| DM Wellard |
Mwangi..Land of Danger
Mwangi..Land of Adventure
Mwangi..Land of Mystery.
Join us as we go where the hand off Man has never set foot.
Welcome one and all..I'll be doing some preamble in this thread so your characters can meet and begin to interact before we actually start the meat of the AP itself. In addition it gives us something to latch onto while we wait fro the AP itself
Any questions will be answered to the best of my ability and as quickly as I can discover the answer.Please try and keep the OOC in the game threads to a minimum to prevent post bloat and confusion
Set
|
Join us as we go where the hand of Man has never set foot.
Heh. Cute.
What would be a decent price for fishing line? A hook is 1 sp, but there is no line or thin cord that I can find in the book. 50 ft. of rope is 1 gp, so I was thinking 50 ft. of fishing line (only able to support, say, 50 lbs or so, not useful for climbing or, unless wrapped many times, tying people up) might be 1 or 2 sp-ish and only weigh a pound)?
N'goka is probably going to curry favor with the crew (sort of an apology for the cat incident) by using her survival skills to bring in some fish by setting up some trawling lines, and using create water to extend the length of the supplies (refilling waterskins and filling cups at meal time, rather than tap as heavily into the barrels of water stored for crew use, so that those barrels last longer).
I'll change her spells to more 'at sea' friendly stuff (create water, purify food & drink, to keep fruit and meat and stuff fresh longer).
Set
|
Hmmm. Without a cleric, maybe my Witch should take the healing hex. Can always take flying at 2nd level.
Note that the Inquisitor and the Oracle may (or may not!) also have some healing potential, if they pick cure light wounds as a spell known. By 2nd level, it's possible that the tall viking lady might also transition to Witch and pick up either a) the healing hex or b) cure light wounds as a spell known (and, by then, we'll probably be able to afford a CLW wand, which five out of the six of us can use, as CLW is on pretty much everyone's spell list).
The Flight Hex doesn't really come into it's own until 5th-ish.
The Slumber and Misfortune seem the 'best' level 1 Hexes, with Cackle at level 2, whichever of those two one didn't take at 1 at 4, etc. Evil Eye, Fortune (and possibly Ward?) might even be more useful in the long term than some of the Major Hexes, since you can start stacking up the Fortune, Misfortune and Evil Eyes, while using Cackle to extend the durations, so that allies are buffed, foes are debuffed, etc. as long as your voice doesn't give out. :)
Witches have some pretty wonderful debuffing potential, especially against single larger foes, as she can Misfortune them, and then use Cackle to extend the duration each round, turning her into a Pugwampi on Team Good! As terrible as it sounds for solo play (which this aint), I might even be tempted to dump the awesome, awesome, awesome Slumber Hex and just go with Misfortune - > Cackle, Evil Eye -> Cackle, Fortune -> Cackle, etc. and save spellcasting for extreme situations, sticking to pure Hex-throwin' curse-cacklin' ally-blessin' fun.
Disguise, Flight and Tongues seem cool also, but, with so many effective Hexes to take, it hurts to use one on utility.
On the other hand, those Healing and Major Healing Hexes do have a potential that no Cleric or Druid can match, in that one can use them on every single NPC she meets, once per day, allowing her to wander around healing people indiscriminately, without depleting her healing resources!
Alexander Kilcoyne
|
Dotting.
As for healing, Tranz is an oracle and thus gets all the cure spells- wouldn't be a bad idea to take the healing hex, but save it for 2nd or 3rd hex if you want something else first...
Edit: Didn't see previous post. Oracles get all cure spells automatically, and im sure an Inquisitor will pick up CLW eventually.
Set
|
Oracles get all cure spells automatically, and im sure an Inquisitor will pick up CLW eventually.
