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baahk36 wrote:

I'd personally go with an oracle. You can get the healing spells by default but you can really tailor your spell choices to be whatever you want to be. Depending on your mystery and spell choices you could be a front line fighter, a blaster, a controller, a buffer. Really whatever you want. I'd talk with the guy playing the wizard and see what role he is planning on filling and then you can build to compliment.

Druid can also be a good choice. Again they are a flexible class with the added benefit of being able to change your spells every day.

Ehh, to do your job as an out of combat healer probably, you'd need to pick

2nd: Lesser Restoration
3rd: Remove Blindness/Deafness, Remove Curse, Remove Disease
4th: Restoration
5th: Break Enchantment

That's more spells known that I'd personally feel comfortable spending on healing. If you want to do the off-healer thing, do druid or cleric. That way you can prepare them after you find out you need them instead of having to lug them around all the time when you don't.

I'd say witch as well, and start out with the Healing hex. It's not fantastic or anything, but it does CC pretty well.

You get Reincarnate, Remove Curse, Remove Disease, Remove Blindness/Deafness, Heal(7th), and the Paladin gets Restoration as a 1st level spell, which is only 1 level after when the cleric would have it anyway.

Your in-combat healing will be pretty bad after level 3 or so, until you get Heal, but that's not when healing is best employed anyway.

And I'd say that getting an arcane caster is important enough for you to skimp on healing a little bit.

You also get Infernal Healing, which is a doozy.

Edit: If healing is really important to you, grab the Healing patron, and the Hedge Witch archetype. The Cartomancer archetype will let you heal by throwing cards at people, and also use offensive touch spells at range, which is wierd but cool. It also stacks with Hedge Witch.

Same question, different character.

'Insight', is a 10th level sorcerer, but with wierd spells known. She knows every spell on the divination school of the sorcerer list, and no other spells, not even bloodline spells.

Str 11, Dex 20, Con 13, Int 13, Wis 7, Cha 24 (including ABP and level bonuses)

Ballpark power level? Would you be scared s@%@less to face her as a 6th level group of people, or would it just be meh?

So, I'm going to be running a superhero game in the somewhat near future, and I'm putting together some nice villains for the PCs to encounter.

One of the concepts (alright, several of them)is shamelessly lifted from a story called Worm. '1337' (as in "Elite") has a superpower that makes him hypercompetent, to the peak of nonpowered human skill, at anything he tries doing. So he's an olympic-level shooter, a master driver, computer wizard, master of every martial art out there etc.

The only limits is that he's restricted to standard human stuff. He can't throw cars around, teleport, or shoot lightning from his eyes.

Mechanically, that makes him level 6, with the class features of a 6th level Monk, Gunslinger and Rogue. He has average hp for his six d10 hd, 6 ranks in every non-supernatural skill as class skills, and, notably, knows every feat that he qualifies for which does not involve magic.
If a feat can be taken multiple times, he has it once if it stacks with itself, and once for each possible option if it does not.

Roughly how powerful would you say this guy is?

Statline, if it matters, is 15/18/14/8/16/13 (after dual talent +2dex/+2wis, +1dex from lvl)

ABP is in place, no magic items.

For those of you suggesting healers, mass heal and heal is all you really need. No need to specialise there.

Personally, I think cleric is pretty good.

1 spell focus: evocation
3 varisian tattoo
5 power attack
7 intensify spell
9 consecrate spell
11 toughness
13 quicken spell
15 spell perfection; holy word
17 spell penetration
19 spell specialisation; holy word

Get a greater rod of selective spell for when you want to avoid hitting stuff with your holy word.

With a +1 CL trait, HW throws down at at least CL 27, and so is pretty bawler for cleaning up minions.

You'll be able to mix it up in melee too with (quickened) buffs and an even stat spread, and your lower slots work with intensified consecrated blasts.

Not TO by any means, but solid. Remember Planar Binding and the like.

I'm still here as well. I don't know if we'll end up being able to start up before monday, but at least if we're not ready by then, there'll be plenty of time to get there while I'm off to sea for 5 days.

Just a heads-up; I just found out that I'll be gone from the 11th to the 15th. I might have a little internet access, maybe. We'll see.

Most likely, I'll be entirely unable to post here.

