Darren
Kalarian d'Deneith (human)
Kalarian
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Post by Darren on Aug 26, 2016 9:29:20 GMT -4
As usual, I'm doing a terrible job of explaining myself. Again, it's not THIS particular time of getting knocked out that made me say all of this (and thanks, Joe, for bringing Kal back). This has been brewing for a while for me.
The transition through the editions has been very cool, Jeff, but I do think that all of the fighter aspects of Kal's character are, if not gone, not really all that useful anymore. When we started out, Kal could fight toe to toe with the rest of the fighters and would spend lots of time up front swinging his sharrash and not just using spells. Now, that's ridiculous since the thought of Kal getting anywhere close to the enemy results in a swift and unseemly drubbing. And that's okay, and I like the idea that Kal has evolved over time, but I also feel like it leaves him in a position where, as a high level character he is now being asked to compete with other high level characters and I don't feel like he's on even footing most of the time, both in or out of combat. There were early decisions that were made that would have been made differently if he had been what he is now from the beginning, right? His sharrash is an awesome weapon, but for who he is, it's largely ceremonial now. His chainmail (and the ability to wear it) don't really amount to much. The increases to his stats probably would have been distributed differently if he was never going to be on front-lines of combat. And things like that take a lot of time to "correct" and meanwhile he's fighting against antagonists who got to make the "right" decisions from the beginning.
Does that make more sense? Again, I'm not trying to complain or be ungrateful and there's no way I'm ever going to stop playing Kal (unless he really does die).
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Darren
Kalarian d'Deneith (human)
Kalarian
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Post by Darren on Aug 26, 2016 9:35:59 GMT -4
A couple of specific questions about right now so that I can post a turn for Kal:
- Remind me...getting up from prone counts as an action? Or is it a bonus action? A move action? - Because of the slick surface he is on, would it be possible, as a move action, for Kal to just slide himself backwards (off of the slick patch) without getting up? - Is there anything that stops Kal from casting a spell without getting up?
- Can we talk about the size of the objects around Kal? I'm considering using Animate Object, and want to know what's around him to animate? It would be so awesome to animate the ship right under Lamara's feet, but I'm assuming it's larger than Huge. What about the smaller boats? I'm sure the deck of the ship that Lamara is on is littered with objects. Can you give me some options?
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Jeff
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Post by Jeff on Aug 26, 2016 9:40:26 GMT -4
A couple of specific questions about right now so that I can post a turn for Kal: - Remind me...getting up from prone counts as an action? Or is it a bonus action? A move action? - Because of the slick surface he is on, would it be possible, as a move action, for Kal to just slide himself backwards (off of the slick patch) without getting up? - Is there anything that stops Kal from casting a spell without getting up? - Can we talk about the size of the objects around Kal? I'm considering using Animate Object, and want to know what's around him to animate? It would be so awesome to animate the ship right under Lamara's feet, but I'm assuming it's larger than Huge. What about the smaller boats? I'm sure the deck of the ship that Lamara is on is littered with objects. Can you give me some options? As stated in my main post, standing up from prone costs have your speed. So if Kal has a speed of 30 ft., standing up means he'll only have 15 left. The ship itself is definitely larger than Huge. But you could pick a smaller part of the ship, like the ropes/rigging/pullyes that Condign just climbed up with. But it can't detach and move around from it is. I'll have to brush up on the spell description and advise better. Stay tuned. Unless the spell description says otherwise, though, you probably can't animate an object you can't see. So you'd have to get up to Lamara's level to target the spell for something up on deck.
