A Man and his Dog, summoner playtest at level 9


Round 2: Summoner and Witch

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RPG Superstar 2013 Top 16

WarmasterSpike wrote:
I think this is straying a bit from play testing... Could you maybe get somebody else to run the opposing mobs and see how it goes. We are getting dangerously close to "my dad can beat up your dad". I think you are on to something with using average rolls, but it is opening you up to tactical criticism.

Uhm, yes. You are right.

I would like to propose the following:

I'll use my latest creations. Average roll system is used. 4 other posters play the PCs as provided by wraithstrike.

Encounter distance is still 90 feet with no cover, concealment, whatever.

Anyone game?


lastknightleft wrote:
Mahrdol wrote:
lastknightleft wrote:
Kolokotroni wrote:
The only thing i would say is you forgot about PC ability to run assuming a straight line (in the first round), and you make wall of fire alot better then it is by refusing to move characters through it. Essentially it gave the summoner 2 rounds to prepare for the party. And I think even though this is just an 'average roll' playtest it shows the summoner is very deadly if given time to prepare for a fight.
Dude no-one in real life is running through a 15ft wide wall of fire, it just ain't happening, I'm sorry. I know this is fantasy and all, but that's just taking it to far, if they had fire resistance going I could see it maybe but nobody runs through a wall of fire 15ft wide willingly.
Wall of fire?? First round the Fighter and Rogue both could have run before the summoner went and flanked him. Unless he precast wall of fire before the fight.
I don't disagree, I'm just saying that there has to be some level of okay that's too much and having a guy willingly charge through 15 feet of really hot flames feeling your flesh litterally singe and burn, actually it might not hurt after about 5feet because all the nerve endings in your flesh have been burned off, oh don't forget the joy that once you're on the other side you'll literally be able to just scrape your burnt skin exposing raw flesh underneath, but I just don't buy it at all that someone would do that to themselves willingly.

I do, really our PCs are constantly getting hit by every type of nasty thing. If they were in combat and didn't think it would kill them, which being more than super-human at that level they wouldn't, they would do it.


lastknightleft wrote:

Oh and I think it's been thoroughly proven in multiple threads that the stat boost for size increase need to be limited. We made then smaller for AnCo's we need to keep them reduced for Eidelons as well. I want to be able to go to large and huge size, but a +8 increase in str for each boost is too much.

Take as a comparison trying to boost your str with ability boost, If you pay just one more evo point you get +4 more str, to get that same boost with ability increase it would cost you 8 evo points and you'd have to be level 18 to get it. And large size also gives you +4 con, and the only drawback is a -2 to dex. So you can either pay 2 points for an effective +2 or pay 3 points for an effective +10 to your combat stats, the comparison is ludicrous.

I think large size increase needs to provide a +2 to strength +2 to con and -2 to dex and a +1 to nat armor, that way your effective stat boost is = to the points you paid for it, 3 points for +3 total and you get stat mods and defecits to the appropriate abilities.

Huge should do the exact same. granted then your paying more points than you get boosted, but yo get the advantages of huge size.

If all battles occured in nice large fields I would agree with you, but everyone seems to ignore one thing. Your large or huge... you can't go a lot of places with the party. This is the biggest disadvantage. Bad guys in that fortress. To bad summoner your buddy can't fit through the front door.

Sovereign Court

Actually I'm curious to see how it would play out if you used my suggested alteration to large and huge size stat mods, think you could give it a try?


Darkjoy wrote:
WarmasterSpike wrote:
I think this is straying a bit from play testing... Could you maybe get somebody else to run the opposing mobs and see how it goes. We are getting dangerously close to "my dad can beat up your dad". I think you are on to something with using average rolls, but it is opening you up to tactical criticism.

Uhm, yes. You are right.

I would like to propose the following:

I'll use my latest creations. Average roll system is used. 4 other posters play the PCs as provided by wraithstrike.

Encounter distance is still 90 feet with no cover, concealment, whatever.

Anyone game?

I got an idea the party runs into a small area where the dog can't go because of his size, dog now being completely negated, the party destroys the summoner.

Even the environment in this is perfect for the summoner.

Sovereign Court

xJoe3x wrote:
lastknightleft wrote:

Oh and I think it's been thoroughly proven in multiple threads that the stat boost for size increase need to be limited. We made then smaller for AnCo's we need to keep them reduced for Eidelons as well. I want to be able to go to large and huge size, but a +8 increase in str for each boost is too much.

Take as a comparison trying to boost your str with ability boost, If you pay just one more evo point you get +4 more str, to get that same boost with ability increase it would cost you 8 evo points and you'd have to be level 18 to get it. And large size also gives you +4 con, and the only drawback is a -2 to dex. So you can either pay 2 points for an effective +2 or pay 3 points for an effective +10 to your combat stats, the comparison is ludicrous.

I think large size increase needs to provide a +2 to strength +2 to con and -2 to dex and a +1 to nat armor, that way your effective stat boost is = to the points you paid for it, 3 points for +3 total and you get stat mods and defecits to the appropriate abilities.

