Suit of Keys

Phai Kareen's page

1,145 posts. Alias of MordredofFairy.


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HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

I admit that in theory, I am in the same boat - I like some of the streamlining Pathfinder 2 provides, but I feel some things were oversimplified.
In summary, right now, it does not seem AS enjoyable as regular Pathfinder.
BUT - I acknowledge that this may be a.: since I lack system mastery and b.: there is a much smaller volume of content to choose from - resulting in fewer meaningful combinations or worthwhile build options.
Overall, I would probably switch over and continue to test things out. Not because I am so excited about PF2, but I feel I may need a couple more levels to give an accurate judgement.
So I'd migrate...IF a sufficient player base remains from those already here.(I also like the quirky characters, and it would be one of the reasons to go for it.)


HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

Well, at least I did get in-touch with PF2 a bit. Pity, was fun while it lasted.

Also unfortunate about that ankle - you COULD consider checking back in, say, half a year and see how your situation is then.
But maybe it's best to just let it go...if so, was a pleasure with all of you.


HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

Cautious. It's Florida.
I mean, it's not Texas(I am CERTAIN Kenneth Copeland has the Inflict series, not Cure) but you don't know what you'll get.


HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

@Enara
No worries, Enara.
Self care first and foremost. You have all the patience you need from me, you do you, looking forward to welcoming you back when things are aligned more in your favor. Good luck for a fast recovery.

@Mosquito
How, Mosquito? Both? Did you do some "Hey y'all watch this"-kind of thing? I hope you will get better soon - despite my WTF reaction that I decided to add unfiltered (probably because what happened to you sounds so likely in-character...apologies) - I feel sorry for you. I have no experience with that but it sounds very inconvenient. Good luck to you too.


HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

Oh, I read that as she was about to start securing the rope, when Mosquito went Geronimo and faceplanted the bottom. Plus I figured we can get a visual update of whats downstairs BEFORE we go down(in case you still need to pull someone up quickly).

"Dunno if I want to go next." Phai turns down to the pit: "What IS down there? What do you see?"

I mean, we just got past a mushroom hazard and here's a smooth-walled pit with no existing means of getting back out of(such as a pre-installed rope). IC I don't really expect to find anything but a dead-end here, seeing how this section is absolutely not save or comfortable to traverse. OOC, by all means we check that out to the last nook.


HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

Phai moves up to the edge, then looks down into the pit.
"Can't really make out what you are trying to sign. A moment please."
She then picks up a piece of shroom, casts light on it, and throws it towards Mosquito.
"Ah, thumbs up, so all good."
She then turns to Bertrum:"You need me, to, you know, hold that rope while you hammer a piston into the ground to secure it?"


HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

"Ok, here goes nothing!"
Phai starts targetting the farthest mushroom she can see with a Ray of Frost.
I have that, Electric Arc or Telekinetic Projectile. I think Energy Damage is preferable over throwing Stones for the attempt, and Ray is Attack roll, while Arc is a Save. Dunno how the interaction is with objects and saves so Ray of Frost seems the preferable option to blast something static.

Frost Ray 1: 1d20 + 10 ⇒ (4) + 10 = 14 Damage: 2d4 + 4 ⇒ (2, 1) + 4 = 7
Frost Ray 2: 1d20 + 10 ⇒ (20) + 10 = 30 Damage: 2d4 + 4 ⇒ (3, 3) + 4 = 10
Frost Ray 3: 1d20 + 10 ⇒ (20) + 10 = 30 Damage: 2d4 + 4 ⇒ (2, 3) + 4 = 9
Frost Ray 3: 1d20 + 10 ⇒ (18) + 10 = 28 Damage: 2d4 + 4 ⇒ (1, 1) + 4 = 6

Including up to 3 attacks, I suppose we'll see if that has any effect on them or not.
Edit: Including a 4th attack, just to see if the natural 20s keep coming at a time when they are SO necessary.


HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

"Hm. Would it be save to try and remove them from up here? Without getting too close?", Phai inquires of Enara. "I could try and blast one at the far end with some magic, see what happens?"


HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

Damn, while you rolled nice, I actually wanted to switch to Magic Missile after learning it resists the Lightning too, now. Still, thanks for waiting and for botting.

