Darl Quethos

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Male Human Oracle 15, HP 141, Init +1

Still around.


Male Human Oracle 15, HP 141, Init +1

Checking in. flickr accout is: brycebangerter


Eben TheQuiet wrote:
So... what all characters are actually submitted?

I'm seeing:

Life Oracle - Mlungisi
Magus - Arkwright
Summoner - Sol-Alar De Xin Min
Ranger - Aleksander (no character provided yet)
Alchemist - Shizzle (no character provided yet)
Barbarian - CorvusRed

(hopefully I did not miss anyone)


Life Oracle. Character in profile.


DarkLight, this may (or may not) help you.

Paizo Character template and open the most recent version. It comes from another poster on these boards, Laithoron. Fill in the parts that apply to your character, delete everything else, and you pretty much have your stat block laid out. I didn't use it for this toon (though it is similar) but I plan to use it for any future profiles I do on these boards.


Also still chilling out in the background here.


Ok, rods or wands of some sort it is then.


Maslen, how would you rule on the use of candle of invocation for an oracle?

Same question for incenses of meditation, per RAW you could say the incense doesn't work since it talks about all of a casters prepared spells - and since oracles don't prepare their spells ahead of time...

If either/both of those are good I'll add some to my consumable equipment. If not I'll need to see what the party looks like to try and fill voids with wands or other items.

(Thanks Twig for pointing those out)


Mlungisi is finalized barring any math errors I've done (really need to just fork out the cash for herolabs).

Morgryrm, 36 AC being good or not will depend a lot on what we fight. CR 17 dragon at +31 hit, not useful. CR 17 Marilith demon at +24 hit will cut your damage taken in half. If you have any recommendations for spending on consumable items I'm interested in hearing it, I'm at a loss for what to buy there.


Pathfinder Maslen wrote:
I'm flat out with my twins, work and sick wife at the moment. Putting in as much time as I can to my pbp. Bare with me one and all.

No worries, it is the nature of PbP and real life. Real life always takes precedence.


Warsor wrote:

Hmm not seeing any healers though at this level its hardly a surprise that no one would want to take up the healer role. Still I'll submit one so a true complete party can be formed without the need for magic item reliance.

I also feel the strict amounts allowed on spending your money is geared toward a fighter type class and not really fair to someone who may not want a weapon at all unless you are willing to allow clerics or such to shuft that gold elsewhere. Otherwise theres a tens of thousands of gold I'll have left over with no way to spend it.

Mlungisi is a life mystery oracle.

I agree on the spending for weapons though. I have almost 20k unspent on offensive weaponry still. And I could easily change my current weapon to something of lower quality and not feel bad about it. My combat role is much more about buffing, healing, summoning monsters then trying to do damage directly. I feel 72k for offensive for any pure caster class is a lot to spend on such unless metamagic rods for damage/debuff casters counted in that slot. That still leaves healers/buffers with a lot of cash though in that category.


Do metamagic rods which have limited uses per day, but unlimited use over a lifetime fall under limited use items or general magic items?

Mlungisi is tentatively done pending the rule on the metamagic rod and then spending more cash based on info for the first target should I be selected.


Mlungisi HP: 14d8 ⇒ (8, 8, 3, 2, 1, 6, 1, 4, 7, 4, 7, 4, 4, 5) = 64

Becomes 8, 8, 4, 4, 4, 6, 4, 4, 7, 4, 7, 4, 4, 5 = 73

Still working on my gear.


HP Question

MAX HP for first level, average + 1 for the other 14?


Pathfinder Maslen wrote:

Follow cost capping on PC creation.

Below are your allowable budgets in percentage of your starting wealth.
(starting wealth 15th level 240 000gp)

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **

I'd like to see a bit more flexibility in these spending allotments. E.g, as a life oracle it's silly for me to spend 30% of my cash on 'offensive weaponry'. My time would be spent buffing, debuffing, healing, and summoning monsters when I want to do damage. It would not be smacking things with my +3 mace of elemental nova.

Also where your percentages equal up to exactly 100% there is no wiggle room.

I'd like to propose something more like:
Weapons: 40%
Protection: 40%
Magic: 35%
Consumable Magic: 15%
Other gear: 5% (I doubt anyone will spend 12k gold on mundane gear, so it can stay at 5%)

So these numbers say you can spend up to that % of starting wealth, but don't have to spend that much.

