Mynafee Gorse

Packet the Sphinx Spoonshine's page

6 posts. Organized Play character for Fiasko.




Malevolence

Discuss the Malevolence here.


Malevolence

Uncover the source of the Malevolence here.


Malevolence

Let's discuss our Beginner's Box adventure here!


Malevolence

Here we will begin our adventures in Otari!


Malevolence

Discuss the Haunting of Hinojai here!


Malevolence

Here you shall investigate the Haunting of Hinojai!

Liberty's Edge

I played a level 1 Spiritualist named Yellow Pete in Hall of the Flesh Eaters. Our party consisted of all Occult classes. 1 mesmerist, 1 medium, and 2 spiritualists, of which I was one.

My build:
Yellow Pete
Human Male
STR 10 DEX 15 CON 13 INT 14 WIS 14 CHA 10
Feats:
Point Blank Shot
Precise Shot
Traits:
Reactionary
Possessed

Hatred Phantom: Captain Whistleteeth
Feats: Weapon Finesse, Power Attack

The overall shtick is that Yellow Pete was the only surviving member of a pirate crew that was lost at sea. He is now haunted by the captain of his ship, Captain Whistleteeth, who wants Pete to get their booty back. Unfortunately, the captain thinks Pete is a scaredy cat, hence the nickname.

The RP between the two characters was a lot of fun for me, much more so than any other pet class I have played. The fact that the phantom can talk and interact with his spiritualist host, as well as the other PCs, brought a lot of RP value.

Unfortunately, that's where the fun ended.

Yellow Pete was not very exciting as a caster. He didn't have much magical or psychic flavor. He had 2 spells at level 1: Mage Armor and Cure Light Wounds, and 3 spells per day. I cast mage armor on Pete and the phantom and that left Pete with one spell for the day. Because we were all fresh out of the box level ones, healing was a big issue for us, so I saved that spell for cure light. And boy did we need it.

I sent the phantom off to scout and triggered the first combat encounter. (I should say here that I got the idea to use the phantom as a scout from reading the forums. The idea would not have come to me naturally as there is no mention of scouting in the spiritualist's description or that this was the initial design decision for the phantom, but it seems to have become its default role). Fortunately, I had manifested the phantom in incorporeal form, so even though he triggered combat, he couldn't be hurt. But once combat was triggered I didn't know how to switch him to ectoplasmic so he could fight.

Turns out phantoms can't switch forms. Well, they can but it involves dismissing the phantom and then remanifesting it in a ritual that takes 1 minute. So, basically switching can't be done in combat. Luckily, Pete had a light crossbow and feats in ranged combat! The other spiritualist didn't even have his phantom manifested, and couldn't manifest it in time, so was basically out of combat that first encounter. His character hid.

The party would have TPKed in every encounter if it weren't for our kind GM. None of our classes were effective in combat and the mobs hit very hard.

In the middle of the first combat, the other spiritualist announced that he wanted to change classes. We talked him out of it, but maybe we shouldn't have because we barely survived the scenario. But the difficulty level may have had more to do with that particular scenario than the Occult classes being under-powered. Any brand new level ones would have had a hard time I think.

At one point we decided to sleep overnight in the dungeon so we could recover spells and heal a little. The next day I saved my spells for cure light wounds (cast out of combat between fights) and didn't cast mage armor, but again we almost TPKed in the final fight. Without mage armor the Captain only has an AC of 14. Pete was the last man standing, and, once again, thank goodness for point-blank shot and precise shot (and his light crossbow!). Pete took down the BBEG and lived to tell the tale with 3 hit points remaining.

This class needs some kinks worked out before it is ready for prime time. Phantoms need to be able to take advantage of the versatility of their forms and spiritualists need more ways to survive, especially at low levels. Perhaps touch spells can come at level 1 instead of 3. I don't see any reasons for phantoms to have incorporeal form at level 1 when they can't cast touch spells yet. Scouting can be done just as easily with ectoplasmic form and phase lurch (if that is going to be the phantom's real role). I had fun playing Pete and the Captain, but that had more to do with my character concepts than anything else.