Huge should do the exact same. granted then your paying more points than you get boosted, but yo get the advantages of huge size.

If all battles occured in nice large fields I would agree with you, but everyone seems to ignore one thing. Your large or huge... you can't go a lot of places with the party. This is the biggest disadvantage. Bad guys in that fortress. To bad summoner your buddy can't fit through the front door.

Actually even if the dog was the size of a horse, it could fit through the door, remember the shape is determined by you and a dog can squeeze through a door not his size, I've seen big dogs get into doghouses where the door to the house was about 2/3s their size. It's also not unreasonable to expect that every once in a while a fight will happen in that kind of terrain. So you can't say his playtest is invalid because they happen to be outside unless you're saying PCs never go outside. Why not actually do what he's suggesting and playtest it, I did, and posted my results, and the summoner was beaten, but I'm going to do it again, rather than just keep saying no you're wrong. You're wrong, you're wrong, you're wrong, you're wrong.

RPG Superstar 2013 Top 16

xJoe3x wrote:
Darkjoy wrote:
WarmasterSpike wrote:
I think this is straying a bit from play testing... Could you maybe get somebody else to run the opposing mobs and see how it goes. We are getting dangerously close to "my dad can beat up your dad". I think you are on to something with using average rolls, but it is opening you up to tactical criticism.

Uhm, yes. You are right.

I would like to propose the following:

I'll use my latest creations. Average roll system is used. 4 other posters play the PCs as provided by wraithstrike.

Encounter distance is still 90 feet with no cover, concealment, whatever.

Anyone game?

I got an idea the party runs into a small area where the dog can't go because of his size, dog now being completely negated, the party destroys the summoner.

Even the environment in this is perfect for the summoner.

If you don't want to play, showing off your tactical wizardry, well. I must then conclude that my tactics must be sound and all your posts regarding them are invalid.

Step up Joe, bring it on ;>


lastknightleft wrote:
xJoe3x wrote:
lastknightleft wrote:

Oh and I think it's been thoroughly proven in multiple threads that the stat boost for size increase need to be limited. We made then smaller for AnCo's we need to keep them reduced for Eidelons as well. I want to be able to go to large and huge size, but a +8 increase in str for each boost is too much.

Take as a comparison trying to boost your str with ability boost, If you pay just one more evo point you get +4 more str, to get that same boost with ability increase it would cost you 8 evo points and you'd have to be level 18 to get it. And large size also gives you +4 con, and the only drawback is a -2 to dex. So you can either pay 2 points for an effective +2 or pay 3 points for an effective +10 to your combat stats, the comparison is ludicrous.

I think large size increase needs to provide a +2 to strength +2 to con and -2 to dex and a +1 to nat armor, that way your effective stat boost is = to the points you paid for it, 3 points for +3 total and you get stat mods and defecits to the appropriate abilities.

Huge should do the exact same. granted then your paying more points than you get boosted, but yo get the advantages of huge size.

If all battles occured in nice large fields I would agree with you, but everyone seems to ignore one thing. Your large or huge... you can't go a lot of places with the party. This is the biggest disadvantage. Bad guys in that fortress. To bad summoner your buddy can't fit through the front door.
Actually even if the dog was the size of a horse, it could fit through the door, remember the shape is determined by you and a dog can squeeze through a door not his size, I've seen big dogs get into doghouses where the door to the house was about 2/3s their size. It's also not unreasonable to expect that every once in a while a fight will happen in that kind of terrain. So you can't say his playtest is invalid because they happen to be outside unless you're saying PCs never go outside. Why not actually do what he's suggesting and playtest it, I did, and posted my results, and the summoner was beaten, but I'm going to do it again, rather than just keep saying no you're wrong. You're wrong, you're wrong, you're wrong, you're wrong.

I am saying that it completely ignores a long term factor. Large/huge creatures and small spaces. I am seeing a lot of complaining about large and huge, but most seem to be forgetting the main downside to those. It means you will be w/o our eidolon in many places.

Refer to my next post for why I don't really care to do a single battle playtest.


Darkjoy wrote:
xJoe3x wrote:
Darkjoy wrote:
WarmasterSpike wrote:
I think this is straying a bit from play testing... Could you maybe get somebody else to run the opposing mobs and see how it goes. We are getting dangerously close to "my dad can beat up your dad". I think you are on to something with using average rolls, but it is opening you up to tactical criticism.

Uhm, yes. You are right.

I would like to propose the following:

I'll use my latest creations. Average roll system is used. 4 other posters play the PCs as provided by wraithstrike.

Encounter distance is still 90 feet with no cover, concealment, whatever.

Anyone game?

I got an idea the party runs into a small area where the dog can't go because of his size, dog now being completely negated, the party destroys the summoner.

Even the environment in this is perfect for the summoner.

If you don't want to play, showing off your tactical wizardry, well. I must then conclude that my tactics must be sound and all your posts regarding them are invalid.

Step up Joe, bring it on ;>

I already complained about how a single battle is not what I would call a good playtest. I will be playtesting a campaign. That would be a poor conclusion.