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Jeff
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Post by Jeff on Aug 26, 2016 9:45:27 GMT -4
The transition through the editions has been very cool, Jeff, but I do think that all of the fighter aspects of Kal's character are, if not gone, not really all that useful anymore. When we started out, Kal could fight toe to toe with the rest of the fighters and would spend lots of time up front swinging his sharrash and not just using spells. Now, that's ridiculous since the thought of Kal getting anywhere close to the enemy results in a swift and unseemly drubbing. And that's okay, and I like the idea that Kal has evolved over time, but I also feel like it leaves him in a position where, as a high level character he is now being asked to compete with other high level characters and I don't feel like he's on even footing most of the time, both in or out of combat. There were early decisions that were made that would have been made differently if he had been what he is now from the beginning, right? His sharrash is an awesome weapon, but for who he is, it's largely ceremonial now. His chainmail (and the ability to wear it) don't really amount to much. The increases to his stats probably would have been distributed differently if he was never going to be on front-lines of combat. And things like that take a lot of time to "correct" and meanwhile he's fighting against antagonists who got to make the "right" decisions from the beginning. Here's what I don't understand: it feels like you want your cake and to eat it, too. So you think Kal should be able to go toe-to-toe, martially, with someone like Condign, and yet also have awesome spells? That's just not how this should work. I understand that he started off in a different system If you want, because you've been subjected to edition changes and you feel this has cheated you out of the character you envisioned, I'm willing to help you rebuild the character. That is, 4th Edition had crappy multiclassing rules, but 5th Edition resembles the 3rd Edition style—how Kal started. If you'd like to go back to being part fighter, part sorcerer, and therefore be more martial again....I'm willing to talk about how to do that with you. But it will definitely mean losing a spell level or two of spells. You can't be good at everything. We'd strip away the custom Deneith-oriented feats that have given him some martial talents despite being a sorcerer and we can just straight-up follow the multiclassing rules for being both a fighter and a sorcerer. It would mean more hit points, for sure, and probably better melee combat options, but you'll lose 4th and 5th-level spells if you want to make that effective.
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Jeff
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Post by Jeff on Aug 26, 2016 9:53:51 GMT -4
The first thing to note is that if you target an object that isn't independent of its environment—like the mast of the ship or the helm/wheel—then it can't move anywhere. And its reach is only 5 ft. for attack purposes, so that would be easy for an enemy to avoid. Now if you choose something like one of those smaller boats (the one next to Kal), I'd consider that a Large construct. (It's long but skinny.) So its stats would be:
Large: Hp 50 hp; AC 10; Attack +6 to hit, 2d10 + 2 damag; Strength 14, Dexterity 10
Your spell could animate two Large objects. Since the boat lacks appendages, it would be able to fly instead with a speed of 30 (which is pretty hilarious).
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Darren
Kalarian d'Deneith (human)
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Post by Darren on Aug 26, 2016 10:23:27 GMT -4
Two Large and one Medium, you mean.
Are there things on deck that could move? Barrels and whatnot? I assume those are Medium objects?
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Jeff
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Post by Jeff on Aug 26, 2016 10:50:26 GMT -4
Yes, sorry. Two Large and one Medium. Yes, in theory a non-small barrel would be Medium. But honestly, Kal can't see anything up on the deck (Lamara and now Condign are actually on the sterncastle, which is pretty high up) so it's hard for him to actually select anything from where he's at. The ship is largely battened down because of the storm, and is rather dark. Normally ships aren't left entirely unoccupied, but for the moment it's not obvious if there's anyone on board.
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Brian
Melethos (tiefling)
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Post by Brian on Aug 27, 2016 15:14:52 GMT -4
Jeff, regarding your post about Condign's move: I understand he's at a disadvantage for the moment, but given his invisible status, would the advantage (of being invisible) and disadvantage (of his precarious footing) make any attacks against him a wash?
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Brian
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Post by Brian on Aug 27, 2016 15:31:09 GMT -4
And on the matter of Darren's comments... I know exactly what you mean, Darren. Condign was designed as a Warlord, a fighter with certain spell-casting abilities. He could do an incredible amount of damage, especially with Hammer and Anvil. When 5E came out, he was demoted (if you could call it that) to a straight fighter. No more magic (aside from what you've seen Big Red do recently, which is quite new ). But he was given maneuvers, which have kind of magic qualities. Even his sword lost some of its magical potency. I was initially bummed, but I soon worked out how to approach Condign now as a straight sword-and-board fighter. You may not realize this, but he now defers to Kal on some of the battlefield commands, which as a Warlord he rarely did. I still see Kal as the "leader of sorts" for the group. He's the face of the party, let's say. Now, I play Condign in opposition to Kal from time to time, because it fits his personality, and I think we have some fun with those exchanges. But I haven't felt Kal played in any diminished way, ever. Those are my two cents, for what their worth.
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Jeff
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Post by Jeff on Aug 28, 2016 8:47:48 GMT -4
Kal will cast Storm Sphere. It's a 20' radius. The "far" edge of that should be on the construct (meaning he would have to walk through the rest of it to get to Belarin and Streko). He has to success on a Strength saving throw or take 2d6 damage. (I'm guessing he'll make it, but maybe he'll get a bad roll.) Darren, I'm very unclear about where you're placing the sphere. By your description, it sounds like intend to place it so both the large construct and Belarin are inside it, which would not be good for Belarin. It's easier if you just tell me where the center of it should be. Not sure what you mean by "'far' edge." Also specify which construct you're talking about, since there are two of them. Just say larger or smaller one. 20-ft. radius is real big. 8 squares from end to end.