For more info on this playtest from the mesmerist's POV, click here

The Exchange

Is it mechanically important that the Kitsune Star Gem glows like faerie fire? Is it casting faerie fire?
The complete description is this: This magical jewel glows like faerie fire, shedding light as a candle. It acts as a pearl of power, except it only allows a itsune to recover a spent use of a spell-like ability of the appropriate spell level.
I think it's odd that it glows like faerie fire and doesn't simply glow, if there's no mechanical purpose. For comparison, I haven't been able to find other items that glow like faerie fire.

Full Name

Alaric Graff

Race

Human

Classes/Levels

Cleric 10

Gender

Male

Size

M (6', 165 lbs.)

Age

24 (born Gozran 6)

Alignment

Chaotic Good

Deity

None

Location

The Road South, Hongal

Occupation

Wandering healer/Freelance anarchist/Dangerous lunatic

About Alaric Graff

As it turns out, there are degrees of heresy.

It's one thing to minister to the sick, to rail against authority divine and mundane, and to advance the idea that maybe everyone should treat one another just the slightest bit better. It's quite another when the same man starts performing miracles.

Alaric Graff had been a harmless heretic. A young healer, he had some rather queer ideas about silly things like free will and the essential equality of all races. No one paid him much attention, putting up with his rants as long as it meant their wounds didn't fester. When he became healing with a touch, and the people of Galt started flocking to him as some kind of prophet, that's when heresy the heresy of the Godless Priest turned from pleasantly amusing to potentially dangerous.

Though he was forced from his home, Alaric saw it as an opportunity. The farther he ranged, the more people could potentially free from the shackles of religion and monarchy. It was really only a matter of time before someone nailed him to a tree. Before this, he had never bothered to bear arms beyond reason (he bitterly complains that he is the only user of this particular weapon). The people of Korvosa were not as pleased with him, and were either much faster runners or more intent on actually punishing his blasphemy.

He's not certain how long he spent hanging, keeping himself alive through force of will and his rapidly diminishing powers. He had about given up when a passing caravan found him. Had Koya Mvashti not been part of that caravan, Alaric would have died. Since then, they have enjoyed a close, if combative relationship. She likes to remind Alaric that were it not for the grace of Desna, he would be crowbait. He blithely responds that he never saw Desna, just a crazy old woman nice enough to help a stranger.

The Godless Priest has no holy text, just a book of poetry he reads at sunset. He carries a broken chain, and anyone who calls it a holy symbol had better be ready for a lengthy lecture about how it's merely a focus that reminds him of the essential immorality of authority. He's picked up a lot of epithets along the way: the Fool, the Faithless, the Unbowed, the Madman. To hear him tell it, all intelligent creatures hold the same potential, once they free themselves of the shackles of god and man. This might be the one area in which Alaric's prized reason does not appear. Though he has made a handful of converts, none have thus far displayed any miraculous abilities.

More than frustrating, it's a sword to the throat of his beliefs. If Alaric Graff is indeed special, that makes his entire worldview a lie. His sincere desire to help is tempered with his annoyance that no one else can seem to do it right.

Alaric usually prefers to keep himself groomed, but the rigors of travel and the high cost of shaving have caused him to grow out his brown hair and beard. He looks more like a crazy person with each passing day, but his bright green eyes remain clear. The doubters would say that the maddest always seem the most sure of themselves. Alaric is utterly confident in social interactions, but this confidence evaporates in combat. He's no coward, but he is awkward in his armor and dislikes violence. He'll happily take up arms to defend the weak from the strong, but that's a last resort.

