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On March 25 2015 14:02 Lord Tolkien wrote: Alright, halp me decide muh feat:
Tough: gives me more HP, always useful and less likely to die to random Asmo BS, though I'll end up with defensive shit later Spell Sniper: my level of caring for this is minimal Observant: pretty decent for further pimping out my perception/investigation rolls, and I have comprehend languages so understand all the things Magic Initiate: we need healing in this group because we don't have a cleric Lucky: Diviner+Lucky has to be hilarious Linguist: Useless for me atm because already 20 int Keen Mind: ditto Elemental Adept: I'm not monoclassing elements so w/e Dungeon Delver: Might be useful since we don't have a rogue Alert: possibly very useful for a mage, extra initiative means earlier CC Lightly Armored: opportunity to basically skip mage armor and be less likely to die with like; not sure if worth though, since mage armor is a ritual
hmmm...
If you are going based on effect, crossbow expert gives you the ability to use ranged spell attacks in melee range without disadvantage (so you can defend yourself if something rushes you)
Martial Adept actually gives you a couple really good options to take advantage of, like commander's strike (make roam smash something hard), or Rally which is 1d6+Cha mod bonus hp on a target that lasts until rest.
even though those things don'tmake so much sense the effects give you some options.
one that fits character a bit would be the feat that gives 2 cantrips and 1 lvl 1 spell? picking warlock (you learned how to manipulate energies of that type by watching wave do it a bit), grab eldritch blast and something like chill touch for the cantrips, and then hex or expeditious retreat for a bonus action you can use, hex would increase your damage on one target at a time (it spreads when you kill who its targeting) and you can pick an ability a creature has disadvantage on (str, dex, con, ect) to combo spells with.
both of those level 1 spells are bonus actions, one giving you mobility in combat for free, letting you avoid being attacked, and the other increasing your damage. and then you know eldritch blast is insane, and chill touch is neat vs undead.
but yeah lucky is very good too. especially with your portent.
On March 25 2015 14:06 WaveofShadow wrote: I call upon the powers of PX/Yangers to halp me level at some point this week :D Whenever you need it man i'm here.
Though asmo: i will say, you are a bit stingy on inspiration. hand it out when a player does something in character that isn't super helpful(but makes sense for the character, like when amak'thos didn't give a crap about what his party was saying about the gas and walked in anyway) or is just neat.
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I hope us taking feats over ability score improvements doesn't break shit too much. I was thinking of actually taking an ability score thing but it truly doesn't make much sense since I already have a 20 in CHA.
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On March 25 2015 14:06 WaveofShadow wrote: I call upon the powers of PX/Yangers to halp me level at some point this week :D I'm free starting tomorrow night.
On March 25 2015 14:52 WaveofShadow wrote: I hope us taking feats over ability score improvements doesn't break shit too much. I was thinking of actually taking an ability score thing but it truly doesn't make much sense since I already have a 20 in CHA.
It shouldn't "break" anything because most of the challenges are tuned by Asmo. The only problem is that if the relative power of the party level gets spread out too much, but that doesn't appear to be a problem yet regardless.
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On March 25 2015 14:53 TheYango wrote:Show nested quote +On March 25 2015 14:06 WaveofShadow wrote: I call upon the powers of PX/Yangers to halp me level at some point this week :D I'm free starting tomorrow night. I think I might do my own organization of all the shit it will be possible for me to learn first, because otherwise it just takes forever.
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On March 25 2015 14:54 WaveofShadow wrote:Show nested quote +On March 25 2015 14:53 TheYango wrote:On March 25 2015 14:06 WaveofShadow wrote: I call upon the powers of PX/Yangers to halp me level at some point this week :D I'm free starting tomorrow night. I think I might do my own organization of all the shit it will be possible for me to learn first, because otherwise it just takes forever. 1 spell of any level, 1 cantrip, 2 of any attribute or 1 of 2 attributes OR a feat. d8+CON hp, not much else. 5 is a bigger level for you than 4.