4d5 + 3 ⇒ (1, 5, 3, 2) + 3 = 14
4d5 + 3 ⇒ (1, 4, 3, 1) + 3 = 12
4d5 + 3 ⇒ (5, 4, 4, 4) + 3 = 20
4d5 + 3 ⇒ (5, 1, 5, 1) + 3 = 15
4d5 + 3 ⇒ (5, 4, 2, 4) + 3 = 18
4d5 + 3 ⇒ (4, 3, 5, 2) + 3 = 17

Str 13, Dex 11, Con 16, Int 14, Wis 16, Cha 15

1d4 ⇒ 3
1d2 ⇒ 2

Hmm. That's pretty good, but not entirely sure what I'll do with it. Stats come to 9/13/14/14/16/15 after racials, with a +3 and a +2.

I could do something charisma focused, or something wisdom focused, I think. My melee stats aren't that great, except for that constitution. I suppose synthesist would be my best option for melee.

Maybe a stormflavored Druid? I'd probably stick my +2 in wisdom, and the +3... I want to say constitution? You can never have too much of that.

What does the current party lineup look like? Is there something specific you're after in apps?

Well then, it sounds like we're soon pretty set for starting up.

Long and detailed is not neccesarily a prerequisite, but I do need

As soon as I've got that for Rolg, Hariette and Josie, we can get started again :)

Hmmph. No sixteens or above. There goes my xp bonus.

4d6 ⇒ (3, 5, 3, 3) = 14
4d6 ⇒ (5, 6, 3, 3) = 17
4d6 ⇒ (6, 4, 1, 3) = 14
4d6 ⇒ (4, 3, 5, 4) = 16
4d6 ⇒ (6, 4, 1, 2) = 13
4d6 ⇒ (4, 6, 5, 3) = 18

15, 14, 13, 13, 12, 11,

I forgot, to be honest.

I think we'll go with the method originally described. It seems cleaner in PbP.

Ahem. If that's what you're after, get EWP: Bastard Sword, and run around two-handing a Huge bastard sword for 3d8 damage.

I'm bowing out, I think. I've been keeping tabs on the IC & ooc, and if that's the current pace, I'd need something more frequent than that, I'm afraid.

A scizore makes for a fairly interesting martial 1-handed piercing melee weapon. The morningstar is a simple alternative, and has no -1 to hit attached.

There's also the rapier or the Estoc, but why be boring? Crit range, that's why.

Power Attack and Deadly Aim can only be used if you have at least +1 base attack. Combat Expertise can be used regardless of base attack.

Redelia wrote:
If it impacts anyone's decisions, you should know that an ecclesitheurge is a little squishier than a wizard, because they can't buff themselves with mage armor. Thus, I can't be a frontline fighter at all, or help the rogue by flanking.

That sounds like maybe a nudge towards the mesmerist? That way we have the eidolon and the mesmerist on the frontlines, and the ecclesitheurge and the summoner on the backlines.

Bard, bloodrager or alchemist would all fit in pretty well, I think.

Álmos wrote:

Small size characters can carry proprotionately more. Their carrying capacity is 3/4th of a Medium, but all their equipment weighs half as much as medium equipment.

This is my Spirit Summoner and his Eidolon. I just need to change his trait Chance Savior for something else and tweak the background a little.

Cool. Your eidolon reminds me of the binder vestiges in 3.5e. I like it.

Option 5, as I read the rules.

You cannot wear Armor or Shields, regardless of whether you had a hand in their creation or not. If they are not armor or shields, you can use them, even though they give AC bonuses. Bracers of armor would be fine, as would a set of archmage's robes.

That archetype really would have made a lot more sense if their faith actually gave them some defensive abilities, but I digress.

I'm fine with stat-dropping, but I pay more attention to carrying capacity for low-strength characters. You won't be wearing armor, so I don't really think it will be an issue.

Unless you end up small size, or something like that.

Nah. It's fine.

Yeah, stat rolls are a good idea. Remember the fallback 20 point buy - you can have dual 16s, at least.

We'll start you off with maximum gold for your class this time.

Hmm. Sure.

Sounds good. What is the mesmerist's general role? I must admit I'm not too well-versed in psychics.

Redelia wrote:
There's one place where the rules are slightly grey that has a major impact on the character concept I'm considering. Does a cleric with wizard spells available as domain spells get the ability to use wands of that spell? If I take the fire domain, I would want to eventually use a wand of fireball, for instance. The consensus on the boards seems to be yes, because the spell is added to that character's spell list, but I just wanted to make sure, because I can see the argument for the other side.