Perception: 1d20 + 6 ⇒ (14) + 6 = 20
"Told you we could take him, easy. And well, I'm fine. So I can help search all this stuff, too.", she looks at Enara already going through the piles of bones, then shrugs:"Or I'll simply keep watch to check for the worshippers he didn't eat yet."


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HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

@Original message: Sadness.

@Mosquito taking over: Cautious yay?

@Mosquito wife goblin: Excellent. I would have posted that if you take over, Mosquito absolutely has to remain as GMPC or NPC with presence - that is an even better solution.

Also, I'm back. Just in case someone missed me in the past 2 weeks. You know. What do you mean you didn't even notice? Agh. Oh well. I'm still back. *blows raspberry*

(Also, I'm only checking in today, I'll catch up and post in gameplay tomorrow as able.)


HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

Ty for the swift response. Disco Dog, I guess I shouldn't have charged him up...what if one among us is prone to epilepsy?


HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

Hm, last time he took half damage for 18, this time he took only 13 damage, which is half minus 5. You mentioned some goes "through" him for the blinking.
Is that acting like some extra resistance or something? Just trying to understand what he's currently doing to reduce the damage taken, or if it was simply because he rolled much better? (I think it was only success or critical success, but I assume there's more...options, with special abilities/creatures/Feats/...

basically trying to figure out, IC, if it's time to switch to Magic Missiles instead as he is adapting to Electricity.


HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

"Stop biting my friends. While we're at it, stop breathing, too."
Phai repeats her gesturing from before, slamming another bolt of lightning into the creature.

Sudden Bolt, Electricity: 4d12 ⇒ (10, 11, 9, 7) = 37 Again, DC 20 Reflex

Reach spell or Move if needed, Sudden Bolt - he has a great Reflex Save but I think it's still the potentially higher damage unless he manages a crit success.


HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

Phai emerges from behind her rock, moving forward, then claps her hand: "For beasts like you, I only have one word: Brzzzzt!"
Suddenly, a bolt of lightning slams into the creature:
Sudden Bolt(Electricity): 4d12 ⇒ (4, 11, 11, 11) = 37 Basic DC 20 Reflex
"Albeit I guess technically that's not really a word. Shocking, isn't it?"


HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

Aye, Light is among my Cantrips. Also, low-light vision. Which can in circumstances be preferable to darkvision(but not going there, love both).


HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

Also avoiding notice, stealthily waiting near where we decided Bertrum would lead enemies if there was trouble.

Phai leans against the rock she uses to conceal herself. If you didn't know HOW long you had to remain stealthy, it was good to be comfortable while hiding. The rock wasn't exactly soft and enjoyable, but it didn't have any rough edges and fulfilled it's purpose of cover admirably. And so, Phai waited.


HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

"Hm. I believe we can take a Barghest. I know too little about these beasts, admittedly, but I've been holding back, so far, to be on the safe side. If I know we're facing something dangerous, I'll do what I can to end the threat swiftly.", Phai nods as she speaks, then scratches her chin: "However, that's if we can focus on it. Hit it with all we have, so what I am worried about are those Goblins that supposedly worship it, and the kind of distraction our spidery friend would provide. If there's a ton of little guys it can use to control the battlefield and pick it's fights, then things could turn ugly, quick. Maybe we ought to do some cautious probing, first, or look into securing a tactically advantageous position."


HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

Aye. I do work in a line of business that ramps up during holiday seasons. Plus regular holiday stress. My apologies. Health is fine, this time, just very busy both on and off the clock, and then so drained I opt for more passive forms of recreation in what little spare time I have.
Things should calm down after xmas.

Regarding the tactics: Sudden Bolt was approved post-use and is 4d12 electrity damage - or 26 on average - but allows a reflex save.
Otherwise there's always good old Magic Missile, for 3d4+3, or about 10 damage fixed.
I don't believe I have very useful disables for this, but I should be able to relatively reliably damage it every round for a while.


HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

Still here, with a slight delay.


HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

"I'm fine either way - rest or no rest. But if this fine spider lady had trouble with the necro-elf, then in my book she's on our side, plus if they are after this mysterious place near her home, then we basically HAVE to investigate. Even if that means slaughtering some blazing dachshund-deity", Phai nods in affirmation.
Then, after thinking on what else was said, she turns to Bertrum:"Say, if you learn how to turn into a spider, can we milk you for poison?"


HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

"Or did you make it yourself? What IS your first language? And where is your home? If you are stranded here, I take it it's nowhere close, so I'm also missing some context on that old shrine and the Cinderclaws - I take it you came through some portal, but from where?", Phai keeps up the barrage of questions, well aware that rapidly answering a multitude of different things easily trips up people trying to make up a consistent story.
Not that she initially suspected the strange woman of lying, but better safe than sorry.


HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

What I am saying is that they should either have made sickles more valid for the class or looked at the other features.
Even saying something like "A druid wielding a sickle may use either the values for a sickle or those of a scimitar for any calculations"(of course worded in a rules-relevant way for that edition) would have felt better.

It's like saying unarmed punch is too weak, so lets maybe give the Monk Greataxe Proficiency so he can properly do damage. And not wearing armor really makes him easy to hit so maybe he should be able to wear full plate.
Instead, there is flurry and unarmed damage progression, as well as a second stat-to-AC and armor bonus progression.
If there is a new class, then it should have mechanics that make the class work. If I am unwilling to include those mechanics or special rules to make the class work as it should, then maybe the class should not be made like that.

I am not saying they should have been incapable in melee by wielding a dagger, I am saying if they understood that was an issue they should have taken care of it in a more inspired way than randomly giving them a proficiency with a weapon very remotely similar to what they might have used, and forcing that non-canon choice to become the de-facto standard because it is the only valid option.


HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

I am not arguing with you. I am just saying that scimitars make no sense to me then. I believed they were a stand-in because sickles may not have been a thing, and I didn't feel like looking up a complete list of weapons available back then, simply assuming that it is less exhaustive than the one we have now.

The other arguments simply don't convince me that adding a weapon proficiency was the best course of action they could have taken. I am not questioning your statements, I am saying the decision to 'fix' shortcomings like abilities only working outdoors or abilities coming online very late and/or being weak by means of adding a semi-random weapon proficiency is not sound argumentation in my opinion.

I am well aware the game mechanics were different, as well as the classic 3d6 method to assign stats, but that doesn't really play into the thought process if scimitars make sense for a class or not.


HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

"Hej Renali. We? Just locals on a sight-seeing tour. We visited the old fortress and now wanted to show our friends the caves here. Had a interesting run-in with a lady with skeletons. Do you know her, by chance? An acquaintance of yours? What are YOU doing here?", Phai engages the woman in casual conversation without so much as a pause to consider.

Deception to bluff: 1d20 + 12 ⇒ (9) + 12 = 21
Deception to use Lie to me: 1d20 + 12 ⇒ (20) + 12 = 32


HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

Thats all good, but even so "hey, we run out of other ideas so instead of making your animal stuff a bit more flexible we'll give you a better weapon so you can play fighter" seems rather uninspired.

I mean, they HAD something to work with that they could have given earlier or made better, so saying "hey, here's a better weapon to use for when your other kit doesn't cut it" seems like a cheap cop-out.


HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

Yeah, right, because crit range is no longer weapon dependent. So higher to hit would be better. But still, if your base damage on a hit is 50% higher then crits on 15% of hits won't redeem the other weapon - just make it more swingy and less reliable. But I understand the proficiency will raise and eventually make it the only option to reliably hit. It just seems...backward, slightly.
As in, the novice is versatile and will opt for a more efficient different weapon, then as he becomes more experienced he is locked into the 'traditional' weapon because he becomes inefficient with the weapon he has been using.
To me, it would make more sense the other way round - if the novice is "locked" into the traditional weapons and the experienced master has the valid choice of staying with the traditional weapon because it is efficient in his hands, or swapping to something different to mix things up.
*shrug*

@something to do in dungeons: So didn't they have wild shape back then?
I mean, even if it's outdoor stuff they excel at, they did have options - it simply seems odd that they had to give them a great melee weapon to even the field, seems the most uninspired way of handling class disparity.


HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

Aye, but proficiency just means to hit, right?
What I meant was going beyond that so that the druid actually WANTS to use the sickle, because he is both more likely to hit and doing more damage than with the alternative.
Kind of like "Finesse Training", or "Gun Training", just for a class-specific set.
Because if I hit on a 10 or better and can do 4-8 damage, or alternatively hit on a 12 or better and do 6-12 damage, then statistically I'll want the second weapon, still, even if I have better proficiency with the former one.


HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

Thanks, Bertrum, for making me feel old...I meant that, but seems I'm outdated.

Wiktionary wrote:

mistle

Pronunciation IPA(key): /ˈmɪsəl/
Etymology 1
From Middle English mistel (“basil; mistletoe”), from Old English mistel (“basil; mistletoe”), from Proto-West Germanic *mistil (“mistle”), from Proto-Germanic *mistilaz (“mistle”).

Noun
mistle (countable and uncountable, plural mistles)
(obsolete) mistletoe

I'll just blame it on the proto-west germanic and it's all good.


HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

"Curious, still, if not practical. I mean, how do you even handle them without getting everything stuck in a clump? That, and what if someone decides to burn all the webs...I mean, not that hidden then, is it?", Phai comments, drawing on her extensive knowledge of Architecture to note that no great civilization every decided to build their foundation on spider webs.


HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

Not mistles? Pity...and the sickles make sense, no question there. But if those existed, then why scimitars?
It sounded like they had no sickles back then, so they just took Scimitars as a stand in. But if those came later and sickles existed before then they make even less sense-


HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

So Scimitars were simply the stand-in for sickles?
Because honestly I wondered about that as well - because with sickles existing in-game scimitar simply did not make sense.
(Honestly, I would rather have seen some classes getting a watered-down basic fighter "weapon training" with some class-specific weapons-)


HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

"Hum. Which parts of the spiders do you need to prep a meal? Should I just like, fetch the whole leg or something?", Phai asks of Beryl, quite willing to make herself useful.


HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

Aye, I appreciate the flat-footedness :D For all that stuff that makes me use Spell Attack roll.

But I do like "Control"-Options with casters, and then a.: going early gives you better options, and b.: going before the bulk of enemies(compared to going after them) is effectively an extra turn at the start - which is always great, no matter if I get to make use of the flat-footed or not :D
But I didn't mean to sell that short, just that in this case it won't matter :)


HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

Apologies, as written in the other game, several kids were ill sequentially. Going in circles there :P


HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

"Spiders go Brrzzt.", Phai says, chuckling to herself, before causing an Arc of Lightning to erupt between S4 and S5.

Electric Arc DC 20: 2d4 + 4 ⇒ (3, 3) + 4 = 10

Thank you - it's less about the flat-footed and more about the option to go earlier in Init :) Much appreciated.


HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

Just for the record, I would also very much prefer to roll Stealth or Deception, where applicable. (Both higher than regular Init, and I do get Surprise Attack from Rogue Archetype). I know I responded to Beryl before we headed towards the passage, but still wanted to mention it.


HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

Level 4(Finally):

HP: +8 (6 Class+2 Con)
Sorcerer Feat: Arcane Evolution
=> Trained in Medicine
Skill Feat: Lie to Me

1xLevel 2 Spell: Telekinetic Maneuver

Archetype: Basic Trickery => Minor Magic => +2 Arcane Cantrips:
Mage Hand
Light

+1 to pretty much anything courtesy of adding level.


HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

I'm good to go on. Been very conservative about spells, mostly sticking to cantrips. But if someone is running low, either is fine.


HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

"Nor-Gor-Bor? Sounds strange. I never asked his name, but now I'm worried about my last Starday dinner. I always suspected his meat was spiced heavily for a reason, but if he was in cahoots with this lady, I'm not sure I want to know why exactly."
While Beryl tends to the wounds of others, and some people work on deciphering the papers, Phai undresses the dead elf, takes some measurements, and starts to dissect her for anatomical study, making frequent pause to sketch in her notebook, mumbling "Fascinating." or "Curious." now and then.
When prompted to enter the webbed passage, she stops her work, cleans her tools, and nods:"Never had large spider. Heard it's chewy, little actual meat as the movement is more hydraulic than muscle-based. But on the plus side, there's more legs. And I suppose I may have eaten worse, courtesy of her meat salesman buddy."

