Lem

Smoak Shadow's page

188 posts. Alias of Brodnine.


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You have a priest cast lessor restore on you every few hours and you cn get 10-15 hrs in easy. 15 hrs =3 months of work. 4 x a month =1 yrs work in a month.

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Would shield of reckoning use up 2 reactions if you had the extra reaction for Champions reaction? Or does it use up your reaction to do both but you would still have your other reactions for further use in the round?

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The Monk Catchers up to the fighter at Level 5 ,expert unarmed and passes them at level 13 Master unarmed.

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Would force ward protect against undead's draining or damaging attacks that don't do actual damage. Like a shadow doing only strength damage on a hit?

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Can this feat be taken more then 1x to get other resistances.

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If I have a kinetist with force ward and one level of oracle giving him life link would the force ward take the life link damage first?

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Some thoughts on the playtest
Kineticist
Burn should be 1/2 level rounded up otherwise at high levels it is way too high. A 10 th level water Kin decides to upgrade his armor so it gives him
7 points of armor and 3 burn= Temp 30 HP. That's alot.
Can you use a move action to reduce the burn when buffing?
Kinetict heal.
If you use a move action to reduce the burn by 1=neverending heal. Should be minimum burn of 1. This will lead to a lot less deaths if everyone has Temp HP damage.

Kin DCs
DC should be dice based.
DC 10 +con + number of dice rolled for damage. Combined power=1/2 dice rolled.

The class probaly needs some feats to reduce burn on powers to put them on a par with spell casters or allow specilization to be on specific powers or empower.

Exp 11 Kin does a combined empowerd blast =3 burn. Move action reduces it to 2 burn. Single target non touch attack=12D6+12 plus con. Say a 22 con=12D6+18 avg damage=90 but if it cost 22 temp hp to do=very limited. A Red Dragon sor can do use a 4th level spell slot to do a empowered scorching ray for almost the same damage and will have the versitility of 1st-5 level spells at that point.

Occultist Probaly needs a full BAB and the ability to take more then one Impliment abilty per implimant. They should also get as a class skill the skill a implimant improves. Exp Compass gives a bonus to survival but survival isn't a class skill.

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Some thoughts on the playtest
Kineticist
Burn should be 1/2 level rounded up otherwise at high levels it is way too high. A 10 th level water Kin decides to upgrade his armor so it gives him
7 points of armor and 3 burn= Temp HP. Can you use a moveactgion to reduce
the burn when buffing. Kinetict heal. If you use a move action recuses the burn by 1=neverending heal. Should be minimum burn of 1. This will lead to a lot less deaths if everyone has Temp HP damage. DC should be dice based.
DC 10 +con + number of dice rolled for damage. Combined power=1/2 dice rolled. The class probaly needs ome feats to reduce burn on powers to put them on a par with spell casters.
Exp 11 Kin does a combined empowerd blast =3 burn. move action reduces it to 2 burn. Single target non touch attack=12D6+12 plus con. Say a 22 con=12D6+18 avg damage=90 but if it cost 22 temp hp to do=very limited. A Red Dragon sor can do use a 4th level spell slot to do a empowered scorching ray for almost the same damage and will have the versitility of 1-5 level spells at that point.

Occultist Probaly needs a full BAB and the ability to take more then one Impliment abilty per implimant. They should also get the as a class skill the skill a implimant improves.

Dark Archive

Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

Rd 9 Smaok places the lockpicks and the dagger on the ground in his hiding place.

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Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8


Rd 1 I double move (Crawl)down the hall stealhly No mvt negitives for me
Rd 2 I get to finsih crawling down the hall and get into the other room
Rd 3 I Listen in on the guards and see how many they are
Rd 4 I play charades
RD 5 I play Chardes
Rd 6 I go in the room grab the horn
Rd 7 I put the horn in the cell
Rd 8 I hide
Rd 9 Grefeild Sneaks down the hall

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Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

Also I had said to mess around with the veil and grab two keys before I went down the hall. I steahed down the hall made the turn saw what I saw. Listend in on the gaurds, Looked over the guard room.Went back in the hall. Played charades with the group in the cell. Went back in the room grabbed the horn went back in the hall put the horn in the cell. Went back in the room and hid. That should have givin Khara a few rounds to do the potion thing before Grefeild went down the hall.I just made alot of posts before anyone else did

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Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

Don't be impatiant here. I think everyone in the cell would have waitied for Khara as she experimented with the potion in a attmept to heal before possible combat, before going down the hall.After that the rd 1,2,3 thing should start as the group acts together, or we are evil impatiant bastards and just go and if it kills us all so be it

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Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

khara is still in the cell trying to figure out if the potion will heal her.She can act in rd 3. It's a 30 feet long 10 foot wide hallway to a turn into that you cant see. Khara definitly can't charm anyone from the cell.Ana and Nosh havent posted yet.If you are not stealhty you will probly trigger combat when you go down the hall and Khara is 2 more rds from being able to even move down the hall.At this point people should wait for Khara to see if the potion heals her. If not maybe she will be invisible or something else useful. Then the sneaky people should go first so we have people in place if someone is heard. Cudjit should go the same round as the others just last and Nosh should wait since it's tough to cast spells and the less people moving the less chance of being heard. As before get the guy with the horn first. You have seen me put a horn in the first cell by the end of the hall. Greyfeied has snuck down the hall and made the turn so you no longer see him. Once Khara is caught up the three of you should sneak down the hall. If you re heard its most likely Inititive with you three down the hall. Hopefully Grefelid can grapple the guy with the horn until the everyone else can help if you are heard.Once the fighting begins Nosh can start down the hall and rejoin the party. I have posted what I will do once combat starts.