Mahrdol wrote:
wraithstrike wrote:

The wizards should open up with battlefield controlling or buffing spells for the fighter, not for himself. The fighter should be hasted*, and the rogue should follow him into combat to get the flank. The cleric can cast silence on the fighter weapon to stop any opposing bad guys from casting spells. I really hate silence, when its used against me. The cleric casting bull's strength on the fighter wont hurt either. From there let the battle dictate the spells.

*This assumes that a better tactic is not available.

The wizard should be built to go first. I would switch wis for dex improve init and change a few spells. like fear and sleep, add enfeeble ment and magic missle Wizard should slow or glitterbust. Both really bad for summoner and dog.

Cleric should have dismissal and basically the dog has no chance to save so he is gone round 1 unless summoner can disable her or makes very lucky save.

The fighter and rogue should both ready bows to interrupt the summoners spells and spell like abilities since they are 90' away. With his low ac and low concentration chances are he is going to lose the spell or sp if either of them hit him.

If played right The summoner really needs to win init or make lucky saves or it is pretty much over first round.

I was trying to hurry and get it in before the OP ran his test otherwise I would have built one from scratch, but I do agree the caster should be the first to go, or the party having worked together long enough should have a basic idea of what to expect from each other.


Darkjoy wrote:
WarmasterSpike wrote:
I think this is straying a bit from play testing... Could you maybe get somebody else to run the opposing mobs and see how it goes. We are getting dangerously close to "my dad can beat up your dad". I think you are on to something with using average rolls, but it is opening you up to tactical criticism.

Uhm, yes. You are right.

I would like to propose the following:

I'll use my latest creations. Average roll system is used. 4 other posters play the PCs as provided by wraithstrike.

Encounter distance is still 90 feet with no cover, concealment, whatever.

Anyone game?

I do have a game later tonight, but I am not the DM. You give me the stats for your guys, and I will run the try to run playtest before I leave.

I will use 11 and 10 as the average rolls.

I will use the same standard I used when a summoner's pet beatup a barbarian in another thread. I will check back in about 15 minutes for posted stats.


xJoe3x wrote:
lastknightleft wrote:

Oh and I think it's been thoroughly proven in multiple threads that the stat boost for size increase need to be limited. We made then smaller for AnCo's we need to keep them reduced for Eidelons as well. I want to be able to go to large and huge size, but a +8 increase in str for each boost is too much.

Take as a comparison trying to boost your str with ability boost, If you pay just one more evo point you get +4 more str, to get that same boost with ability increase it would cost you 8 evo points and you'd have to be level 18 to get it. And large size also gives you +4 con, and the only drawback is a -2 to dex. So you can either pay 2 points for an effective +2 or pay 3 points for an effective +10 to your combat stats, the comparison is ludicrous.

I think large size increase needs to provide a +2 to strength +2 to con and -2 to dex and a +1 to nat armor, that way your effective stat boost is = to the points you paid for it, 3 points for +3 total and you get stat mods and defecits to the appropriate abilities.

Huge should do the exact same. granted then your paying more points than you get boosted, but yo get the advantages of huge size.

If all battles occured in nice large fields I would agree with you, but everyone seems to ignore one thing. Your large or huge... you can't go a lot of places with the party. This is the biggest disadvantage. Bad guys in that fortress. To bad summoner your buddy can't fit through the front door.

I also agree this is a factor, and a playtest can't replace an entire adventure. I think after having to leave their buddies, like paladins sometimes have to leave mounts people will leave the Eidolons medium or no bigger than large in order to use them.


xJoe3x wrote:
In a one fight event melee classes get boned. One of their biggest strengths is their long term fighting ability over the entire day. This also takes away one of the biggest weakness of casters, not having to use spells sparingly. One fight playtests... now so balanced to begin with.

You're pre-supposing infinite healing, then, if the warriors can fight all day? In that case, you're violating the "conserve finite resources" clause, or at least applying it lopsidedly. If warriors can go nova in terms of losing a lot of hp in one fight (knowing that the cleric will just blow a whole bunch of channels and healing spells on them after each combat), then the casters can go nova in terms of using a lot of spells (knowing they can rest or rely on wands and scrolls the rest of the day).

Otherwise, if you're artifically capping the number of daily uses that can be expended in one fight, then as soon as a fighter goes below 3/4 hp he should be removed from the scenario.

RPG Superstar 2013 Top 16

wraithstrike wrote:

I do have a game later tonight, but I am not the DM. You give me the stats for your guys, and I will run the try to run playtest before I leave.

I will use 11 and 10 as the average rolls.

I will use the same standard I used when a summoner's pet beatup a barbarian in another thread. I will check back in about 15 minutes for posted stats.