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I would assume Wave meant re-remembering what all his possible spell choices were.
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On March 25 2015 15:00 TheYango wrote: I would assume Wave meant re-remembering what all his possible spell choices were. yeah, i guess. i figure reviewing the list he'll remember the spells that interested him, but nothing is super new. except feats, but there is a "best" feat for warlocks at level 4. unless you want to do some shenanigans. like the 600 foot range eldritch blast stuff.
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On March 25 2015 14:24 PrinceXizor wrote:Show nested quote +On March 25 2015 14:02 Lord Tolkien wrote: Alright, halp me decide muh feat:
Tough: gives me more HP, always useful and less likely to die to random Asmo BS, though I'll end up with defensive shit later Spell Sniper: my level of caring for this is minimal Observant: pretty decent for further pimping out my perception/investigation rolls, and I have comprehend languages so understand all the things Magic Initiate: we need healing in this group because we don't have a cleric Lucky: Diviner+Lucky has to be hilarious Linguist: Useless for me atm because already 20 int Keen Mind: ditto Elemental Adept: I'm not monoclassing elements so w/e Dungeon Delver: Might be useful since we don't have a rogue Alert: possibly very useful for a mage, extra initiative means earlier CC Lightly Armored: opportunity to basically skip mage armor and be less likely to die with like; not sure if worth though, since mage armor is a ritual
hmmm... If you are going based on effect, crossbow expert gives you the ability to use ranged spell attacks in melee range without disadvantage (so you can defend yourself if something rushes you) Martial Adept actually gives you a couple really good options to take advantage of, like commander's strike (make roam smash something hard), or Rally which is 1d6+Cha mod bonus hp on a target that lasts until rest. even though those things don'tmake so much sense the effects give you some options. one that fits character a bit would be the feat that gives 2 cantrips and 1 lvl 1 spell? picking warlock (you learned how to manipulate energies of that type by watching wave do it a bit), grab eldritch blast and something like chill touch for the cantrips, and then hex or expeditious retreat for a bonus action you can use, hex would increase your damage on one target at a time (it spreads when you kill who its targeting) and you can pick an ability a creature has disadvantage on (str, dex, con, ect) to combo spells with. both of those level 1 spells are bonus actions, one giving you mobility in combat for free, letting you avoid being attacked, and the other increasing your damage. and then you know eldritch blast is insane, and chill touch is neat vs undead. but yeah lucky is very good too. especially with your portent. Show nested quote +On March 25 2015 14:06 WaveofShadow wrote: I call upon the powers of PX/Yangers to halp me level at some point this week :D Whenever you need it man i'm here. Though asmo: i will say, you are a bit stingy on inspiration. hand it out when a player does something in character that isn't super helpful(but makes sense for the character, like when amak'thos didn't give a crap about what his party was saying about the gas and walked in anyway) or is just neat. Well, Crossbow expert isn't too useful since I'll pick up Misty Step either this level or next level (need to figure out if I really want Rope Trick to halp wave; probably not yet as I don't feel I have enough spell slots quite yet to reserve it, and I can only refresh 2 level 1 or 1 level 2 spell once a day): I then just use a bonus action to teleport away which makes the feat, well, w/e. The problem with Magic Initiate into Warlock cantrips is I have -1 to my charisma, which is, well, significantly inaccurate; this also makes Rally pretty meh. Which means I'd probably have to spec into Cleric if I do magic initiate (hey...).
Obsevant would give me a +1 mod to Wisdom checks, and give me a like +12 mod on Investigation and +11 mod Perception (which is pretty insane now that I think about it and would make Dungeon Delver rather useless since +12/+11 sort of beats out +7/5 on advantage except natural 1s, and applies to more than just sekirt doors/rooms), and Lucky is, obviously, very good when I can combine it with Divination.
Lightly Armored would also raise my dex mod by +1 but eh...I might actually consider multiclassing if that's the case. Makes me kind of wish I went with a dwarf so I could have auto-proficiency in armors.