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Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

If and when the party engages the guards I will attempt to get the keys and check and see if the gate is locked.

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Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

I don't know if you can use the one after a fail. The downside to using perception is if it's poision roll saving throw.

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Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

Are there ashes in the firplace? If so I rub some on my hands and face

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Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

You can also use perception to ID potions DC 15+spell level

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Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

hide in FP: 1d20 + 15 ⇒ (3) + 15 = 18

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Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

A fireplace seems an appropriate spot for Smaoak to hide

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Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

Is there a place in the room I am in that I could hide if guards were to come into to investigate noise coming down the hall? Something bigger then a chair that could give me cover. If not I will hide in the 1st cell and wait for the others to decide what they are doing.

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Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

Smoak puts the horn in the first cell through the bars quietly

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Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

stealth: 1d20 + 15 ⇒ (18) + 15 = 33

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Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

acrobatics: 1d20 + 8 ⇒ (15) + 8 = 23

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Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

I would like to make a grab for the horn first.

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Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

Are the keys and horn that are hanging on thw wall in line of sight of the guards?

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Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

Smoak then puts one hand under his head and once again pulls two fingers across his neck. He then goes on tip toes and slouches foward and then points to the others

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Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

Smoak hold up one finger and puts his other hand over his head.
He then holds up one finger and puts his other hand under his head.
He then puts up one finger and then puts both his hands together side ways and rests his head on them.
He then takes one hand and puts it under his head and puts a fist to his mouth.

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Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

Smoak continues to listen to the guards speak

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Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

How big is the guard room?

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Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

How wide is the 60 foot hall?, how wide is the 30 foot area that leads to the guard room.

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Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

Everyone is out of their manticles at this point

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Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

Smoak takes two fingers and passes them across his neck

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Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

Cross blood sor question. I was looking at the board and there was discussion as to wether they should learn a spell upon attaining 4th level and then at fifth level not get the spell known for that level as they have 1 less spell known for each level of spells. Some felt it was too harsh to not get 2nd level spells until level 5 while wizards get them at level 3. I am fine either way it just makes a differance on when I can go arcane trickster. At level 4 I would have 2nd level spell slots but if I dont know a 2nd level spell I would have to wait until fifth level Sor b4 i go trickster. I remember you wondering if there was a way to get to trickster faster but there really isnt.The learning of spells would apply to all even levels of Sor when you would obatain new levels of spell slots. Not a huge issue once I can use spell slots to empower spells etc but at lower level I will pretty much be a non damage dealing trap finder and I'll make Trickster at 6th level instead of 7. Like I said not a huge issue either way but matters for the planning out of my advancement.

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Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

perception: 1d20 + 8 ⇒ (8) + 8 = 16 additional+1 to spot traps

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Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

I then Grinch my way down the hall

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Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

Smoak whispers, Khara don't forget the keys, we may need a place to hole up for a few days while the law tries to track us down.

Dark Archive

Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

Can I see into the guard room from here or do the open doors provide some cover? How long is the hallway to those open doors?
I would like to if possible sneak up to a point where I can see how may guards are in the room and if I can see where the horns are, on them, on their chairs etc.

Smoak whispers I'll go ahead and see how many guards they are . I will hold up my fingers to you with the number. While I am gone see if there is anything else useful in the viel. I recommend the sneakist crawling after me once I get a look. I would not mess with the window patch it looks like it may be bulky

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Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

Right now Smoak is peeking out of the cell while prone to see what the situation is down the hall.and yes very Vince like

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Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

Ok I am off to PFS good luck with the guards. I will provide flanks if able.

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Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

Smoak stealthy peers out of the cell to see if the coast is clear, he is prone
stealth: 1d20 + 15 ⇒ (14) + 15 = 29

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Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

Smoak whispers Time to sneak, Sir C you said one of he cells has a prisoner,perhaps a ally if we free them

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Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

Sweet i was about to blow all my nochs

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Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

I look at the lock how tough does it look

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Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

dagger=short sword for a halfling

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Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

I will make my roll assist if possible being as stealthy as possible

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Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

As decided before Cudjit and me get weapons from the viel, then with Khasa assist we will attempt the cell door. With M/W picks she is +10 so as long as she doesnt botch she assists me

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Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

Once early on a bluff chance

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Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

all free viel time

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Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

i use my last use of adaptable luck to make that a 20

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Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

gnosh feet
feet: 1d20 + 14 ⇒ (5) + 14 = 19

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