I don't really care about the exact numbers if you want to put forth different values though.


I'd put in my life oracle (see profile, boosted to level 15) for this for fun.


Male Human Oracle 15, HP 141, Init +1

Mlungisi round 3
Activate my boots of levitation (that is a standard action correct?)
UMD: 1d20 + 17 ⇒ (7) + 17 = 24
float 20' up


Male Human Oracle 15, HP 141, Init +1

Reflex: 1d20 + 12 ⇒ (10) + 12 = 22


Male Human Oracle 15, HP 141, Init +1

Are there any new creatures in range of my 30' blind sense? or did the Tataka hit Huuurk with a ranged effect?

If there is something next to Huuurk that would threaten an AoO on me during casting of bof, then casting bof defensively, DC 23, and warn Shakros that there is something next to him.
1d20 + 20 ⇒ (19) + 20 = 39


Male Human Oracle 15, HP 141, Init +1

Mlungisi Round 2

Darrt is way dead beyond breath of life healing range.

"Power up incoming."
5' step to A11, leaving Huuurk free to charge if he wants (assuming a dispel magic on the darkness from Shakros) and also to leave the space open for Carrl to 5' step and have reach to both drow.
Cast blessing of Fervor, party.
I assume Huuurk is raging so save DC is 21 due to superstition.
Taking +2 attack/ac/reflex from bof
Move action to retrieve ever smoking bottle - not expecting to need it, but will have it in hand if I do.

stats:

HP 90/111
AC 30 (28 in darkness)
12 rounds of dust form remaining
13 rounds of bof remaining
3 channels used
6th used/1
4th used/1


Male Human Oracle 15, HP 141, Init +1

Correct on my stats, I've used 3 channels now. Two for quick channeling for the heal, 1 for the channeled shield wall.


Male Human Oracle 15, HP 141, Init +1

No. Not that I expect this change of actions to really preserve me if they both decide I should go down. But here we go.

Move action to swift channel excluding enemies.
7d6 ⇒ (2, 1, 3, 4, 1, 6, 3) = 20 so my averages for healing continue to be low. Guess I can't complain though since two nat 1's saved my life this round.

5' step to to B13.
Cast Dust form, self, I am now considered incorporeal for purposes of damage taken.

Swift action Channeled Shield Wall

Stats:

HP 90/111
Channels used: 2
Spells used: 6th/1
13 rounds of dust form remaining
AC 30 (due to also being adjacent to the Eidolon), or 28 without the dodge bonuses for being blinded.

So if the drow are intent on killing me they will still likely accomplish it, but it is going to cost them most/all of their turns to pull it off.


Male Human Oracle 15, HP 141, Init +1
Watcher Uatu wrote:
You may declare your actions while we wait for Huuurk to declare his actions. I don't think he is going to do anything since he is not being teleported this round.

Not sure how you would rule on this Watcher, but Huuurk did see D1 take a 5' step then cast darkness, he might be able to know enough about its location to 5' step next to it and take his attacks (with the 50% miss of course).


Male Human Oracle 15, HP 141, Init +1

I'm still delaying to see what happens with Huuurk, Darrt, and Caarl's actions and I may change what I do, but current plan for Mlungisi is:
5' step to B12
Move action to retrieve ever smoking bottle.
Standard action to pull the cork on it and even the playing the field for miss chance.


Male Human Oracle 15, HP 141, Init +1

Currently delaying till the rest of our side goes so I can figure out if I need to try and keep myself alive somehow or something else.


Male Human Oracle 15, HP 141, Init +1

Are the darkfolk attacks on Shakros or on me? (you stated shakros, but they are next to me).
Are the darkfolk large or just medium creatures? It looks like D1 is large based on the brown box around it, but D2 doesn't have one, and I thought they were medium sized previously. Or did they 5' step away from me after they attacked?
I have blindsense 30' if the Temer happens to be within that range.
Not sure if anyone has combat reflexes, but if so I assume AoO's against the Omox as it runs away, moving past everyone.

I'm not overly eager to cast BoF just yet while flanked by two bad guys....


Male Human Oracle 15, HP 141, Init +1

Given our past strategies you could probably place Huuurk next to Shakros and then we can hope the monsters don't drop a bunch of nasty AoE's on top of us before we get to move.


Male Human Oracle 15, HP 141, Init +1

Init: 1d20 + 1 ⇒ (13) + 1 = 14

I have a feeling all the monsters are going first. I don't think anyone even has a high enough dex to beat any of them, and I don't recall anyone taking improved init as a feat either.

