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  #46  
Old Mar 21st, 2014, 07:05 PM
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Ok folks, seeing as my class is Tactician and we've been working together (technically) for at least 2 months minimum, here are all the things that we are starting off with:

All six of us are in a Collective (Su)psychic network, however we must remain within a certain range of the 100ft + 10ft/level = 160ft radiusSpecial Consul (Me) which gives us all the ability Telepathy (Su)to get inside each others heads which in turn lets us speak telepathically to each other and lets any other psionic character in the network use any unknown powers that any other psionic characters in the network have. With three psionic classes I'm not sure what powers we all have but essentially all three of us now know, functionally speaking, all the powers the others known and can use them using out PP stock. As long as I maintain my Psionic Focus I can share any Coordinate (Su)Teamwork Feat I know with anyone else in the network and those Teamwork Feat, Tactician bonus featsTeamwork Feats can be changed by me after one hour of meditation. Currently my Teamwork Feat is Stealth Synergy which lets myself and anyone else who knows Stealth Synergy (See previous comment about being able to share it with another person) take the highest of our two Stealth check rolls and add both our modifiers to it. Because of the psionic power sharing thing going on, I think that other psions also qualify for the following effects of the network we are all in - powers that manifest with one or more willing target may target anyone in the network regardless of the power's original range, powers with the Network descriptor can be manifested this way regardless of original target and range; Spirit of Many (Su)Powers with the Network descriptor that target only members in the network are counted as Supernatural Abilities instead of Powers and for each additional PP spent on that power you can target an additional member of the network. - The wording of those last two doesn't explicitly state only the Tactician benefits nor does it say that other psionic members of the network do not benefit so I'll leave it to the DM to make a ruling regarding those last two effects.
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  #47  
Old Mar 21st, 2014, 09:11 PM
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Oh yeah... Bait the kobold is a rogue, who is good a stealth stuff and building traps.
He is actually not a bad front line fighter when he has a flank buddy...
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  #48  
Old Mar 21st, 2014, 10:03 PM
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@Oghain: Ooh, didn't know a Tactician let psionicists pool their powers. In that case probably a good idea to list out our powers for others to use.

Talents(1pp or Expend Psionic Focus)
Conceal Thoughts - Protect one willing subject's thoughts. +10 bluff against Sense Motive attempts at discerning true intentions, +4 saving throw against mental probe spells/powers.
Detect Psionics - You know this power
Trick Shot - Make physics your b*%&#. Dictate the path of a projectile you throw/fire with a phrase of ten words or less.

Level 1 Powers(1pp)
Minor Metamorphosis - Change your form, gaining one ability(+2 to a physical score, 5 temp hp, cleave, increase or decrease size by one, etc).
Inertial Armor - Magic Armor
Chameleon - +10 stealth.
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  #49  
Old Mar 21st, 2014, 11:01 PM
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Strider and Roheryn come as a pair. Move speed of 80 when mounted and sneak for Strider is 19 and 6 for Roheryn.

If using his broad arrows he can do up to 3d10+12 or and with gravity bow that becomes 6d8+12 and that can be at range or melee (point blank master so he will not give AOO for using his bow in melee). That is before any group buffs or ranger favored traits.

I would recommend he stay on the fringe unless needed in melee so he could easily chase down any standard escapees even if they are on a standard horse. Standard horses move at 200 running and Roheryn will move at a double of 160 so Roheryn could catch up and go into a double stable gallop giving Strider his attacks with only a -3 or even slow to normal speed with no penalty while he made his attack if needed and then sprint again to overtake the target again.

Or he can me a mobile light assault vehicle moving around the combat from different angles if we want. Like I mentioned in my last post, I will let you tacticians decide on a plan and let me know what you want Strider and Roheryn to do. There will be other times that I may speak up with my thought on a plan, but not right now - sorry. We have a map so since this is an ambush we can be in place.
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  #50  
Old Mar 22nd, 2014, 07:58 AM
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Does anybody have ghost sound, silent image and/or minor image available for use? That could be a huge benefit in getting these guys to follow Bait
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  #51  
Old Mar 22nd, 2014, 09:56 PM
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No, sadly. There's a lot of really nice Wizard spells that Witches don't get save for possibly as Patron spells. I do have Ventriloquism, which should be able to do something quite similar, however. I'm considering my spell-list set once I post in-game, so I'm holding off on posting until it's become clear precisely which spells I should have ready.
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  #52  
Old Mar 23rd, 2014, 09:44 PM
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So we have 4 people that posted. Should we wait for #5, or just start things moving?

What is the expected post rate?
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  #53  
Old Mar 25th, 2014, 11:32 AM
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Can't recall an expected rate, slower works for me but I am good with the consensus of the group.

Is anyone having trouble deciding what to post or how the game is starting, I am good with it so far and think once we get the posting rate setup with expectations we have the making of a great game here. If you want we do have the other "Tactical" in game OOC thread where we can discuss OOC tactics and settle any questions there before posting, otherwise I a good with how it is going now.
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  #54  
Old Mar 28th, 2014, 10:33 PM
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I suppose the annoyance I expressed in the other thread with the price of traps was somewhat misplaced. It certainly could cost much more if the trap was meant to last centuries and be sunk into solid stone, as most dungeon traps probably are.

Never the less, neither are requirements here, so the ruling in the other thread stands.
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  #55  
Old Mar 28th, 2014, 10:50 PM
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Amen -- and I concur completely on traps... If it anything sounds excessive, change it, lower DC, etc...
My intent is not to abuse this, but use it.

I did buy the bear traps, 'cause they were the only thing that sounded portable.

Last edited by Squeak; Mar 28th, 2014 at 10:52 PM.
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  #56  
Old Mar 29th, 2014, 01:34 AM
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I agree completely with the traps/poisons. The prices never made sense-- by the time you can reliably afford them, they're largely useless outside of extremely narrow uses. Like killing Will-O-Wisps.
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  #57  
Old Mar 29th, 2014, 08:22 AM
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The one good thing is that if anybody looks like part of a kobold (or kobold/goblin joint party), it is Lykaia
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  #58  
Old Apr 1st, 2014, 01:16 AM
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Sorry folks, trying to get around to posting but some real life things are getting in my way. Will try again later today.
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  #59  
Old Apr 4th, 2014, 05:38 AM
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I'm sorry that post took so long. I've been a little out of sorts this last week (Plus I wasn't expecting a 3 on a stealth roll, and was trying to figure out how I was going to handle it)

Anyway, Bait you're good to go, assuming everyone wants to stick to the plan.
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  #60  
Old Apr 5th, 2014, 06:59 AM
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Strider will probably make a move as soon as he sees that the Captain is not moving (letting the two at least start following Bait first though), I would expect to have something up by tonight - have stuff during the day today though. If anyone doesn't think so then shout out before I post.
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