


HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6

will dc 20: 1d20 + 8 ⇒ (9) + 8 = 17
cant make that perception

"These families picked a poor place to be."


HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6

The Adept will teleport on person at a time in the order they approach him.


HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6

::I can teleport us past the line, with the same slowness as before. Or if everyone has their own way this time, I can just teleport myself.::


HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6

survival: 1d20 + 5 ⇒ (2) + 5 = 7

The adept ends up separated from the group and runs into a commander of the enemy troops, and reacts quickly by encasing the man in a wall of living, slashing crystal.

-1 SP


HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6

yep. i didnt have the talents to spare to get as good as you at life sphere, haha


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.


HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6

i suppose i will put life sphere, greater, mass: 4d8 + 48 ⇒ (1, 4, 4, 6) + 48 = 63 into the collective, though I'll keep 24 of that for my own HP.


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
bludgeoning: 5d4 ⇒ (2, 3, 3, 3, 4) = 15 and DC 17 reflex or the target is entangled, cant move, and its square becomes difficult terrain. Duration 1min for all above.


HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6

Have fun!


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
bludgeoning: 4d6 ⇒ (6, 6, 2, 6) = 20


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

::Well, choose amongst yourselves whom I will warp next, and it shall be done.::


HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6

::Well, I can send you up one at a time unless someone up top finds a rope or ladder. If one of you has a rope, I will send you up first. Traveling instantaneously through space is not my specialty.::


HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6

Yeah.

Maybe you could look for a ladder or a rope while you're up there? It'll reduce their Climb DC by a lot.

If not, I can still Warp one of them up per round so we will get up there eventually.


HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6

well, looks like i am burning SP to pop you all up there then.

It's all good, your damages would outweigh the extra D6 those SP would have done for me.


HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6

I can't port you in a lull, i have to be next to you. So either you go next or take your 5% success. or find a ladder. haha


HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6

The Adept will warp the giant up to the wall. which means i cant follow until next round


HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6

<<Agreed>>


HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6

i'll take healing as soon as i can get it.


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.
1pp = 3 hp (NH)
3pp = 6.5 hp avg (BA) or 9 hp (NH)
5pp = 13 hp avg (BA) or 15 hp (NH)

Now consider a cleric at the same CL
1st = 5.5 avg
3rd = 12 avg
5th = 18.5 avg

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).
7x15 = 105

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.
1st = 32.5
2nd = 52
3rd = 58.5
32.5+52+58.5 = 143. Slight edge goes to the Cleric.

Now add one level.
Cleric adds a 2nd and a 3rd level spell, plus they get one more point of heals on each of the 2nd and third level spells from CL increase, and they get the healing domain 50% boost. That makes a total average of 393.75.
Vitalist gets 12 more PP, enough to do their 5pp heal (they cant augment it to 6pp because each additional dice is 2pp) two more times and then they can do two single 1d12 heals with the remaining pp. They don't get CL added or a 50% domain boost. Their average becomes 117 with BA, 123 if you could the 2pp left being used for 2 NH. With NH, their 47 PP becomes a flat 141 healed.

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

The Adept hangs off the back of the golem by a tether, just outside the antimagic field, and heals himself.

cure: 1d8 + 12 ⇒ (4) + 12 = 16

::How is everyone?:: the Adept asks over the mental link provided by the dwarf.


HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6

has everyone acted?


HP 43/56; SP 14/20 Incanter 6 // Mageknight (Doomblade, Kinetic Scourge) 6
The Craving wrote:

My impression of this fight so far:

"Hmm, two healers? This should make things a lot easier."

Round 1 happens.

"Oh my god, is two healers enough?!"

Agreed! Haha


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

in that case, the Adept will tether himself to the colossus and move down to one of the little windows on the creature and take cover there. Also, is it hollow? I assume not, but that would be cool


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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