Tranz is going for cures? Awesome. (He had a choice of knowing all cures or all inflicts, but he doesn't seem like the sort of person who wants to run into fights and slap people...)
| scranford |
scranford wrote:Hmmm. Without a cleric, maybe my Witch should take the healing hex. Can always take flying at 2nd level.Note that the Inquisitor and the Oracle may (or may not!) also have some healing potential, if they pick cure light wounds as a spell known. By 2nd level, it's possible that the tall viking lady might also transition to Witch and pick up either a) the healing hex or b) cure light wounds as a spell known (and, by then, we'll probably be able to afford a CLW wand, which five out of the six of us can use, as CLW is on pretty much everyone's spell list).
The Flight Hex doesn't really come into it's own until 5th-ish.
The Slumber and Misfortune seem the 'best' level 1 Hexes, with Cackle at level 2, whichever of those two one didn't take at 1 at 4, etc. Evil Eye, Fortune (and possibly Ward?) might even be more useful in the long term than some of the Major Hexes, since you can start stacking up the Fortune, Misfortune and Evil Eyes, while using Cackle to extend the durations, so that allies are buffed, foes are debuffed, etc. as long as your voice doesn't give out. :)
Witches have some pretty wonderful debuffing potential, especially against single larger foes, as she can Misfortune them, and then use Cackle to extend the duration each round, turning her into a Pugwampi on Team Good! As terrible as it sounds for solo play (which this aint), I might even be tempted to dump the awesome, awesome, awesome Slumber Hex and just go with Misfortune - > Cackle, Evil Eye -> Cackle, Fortune -> Cackle, etc. and save spellcasting for extreme situations, sticking to pure Hex-throwin' curse-cacklin' ally-blessin' fun.
Disguise, Flight and Tongues seem cool also, but, with so many effective Hexes to take, it hurts to use one on utility.
On the other hand, those Healing and Major Healing Hexes do have a potential that no Cleric or Druid can match, in that one can use them on every single NPC she meets, once per day, allowing her to wander around healing people indiscriminately,...
I hate that will save with those Hex's though. I'd rather just use spells for buffing, and offense, and use the Hex's for more utility things. We've got a Witch in one of my games, and she spends a lot of rounds casting a Hex that didn't work, then moving out of the way. Healing and Flying always work so I'm kind of leaning that way. I'll still give it some thought though.
Set
|
I hate that will save with those Hex's though. I'd rather just use spells for buffing, and offense, and use the Hex's for more utility things. We've got a Witch in one of my games, and she spends a lot of rounds casting a Hex that didn't work, then moving out of the way. Healing and Flying always work so I'm kind of leaning that way. I'll still give it some thought though.
Good point. Evil Eye remains useful on a save, since Cackle extends it's duration anyway, but Misfortune's all or nothing (and it's flat out the best option, especially for foes with a lot of attacks). Same with Slumber, save equals sad Witch.
Fortune, Ward and Healing (and Flight, Disguise and Tongues) at least always work.
I wonder if Ability Focus could apply to a Hex?
Set
|
I get the feeling this is going to be an interesting party dynamic..which is partly why I picked the characters I did.
Yeah, it's a funky group. Lots of divine casters!
My gosh, is it something in the summer air? There are like four games I want to join starting up in the Gamer Connection, but I am already either at (or slightly past) my tether...
| Me'mori |
Brugga does speak Common aka Taldane, though she's probably been speaking her broken polyglot around these parts. Edit: looking at her sheet, I realize that she should know 1 plus one per intelligence point, which means she should have another. Varisian would make sense for her actually.
I see it now. Did some digging for this thread HERE because I remembered it being mentioned, but overlooked that Taldane was Common. Duly noted. Unfortunately, I can't edit my post, but I'll figure a write-around for my next. It also occurs to me that under the upcoming rules, Joao should have a bonus language. *makes a note*
Please everyone, drop the OOC comments in the OOC thread? Seeing those in the IC thread just drives me nuts. Spare my sanity? Pretty please?
Alexander Kilcoyne
|
Brugga of Slothjaw wrote:Brugga does speak Common aka Taldane, though she's probably been speaking her broken polyglot around these parts. Edit: looking at her sheet, I realize that she should know 1 plus one per intelligence point, which means she should have another. Varisian would make sense for her actually.I see it now. Did some digging for this thread HERE because I remembered it being mentioned, but overlooked that Taldane was Common. Duly noted. Unfortunately, I can't edit my post, but I'll figure a write-around for my next. It also occurs to me that under the upcoming rules, Joao should have a bonus language. *makes a note*
Please everyone, drop the OOC comments in the OOC thread? Seeing those in the IC thread just drives me nuts. Spare my sanity? Pretty please?
