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Post by Erik on Mar 18, 2024 19:21:06 GMT -5
Sounds fantastic Erik. Makes me nostalgic for my gaming days - haven't gamed in many years, and never in a nautical campaign of this scale. Very cool of your GM to allow you all to win a seat on the pirate council. Makes more sense for a multi player game imho. Dual-wielding is a great choice for a ranger. Once they've chosen the style it frees up their standard feats for other stuff and can still be useful under water I'd imagine. If you are now pirate lords facing a mass battle at sea in chapter 5 I must wonder what chapter six will offer to top that. Yes, it worked out quite nicely! Long story short: Our characters hosted an event for members of the pirate council sent to judge our progress in clearing off the island we were given (the prize for winning the free captains regatta), re-building, and populating the place. There was essentially a table that our GM used to score our success, and because we thwarted every single attempt to sabotage the event, our score was very high. And that translated to EACH of us getting a seat on the council, which was a very pleasant surprise for us players. I agree, though sometimes I regret not taking archery or specialization in a two-handed weapon. There have been battles where I wasn't able use to use a full-round action, so my dual-wielding was useless in those cases (I can only swing once after taking a full move action, in other words). Last couple sessions the dual-wielding came in handy, though, as Amalrik was dealing loads of damage. I know that later in this chapter will be the big battle with our old foe, but there is also the looming threat of Cheliax, a nation of devil-worshipers. They have a strong navy and have always hated the Shackles, as the pirate isles are named. I've heard that chapter 6 involves an invasion by them, so it may very well be another big sea battle!
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Post by Von K on Mar 21, 2024 16:46:22 GMT -5
Yes, it worked out quite nicely! Long story short: Our characters hosted an event for members of the pirate council sent to judge our progress in clearing off the island we were given (the prize for winning the free captains regatta), re-building, and populating the place. There was essentially a table that our GM used to score our success, and because we thwarted every single attempt to sabotage the event, our score was very high. And that translated to EACH of us getting a seat on the council, which was a very pleasant surprise for us players. I agree, though sometimes I regret not taking archery or specialization in a two-handed weapon. There have been battles where I wasn't able use to use a full-round action, so my dual-wielding was useless in those cases (I can only swing once after taking a full move action, in other words). Last couple sessions the dual-wielding came in handy, though, as Amalrik was dealing loads of damage. I know that later in this chapter will be the big battle with our old foe, but there is also the looming threat of Cheliax, a nation of devil-worshipers. They have a strong navy and have always hated the Shackles, as the pirate isles are named. I've heard that chapter 6 involves an invasion by them, so it may very well be another big sea battle! Yeah, always a tough call with feat selections - so many cool feats, but never enough slots. And specializing heavily in a feat tree sometimes leaves a character seemingly limited to a specific combat role. Still, a fully unleashed dual wielder can be a mini-tornado, which it sounds like Amalric is. The nation of Cheliax sounds like a tough challenge but your team seems up to it. I'm fully confident that you wily sea lords will outfox 'em.
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Post by Erik on Mar 22, 2024 17:24:31 GMT -5
Yes, when I get that full round, Amalrik is a whirlwind of destruction. I did, however, recently take Power Attack so that I can get some extra damage if I do only get one attack in a given round.
With some of our other pirate lord allies, I too am confident that he can push back the Chelish navy when they come. We'll be facing some devils straight out of the Nine Hells, no doubt.
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Post by Von K on Mar 24, 2024 20:09:22 GMT -5
Yes, when I get that full round, Amalrik is a whirlwind of destruction. I did, however, recently take Power Attack so that I can get some extra damage if I do only get one attack in a given round. With some of our other pirate lord allies, I too am confident that he can push back the Chelish navy when they come. We'll be facing some devils straight out of the Nine Hells, no doubt. Power Attack is a good option. Plus if devils are on the menu you'll be up against damage resistance as well and PA will help cut through it. No doubt you already factored that in when taking the feat. Might be some charge feats you could look at for closing and getting additional effects like stun, trip or knockback or knockdown, but those tend to be situational and not as generally useful as PA.