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Jeff
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Post by Jeff on Aug 28, 2016 10:33:35 GMT -4
Talk of "demotion" especially bums me out. If you have to look at things in terms of being powered down, then at least realize the entire world was powered down. You were fighting monsters in 4E with twice the hit points and most had ACs higher than 20. 4th Edition was a rules system high in inflation.
If today's economy got "fixed," and a lot of improvements made, and then they actually managed to roll inflation back a bit so that pennies and nickels were actually useful again, and a gallon of gas cost $1.08 instead of $2.39, would you say that our quality of life got demoted?
I think I alone feel like 5th Edition is a vast improvement. The warlord of 4th Edition exists now as the Battle Master, a subpath for the fighter. There were times in 4th when Condign couldn't actually do much beyong make a basic melee attack with no frills whatsoever, simply because none of his companions were close enough to take advantage of his special warlord commands, or they were too busy doing something else to cooperate with the way he'd intended things to go. Or he straight-up had "used up" his daily warlord "powers." I actually remember some of your frustrations in those moments, Brian, when it seemed like you couldn't do what you envisioned Condign would have done. The party, in the current battle as in many of past battles, tends to break up and each character goes and does whatever they want regardless of dialogue you're having.
In the case of Kal, he jumped right to the "front" of the battle, away from people like Adamant who tend to protect him, presented himself right near a dangerous enemy that he couldn't see...who happens to have a vendetta against him personally. So he placed himself in a position that Lamara could take advantage of. So she hit him hard with a devastating attack. Cause and effect. It's not because Kal got nerfed and his attacks are no good. It's that he's a sorcerer and of course his hit points are lower than everyone else's. He's a mage, albeit a battle-centric one.
This could all just be a "grass is greener" problem. I don't know.
Incidentally, the closest thing to a board-and-sword fighter is Aven. He's got the Champion subpath for the fighter. No maneuvers, none of that fighter nuance that Condign has. He just hits harder when he hits good. All classes have these paths you choose, usually beginning around 3rd level. That's the specialization of the class. For a sorcerer in 5E, that's either the Wild Magic path or the Dragon Bloodline path. Neither was a fit for Kal, so I was happy to establish a Dragonmarked path, because this is Eberron and it has its own flavors, and this one uses martial elements based on House Deneith. Brings in elements of the fighter.
I really want to be done with the grumbling, though, because honestly it's making me not want to be here. It's making me want to redirect my energy into other, more productive things. Darren, we can rebuild Kal using multiclassing rules (again, which is precisely how he started in 3rd, which I guess is the "golden age" you think you're missing) and you can make the best of that...or keep him as he is. Either way, I don't want to be dragging you through a rules system you don't want to be in.
I'll say again one more time to all of you. It's essentially what I've said to various players who've dropped out of this game: if it's not fun you shouldn't be here. Please don't make me work harder to slog you through it, you know?
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Ken
Belarin Malizia
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Post by Ken on Aug 28, 2016 11:31:21 GMT -4
I don't think Brian, at least, was complaining about the change (he did qualify "demoted") as much as he was saying that the change required him to rethink the way he plays Condign, in ways that he might not have expected.
I'm still learning that, too. For instance, in a big melee like this in 4E, Belarin would be cursing foes and teleporting *several* times, so he'd be a little reckless, which fits the character. In a fight, he doesn't think ahead too much.
In a similar 5E fight, he can teleport once (maybe twice if he still has a spell slot), and THAT'S OKAY. He just can't be as reckless as he'd like (which Histra has pointed out), and he's purchased armor and chosen a spell with purely defensive purposes to adjust. He's still not going to *completely* behave (he loves to use Misty Escape, even when he shouldn't), but the education is an ongoing process. ;-)
I agree that 5E is much better. While I miss the cool bells & whistles of 4E sometimes, I certainly do NOT miss the insane hit points and rechargeable powers of our opponents.
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Jeff
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Post by Jeff on Aug 28, 2016 11:37:52 GMT -4
The approach I'm hoping to quell is the idea that we just have to make the best of a crappy situation. As if they're worse than they were. It's been an uphill battle.
