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