Sorry, just for quick stuff I tend to it in the posts themselves, but I always declare it as OOC.
| Tranz Strurgoth |
I've made all changes, switched Great Fortitude for Breadth of Experience and switched most of my racial feats too. Tranz can now make a roll on any Knowledge check, and rolls at +9 for those he has ranks in and +11 for Arcana- going for a loremaster vibe in case you had any doubt.
| Brugga of Slothjaw |
I'm curious to see the Superstitious, Savage Barbarian, and Totem Warrior archetypes. She will also be interested in the Raging Vitality and Furious Focus feats (but not to replace current feats).
Actually, I think Brugga would be more inclined towards the archetype that is the unarmoured barbarian, whichever one that is, since she was going to be going without armour once her witch levels kick in anyway.
| DM Wellard |
Let me see what I can do for you Brugga.
Savage Barbarian
Some barbarians are truly savage, having little training in
modern arms. These savage barbarians learn to avoid blows
and toughen up their skin. A savage barbarian has the
following class features.
Naked Courage (Ex): At 3rd level, the savage barbarian
gains a +1 dodge bonus to AC and a +1 morale bonus on
saving throws against fear when wearing no armor (shields
are allowed). This bonus increases by +1 for every six levels
after 3rd. This ability replaces trap sense.
Natural Toughness (Ex): At 7th level, the savage
barbarian gains a +1 natural armor bonus to AC when
wearing no armor (shields are allowed). This bonus
increases by +1 for every three levels beyond 7th. This
ability replaces damage reduction.
Rage Powers: The following rage powers complement the
savage barbarian archetype: flesh wound, guarded stance*,
increased damage reduction*, intimidating glare*, rolling
dodge*, superstition*, and terrifying howl*.
Or
Invulnerable Rager
Some barbarians learn to take whatever comes their way,
shrugging off mortal wounds with ease. These barbarians
invite their enemies to attack them, and use pain to fuel their
rage. An invulnerable rager has the following class features.
Invulnerability (Ex): At 2nd level, the invulnerable
rager gains DR/— equal to half her barbarian level. This
damage reduction is doubled against nonlethal damage.
This ability replaces uncanny dodge, improved uncanny
dodge, and damage reduction.
Extreme Endurance (Ex): At 3rd level, the invulnerable
rager is inured to either hot or cold climate effects (choose
one) as if using endure elements. In addition, the barbarian
gains 1 point of fire or cold resistance for every three levels
beyond 3rd. This ability replaces trap sense.
Rage Powers: The following rage powers complement
the invulnerable rager archetype: come and get me,
guarded life, increased damage reduction*, inspire
ferocity, reckless abandon, and renewed vigor*.
| Brugga of Slothjaw |
Let me see what I can do for you Brugga.
Savage Barbarian
Some barbarians are truly savage, having little training in
modern arms. These savage barbarians learn to avoid blows
and toughen up their skin. A savage barbarian has the
following class features.Naked Courage (Ex): At 3rd level, the savage barbarian
gains a +1 dodge bonus to AC and a +1 morale bonus on
saving throws against fear when wearing no armor (shields
are allowed). This bonus increases by +1 for every six levels
after 3rd. This ability replaces trap sense.Natural Toughness (Ex): At 7th level, the savage
barbarian gains a +1 natural armor bonus to AC when
wearing no armor (shields are allowed). This bonus
increases by +1 for every three levels beyond 7th. This
ability replaces damage reduction.Rage Powers: The following rage powers complement the
savage barbarian archetype: flesh wound, guarded stance*,
increased damage reduction*, intimidating glare*, rolling
dodge*, superstition*, and terrifying howl*.Or
Invulnerable Rager
Some barbarians learn to take whatever comes their way,
shrugging off mortal wounds with ease. These barbarians
invite their enemies to attack them, and use pain to fuel their
rage. An invulnerable rager has the following class features.Invulnerability (Ex): At 2nd level, the invulnerable
rager gains DR/— equal to half her barbarian level. This
damage reduction is doubled against nonlethal damage.