Please use these stats

New Dog
Large Quadropred eidolon
Free evolution: bite, limbs (2)
Init +2
HP 84
F +10 R +8 W +2
Feats: toughness, improved natural attack (bite, claw, tentacle)
No skills allocated
Speed 40
Evolutions (13)
Large (3)
Claws (1)
Pounce (1)
Bite (1)
Tentacle x6 (1)
Improved damage bite (1)
S 26, D 15, C 18, I 7, W 10, C 11
Attacks:
Bite +16 (3d6+12)
2 claws +16 (1d8+8)
6 tentacles +14 (1d8+4)
BAB +8
CMB +17
CMD 29

New-Man – male human 9th level summoner
S 8, D 14, C 18, I 12, W 10, Ch 16
(used elite array: 15,14,13,12,10,8)
Init +6
HP = 86
AC = 16 (chain shirt +dex)
Feats: toughness, improved initiative, great fortitude, lightning reflexes
Items: cloak of charisma +2
Fort +9 Ref +7 W +6
Spells known:
3 – black tentacles, greater invisibility, stoneskin, wall of fire
2 – barksin, slow, protection from arrows, bull’s strength, blur
1 – shield, enlarge person, reduce person, magic fang

BAB +6
CMB +5
CMD +18


Kirth Gersen wrote:
xJoe3x wrote:
In a one fight event melee classes get boned. One of their biggest strengths is their long term fighting ability over the entire day. This also takes away one of the biggest weakness of casters, not having to use spells sparingly. One fight playtests... now so balanced to begin with.

You're pre-supposing infinite healing, then, if the warriors can fight all day? In that case, you're violating the "conserve finite resources" clause, or at least applying it lopsidedly. If warriors can go nova in terms of losing a lot of hp in one fight (knowing that the cleric will just blow a whole bunch of channels and healing spells on them after each combat), then the casters can go nova in terms of using a lot of spells (knowing they can rest or rely on wands and scrolls the rest of the day).

Otherwise, if you're artifically capping the number of daily uses that can be expended in one fight, then as soon as a fighter goes below 3/4 hp he should be removed from the scenario.

Eh this is not worth arguing over after the latest nerf to the summoner.

RPG Superstar 2013 Top 16

Actually, I wanted to play per post but your playtest sounds fine too.


his is an average result on every roll playtest: d20 =11 d12=7 etc etc

Initiative

Rogue
Fighter
Summoner
Cleric
Wizard

Round one
Rogue moves 30 ft towards summoner and Eidolon and readies an action ( as soon as Dog starts charging him he will jump 20 ft to the side, going torero on its ass)
fighter moves (about 20 ft. diagonally), draws his composite longbow [+3Str]( more fitting for a fighter) and readies an action to dirupt a casting ( or SLAing) Summoner
Summoner starts casting wall of fire and takes 8 Poins of damage, succeeds at concentration check, Rogue takes 5 points of damage
Wizard casts Glitterdust,Eidolon is blind, summoner barely saves. and then moves closer to the rouge(about 20 ft.)
cleric casts divine favor and starts to move to the wall of fire

Round two
rouge delays
fighter delays
Summoner calls Babau Demon next to rogue, rogue takes 12 dmg (eidolon will not regain its sight)
Wizard casts haste
fighter drops bow, moves to Demon while drawing longswordswords and attacks wielding it with both hands. demon takes 5 points of dmg, thanks to DR
rouge takes 5ft step to flank and full attacks demon demon takes 28 dmg
cleric casts bestow curse on babau, babau takes -4 on all checks

round three
Summoner casts stoneskin, knowing there is pain to come, babau totally misses
wizard casts black tentacles Summoner is grappled an takes 8 Dmg (16 total)
fighter delays, rouge deals 28 dmg to babau (61 total)
cleric casts Bulls strength on figher
fighter full attacks babau and deals 24 dmg, Babau is gone

round four
Eidolon doublemoves out of the black tentacles, (doesnt try to move at mor than 10 ft) summoner switches places with eidolon
Wizard casts ice storm.and moves forward. Summoner takes 10 (26), eidolon 20 dmg
cleric casts fire shield and moves through wall of fire( takes 8 dmg), fighter and rouge double move around the wall to join forces with the cleric

round five
summoner casts black tentacles on wizard, wizard takes 8 dmg
(he hasn't a lot of options right now. he cant summon anything next to the wizard, who will fireball him to death, and the party wont be delayed for long by a summons. eidolon slowly crawls out of the area of the tentacles towards the summoner
Wizard can't do anything.
Cleric moves towards summoner and readies action to cast searing light at a casting (or Sla-ing) Summoner
rogue and fighter both double move to flank the summoner (fighter draws 2nd sword)

round six
summoner yells the location of the rogue to his eidolon, the eidolon blindly flails his space and hits with a claw and 3 tenacles dealing 40 dmg
Summoner cast slow defensively, but takes 20dmg from the clerics searing light (he cant even summon defensively with avg. rolls , glitterdust still holds, and he is surrounded by hasted enemies (blur would be is other option) he looses his spell
Wizards takes 8 dmg and cant do anything
fighter full-attacks the eidolon(all attacks hit, his lowest is at +5) and deals a ton of dmg. (45 from longsword, 32 from shortsword, 12 fire and 12 cold) the eidolon is down.
Cleric casts cure serious wound on rogue
rogue full attacks summoner for 48 dmg. Summoner is down
-- end Playtest--


The dog does not have an AC listed. I am going to feel embarrassed if I looked at this page for 5 minutes and could not see it.