Kn Nature: 1d20 + 9 ⇒ (6) + 9 = 15

Kn Planes: 1d20 + 11 ⇒ (20) + 11 = 31
Kn Planes: 1d20 + 11 ⇒ (12) + 11 = 23
Kn Planes: 1d20 + 11 ⇒ (7) + 11 = 18

Kn Religion: 1d20 + 11 ⇒ (7) + 11 = 18


Male Human Oracle 15, HP 141, Init +1

Mlungisi Round 4

Chuckling at the Tarry, "Death is no barrier, you should have done more."

5' step to B16.

Blazing with life giving energy.
Cast Empowered breath of life: 5d8 ⇒ (7, 1, 2, 1, 3) = 14 * 1.5 = 21 + 13 = 34 - weeeeaaaak, but enough to bring him conscious.
Move action to quick channel, excluding bad guys: 7d6 ⇒ (6, 4, 6, 6, 5, 3, 3) = 33

The T-Rex drops the cyclops and turns to the Tarry.

Attack: 1d20 + 20 ⇒ (15) + 20 = 35
Damage: 4d6 + 22 ⇒ (3, 3, 2, 3) + 22 = 33
Grapple: 1d20 + 32 ⇒ (9) + 32 = 41
In case it needs a reflex to not have its mouth glued to the creature (though it would just continue to maul it in either case): 1d20 + 12 ⇒ (6) + 12 = 18


Male Human Oracle 15, HP 141, Init +1
Boleridin Swaggle wrote:
Boleridin is at 7 hp.

30 now, just enough to make sure that if you get hit again you are completely and fully dead.


Male Human Oracle 15, HP 141, Init +1

Mlungisi Round 3

You think I'm going to let the GC get a turn? oh no... :)

Summon monster vii completes bringing in a celestial tyrannosaurus rex at G-J/7-10. It charges the GC and attacks, 20' reach.
Celestial template also gives it DR 5/evil and resist acid/cold/fire/electricity: 10

Attack: 1d20 + 20 + 2 ⇒ (7) + 20 + 2 = 29
Damage: 4d6 + 22 ⇒ (5, 4, 5, 1) + 22 = 37

Free grapple roll from grab: 1d20 + 32 ⇒ (7) + 32 = 39.
GC is grappled, barely, with intent to swallow hole next round if it isn't dead for some reason. Not sure what that means for the 20' gap between the 2 creatures, being grappled from 20' away looks... odd.

Not going to make any difference what I do or don't do at this point I don't think, so... Mlungisi moves from A19 to B17 and
Casts cure moderate wounds mass: 3d8 + 13 ⇒ (2, 7, 1) + 13 = 23
targeting Boleridin, Huuurk, and Eidolon (can't hit anyone else cause of 30' range requirement between targets). Huuurk rolls to save against healing.


Male Human Oracle 15, HP 141, Init +1

Mlungisi Round 2

5' step from B18 to A19.
1 round action to begin casting Summon Monster VII

EDIT: Using +2AC/Reflex from BoF


Male Human Oracle 15, HP 141, Init +1

If it's a standard Storm Giant he topples :)

So Darrt is up next.
Lets see if the cyclops eats anyone before Caarl gets to go.


Male Human Oracle 15, HP 141, Init +1

Whiff indeed. Not a good start for our battle :)


Male Human Oracle 15, HP 141, Init +1

Mlungisi Round 1

Moving to B18 to take soft cover behind the Eidolon. Casting Blessing of Fervor to hit entire party (I'm assuming Huuurk and Caarl who are not on the map yet are also in range). Everyone else can delay or not at their option for BoF.


Male Human Oracle 15, HP 141, Init +1

So Blessing of Fervor again? Or should I pull out my eversmoking bottle to give us some concealment (and concealing the enemies from us). I'm concerned about the storm giant plucking someone full of arrow holes.

Or I could go with fickle winds negating the giants bow completely.


Male Human Oracle 15, HP 141, Init +1

Kn Planes: 1d20 + 11 ⇒ (9) + 11 = 20
Kn Planes: 1d20 + 11 ⇒ (20) + 11 = 31
Kn Planes: 1d20 + 11 ⇒ (10) + 11 = 21
Kn Nature: 1d20 + 9 ⇒ (13) + 9 = 22
Kn Nature: 1d20 + 9 ⇒ (3) + 9 = 12

Init: 1d20 + 1 ⇒ (14) + 1 = 15

Is G the big red box?
Is there a safe house on this map?
Watcher, can you also put a link to the map in the short description of the campaign tab? Doing that will make the map link appear at the top of the gameplay thread.