Yes, I'd say it works that way. Keep in mind that the reflex dc on a fireball from a wand is only 14, though. You might want to see about crafting or purchasing a custom staff instead. For comparison, a staff containing only fireball would be 800gp*8*3=19200gp, while a wand would be 750gp*3*5=11250gp.

As for half-giants, eh, all right, sure. Not too keen on psionics in general though.

I'd be fine with picking up a fifth player, if everyone wants to. You'd lacking a level behind most of the time, and have a commensurate lower amount of gold availible, but the action economy should probably make up for that.

I don't mind you running another snowcaster elf, Redelia.

Preferably, I'd wait to start recruitment for a fifth guy until I knew what everyone is playing. It sounds like most of you are still in the initial concept phase and wanting to coordinate.

Personally, I like the 'standard' party with someone on the front line, someone who has access to divine magic, and someone with arcane magic, but that's just me, and I've seen less standard parties run as well, if not better, at least at low levels.

It's first level. That stuff happens when the dice roll that way.

Well then. That was a bust.

Are all of you up to trying once more? I shall be rebalancing a little bit, I think. And maybe hope I stop rolling 13+ all the time.

No need to make assumptions: Both arrows hit. Zombies are not the nimblest of foes.

Kandar's arrows punch two holes clean through the things chest, armor and all. It's not enough to stop it, however, and it keeps coming.

1d20 + 4 ⇒ (16) + 4 = 20, 1d6 + 4 ⇒ (4) + 4 = 8

A. stabilisation: 1d20 + 1 ⇒ (13) + 1 = 14


You're standing on a modest pile of loot, if you aren't too particular. Although admittedly, some of it is on fire.

Soliana, while you're at it, I did short-change you a stabilization roll for last round, so feel free to roll that too.

As it seems we're sticking with this, Kandar's turn is coming up.

Okay, so this is Anna Verriendes, an aasimar cleric of elven heritage.

She's kind of old, well into middle age. As for her role, she's a pretty archetypical cleric of Desna, she has some divination stuff, some evil-blasting stuff, and healing on tap.

She also has a fair bit of melee-related abilities. That's partially a product of me believing that the cleric works best as an off-tank, and partially because I like the idea of this lady who's a fortuneteller of Desna who also happens to be a fairly brutal fighter, in medium armor and wielding a mace.

If we do actually TPK, I'd be happy to run a new game of Reign of Winter for you. You'd create new characters, and we would start off just before you reached the massacre site. It will be an alternate continuity kind of deal, where this adventuring party never happened. Incidentally, you'd be out there on behest of the city council, setting out to find Lady Thea Argenta, removing whatever is causing the wintry weather being your secondary objective.

If that doesn't appeal to some of you, but others want to continue, we'd try to find replacements for those of you who drop.

Do you allow Quicken Spell to work with Sacred Geometry? I'm thinking of making a cleric, and that's a good way to get room for low-level buffs.

So. What school of thought are you guys? We can bail you out. Do the rest of the fight cutscene style, with you finding hidden reserves of strength, and decide that Kandar ends up the last man standing, and you all limp back to Heldren to lick your wounds, see if that priest has some healing stored away for a rainy day, and try again tomorrow.


We can let Kandar and mister Z duke it out, and let the dice fall where they may.

This sure doesn't look good. Very real chance of TPK here.

Amel valiently steps up to the bid, brandishing his scimitar.

1d20 + 4 ⇒ (2) + 4 = 6

He utterly fails to do anything to hamper the undead's mobility, but *does* manage to get its attention with a gruesomelooking cut down its left upper arm.

1d20 + 4 ⇒ (20) + 4 = 24, 1d20 + 4 ⇒ (5) + 4 = 9, 1d6 + 4 ⇒ (4) + 4 = 8

Amel goes down as the creature digs deep gouges in his chest. Kandar can hear a gurgly noise accompanying the young man's gasping breaths.

Speaking of, I think it's Kandar's turn now. And Soliana can roll a stabilization check.

Edit: Aaand I totally overlook Kandar's post. Derp.

Don't mind me, currently updating.

These weren't fast zombies. They just 5ft stepped and attacked. I'm fairly certain you can still take free actions while staggered.

The zombie that just now slammed Kandar was using a standard action charge, which you can do if you're restricted to a standard action in one turn, such as in the surprise round or when you're staggered. In that case, you can only move once your speed, and don't get a +2 to hit, but you still get the -2 AC.