RPG Superstar 2013 Top 16

Azmahel wrote:


Round one
Rogue moves 30 ft towards summoner and Eidolon and readies an action ( as soon as Dog starts charging him he will jump 20 ft to the side, going torero on its ass)
fighter moves (about 20 ft. diagonally), draws his composite longbow [+3Str]( more fitting for a fighter) and readies an action to dirupt a casting ( or SLAing) Summoner
Summoner starts casting wall of fire and takes 8 Poins of damage, succeeds at concentration check, Rogue takes 5 points of damage
Wizard casts Glitterdust,Eidolon is blind, summoner barely saves. and then moves closer to the rouge(about 20 ft.)
cleric casts divine favor and starts to move to the wall of fire

How can the wizard do that without line of effect?

RPG Superstar 2013 Top 16

wraithstrike wrote:

The dog does not have an AC listed

Its AC 19 Touch 11 flatfooted 17


Darkjoy wrote:
Azmahel wrote:


Round one
Rogue moves 30 ft towards summoner and Eidolon and readies an action ( as soon as Dog starts charging him he will jump 20 ft to the side, going torero on its ass)
fighter moves (about 20 ft. diagonally), draws his composite longbow [+3Str]( more fitting for a fighter) and readies an action to dirupt a casting ( or SLAing) Summoner
Summoner starts casting wall of fire and takes 8 Poins of damage, succeeds at concentration check, Rogue takes 5 points of damage
Wizard casts Glitterdust,Eidolon is blind, summoner barely saves. and then moves closer to the rouge(about 20 ft.)
cleric casts divine favor and starts to move to the wall of fire

How can the wizard do that without line of effect?

Wall of fire does not block line of effect. it is just fire. You can even walk through it. its like saying a campfire blocks line of effect.

PRD wrote:
A line of effect is canceled by a solid barrier


Darkjoy wrote:
Azmahel wrote:


Round one
Rogue moves 30 ft towards summoner and Eidolon and readies an action ( as soon as Dog starts charging him he will jump 20 ft to the side, going torero on its ass)
fighter moves (about 20 ft. diagonally), draws his composite longbow [+3Str]( more fitting for a fighter) and readies an action to dirupt a casting ( or SLAing) Summoner
Summoner starts casting wall of fire and takes 8 Poins of damage, succeeds at concentration check, Rogue takes 5 points of damage
Wizard casts Glitterdust,Eidolon is blind, summoner barely saves. and then moves closer to the rouge(about 20 ft.)
cleric casts divine favor and starts to move to the wall of fire

How can the wizard do that without line of effect?

Glitterdust is an Area of Affect not a targeted spell. You simply cast it 10 feet above the summoner's head so he is caught in it.


Darkjoy wrote:
Actually, I wanted to play per post but your playtest sounds fine too.

Im game to give it a try, i will be a little busy tonight but i can throw in posts off and on and we could probably finish it by the weekend? Is that alright with you?

Edit: My only concern is that the average to hit system favors those with higher to hit vs ac ratios. If your to hit is high enough EVERYTHING hits, in real game sessions that doesnt happen. So the whole bunch of tentacles concerns me. Im willint to try anyway if your up for it.


Kolokotroni wrote:
Darkjoy wrote:
Actually, I wanted to play per post but your playtest sounds fine too.

Im game to give it a try, i will be a little busy tonight but i can throw in posts off and on and we could probably finish it by the weekend? Is that alright with you?

Edit: My only concern is that the average to hit system favors those with higher to hit vs ac ratios. If your to hit is high enough EVERYTHING hits, in real game sessions that doesnt happen. So the whole bunch of tentacles concerns me. Im willint to try anyway if your up for it.

that is very true. this system allows for some weird results (and tactics). i would suggest to use the chance to hit ( ex. 50% for +7 Atk against Ac 17 ) and multiply the average damage by that chance. for Save-or-sucks i would suggest, that a target saves if his chance to save is >=40%


Azmahel wrote:
Kolokotroni wrote:
Darkjoy wrote:
Actually, I wanted to play per post but your playtest sounds fine too.

Im game to give it a try, i will be a little busy tonight but i can throw in posts off and on and we could probably finish it by the weekend? Is that alright with you?

Edit: My only concern is that the average to hit system favors those with higher to hit vs ac ratios. If your to hit is high enough EVERYTHING hits, in real game sessions that doesnt happen. So the whole bunch of tentacles concerns me. Im willint to try anyway if your up for it.

that is very true. this system allows for some weird results (and tactics). i would suggest to use the chance to hit ( ex. 50% for +7 Atk against Ac 17 ) and multiply the average damage by that chance. for Save-or-sucks i would suggest, that a target saves if his chance to save is >=40%

I have honestly never done a play by post before, how do they do it? Is there a dice roller or something?