I once tried using both PA and DW together. Can wreak even more havoc on low AC opponents but had a harder time hitting high AC ones.
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Post by Erik on Mar 25, 2024 17:53:59 GMT -5
Right, the damage resistance will be an issue too. To help with that, I have a spell called Versatile Weapon that changes the physical make-up of a weapon for the duration. So Amalrik's trident could become cold iron, silver or whatever for several minutes, for instance. Also, I chose evil outsiders as one of my hated enemies that the Ranger class receives, so that's a nice bonus to hit and damage.
I think Cleave might be a good follow-up to Power Attack, if I decide to go that route.
Totally - Power Attack would make things difficult against high AC opponents when making secondary and tertiary attacks, since it lasts for the whole round. I'd need some extra spell bonuses if I were to do that, like those from a Prayer or Bull's Strength.
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Post by Von K on Mar 26, 2024 20:35:53 GMT -5
Had to look up Versatile Weapon I'd not heard of that one before. Looks like a handy option and only 2nd level for a ranger. Very useful against certain types of undead too I'd imagine.
Cleave is a good easy choice for a pure fighter but more of a judgement call for classes with less combat feats imho.
The Heroism and Greater Heroism spells are quite handy boosters too if they're available to a fellow party member whose willing to spare a spell slot to buff Amalrik with it. Stacks with the stat boosters and Ranger Favored Enemy, and also boosts all saves and skill checks.
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Post by Erik on Mar 28, 2024 17:36:55 GMT -5
Had to look up Versatile Weapon I'd not heard of that one before. Looks like a handy option and only 2nd level for a ranger. Very useful against certain types of undead too I'd imagine. Cleave is a good easy choice for a pure fighter but more of a judgement call for classes with less combat feats imho. The Heroism and Greater Heroism spells are quite handy boosters too if they're available to a fellow party member whose willing to spare a spell slot to buff Amalrik with it. Stacks with the stat boosters and Ranger Favored Enemy, and also boosts all saves and skill checks. Yeah, there are some great Ranger spells that really help weapons like that. Another favorite of mine is Lead Blades, which makes my weapons do damage as if they were one size category larger. For example, my trident would inflict 2d6 damage instead of the usual 1d8. True. I'm trying to avoid having all my eggs in one basket, so it's nice to have a couple feats that aren't related to dual-wielding. Those two spells are excellent, but I'm not sure that our party wizard has them. He's typically good for a Haste spell or a Dimension Door/Teleport, though, which are always handy.
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Post by Von K on Mar 29, 2024 22:56:10 GMT -5
Yeah, there are some great Ranger spells that really help weapons like that. Another favorite of mine is Lead Blades, which makes my weapons do damage as if they were one size category larger. For example, my trident would inflict 2d6 damage instead of the usual 1d8. True. I'm trying to avoid having all my eggs in one basket, so it's nice to have a couple feats that aren't related to dual-wielding. Those two spells are excellent, but I'm not sure that our party wizard has them. He's typically good for a Haste spell or a Dimension Door/Teleport, though, which are always handy. Ah now Lead Blades I'm familiar with. Had used it on a few occasions along with it's ranged weapon equivalent.
Could also try the Improved Critical feat that doubles the critical threat range of a weapon? I looked up the trident on the Pathfinder srd. Sounds like a cool weapon and not one you often see fantasy characters using, very versatile in and of itself in that it can be thrown, used to brace against a charge and used underwater as well as be used in standard melee and dual wielded.
Yes, I suppose wizards and sorcerers have so many other great spell choices that it's hard for them to spare space for buffs like the Heroism spells. Bards have access to it and since their spell selection choices are so much more limited than wiz/sor the Heroism spells are often good picks for them. But not every party is going to have a Bard.