This ability replaces uncanny dodge, improved uncanny
dodge, and damage reduction.Extreme Endurance (Ex): At 3rd level, the invulnerable
rager is inured to either hot or cold climate effects (choose
one) as if using endure elements. In addition, the barbarian
gains 1 point of fire or cold resistance for every three levels
beyond 3rd. This ability replaces trap sense.Rage Powers: The following rage powers complement
the invulnerable rager archetype: come and get me,
guarded life, increased damage reduction*, inspire
ferocity, reckless abandon, and renewed...
Probably the Invulnerable Rager makes more sense for Brugga. She's not planning on taking very many barbarian levels over all, and the extreme endurance will help her deal with the oppressive heat. Could you also fill me in on the Superstitious archetype?
Set
|
Set wrote:It will be at least a month before I get the APG, so What'shername will remain a standard Druid for now.Totally off topic, but Set, I heard you have a website. Can you put that site up here as a link for me.
Thanks,
Evil G.
Email is in the profile, if you want to talk about anything there (such as to critique how terribly out of date all of the familiars are, since I never got around to updating them with CMBs and CMDs and stuff...).
Set
|
N'goka has chosen the 'Boarded in the Mwangi Expanse trait,' and, wow, Mark's a great guy and all, but my Trait was pretty much dictated to me on this one...
Maybe it's just because I played a Mwangi native, but the pickin's were indeed slim. I remember first seeing the Campaign Traits for Second Darkness, and later, Legacy of Fire, and thinking, 'woo-hoo!' because some of them were flat-out sexy. These ones, not so much.
Still, N'goka picked the cheese trait for extra cash, so I can't complain. :)
| Tranz Strurgoth |
Meh, none of them fit very well. This ones the closest I could get.
Mwangi Scholar: The Mwangi Expanse is one of the
richest regions in all of Golarion, and also one of the most
mysterious. Despite its history of countless years and its
fostering of nameless empires, very little is known of the
Mwangi Expanse by outsiders or even natives of the primeval,
jungle-covered land. You have long studied the region and its
lore, and count yourself among a small handful of genuine
experts throughout the Inner Sea. The Jenivere promises
to take you to the very subject of your fascination, and you
eagerly await firsthand investigation of the deep jungles and
cyclopean ruins of Garund’s interior. You gain Polyglot as a
bonus language and receive a +1 trait bonus on all Knowledge
(history) checks regarding the Mwangi Expanse.
Characters with this trait likely boarded the Jenivere
in Ilizmagorti or one of the cities of the Shackles or the
Mwangi Expanse.
| DM Wellard |
Even though she didn't board this ship in Varisia, she started there, plus it's the only trait that remotely interests me. She'll take the +1 caster level for mind-affecting spells version of that trait. Will that stack with her Magical Knack trait, up to her maximum hit dice?
I see no reason why it should not..as for the superstitious archetype I don't think it would fit your character concept.(your family on the other hand...)But I'll give you the details anyway
Superstitious
Many barbarians distrust magic. While most just shy
away from magic, others focus their rage on users of such
foul arts. These barbarians are naturally distrusting,
and develop keen senses to protect them from harm. A
superstitious barbarian has the following class features.
Sixth Sense (Ex): At 3rd level, the superstitious barbarian
gains a +1 bonus on initiative and a +1 insight bonus to AC
during surprise rounds. This bonus increases by +1 for every
three levels after 3rd. This ability replaces trap sense.
Keen Senses (Ex): At 7th level, the superstitious
barbarian gains low-light vision (triple normal vision
range in dim light if she already has low-light vision). At
10th level, she gains darkvision 60 feet (or adds 60 feet
to the range of any darkvision already possessed). At 13th
level, she gains scent. At 16th level, she gains blindsense
30 feet. At 19th level, she gains blindsight 30 feet. This
ability replaces damage reduction.