RPG Superstar 2013 Top 16

wraithstrike wrote:


Glitterdust is an Area of Affect not a targeted spell. You simply cast it 10 feet above the summoner's head so he is caught in it.

Wall of fire is 20 feet high. That said, this is dubious. Let's ask a rules lawyer.

RPG Superstar 2013 Top 16

Kolokotroni wrote:


I have honestly never done a play by post before, how do they do it? Is there a dice roller or something?

Probably, just don't know how to implement it in here.

Let's use the dice rollers at d20srd.org and see what happens.

We'll use the new rule that only 1 Sp can be active and that it takes 1 round to cast.

The Exchange

Darkjoy wrote:
Kolokotroni wrote:


I have honestly never done a play by post before, how do they do it? Is there a dice roller or something?

Probably, just don't know how to implement it in here.

Let's use the dice rollers at d20srd.org and see what happens.

We'll use the new rule that only 1 Sp can be active and that it takes 1 round to cast.

1d20 + 3 ⇒ (18) + 3 = 211d6 + 2 ⇒ (2) + 2 = 4 This is a dice expression.

You can roll dice on this site by typing {dice}1d20 + 3; 1d6 + 2{/dice} just replace the { and } brackets with [ and ] brackets.
If I am unclear you can click on the BBCode tags button at the bottom of any post you are creating to see available codes that work on this site.

RPG Superstar 2013 Top 16

The dice bag gave me this for initiative:

1d20+6
11+6 = 17

Just copy pasted it to here.

RPG Superstar 2013 Top 16

Darkjoy wrote:

The dice bag gave me this for initiative:

1d20+6
11+6 = 17

Just copy pasted it to here.

I am using Paizo's then

1d20 + 6 ⇒ (15) + 6 = 21

RPG Superstar 2013 Top 16

Try to beat that then!


Darkjoy wrote:
wraithstrike wrote:


Glitterdust is an Area of Affect not a targeted spell. You simply cast it 10 feet above the summoner's head so he is caught in it.

Wall of fire is 20 feet high. That said, this is dubious. Let's ask a rules lawyer.
PRD wrote:


A line of effect is a straight, unblocked path that indicates what a spell can affect. A line of effect is canceled by a solid barrier. It's like line of sight for ranged weapons, except that it's not blocked by fog, darkness, and other factors that limit normal sight.

'nuf said ;)


Azmahel wrote:
Darkjoy wrote:
wraithstrike wrote:


Glitterdust is an Area of Affect not a targeted spell. You simply cast it 10 feet above the summoner's head so he is caught in it.

Wall of fire is 20 feet high. That said, this is dubious. Let's ask a rules lawyer.
PRD wrote:


A line of effect is a straight, unblocked path that indicates what a spell can affect. A line of effect is canceled by a solid barrier. It's like line of sight for ranged weapons, except that it's not blocked by fog, darkness, and other factors that limit normal sight.
'nuf said ;)

Actually, I think the italicized text is the important text for this discussion. Fog and Fire are both things that block normal sight, but not line of effect for a spell.

RPG Superstar 2013 Top 16

Kolokotroni wrote:
stuff

Kolokotroni, post your initiative scores per PC and we'll pick it up later this weekend. I am off to bed.

RPG Superstar 2013 Top 16

Positioning

The PCs are located 90 feet to the East of the summoner's position. New Dog stands 10 feet (2 squares away) to the North of the summoner.


I am really eager to see how this pans out...


WarmasterSpike wrote:
I am really eager to see how this pans out...

Me too. So eager in fact, that i'm offering to play the role of the party in a second playtest. Anyone in for the summoner?

We could use the same statistics, but of course in a thread of its own.


I have to redo my playtest. I made a couple of errors, such as having people hold actions, but not changing their place in the initiative order. I think that might give the summoner a better chance to win. Sorry about the delay.


Darkjoy wrote:
Kolokotroni wrote:
stuff
Kolokotroni, post your initiative scores per PC and we'll pick it up later this weekend. I am off to bed.

Ok lets give this a try:

Kyra 1d20 + 0 ⇒ (10) + 0 = 10
Valeros 1d20 + 7 ⇒ (1) + 7 = 8
Merisiel 1d20 + 9 ⇒ (16) + 9 = 25
Ezren 1d20 + 0 ⇒ (3) + 0 = 3


So Marisiel Goes First:

She double moves forward 60ft [i am baffled that she doesnt have a bow but oh well] you are up.

Edit: You know what screw it.