Tough means +2HP per level which isn't bad, and Alert is +5 to initiative which is always useful (+never getting surprised).
hmmm, idk, nothing that I see which is essential
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Definitely enjoyed the cave quest, looking forward to developing story again!
No idea what I want for my feat. Considering two-weapon fighting, but that's a little less enticing since we didn't take the god damn dagger.
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Alert's good, just super boring and lame.
lol Soniv why do I keep getting the feeling that your character keeps becoming progressively more about hitting things. You already spend most of your "I have nothing better to do" turns in combat hitting things rather than using your bard abilities or spells.
At this rate you'll end up multiclassing into a fighting class.
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On March 26 2015 00:07 jcarlsoniv wrote: Definitely enjoyed the cave quest, looking forward to developing story again!
No idea what I want for my feat. Considering two-weapon fighting, but that's a little less enticing since we didn't take the god damn dagger. I don't know what you're bitching about. I had no desire to take a weapon, and nobody else seemed to care after the shield... If you wanted the dagger why didn't you say something?
Also I'm itching for more plot. It's been waaayyy too long since I was able to do something weird/fun/crazy.
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To be perfectly honest, Roger is very uncomfortable in a battle setting - hence not being prepared for long range combat. The theatre of war is not his strongest medium. His spells are much more focused around affecting peoples' emotions and feelings, weaving words and stories to change the ebb and flow of engagements benign and malignant.
The cave was awkward cuz his words would (he asumed) be less effective against his enemies, so he resorted to more of a stabby-heal strategy.
On March 26 2015 01:04 WaveofShadow wrote:Show nested quote +On March 26 2015 00:07 jcarlsoniv wrote: Definitely enjoyed the cave quest, looking forward to developing story again!
No idea what I want for my feat. Considering two-weapon fighting, but that's a little less enticing since we didn't take the god damn dagger. I don't know what you're bitching about. I had no desire to take a weapon, and nobody else seemed to care after the shield... If you wanted the dagger why didn't you say something? Also I'm itching for more plot. It's been waaayyy too long since I was able to do something weird/fun/crazy.
Partially cuz I wasn't really thinking ahead and planning that we'd be hitting level 4, thus opening two handed fighting to me. Partially due to Roger being generally kind to those he considers his friends; and he cares less about battle than he does about getting material for a good story. Also because dagger isn't his weapon of choice. I got the wand out of it, so it's totally fine.
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On March 26 2015 01:05 jcarlsoniv wrote: The cave was awkward cuz his words would (he asumed) be less effective against his enemies, so he resorted to more of a stabby-heal strategy. I mean the usual Bard mode of combat is to sing songs/cast spells that make OTHER people better at hitting things. Most of the time it felt like Roger spent more time hitting things himself rather than making Roam better at hitting them.
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On March 26 2015 01:27 TheYango wrote:Show nested quote +On March 26 2015 01:05 jcarlsoniv wrote: The cave was awkward cuz his words would (he asumed) be less effective against his enemies, so he resorted to more of a stabby-heal strategy. I mean the usual Bard mode of combat is to sing songs/cast spells that make OTHER people better at hitting things. Most of the time it felt like Roger spent more time hitting things himself rather than making Roam better at hitting them.
Had to save bonus action for healing things. I can use a reaction to use a bardic inspiration to reduce an enemy's roll, which I did a couple times on myself on the boss fight, and I still ended up falling unconscious lol. We don't really have much of a front line (Roam can't protect all of us), so I don't mind being a utility front liner for our mages.
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I mean, Clerics are normally supposed to be pretty frontline-y, but the Cleric seems to have more fun throwing spells from the back.
TBH that's probably more of a problem than the Cleric not having healing spells (which really isn't that big of a deal).