ALARIC GRAFF
The Godless Priest

CG Male Human (Taldan) Cleric (Atheist) 10 (Favored Class)
Medium Humanoid (Human)

Initiative +0; Perception +6

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DEFENSE
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AC: 25 (+10 armor, +3 shield, +1 amulet, +1 ring), 11 touch (+1 ring), 25 flat-footed (+10 armor, +3 shield, +1 amulet, +1 ring)

HP: 58 (10d8+10)
Special HP Modifiers: None

Saves: Fort +10, Ref +5, Will +13
Special Save Modifiers: +2 from Cloak of Resistance, +4 bonus to all saving throws against illusions

Special Defenses: DR 3/-, 25% chance to negate a critical or sneak attack from armor

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OFFENSE
-------------------

Spd: 30' (20' in armor)

Melee: Morningstar +7/+2 (1d8, x2), Light Mace +7/+2 (1d6, x2)
Special Melee Modifiers: +2 vs. opponents threatening Koya

Ranged: Light Crossbow +7/+2 (1d8, 19-20 x2, 80')
Special Ranged Modifiers: +2 vs. opponents threatening Koya

Special Attacks: None

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STATISTICS
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Str: 10, Dex: 10, Con: 12, Int: 12, Wis: 18, Cha: 16

BAB: +7; CMB: +7; CMD: 17, Modifiers: None

Feats: Selective Channeling, Combat Casting, Extra Channel, Heavy Armor Proficiency, Improved Channel, Uncanny Concentration

Traits: Sacred Conduit, Rescued (Koya Mvashti)

Skills: Diplomacy +10, Heal +17, Knowledge (Arcana) +8, Knowledge (Geography) +10, Knowledge (History) +10, Knowledge (Religion) +8, Linguistics +6, Ride +3, Sense Motive +21, Spellcraft +6; Modifiers: Armor Check Penalty -6, +1 to CHA based skill checks, +4 bonus to all Sense Motive checks to see through deception, +2 to Perception and +4 to Sense Motive from Dark Blue Rhomboid Ioun Stone, +2 to Heal from healer's kit

Languages: Taldane, Tien, Goblin, Halfling

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SPECIAL ABILITIES
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Racial Abilities
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Cleric Abilities
Proficiencies: All simple weapons, light armor, medium armor, and shields (except tower shields)
Class skills: Appraise, Craft, Diplomacy, Heal, Knowledge (all), Linguistics, Profession, Sense Motive, and Spellcraft
Aura: Chaotic
Channel Energy: You can release a wave of energy by channeling the power of her faith through your holy symbol. You can choose to deal damage to undead creatures or to heal living creatures (not both at once.) Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (7d6; 5d6 base, +2d6 from Phylactery of Positive Channeling). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier (DC 21; 18 base, +1 from Sacred Conduit, +2 from Improved Channel). A cleric may channel energy a number of times per day equal to 3 + Charisma modifier (8; 6 base, +2 from Extra Channel). This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include himself in this effect. A cleric must be able to present the holy symbol to use this ability.
Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day. These spells are treated like any other spell, but they are not expended when cast and may be used again.
Spells: A cleric casts divine spells which are drawn from the cleric spell list. A cleric must choose and prepare spells in advance. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier. Each cleric must choose a time at which they spend 1 hour each day in quiet contemplation to regain and choose the daily allotment of spells.
Spontaneous Casting: You can can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
Domains: Knowledge, Liberation
Domain Spells: Comprehend Languages, Remove Fear, Detect Thoughts, Remove Paralysis, Speak With Dead, Remove Curse, Divination, Freedom of Movement, True Seeing, Break Enchantment
Granted Powers
Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier (29).
Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level (10), you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.
Remote Viewing (Sp): Starting at 6th level, you can use clairvoyance/clairaudience at will as a spell-like ability using your cleric level as the caster level. You can use this ability for a number of rounds per day equal to your cleric level (10). These rounds do not need to be consecutive.
Freedom's Call (Su): At 8th level, you can emit a 30-foot aura of freedom for a number of rounds per day equal to your cleric level (10). Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable. These rounds do not need to be consecutive.

Abilities from Feats
Selective Channeling: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier (3). These targets are not affected by your channeled energy.
Combat Casting: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
Extra Channel: You can channel energy two additional times per day.
Heavy Armor Proficiency: When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Improved Channel: Add 2 to the DC of saving throws made to resist the effects of your channel energy ability.
Uncanny Concentration: You do not need to make concentration checks when affected by vigorous or violent motion or by violent weather. You gain a +2 bonus on all other concentration checks.