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Post by Dave B. on Aug 28, 2016 11:40:57 GMT -4
The first thing is Jeff. You need to stop taking personal offense when one of us says the tiniest negative thing, while ignoring all the positive comments that went with it.
We are all having a good time. You are an amazing DM and nobody here works anywhere near as hard as you do. But, as human beings, sometimes the story grows on us so much that when things take an unexpectedly perilous turn or the dice roller doesn't bend to our will, we vent. But, in the long run it is still a game. The best game in the world as far as I'm concerned, but a game nonetheless. As players we are going to get frustrated sometimes and say negative things to try and feel better about the situation our character has fallen into. In my mind, when that happens the DM should be impressed at how well the story/game has made us care about our characters. If we didn't care, we wouldn't complain. Again, human nature. But, if you really feel that we are making your job harder, Jeff, tell us how we can ease the load off your shoulders. Let us know how we can make it more fun for you.
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Jeff
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Post by Jeff on Aug 28, 2016 11:41:20 GMT -4
This also would have been a fairer conversation to have if it took place when some severe rolls weren't just made.
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Darren
Kalarian d'Deneith (human)
Kalarian
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Post by Darren on Aug 28, 2016 11:42:39 GMT -4
Kal will cast Storm Sphere. It's a 20' radius. The "far" edge of that should be on the construct (meaning he would have to walk through the rest of it to get to Belarin and Streko). He has to success on a Strength saving throw or take 2d6 damage. (I'm guessing he'll make it, but maybe he'll get a bad roll.) Darren, I'm very unclear about where you're placing the sphere. By your description, it sounds like intend to place it so both the large construct and Belarin are inside it, which would not be good for Belarin. It's easier if you just tell me where the center of it should be. Not sure what you mean by "'far' edge." Also specify which construct you're talking about, since there are two of them. Just say larger or smaller one. 20-ft. radius is real big. 8 squares from end to end. I wasn't sure if the scale was still one square=5'. It didn't seem to be the case when the Wall of Fire sprung up, and since that was a 20' circle, I was assuming the same size for the Storm Sphere. I guess the wall wasn't actually 20'. Anyway, the intention was essentially for the edge of the sphere to be in front of Belarin, but if it can be big enough to encompass both the large and small construct, that's good, too. If it's really 8 squares from end to end, then placing the eastern edge in the square right in front of Belarin and the southern edge right next to Condign should get both constructs and also force them to walk thru it (and stay in it) in order to get to the warlock. That effectively puts the center of it right on top of the large construct, I think.
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Jeff
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Post by Jeff on Aug 28, 2016 12:18:58 GMT -4
1 square has always meant 5 ft. I can't think of when it wasn't in this game. The Wall of Fire was 20 ft. The spell says "20 feet in diameter." Diameter and radius get used a lot, and it's easy to confuse them. Attachment Deleted
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Jeff
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Post by Jeff on Aug 28, 2016 12:20:43 GMT -4
This would be the Storm Sphere size, 20 ft. radius. Does this location fit the bill? Or would you push it somewhere else? Attachment DeletedClick the image to see full size.
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Darren
Kalarian d'Deneith (human)
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Post by Darren on Aug 28, 2016 12:36:46 GMT -4
Yes, yes. My mistake. I was a theater major, remember?
I believe it should push one square north and two east. That should still avoid Condign. If not, two squares north and east would be fine. That would hit Tangat and the wererat, too, but since Tangat and Kal go together, he should be able to get out of the way.
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Jeff
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Post by Jeff on Aug 28, 2016 13:31:27 GMT -4
Jeff, regarding your post about Condign's move: I understand he's at a disadvantage for the moment, but given his invisible status, would the advantage (of being invisible) and disadvantage (of his precarious footing) make any attacks against him a wash? Oh, definitely. Any combo of advantage and disadvantage renders them all off.
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Brian
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Post by Brian on Aug 28, 2016 19:36:06 GMT -4
Dave W., you wrote Syrdan in you last post. I think you meant Shorak. 😉
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Dave W.
Adamant (Warforged)
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Post by Dave W. on Aug 28, 2016 19:45:02 GMT -4
not to get into edition wars, but i could write an annoyingly long post about how 5e is the best ed so far, so you're not alone on that Jeff. Sure there's some things I miss from 4e... or 3rd, 2nd, AD&D...
Hey, be happy we have a great group of RP'ers and a great DM...