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Post by Erik on Mar 30, 2024 13:55:38 GMT -5
Yes, Gravity Bow! Also a great one that I've used several times.
That's a good feat too, actually - I may consider that. I went for the trident since it's a pirate adventure with plenty of action in or under the water. The trident that Amalrik has right now is a +1 named weapon made of coral with Human Bane (doing an extra 2d6 vs. humans). It can calcify opponents, which translates as Dexterity damage. And if hit they reach 0, they become coral statues heh. To even wield the weapon, you need a natural armor class bonus to avoid taking damage from the rough coral, so I have an amulet that gives me that. His off-hand weapon is a +1 short sword that does extra acid damage.
We did have an NPC bard, but he was killed early on, unfortunately. We don't even have a cleric PC, btw, so we usually bring along Sandara Quinn, who is a cleric of Besmara (and Amalrik's lady hehe). Our GM put me in charge of running her in combat, as it makes things easier for him. You probably remember the portrait I made of her.
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Post by Von K on Mar 31, 2024 15:55:05 GMT -5
Yes, Gravity Bow! Also a great one that I've used several times. That's a good feat too, actually - I may consider that. I went for the trident since it's a pirate adventure with plenty of action in or under the water. The trident that Amalrik has right now is a +1 named weapon made of coral with Human Bane (doing an extra 2d6 vs. humans). It can calcify opponents, which translates as Dexterity damage. And if hit they reach 0, they become coral statues heh. To even wield the weapon, you need a natural armor class bonus to avoid taking damage from the rough coral, so I have an amulet that gives me that. His off-hand weapon is a +1 short sword that does extra acid damage. We did have an NPC bard, but he was killed early on, unfortunately. We don't even have a cleric PC, btw, so we usually bring along Sandara Quinn, who is a cleric of Besmara (and Amalrik's lady hehe). Our GM put me in charge of running her in combat, as it makes things easier for him. You probably remember the portrait I made of her. I do indeed remember the portrait you drew, though I didn't recognize her name:
That trident sounds like a powerful weapon. Being +1 may make it seem like a relatively modest weapon, and +2d6 human bane is extremely handy vs humans, but the stat damage from calcification is the most lethal part. Could potentially take down even high HP monsters relatively quickly if you get enough hits in with it.
Incidentally - I'm not sure how you'd even revive a character who got taken out by it. I've never heard of a Coral to Flesh spell so I'd guess you'd need a Wish (unless the GM was generous and allowed a Stone to Flesh to work). Or perhaps hire an NPC Wizard to research a custom Coral to Flesh spell, which would no doubt be time consuming and extremely expensive.
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Post by Erik on Apr 2, 2024 16:35:27 GMT -5
Yep, that's the pic! She recently reached 9th level, so I'm relieved that she has access to 5th level spells like Raise Dead and Breath of Life.
Amalrik hasn't taken down many opponents with the calcification, however, the reduction of Dexterity really helps to also reduce AC, and it also adds a Slow effect. That human bane is great, though, cause it also works against half-elves, half-orcs or any opponent that has human blood.
Hmm that's a good question! Here's how the effect is described: "As an immediate action after a successful melee attack with the trident, Zul’s wielder can transmute the substance of the target creature into rigid coral. This attack deals 1d4 points of Dexterity damage and slows the target (as the spell) for 1 round as its flesh calcifies. A DC 16 Fortitude save negates the slow effect but not the ability damage. A target reduced to 0 Dexterity is permanently petrified, transformed into inert, mindless coral. Break enchantment or restoration reverses all of the effects of this calcification. This ability can be used up to 7 times per day."
Stone to Flesh states that it works on petrified creatures, so I suppose it would be up to the GM to make the call. A spell used to create the weapon was Calcific Touch, which can be reversed with Stone to Flesh, per that spell's description, so I'd probably allow it.