I would like to replace my previous action with moving forward 30ft and thowing a dagger (i didnt because iw as annoyed at her not having a bow, i will leave it to you [the dm] if that is acceptable)

move forward 30ft throw dagger at summoner

6 range increments - 10 penalty

1d20 + 0 ⇒ (12) + 0 = 12


Humm maybe yall should move your playtest to another thread, maybe in the pbp section. That way it's only you and easier to view without hunting posts scattered though this thread


Initiative
rogue 20
Fighter 18
Summoner 17
Dog 13
Cleric 11
Wizard 11

Round 1
The fighter readies an action to shoot at the summoner if he cast a spell, and the rogue holds her action. I can't believe the rogue has no ranged attack.
The summoner attempt to cast black tentacles. The fighter tags him with an arrow for 6 points of damage. Only needing a 17 he gets the spell off. The wizard has been grappled, and takes 7 points of damage.
The rogue swing his weapon(to maintain his initiative)
The dog is still out of charge range. Running across the battlefield to engage a party alone is suicide, but if he can set up for a charge that is a good idea, so he moves up 30 so he can charge the next round.
The wizard is in a caster's worst nightmare. He needs to beat a 24 caster level check to get out. The important thing is to get out without losing a spell so he decides to try the weakest spell that will help. Luckily he prepared grease today. He is a 7th level wizard with a +5 intelligence modifier, and +4 from combat casting. That is 16 before the dice are rolled and it will be a 27 caster concentration check to get the spell off. He only needs to beat a 24 to get the grease spell off. It works. He is one slick caster.
The cleric cast divine power and walks toward the summoner, yet keeping his distance from the dog. He is now 75 feet from the summoner.
At the end of round one the summoner had 80 hp.
The wizard has 38, and is still grappled.

Round 2
Initiative(change)
Fighter
Summoner
rogue
Dog
Cleric
Wizard

The fighter approaches the summoner, but he takes the long route. He ends up 75 feet away from both the dog and the summoner . He also takes a shot at the dog for 6 point of damage
The dog is now down to 78
The summoner goes invisible. He knows the rogue and fighter are up to no good.
The tentacles tag the wizard for 6 more. His grease could not negate the +5 bonus from being held since the first round.
The wizard is now down to 32.
The Rogue follows the same strategy as the fighter.
The dog decides to go after the easy target. The rogue is down for good. The dog is now within pounce range of any party member.

The wizard now make an active attempt to get free. Black tentacles CMD is 24. The wizards CMD is 3+10(grease)+11 average roll. He can now move freely and he sets up behind the cleric after seeing what happened to the rogue.
The cleric decides to cast bestow curse, but its a touch spell. He does not like the idea, but there are no other options. She moves up to the dog. She needs to hit a 21 on her concentration check. She makes it barely and touches the dog with a curse of 50%.

Wizard HP 32

Summoner HP 80

Round 3
The fighter double moves to where the summoner last was, and hopes he gets some backup soon.
Rogue-Oh yeah, no longer among the living.
Summoner-Brings in some backup, a friend from the lower planes.
The Babau tags the fighter for 24 points of damage.
The dog- Gets to act normally this round, and lays into the cleric for 59 points of damage.
Exactly enough to send her to 0 HP, and more than enough to force a DC 15 fort save vs death. The cleric makes the save, but is not in a good condition.
The wizard decides the fighter can hold the demon for a little while, and cast slow on the dog. The dog is having a bad day. He is now limited to one attack.

The cleric decides it’s time to heal and regains 23 hp.
The fighter is down to 36

Round 4
The Fighter drops his bow, and pulls the sword. He uses vital strike for 14 points of damage. Strangely enough the sword's fire had no affect on the demon.
The dog can't act normally this round
The summoner cast stoneskin in case the demon does not hold out. The demon lays into the fighter for 24 more points
The fighter is now down to 12
Wizard-He touches the cleric on the shoulder and they appear on the other side of the field, but away from the demon. The cleric cast detect magic to see where the summoner might be. “Over there” he announces.

Round 5
The fighter knows he better do something so he withdraws towards the cleric but moves past him so the demon can't charge him.
The dog runs across the battlefield to join his master. He can't make it all the way, but he will try something in the next round.
The summoner knowing things are at a make or break point decides to bring drop a barkskin. It might be rumbling time soon. His AC is now 20.
The cleric cast invisibility purge. The summoner is now visible.
The wizard cast haste on the fighter.

Fighter HP 12
Summoner 80
Babau 69
Dog 78
Wizard 32
Cleric 23

Round 6
The fighter uses his cure moderate wounds potions to gain 11 HP
The summoner cast shield. His AC is now 24, but its spellcrafted so the wizard knows what he has buffed up.
The babua teleports across the field 10 ft away from the fighter so the fighter can’t get a full round attack off against him.
The dog, still under the affect of the curse can not act normally this round
The cleric releases a channel energy for 12 points of healing
The wizard cast haste on the party.
Fighter HP 34
Cleric HP 34
Wizard 44

Round 7
The fighter readies his shield as a move action, and uses readies an action to attack the demon if it closes on him.
The summoner cast slow. The cleric and wizard make their saves. The fighter does not.
The demon, not liking the idea of helping anyone, but hating losing even more decides to undo whatever magic is making the dog so worthless. He dispels the slow spell.
The dog can act normally this round and decides to go after the cleric, since its hard to kill a party as long as he is up. He sends the cleric to meet his god with a pounce.
The wizard drops a fireball on the demon and the dog, and the cleric’s dead body. The DC is 19.
The Dog takes 10. The demon takes only 11 due to fire resistance.