Male Human Oracle 15, HP 141, Init +1

Nice job.

See if I can do more in the next one than pass out drugs and eat 8 points of strength drain that I'm glad one of the barbarians didn't eat. Guess that will depend on whether there is anything that MUST die first round again though.


Male Human Oracle 15, HP 141, Init +1

Have Caarl drop rage and also use the safe house to clear fatigue? Or just take the fatigue penalty? though that will give him quite a few penalties.

Or start dropping more bodies in the safe house if we are allowed to be brought back from actual death mid fight?


Male Human Oracle 15, HP 141, Init +1

Getting tossed in the safe house should reset all your spells right? Just need to get Caarl and you both airborne before you die from multiple arrow wounds.


Male Human Oracle 15, HP 141, Init +1
Caarl wrote:
We still have Shakros too. Did anyone have a flying item I can borrow?

My corpse is wearing boots of levitation. Not ideal, and not sure how long it would take you to switch boots. That banshee has got to be on the verge of death though.


Male Human Oracle 15, HP 141, Init +1

Oh, didn't realize that. I would think it would change it to a move action to apply a metamagic, but yea, I'm not sure on that.


Male Human Oracle 15, HP 141, Init +1
Boleridin Swaggle wrote:

One rules question I have is concerning metamagic-ing a swift action spell. The CRB says that the time spent casting is increased when a spontaneous caster applies metamagics, and it gives rules for standard action or full-round action spells, but it doesn't state what type of action a swift action would become. That'd determine how many ectoplasmic cold ice strikes are going toward the banshee. I'll just roll one for now. It gets Reflex DC 25 to half damage.

That rules doesn't apply to quick spell metamagic. From the rules

"Sorcerers and bards choose spells as they cast them. They can choose when they cast their spells whether to apply their metamagic feats to improve them. As with other spellcasters, the improved spell uses up a higher-level spell slot. Because the sorcerer or bard has not prepared the spell in a metamagic form in advance, he must apply the metamagic feat on the spot. Therefore, such a character must also take more time to cast a metamagic spell (one enhanced by a metamagic feat) than he does to cast a regular spell. If the spell's normal casting time is a standard action, casting a metamagic version is a full-round action for a sorcerer or bard. (This isn't the same as a 1-round casting time.) The only exception is for spells modified by the Quicken Spell metamagic feat, which can be cast as normal using the feat."


Male Human Oracle 15, HP 141, Init +1
Boleridin Swaggle wrote:


On an aside, I probably should have made a better character for this. Oh well. :P

Well you have your cold ice strikes. On average you should be able to get past their SR. Granted they are going to absorb the first 10 damage from it, but at 13d6 that should still inflict some wounds on the daemons. Course you might only get one cast of before they decide to come eat you :). Your probably powerless against the banshee though - but Shakros should be able to handle her when he casts his flying spell.


Male Human Oracle 15, HP 141, Init +1

Should LE 2 be dead at -137? Standard average HP for the Le's is 115.

Boleridins turn?


Male Human Oracle 15, HP 141, Init +1
Darrt wrote:


My eidolon shouldn't have provoked any attacks of opportunity, it didn't move through any threatened spaces.

I think he was rolling your Eidolons AoO against the enemy.


Male Human Oracle 15, HP 141, Init +1
Huuurk wrote:
Mlungisi wrote:
Darrt hit everyone with a haste spell, so you don't need to use your boots.
Wow, how did I miss that? Thank you kindly for alerting us to that.

Although I guess Carrl and Huuurk need to make a saving throw against it due to superstition.


Male Human Oracle 15, HP 141, Init +1
Shakros wrote:
...turning on boots of Haste as a free action... (7/11 points remaining)

Darrt hit everyone with a haste spell, so you don't need to use your boots.


Male Human Oracle 15, HP 141, Init +1

Joining team Shadow in 1d4 ⇒ 2

I guess the question is, if you throw my unconscious body into the safe house does that also clear the status effect of "Is turning into a shadow."


Male Human Oracle 15, HP 141, Init +1

I join the shadows team.