Abilities from Traits
Sacred Conduit: Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.
Rescued (Koya Mvashti): Gain a +4 trait bonus to Cure spells used to heal. +2 to attack enemies threatening Koya.

Abilities from Relationships
Koya Mvashti: Gain a +4 bonus to all saving throws against illusions, and a +4 bonus to all Sense Motive checks to see through deception.

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GEAR
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Magic Gear: Wand of Inflict Moderate Wounds (12), Pearl of Power (1st level), Scroll of Cure Moderate Wounds, Lesser Strand of Prayer Beads, Wand of Cure Light Wounds (13), Dark Blue Rhomboid Ioun Stone

Weapons:
Armor: +1 Adamantine Light Fortification Full Plate
Belt:
Body:
Chest:
Eyes:
Feet: Boots of the Winterlands
Hands:
Head:
Headband: Phylactery of Positive Channeling
Neck: +1 Amulet of Natural Armor
Ring: +1 Ring of Protection
Ring:
Shield: +1 Heavy Steel Shield
Shoulders: +2 Cloak of Resistance
Wrist:

Mundane Gear: Traveler's outfit, holy symbol (a single broken link of a chain on a leather thong), morningstar, light crossbow, 20 bolts, light mace, backpack, book of poetry, flint and steel, hooded lantern, lamp oil (5 pints), waterskin, healer's kit (8 uses left), 2 spare healer's kits, belt pouch, scroll case, wooden medallion depicting a green cat, silver dust (25 GP each, 20 uses), bottle of wine

In the Wagon: Bedroll, trail rations (6 days), winter blanket, cold weather clothing, shaving kit (36 uses left), spare shaving kit, “1,000 Reasons Why Alaric Graff is Wrong,” deck of playing cards, book of Vudrani poetry, cleats, frostbite ointment, furs, shovel, skates, skis and poles, snow goggles, snowshoes, academic texts (one on arcana, the other on religions), courtier's outfit (no jewelry, natch), massage oil (72 uses), alchemical grease (3 uses), case of wine (25 GP each, 19 bottles),

Reta's Things: Backpack, dogslicer, spoon, bedroll, winter blanket, cold weather outfit, trail rations (7 days), waterskin, cleats, frostbite ointment, furs, shovel, skates, skis and poles, snow goggles, snowshoes, Kalsgard commemorative spoon, Boots of the Winterlands, Claws of the Ice Bear, Breastplate +1, masterwork dagger, campfire bead, Amulet of Natural Armor +1, Wand of Flame Arrow (4 charges), small Composite Longbow +1 (STR 12)

Money: 1740.5

Claimed Loot Value: 31,733 GP

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RELATIONSHIPS
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Ameiko Kaijitsu (Fellowship): 24
Koya Mvashti (Enmity): 33
Melinda Sorn (Soul Mates): 50
Sandru Vhiski (Fellowship): 23
Shalelu Andosana (Fellowship): 18

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SPELLS USUALLY PREPARED
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Orisons 4/Day
Detect Magic
Mending
Purify Food and Drink
Read Magic

1st Level 6/Day
Bless
Comprehend Languages
*Cure Light Wounds
Detect Evil
Protection from Evil
Remove Fear
Shield of Faith

2nd Level 6/Day
Calm Emotions
Consecrate
*Cure Moderate Wounds
Detect Thoughts
Eagle's Splendor
Owl's Wisdom
Spiritual Weapon

3rd Level 5/Day
*Cure Serious Wounds
Dispel Magic
Prayer
Searing Light
Speak with Dead
Wrathful Mantle

4th Level 5/Day
Aura of Doom
Blessing of Fervor
*Cure Critical Wounds
Death Ward
Divination
Tongues

5th Level 3/Day
Breath of Life
*Cure Light Wounds, Mass
Pillar of Life
True Seeing

Gifts:

Ceramic rhino
Bowstring
Bottle of good booze 100 GP