Fighter HP 34
Summoner HP 80
Demon HP 58
Wizard HP 44
Dog HP 66

Round 8
The fighter charges the dog hoping to end his existence quickly
He power attacks and does 20 points of damage
The dog can’t act this round
The summoner is fast running out of spells so he cast enlarge person in the event he has to enter combat, which drops his AC by one, but he figures it’s a good trade off.
The demon charges the fighter for 8 points of damage.
The wizard decides to color spray the dog, since he is more dangerous than the demon. The dog loses his action for the next round.

Fighter HP 26
Summoner HP 80
Demon HP 58
Wizard HP 44
Dog HP 46

Round 9
The fighter decides to cleave and power attacks again. The dog takes 20.
The demons takes 17(darn fire resistance)
The summoner moves up. Next round he will be in combat.
The demon moves to set up the flank, easily making the acrobatics check, and tags the
The fighter for 14
The dog is stunned.
The wizard tells the fighter to concentrate on the dog, and make it count and readies an action to cast invisibility on the fighter after his next attack.
Fighter HP 12
Summoner HP 80
Demon HP 41
Wizard HP 44
Dog HP 26

Round 10
He attacks the dog for 14
The wizard’s readied action comes into play. The wizard drops an invisibility on the fighter.
He tags him for another 14. The dog is down
The summoner is not confident tht he can hit the fighter’s AC so he cast bull’s strength on the demon.
The demon drops the fighter. A fighter with 12 con?

Round 11

No need to waste more time. This one is over. I did go after the summoner instead of the Eidolon, but the main factor were these pregens. I will run this again in a few days with “real” characters

I am still convinced the rogue will die, but the others probably would have survived.

PS: I know the rogue had a dagger, but that does not count as competent ranged attack.

Sczarni

Disturbing result. I should have a eport tomorrow. I'm throwing a well prepared (ambush like) summoner encounter this afternoon. Hoefilly they will make it out.


Frerezar wrote:
Disturbing result. I should have a eport tomorrow. I'm throwing a well prepared (ambush like) summoner encounter this afternoon. Hoefilly they will make it out.

I think if the rogue in my test had a real ranged attack, and the fighter had more con they would have won. He would have been alive to take the demon out, and the rogue could have kept her distance. I would also have given the wizard improved initiative like I do all my casters. If the fighter and the rogue beat the wizard(arcane caster) in initiative, and have to wait for the wizard to cast battlefield control spells, it kind of messes things up.


wraithstrike wrote:


The wizard cast haste on the fighter.
...
The wizard cast haste on the party.

also your wizard casts haste twice. This precious acticon may easily be used for a disable (color Spray, Glitterdust, Ice storm[prevents pounce] that keeps the dog (and maybe the demon too) out of action and saves the lives of both the cleric and the fighter

RPG Superstar 2013 Top 16

Kolokotroni wrote:

So Marisiel Goes First:

She double moves forward 60ft [i am baffled that she doesnt have a bow but oh well] you are up.

Edit: You know what screw it.

I would like to replace my previous action with moving forward 30ft and thowing a dagger (i didnt because iw as annoyed at her not having a bow, i will leave it to you [the dm] if that is acceptable)

move forward 30ft throw dagger at summoner

6 range increments - 10 penalty

1d20+0

OK,

it is the summoner's turn.

Summoner casts black tentacles at the rest of the party: focusing on wizard, cleric and lastly fighter

I am 9th level + 4 strength +1 size

1d20 + 14 ⇒ (5) + 14 = 191d6 + 4 ⇒ (3) + 4 = 7

RPG Superstar 2013 Top 16

Do you concur that Kyra and Exren are grappled?

Both suffer 7 damage

The summoner moves 30 feet to the South.

RPG Superstar 2013 Top 16

Merisiel is 60 feet away.

New dog charges and pounces Merisiel

bite
1d20 + 16 ⇒ (13) + 16 = 293d6 + 12 ⇒ (5, 5, 3) + 12 = 25

2 claws
1d20 + 16 ⇒ (11) + 16 = 271d8 + 8 ⇒ (7) + 8 = 15
1d20 + 16 ⇒ (5) + 16 = 211d8 + 8 ⇒ (2) + 8 = 10

6 tentacles

1d20 + 14 ⇒ (9) + 14 = 231d8 + 4 ⇒ (1) + 4 = 5
1d20 + 14 ⇒ (7) + 14 = 211d8 + 4 ⇒ (2) + 4 = 6
1d20 + 14 ⇒ (5) + 14 = 191d8 + 4 ⇒ (8) + 4 = 12
1d20 + 14 ⇒ (19) + 14 = 331d8 + 4 ⇒ (5) + 4 = 9
1d20 + 14 ⇒ (16) + 14 = 301d8 + 4 ⇒ (3) + 4 = 7
1d20 + 14 ⇒ (2) + 14 = 161d8 + 4 ⇒ (2) + 4 = 6

RPG Superstar 2013 Top 16

bite hits for 25 dmg
claw hits for 15 dmg
3 tentacle hits for 5 + 7 + 9 = 21 dmg

total = 61 points of damage

Merisiel is at -9, concur?

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