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Jeff
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Post by Jeff on Aug 29, 2016 9:13:21 GMT -4
I don't want to belabor this, nor do I want praise or back patting. We all make this game what it is, and the more your participation, the more you shape it. Darren, I would like to know whether you want to revisit the character as a multi-class one. If yes, I'll start that conversation with you in the private area (or public, if you want group feedback). If not, you have to like what you have, and live with the consequences of both character decisions and rolls. That's all. The first thing is Jeff. You need to stop taking personal offense when one of us says the tiniest negative thing, while ignoring all the positive comments that went with it. I'm as human as any of you, and things I just swallow time and again will bottle up in me, and need venting. It's not personal offense—personal offense would mean I think Darren is angry at me as a person, outside the game, and is personally trying to antagonize me. I didn't take it that way at all. We're old friends. I did take it as frustration, some of which is my own fault, because it's my own lenience and investment in the game coming back to bite me in the ass. As you've all seen, this is hardly a high body count game (in PC terms), because I want death to matter and I care about each character as much as you guys for your own. But I think that tendency in me creates a safety net you guys think exists that your characters are always safe, and when that's threatened, you get rattled. I do believe in stakes. But perhaps I've lulled you into this sense of security. As players we are going to get frustrated sometimes and say negative things to try and feel better about the situation our character has fallen into. . . . If we didn't care, we wouldn't complain. See, I don't believe that last sentence is true. We've had players exit this game grumbling the whole way, and it's because I called them on dragging their feet and not caring for much too long. Sorry, but that's how I see it. Again, human nature. But, if you really feel that we are making your job harder, Jeff, tell us how we can ease the load off your shoulders. Let us know how we can make it more fun for you. All I ask is that you soldier on with decisions you guys have made. If soldiering on is not fun, then please don't continue through the game like it's a chore. If the decisions you made aren't working for you, speak up....but please do so before the dice are rolled. A bad roll at a tabletop game usually results in laughing, not grumbling. And I guess a few extra considerations for the point of view as someone who feels responsible for managing the fun of six other people would help. I ask for nothing else.
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Jeff
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Post by Jeff on Aug 29, 2016 9:19:08 GMT -4
Also, now that Addy’s 9th level he has the 3rd level spell Revivify. So if Kal does die, so long as Addy can get to touch him within one minute (10 rounds) after he dies, Addy can bring him back; so that's a minimum of 13 rounds. Of course then Kal owes Addy a life-debt… I’m pretty sure Streko has this too. By the way, Dave, yes, Revivify is now something Adamant and Streko can do, provided they prepare it. And the more time that passes, the more I think you're going to start to need it. But hey, take note that Revivify isn't free. That's one of the few paladin/cleric spells that actually has a material component your holy symbols won't cover. You need to acquire the diamonds for that one, and spend some gold to do it. While in Stormreach is the best time.
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Darren
Kalarian d'Deneith (human)
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Post by Darren on Aug 29, 2016 9:30:26 GMT -4
To answer your question, no, I do not want to multi-class Kal. I think my point was that the original attempt to sort-of multi-class him didn't really translate through the editions, because it wasn't a real multi-class but rather a special single class that no longer exists. If he was originally conceived as a single-class character, there are probably some decisions that would have been made differently, and as far as living with decisions, that's the only part that bothers me.
Again, I want to stress that it's not just that bad dice rolls happened and it made me unhappy. This has been brewing in my head for some time. This fight just brought it to the fore. But I'm willing to just let it go and see what happens. I just have felt for the last...while...that Kal has become increasingly ineffectual BOTH IN AND OUT OF COMBAT and I'm not sure why or how to deal with it. It probably has something to do with decisions I've made as he's leveled up, but I'm not even sure anymore.
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Jeff
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Post by Jeff on Aug 29, 2016 9:37:02 GMT -4
Can you tell me how you measure success in Kal? In combat, do you just mean damage output? And out of combat...do you mean character talk and interaction, stuff only you can possibly address? Or do you mean numbers again, when rolls are made?
I think you need to get to the bottom of what you even mean by ineffectual. I can't help until I understand that. Surely you can't mean that Kal hasn't steered the story of this game drastically and frequently?
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Darren
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Post by Darren on Aug 29, 2016 9:46:00 GMT -4
I guess I'm talking in terms of numbers. I feel like any influence Kal has outside of combat comes strictly from the things I say, but have nothing to do with his character sheet. I often look to his sheet for help in various situations and find there's nothing there of use to me, so I just keep tap-dancing with words. In combat, well, yeah, it comes down to the numbers, I guess. Maybe it's just bad luck with rolls? I don't know, but like I said, I don't really feel like Kal is much of a heavy-hitter with his spells, which is supposed to be the trade-off for being fragile.