Rage Powers: The following rage powers complement the
superstitious archetype: clear mind*, disruptive, roused
anger*, spellbreaker, superstition*, and witch hunter.
SET
this might interest you..I think the nerf on shapechange was uncalled for though
The fecund jungles of the equatorial regions are rich in life
and ancient tradition; druidical guardians of sacred pools,
elder trees, and trembling volcanoes watch over crumbling
temples and the inevitable reclamation of lost civilizations
by the beating heart of nature untamed.
Jungle Guardian (Ex): At 2nd level, a jungle druid
gains a bonus on Initiative checks and Climb, Knowledge
(geography), Perception, Stealth, and Survival checks equal
to 1/2 her druid level in jungle terrain, and she cannot
be tracked in such environments. This ability replaces
woodland stride.
Woodland Stride (Ex): A jungle druid gains this ability
at 3rd level. This ability replaces trackless step.
Torrid Endurance (Ex): At 4th level, a jungle druid
ignores the effects of a hot climate as if under the effects of
endure elements. She also gains a +4 bonus on saves against
disease and the exceptional abilities of animals and
magical beasts. This ability replaces resist nature’s lure.
Wild Shape (Su): A jungle druid gains this ability at 6th
level, except that her effective druid level for the ability is
equal to her druid level – 2.
Verdant Sentinel (Ex): At 13th level, a jungle druid can
cast tree shape at will. This ability replaces a thousand faces.
| DM Wellard |
It just struck me that whilst I have played with a few off you and am in Nazards game only Set has ever been DM'd by me before so here's a brief word on how I like to run things.
I will tend to make the dull and boring mechanical rolls for skill use and saves for you usually off screen so you don't know how much you failed by.Off course that doesn't stop you making skill rolls on your own if you feel they are necessary and I will insist on you making them if they are crucial ones as I don't want to be accussed of penalising people when they have had no input.
In combat I'll make all the initiative rolls and post the order of action for each round.Please note what round you are posting for so there is no confusion. I don't care what order you post in unless it depends on someone elses actions.After all posts are made I will summarise the rounds happenings in a single post.It's worked for me so far and I hope it will continue to do so
If we are running a combat and you don't post for a round within 24 hours of my starting it I will DMPC your actions for that round.
Set
|
Six of one, half-dozen of the other, for the Jungle Druid.
I like Jungle Guardian a lot, and waiting for Woodland Stride before getting it is an acceptable sacrifice (although the 'can't be tracked' thing remains f'ing pointless as a class ability for a game designed around a four man party, since your companion and party members will still be trackable).
Torrid Endurance is kinda neat, but hardly worth waiting an extra 2 levels to gain Wild Shape. Verdant Sentinel is kinda junk, compared to the awesome utility of what it replaces, IMO.
I was not aware that the APG options were packages of all-or-nothing class ability exchanges, instead of a modular / a la carte approach. That's a colossal letdown...
| DM Wellard |
Yeh the Doo-dad didn't get a lot of nice things and I would have been happier if they had offered a bunch of class features that you could pick and choose as well.Marius would have loved to be a mobile two weapon fighter but its one thing or the other for fighters as most of the archetypes replace both weapon and armour training.
| Gareth Marcavius |
Well my trait was pretty obvious, now which skill to choose...?
If we are running a combat and you don't post for a round within 24 hours of my starting it I will DMPC your actions for that round.
Not that I plan to miss posts or anything, but would you recommend a morale like section on the character sheet with a few examples of what they character would do in a few generic situations?
Set
|
Yeh the Doo-dad didn't get a lot of nice things and I would have been happier if they had offered a bunch of class features that you could pick and choose as well.
C'est la vie, as they say. If I wasn't already interested in playing a Druid, I wouldn't be playing a Druid. The lack of a reason to run and buy the APG hardly makes the Druid less appealing an option for me. :)
| Me'mori |
Just in case I'm not the last one to find out, the Serpent's Skull Player's Guide is up.