Edit: All right, so Thanata and Ahti are stable, and Soliana is bleeding heavily.

The zombies burn, and the carriage with them. At this point, it could still be saved, if you drag the upholstery out of there in a hurry. Noone are really in a position to do so, however.

Kandars next arrow is well aimed, and appears to cut a spinal cord. Or something. Regardless of the cause, it stops moving. His next shot is a clean hit as well, but doesn't accomplish much, despite the cold iron arrowtip.

Z2 fire: 1d6 ⇒ 5
Z3 fire: 1d6 ⇒ 3

Amel hacks wildly at the burning guard with his curved blade, and severs its neck with several blows.

1d20 + 4 ⇒ (13) + 4 = 17, 1d6 + 5 ⇒ (2) + 5 = 7

The sole remaining walking dead comes down on Kandar in an uneven charge, reaching for the archer's throat.

std action charge: 1d20 + 4 ⇒ (18) + 4 = 22, 1d6 + 4 ⇒ (3) + 4 = 7

Yeah, let's hope he pulls through here. As an aside, I haven't been keeping track of Kandar's movement, but remember that you can only five-foot step while full attacking, right?

Edit: And he does pull through! Zombies hit really hard at level 1, I see. Good thing I didn't have them power attack.

Edit2: Looking over your sheets, noone brought any healing. That's going to suck.


Well, yikes.

Those of you who're still standing, it's your turn.

The rest of you, try to stabilize.

Luckily, two of three zombies are on fire, so that helps, a little.

The point of Ahti's sickle catches on the zombie's leather armor. She scrambles to avoid ending up in close quarters, and has little time for another swipe.A miss.

Thanata's fire wash over the walking dead and the carriage behind them, leaving flames in their wake. The two closest to her catch on fire, and the flames catch on to the expensive upholstery inside the carriage.

It's a beautiful shot, right in the eye-socket. It does not, however, seem to slow the zombie down much. His next arrow goes wide. Damage reduction reduces the damage to 0.

Amel draws his curved sword, and slashes wildly at the arms of the guardsman descending on Ahti.

Reactive Mechanics and Amel's Turn:
Zombie 1: refDC14: 1d20 + 0 ⇒ (18) + 0 = 18
Zombie 2: refDC14: 1d20 + 0 ⇒ (6) + 0 = 6
Zombie 3: refDC14: 1d20 + 0 ⇒ (2) + 0 = 2

Amel Attack vs. Zombie 3 1d20 + 5 ⇒ (5) + 5 = 10

The zombies stagger across the grass, one of them biting into soliana, while another goes after Ahti. The third closes in on Thanata, raching out for the snowcaster with the blackened ruins of flaming hands.

Zombie attacks:
VS Soliana:1d20 + 4 ⇒ (13) + 4 = 17, damage: 1d6 + 4 ⇒ (6) + 4 = 10
VS Ahti:1d20 + 4 ⇒ (14) + 4 = 18, damage: 1d6 + 4 ⇒ (5) + 4 = 9
VS Thanata:1d20 + 4 ⇒ (13) + 4 = 17, damage: 1d6 + 4 ⇒ (5) + 4 = 9


Okay, so everyone uses 45 point buy, instead of rolling? I can certainly live with that.

So, I kind of need to know what Thanata does. Our talk kind of devolved into rules instead, but I do need to know.

As I see it, your options are:

1) Risk setting fire to the carriage.
2) Delay until after Amel and hope he gets out of the way, so you can five-foot step into the space below the one he's currently occiopying.
3) Do the same thing without delaying, and include Amel in the line of fire.
4) 5'step south and tag only the two northmost zombies.

Burning Hands uses the same 'creatures' language.

If you need to think of it as a houserule, that's fine. Nevertheless, AoE fire stuff(especially the sort that makes creatures catch on fire, such as the effect in question) will set fire to things that can reasonably be expected to catch on fire, unless it specifically mentions that it does not, regardless of whether its a spell, alchemical item, SU ability etc. etc.

Rule of thumb: If it can make creatures catch on fire, it can make objects catch on fire. If it's an instantaneous effect, such as fireball, it might not set things on fire. If it's a lasting fire effect, such as wall of fire, it will probably set things on fire.

That's too nitpicky for me, I'm afraid. It's a line of fire, that, unlike burning hands and the like, actually sets fire to stuff. It sets fire to wood.

I'll generally allow recons until the round has passed.

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