Look, I don't know. If I'm just complaining, then I'm just complaining and ignore me and we'll all move on.
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Jeff
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Post by Jeff on Aug 29, 2016 10:35:32 GMT -4
Okay, let's look at some numbers, because I really think you just think the grass is greener. When it comes to dealing damage, there's just no way to compare spellcasting with melee combat attacks, like Adamant or Condign deal out. Apples and oranges. They can only take on one foe at a time with each strike, keep in mind.
Of the spellcasters in the group, the only ones with some real damaging qualities are Kal, Belarin, and to a lesser extent, Streko. Adamant's only damaging spells are ones that make his melee attack rolls do some extra damage. So here are the heavy hitters:
Belarin ● Belarin's main, and I think only, spell attack is eldritch blast, a cantrip: 5-14 force damage per beam to 1 creature, and he can shoot 2 beams. At 11th level, he'll be able to shoot 3 beams. All his other spells just do crazy other, non-damaging things. Only Hex can add some damage to people he attacks with spells.
Streko ● Sacred Flame (cantrip): 2-16radiant damage to 1 creature. ● Flame Strike: 4-24/4-24 fire/radiant damage to up to 4 Medium-size creatures. ● All his other spells fix, mend, heal, contain, freeze, or whatever. There's Inflict Wounds, but he's never used it.
Kal ● Burning Grasp (cantrip): 2-16 fire damage to 1 one adjacent creature. At 11th level, it will be 3-24 damage. ● Fire Bolt (cantrip): 2-20 damage to 1 creature within 120 feet. At 11th level, it will be 3-30 damage. ● Lightning Orb (cantrip): 3-12 lightning damage to up to 4 creatures within 60 feet. At 11th levle, it will be 4-16 damage. ● Scorching Ray: 2-12 fire damage against 3 creatures, or 6-36 fire damage to 1 creature. ● Lightning Bolt: 8-48 damage in a straight line to up to 20 Medium-size creatures. ● Storm Sphere: 2-12 bludgeoning damage per round to approximately 40 Medium-size creatures, plus 4-24 lightning damage to 1 creature within 60 feet.
By a long shot, Kal has the most damaging spell-list, and can hit more targets consistently. I just listed the bigger ones. And this doesn't count all the other cool, hard-to-quantify things, like the fact that Kal has Counterspell. You just have to use these things. So maybe you don't look at the sheet enough?
As for being "fragile," he's got the same AC as Shorak and Belarin, and only 2 hit points less than Streko.
There's no way to actually measure the hundreds of different options and abilities of each character, or properly stack them up against someone else's. When it comes to non-combat stuff, and you just want to look at ability checks and skills, Kal's strong side is absolutely in Charisma and Persuasion. He is capable of being utterly charming, but he's also got a character trait that you've given him to rub some people the wrong way. If you want to be haughty and arrogant, then at least focus on Intimidation—which isn't Kal's strong suit, since he's not proficient in it, but he still gets his Charisma bonus there. Using Persuasion, which he is proficient with, means being convincing, likeable. Maybe you just need to figure out the best approach in social situations. It's not a black and white thing. With people like Greigur, I think you play it right, because if you're too humble he won't respect that (being a man of power and arrogance himself). But if you're haughty to a commoner, instead of trying to be an approachable nobleman who's happy to come down their "level," it's not going to work out right. I think you'll find that Charisma can really define him.
Just my two electrums.
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Dave W.
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Post by Dave W. on Aug 29, 2016 13:31:55 GMT -4
But hey, take note that Revivify isn't free. That's one of the few paladin/cleric spells that actually has a material component your holy symbols won't cover. You need to acquire the diamonds for that one, and spend some gold to do it. While in Stormreach is the best time. That i did not notice... looking at my spells, I think I can cover most of them by getting some holy water and the diamonds. I do not in fact have 300gp for diamonds, but maybe we can hit the party funds... actually I'd suggest getting a set for me and a set for Streko. Does that make sense?
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Darren
Kalarian d'Deneith (human)
Kalarian
Posts: 7,310
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Post by Darren on Aug 29, 2016 13:41:45 GMT -4
I'd get three or four sets for each of you.
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