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Post by Von K on Apr 5, 2024 18:09:17 GMT -5
They seem to have covered everything there with that weapon description Erik. Following your logic re petrification I too would say Stone to Flesh would work on the calcification effect. I guess Break Enchantment and Restoration restore the Dex damage. Enemies turning into coral would be a cool effect in a movie version of Amalrik's adventures. Play havoc with the CGI budget though!
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Post by Erik on Apr 6, 2024 9:27:41 GMT -5
They seem to have covered everything there with that weapon description Erik. Following your logic re petrification I too would say Stone to Flesh would work on the calcification effect. I guess Break Enchantment and Restoration restore the Dex damage. Enemies turning into coral would be a cool effect in a movie version of Amalrik's adventures. Play havoc with the CGI budget though!
I'd rule that that would work, but I've yet to see any enemies use any spells like that anyway. It would require that some of them survive an encounter with us. Haha seriously! Even partially, with their skin becoming a bit calcified and their movement being hampered. Last night we fought a couple qlippoths, chaotic evil outsiders from the Abyss, and every time someone would hit one in melee, he'd take acid damage from their acidic blood splashing all over. Amalrik had to stay back and fire arrows, cause there was no way I was sending him up close to use all of his melee attacks with that nasty effect. He did score a crit, which was nice.
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Post by Von K on Apr 8, 2024 15:41:54 GMT -5
They seem to have covered everything there with that weapon description Erik. Following your logic re petrification I too would say Stone to Flesh would work on the calcification effect. I guess Break Enchantment and Restoration restore the Dex damage. Enemies turning into coral would be a cool effect in a movie version of Amalrik's adventures. Play havoc with the CGI budget though!
I'd rule that that would work, but I've yet to see any enemies use any spells like that anyway. It would require that some of them survive an encounter with us. Haha seriously! Even partially, with their skin becoming a bit calcified and their movement being hampered. Last night we fought a couple qlippoths, chaotic evil outsiders from the Abyss, and every time someone would hit one in melee, he'd take acid damage from their acidic blood splashing all over. Amalrik had to stay back and fire arrows, cause there was no way I was sending him up close to use all of his melee attacks with that nasty effect. He did score a crit, which was nice. Wise move going to ranged. Qlippoths are nasty at the level range they first start showing up.
Three of them tpk'ed my party first time I met them during a random encounter. Took me a while to figure out where the damage was coming from. Downed two of them though and almost dropped the last and largest one. Almost...
They also have an annoying trip/knockdown attack with their long reach tentacles if remember right. After reloading I had a mage/cleric use communal acid resistance for subsequent encounters which worked quite well. Rangers do have access to elemental resistance/protection spells but they're probably not the sort they'd generally have memorized.
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Post by Erik on Apr 10, 2024 15:58:15 GMT -5
Eesh, nasty! Was this in a computer game? You mentioned reloading, which makes me assume it wasn't tabletop.
Communal Acid Resistance is pretty key, which is actually what I had Sandara cast on most of the party when we encountered the first qlippoth outside the tower we were about to explore. There was another one inside that we hit with mostly ranged attacks (after learning the hard way the first time). Somewhere at the bottom of that tower (we came in through the top) is something called 'The Shrouded Queen', which could be a nastier qlippoth (?). In the room we're in, there's an iron trap door that's secured with lengths of chain and a Forbiddance spell. On the wall near a skeletal figure, the following is written in charcoal:
"THE SHROUDED QUEEN YET LIVES BELOW, BOUND BY BLACKFINGERS FORBIDDANCE AND AIGER’S KISS. SEEK NOT ENTRANCE FOR NAUGHT BUT HER ROTTING CURSE AWAITS YE - LET THE SLUMBERING DARKNESS LIE."
We decided to stop there for the night and have our characters rest, since the remainder of the tower above us is cleared and there are no immediate threats. This Shrouded Queen supposedly guards a powerful sword that could help us deal with Barnabus Harrigan when we surely meet him later on, but we're a bit hesitant to open that door...
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