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On March 26 2015 01:33 jcarlsoniv wrote:Show nested quote +On March 26 2015 01:27 TheYango wrote:On March 26 2015 01:05 jcarlsoniv wrote: The cave was awkward cuz his words would (he asumed) be less effective against his enemies, so he resorted to more of a stabby-heal strategy. I mean the usual Bard mode of combat is to sing songs/cast spells that make OTHER people better at hitting things. Most of the time it felt like Roger spent more time hitting things himself rather than making Roam better at hitting them. Had to save bonus action for healing things. I can use a reaction to use a bardic inspiration to reduce an enemy's roll, which I did a couple times on myself on the boss fight, and I still ended up falling unconscious lol. We don't really have much of a front line (Roam can't protect all of us), so I don't mind being a utility front liner for our mages. Aren't you a skald?. Weird that you don't like combat. But maybe start throwng out heroism. 5 HP a round even temp is enough to have to avoid healing unless one shot.
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On March 26 2015 01:04 WaveofShadow wrote: Also I'm itching for more plot. It's been waaayyy too long since I was able to do something weird/fun/crazy. I will say that as a DM, I feel like Asmo's DMing style is way more suited to city encounters than for a dungeon crawl.
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On March 26 2015 02:27 PrinceXizor wrote:Show nested quote +On March 26 2015 01:33 jcarlsoniv wrote:On March 26 2015 01:27 TheYango wrote:On March 26 2015 01:05 jcarlsoniv wrote: The cave was awkward cuz his words would (he asumed) be less effective against his enemies, so he resorted to more of a stabby-heal strategy. I mean the usual Bard mode of combat is to sing songs/cast spells that make OTHER people better at hitting things. Most of the time it felt like Roger spent more time hitting things himself rather than making Roam better at hitting them. Had to save bonus action for healing things. I can use a reaction to use a bardic inspiration to reduce an enemy's roll, which I did a couple times on myself on the boss fight, and I still ended up falling unconscious lol. We don't really have much of a front line (Roam can't protect all of us), so I don't mind being a utility front liner for our mages. Aren't you a skald?. Weird that you don't like combat. But maybe start throwng out heroism. 5 HP a round even temp is enough to have to avoid healing unless one shot.
Yeah, Heroism has been on my list of wants for a while, there's a good chance I'll pick it up this level up.
On March 26 2015 02:34 TheYango wrote:Show nested quote +On March 26 2015 01:04 WaveofShadow wrote: Also I'm itching for more plot. It's been waaayyy too long since I was able to do something weird/fun/crazy. I will say that as a DM, I feel like Asmo's DMing style is way more suited to city encounters than for a dungeon crawl.
Agreed. Which isn't to say the dungeon crawl was bad, I quite liked it (and some of the imagery painted an awesome picture in my mind).
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On March 26 2015 01:33 jcarlsoniv wrote:Show nested quote +On March 26 2015 01:27 TheYango wrote:On March 26 2015 01:05 jcarlsoniv wrote: The cave was awkward cuz his words would (he asumed) be less effective against his enemies, so he resorted to more of a stabby-heal strategy. I mean the usual Bard mode of combat is to sing songs/cast spells that make OTHER people better at hitting things. Most of the time it felt like Roger spent more time hitting things himself rather than making Roam better at hitting them. Had to save bonus action for healing things. I can use a reaction to use a bardic inspiration to reduce an enemy's roll, which I did a couple times on myself on the boss fight, and I still ended up falling unconscious lol. We don't really have much of a front line (Roam can't protect all of us), so I don't mind being a utility front liner for our mages. I'm actually considering going this role. I used to love warlock tanking back in WoW the few opportunities I had to do so.
Problems with that are A) disadvantage on spells in Melee range. I'm not about to start going battlemage B) even if I start taking feats and stuff I'm not likely to be able to tank effectively enough.
It would definitely fit with my Yolo style if I could eat more damage and stuff though.
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Realistically the best way for you to get into the thick of things Wave is to use Polymorph because Warlock spell recovery means you can have it for most fights. That's still a few levels away though.
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