Bonus points if the supposedly innocent meat salesman turns out to be implicated in some other criminal enterprise and her suspicions turn out to be true, regardless -


HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

I wrote my thoughts in the other game already.
Discord is unavailable in my work network, so that limits my posting to evenings when I'm home, or from my phone.
My preference would be to keep on the boards, but simply because it enables me to post during lunch break or down times/waiting times during work hours.
I will not block an otherwise unanimous decision, just voicing a preference.


HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

Telekinetic Projectile: 1d20 + 9 ⇒ (12) + 9 = 21 Damage: 2d6 + 4 ⇒ (6, 1) + 4 = 11
"Third time's the charm. Come on, you silly rock..."
Once more, the rock accelerates towards the Skeleton, trying to knock the skull clean off.


HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

I am aware. As you say, Greater Mental is far away. I do intend to acquire more cantrips, as well. Alas, those are not what I am worried about.

I love casters, but more for their versatility than their raw power. <3 Arcanist in First Edition, best from two worlds, especially with Quick Study. But I am quite willing to see how things turn out.
As is evident(as with applying penalty for shooting into melee) I have next to no experience with the system.
Maybe the different handling of Spell DC's helps with certain spells remaining relevant longer, I'll see. I had a chance to create another class, or swap, and I decided to stick with Phai as a sorcerer. As said, quite willing to give it a try - just not initially convinced about some of the design decisions around the class; but not to the point that I'd shy away from it.


HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

Telekinetic Projectile: 1d20 + 9 ⇒ (4) + 9 = 13
Disappointed that the stone missed, Phai focuses on the rock, stopping it in mid-air, then reversing it's direction to accelerate towards the skeleton once more.
But it turns out she was more focused on controlling the stone in a smooth movement rather than on targetting, and the rock misses by a wide margin, zooming by Bertrum as it starts to slow down once more.


HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

Ack. I added the -4 to pretty much any attack roll I made because enemy usually was in melee. *sigh*

Without that penalty...ah well, guess I've been making things hard for myself :)

@Complain about contributing: I am pretty certain I will be able to contribute, what I did - and am - critizicing is the harsh limit on dailys as well as spells known.
With only 3 spells to pick per level, that kind of limits the "fun" picks as well as the utility ones with niche applications. No matter what role you try to fulfill, blaster, controller or else, you'll usually get at least 2 spells targetting different saves or providing different effects, and one backup or buff for when your primary role is countered.
I did pick Sorcerer, and I am quite willing to work around that limitation, I just don't feel, intuitively, that that is a change I like from 1st edition.
And the daily limit means less power creep, in a way, but forces you to rely on cantrips that much more, and mostly affects players. (That NPC guy can nova whatever he has, since he's not usually making it out of the encounter anyway...).

Ah well, been a bit ill this past week, but I'll try to get to do the level-up sometime in the near future. Thanks for the patience.


HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

Hej, I still haven't levelled up yet. Since there is only a limited selection of Feats, I've been trying to find Precise Shot or anything to mitigate firing into Melee.
Since Spell uses "normal" attack rolls rather than touch, the -4 penalty is kind of annoying. But it seems Precise is gone?
What is the replacement? I was unable to find something :/


HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

Phai focuses on a nearby stone, lifting it, then launches it at the skeletons with pure force of mind.
Telekinetic Projectile, into Melee: 1d20 + 9 - 4 ⇒ (10) + 9 - 4 = 15
Bludgeoning: 2d6 + 4 ⇒ (2, 5) + 4 = 11


HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

"Seriously? Dodge this.", Phai waves her hand in an elaborate flourish, creating a trio of magic missiles that home in on the Necromancer.

Magic Missile: 3d4 + 3 ⇒ (4, 3, 4) + 3 = 14


HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

You listed me in Init...just saying the Electric Arc was mine.
I think the Zombie is up.
Unless you want me to try and zap her again! :D


HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

Taking note of the skeletons, and not impressed by the apparent lack of mummification on them, Phai counters the attack on her allies with a spell of her own, causing Electric Current to arc between the woman and one of her Skeletons.
She was not sure if electrocution was efficient against Skeletons, but that made the experiment all the more interesting.

Electric Arc, DC 19 Reflex: 2d4 + 4 ⇒ (3, 4) + 4 = 11


HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

"What kind of undead? The fleshy or the unfleshy ones? Or bloodsuckers? Ohhh...is it a mummy? Or a Deady?", Phai responds, instantly entranced by the topic at hand.

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