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I have a dream that one day, men will be punched in the face not for the color of their skin, but for the awful content of their character.

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Mini naggings

Started by Anastasia, February 17, 2022, 09:32:56 PM

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Corwin

Factotum 7//Monk 6/Half-Air Elemental 1

Sadly rolled 3 for hp, so +8hp. +1 BAB, +2 to all saves, +19 skill points. Gonna go for Perform/Act on top of regular skills. Some really, really minor additions to Factotum healing and skills boosts, and a third lvl2 spell. Not a very good level, but it progresses towards Factotum 8 which is actually good.
<Steph> I might have made a terrible mistake

Anastasia

So next week is looking messy for me, so I'm going to knock these out over the next few days. This is so we don't run the risk of missing a session over this.

Sanda reaches level 7.

- Frost Mage 2 and Half-Water Elemental 1.
- 1 on a d8. Quick check, she did not roll a 1 last level so the 1 stands. Anyway, 1 on a d8 for a total of 5 hit points and a grand total of 60 hit points.
- +1 BAB for a total of +7.
- Gains resistance to cold 10. Nice even if she already had it form a magic item.
- Gains 7th level wizard spellcasting. That's new 1st level spell and 2 4th level spells known. She chooses magic missile, dimensional anchor and greater invisibility. First two are obvious and the last, well, she got inspired by that dragon. Why can't she be invisible when she needs to be, too?
- Gains control water as an SLA. It's okay.
- +2 all saves.
- Skills go up as normal.

Good level for her.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Anne reaches level 7.

- Lifespark 2 and Half-Air Elemental 1.
- 1 on a d8. Quick check, she did not roll a 1 last level. A 2, which is painful but her HP's returning towards average. Anyway, 1 on a d8 for a total of 6 hit points and a grand total of 83 hit points.
- +1 BAB for a total of +7.
- Turning rises by +1d6 for a total of 4d6 base.
- Gains selective healing. Very nice for her, no worries about healing enemies now.
- Wind walk as a new SLA. It's nice to give flying to non-fliers.
- +2 all saves.
- Skills go up as normal.

Not a terrible level, not the best.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Rina will be tomorrow. I played with a custom PrC but I'm not feeling it under pressure.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Gave Rina stuff a few more tries but it's not happening, so let's do the normal level up.

Rina reaches level 7.

- Half-Fire Elemental 2 and Scout 7.
- 6 on a d8 for a total of 12 hit points and a grand total of 85 hit points.
- +1 BAB for a total of +7.
- Skirmish's AC bonus rises by 1.
- Gets wall of fire as an SLA. A utility pickup doesn't hurt.
- All saves rise by 1.
- Skills go up as normal.

Not an exciting level for her, PrC wasn't working out.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Sanda's finally sitting down and working on her spellbook, now that the immediate rush after Brachidos is done.


All Spells: The caster may use their Strength modifier in place of their Intelligence, Wisdom or Charisma modifiers to determine the save DC of the spell.
Every 5th Spell: The caster may use their BAB in place of caster level. Any bonuses to caster level still apply.
Every 10th Spell: The caster may add their Strength modifier in addition to their Intelligence, Wisdom or Charisma modifiers to determine the save DC of the spell.
Every 25th Spell: On inscribing this spell, the caster may choose to sacrifice one point of Intelligence, Wisdom or Charisma. They gain a +1 bonus to Strength if they do. This loss and gain is permanent, and reversing the loss negates the gain.
Every 50th Spell: The spell may be delivered as if it were a touch spell that affects a single target. How this interacts with spells not suited to this varies wildly from spell to spell.
Every 100th Spell: For filling the entire book, the caster gains a +1 bonus to Strength. If the caster has sacrificed one or more points of Intelligence, Wisdom and Charisma, they gain an additional +1 Strength.

I'm looking for suggestions from her spell list for every 10th spell, as well as if you think she should take advantage of the every 25th and 50th spell options.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Nephrite

Grease immediately comes to mind, maybe Glitterdust too? Bands of Steel or Stinking Cloud, perhaps.

I'd say take advantage of the 25th bonus, and I'm pretty curious how the 50th one will interact with the spell, especially ones that are originally wide area!

Corwin

Dump wisdom, no question. Regarding 50, I don't know. Let's see spells 1-49 first.
<Steph> I might have made a terrible mistake

Nephrite

I did also want to pose a question about just replacing our horses with Phantom Steeds - Sanda and Devar should be able to conjure one for long enough for regular travel, and if we decided to take two castings per day we could just go for 24 hours without a lot of trouble.

I think Phantom Steed would be significantly faster overland travel than regular horses (20 feet/level, and right now we're at CL 7 or 8 so that's 140-160 ft versus a regular horse's... what, 50?) but I'm not sure if we need two Steeds to pull our wagon or not.

Corwin

And if you can put Horseshoes of Speed on them, the speed increases by 30ft! If you put Horseshoes of a Zephyr on them, they become maglev horses!
<Steph> I might have made a terrible mistake

Anastasia

I've been thinking about Sanda's spellbook, just to update that. It's mostly me being indecisive, but I hope to get it done this week sometime.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Nephrite

Spent a bit of time on some ACFs for the next time we level up, I think I managed to make these flavorful and not too strong. The first one does do a lot, but you're losing Paladin casting and you have to stick with it until Level 4, so it isn't just a dip you can do.

Alternate Class Feature: Eldath's Grace

Eldath has many clerics and favored souls who channel her divine power into spells, however, there are some that channel her divine power into themselves, giving them a serene grace that allows them to protect themselves from harm, even without armor.

Class: Paladin.

Deity: Eldath

Level: 1st

Replaces: If you select this alternate class feature, you do not gain paladin spellcasting.

Benefit: At 4th level, you may add your Charisma modifier to your armor class when unarmored, as a monk. You also gain +1 to your AC every 5 levels, starting at level 5 (So +1 at 5th, +2 at 10th.) Finally, you gain the evasion ability, as a monk.

At 10th level you gain improved evasion.


Alternate Class Feature: Safety Against Evil

Eldath teaches those that follow her path to protect others and to avoid violence when possible. This does not mean to ignore evil deeds and not strike back, but it means instead of smiting, you guard and protect those around you, including yourself.

Class: Paladin

Deity: Eldath

Level: 1st

Replaces: If you select this alternate class feature, you do not gain Smite Evil and its progression.

Benefit: You gain the Safety Against Evil (Su) ability: When being attacked by an evil creature, as a free action, she may protect herself or another within 10 ft from harm by providing temporary hit points. She may add her Charisma bonus (if any) and adds 1 temporary hit point per paladin level. She can use this ability one additional time per day for every 3 levels after 1st (4, 7, 10, and so on). In addition, every 3 levels, the range at which this ability can be used increases by 10ft. (20ft at level 4, 30ft at level 7, and so on.) Any feats or other class abilities that would grant Smite Evil still grant Smite Evil as usual.


Alternate Class Feature: Defend the Weak

Eldath's followers protect the weak and downtrodden wherever they are. Sometimes this means giving up other things in order to protect them, but they do it gladly so as to give others a chance.

Class: Paladin

Deity: Eldath

Level: 3rd

Replaces: If you select this alternate class feature, you do not gain Divine Health.

Replacement: You gain Defend the Weak (Ex): Starting at 3rd level, you can protect nearby allies in combat. If the paladin uses Combat Expertise, fights defensively, or uses the total defense action, she can grant the dodge bonus to AC from these actions to any single creature standing adjacent to her in addition to herself.