Another (mostly) Totemist Diary

Post/Author/DateTimePost
#1

cricket_god

Apr 19, 2008 13:14:23
Greetings all. With the recent ending of the campaign I've been running, another individual has stepped forward to run a short campaign before 4th edition comes out. It's been predicted that we will hit level 5 at the highest during the campaign so I picked Totemist for my character since they start hitting their stride around level 2.

I originally planned some crazy multiclass progression (something like Totemist 2/Warblade 1/Scout 2) that would see me tumbling and leaping all over the place, dishing out 4 claw attacks a round, each at full attack bonus and dealing 3d6+str mod damage, but after I got accused of cheese for having a high AC in the first session, I've changed things around a bit.:

Character Info

Class Progression: Totemist 2/Warblade 2 then alternating totemist and warblade from there on. I would prefer to do otherwise, but multi class penalties are in effect and I figure this will help curb my combat powers a bit.

Race: Azurine (I like bonus feats and I needed the extra essentia)

Alignment: Chaotic Good

Feats: Demonic Skin and Cloak of the Obyrith to start (I'm interested to see how a good character with Abyssal Heritor feats works out). At level 3 I intend to pick up Leap of the Heavens and if we hit level 6 I'll be taking Bonus Essentia.

Abilities: we rolled 5d6 and dropped the 2 lowest for stats. This was only done 5 times and then the 6th stat was automatically an 18. However, dice don't like me and the first 2 stats I rolled were an 8 and a 6 for a final stat array of:

Str 18, Dex 16, Con 15, Int 11, Wis 8, Cha 6

One other player rolled a 10 stat and most have a minimum stat of 12, but my important stats are good so I can deal with it.

Soul Melds: At level 1 I intend to use Wormtail Belt and Lamassu Mantel to buff my AC up and act as the parties tank. At second level I'm going to use Sphinx claws as weapons and upon reaching level 4 when I will consistently be able to make the DC 20 jump check to us all the attacks I will switch to Land Shark Boots. If we get to a high enough level after that to shape more melds (or if I get my hands on a ring of protection +2) any other soul melds will go into boosting my jump check.

Maneuvers & Stances: I originally planned to use punishing stance, but given that I'm trying to limit the mount of cheese accusations I've switched to Stance of Clarity to boost my AC on occasion. If we reach level 7 I'll use Absolute Steel stance to boost my speed and AC. Other than that, Moment of Perfect mind is there to protect my squish brain from my bad will saves and 8 wisdom and swift leap should give me quite a bit of extra mobility in combat. I'll also be taking Mountain Hammer since the DM likes Demons, which means lots of DR to get by.

The Character Plan: I plan to make this character very mobile and acrobatic in combat. Preforming tumbling leaps around, beside, or even over my opponents so I can bring the Land Shark Boots into play.
#2

cricket_god

Apr 19, 2008 13:46:20
Session 1:

Character Stats:
Level: 1
HP: 10
AC: 22 (24 vs Evil creatures)
Saves: Fort +4, Ref +5, Will -1
Attacks: Morning Star +4 melee (1d8+4)
Other: DR 2/lawful

The Session:

The campaign started off with us signing on with a dwarf who was about to embark on long sea voyage and needed protection for himself and his cargo. We were to discover that while he was dropping off supplies at islands during the journey, his primary goal was to deliver arms to one of the sides of a war that was occurring on a far off continent. We were joined in this endeavor by anther strange individual. A man with a bandaged up head who spoke very little and didn't make much sense when he did.

After a short drink with our new employer, who wanted us to guard his cargo that night, we set off into the streets, only to be confronted by a kenku who asked us to follow him into an alley. We all put our hands on our weapons and followed along.

Encounter 1
There was a second Kenku in the alley and the two of them started giving warnings and threats to the dwarf in the party (Something about his home lands. We were all confused, including the dwarf who hadn't written a character background yet). The conversation quickly degraded into the Kenku trying to kill us. Initiative was rolled and the Sword Sage was the first one out of the gate, dropping the first Kenku with a hit from his flaming scimitar of death. I was next up and charged the remaining Kenku, dropping it easily with a good damage roll from my Morning Star. We paused for a moment to argue about what just happened when a Druegar jumped out of the shadows and hit me with a big hammer, which failed to pass my damage reduction. Initiative was rolled again and the rest of the party finished off the druegar while it was still trying to figure out why it's hammer had no effect.
#3

cricket_god

Apr 24, 2008 0:11:48
Session 2:

Character Stats:
Level: 2
HP: 19
AC: 22 (24 vs Evil creatures)
Saves: Fort +5, Ref +6, Will -1
Attacks: 2 Claws +7 melee (1d8+6)
Other: DR 2/lawful

The Session:

Well, session 2 has come and passed and the DM has started pushing the limits of what we can deal with in a day (well, he actually passed it if it wasn't for the help of an NPC that helped us with healing around the end). Today the boat reached an island being patrolled by an extremely strict paladin order. We needed to stop at the Island to resupply, but one of the NPCs on the ship was not in good standing with the order and would be imprisoned for life if we tried to cross the blockade. The solution, send the party in to find out why the paladins are there and make them leave so that we can make the supply stop. Being a fiendish looking, chaos filled, spirit manipulating human with a feathery cloak, you can imagine I went through a bit of racial screening when we crossed the blockade. Fortunately, the Lamassu Mantel projects a strong aura of good which helped get me through the screening process.

Once in the city, there was a great deal of aimless wandering and we lost the dwarf and sword sage to a bar while me and the cleric (because I make such a great spokes person to paladins with my fiendish appearance and 6 charisma) manged to contact the paladin build, find out that they were there to stop some delegates of a dark god, and ended up with a some kind of cleric/paladin (I was never sure of which) NPC following us around to determine if we had indeed stopped the threat.

While we were gone, two bald guys with heavily armored buddies approached our friends at the bar looking for a chat with us. They sent the sword sage out to get me and the cleric while the dwarf kept them company. We left the cleric/paladin outside and went in to greet our guests. During the opening conversation I managed to spot the same symbol on their hands that the blues had had last adventure. Through the course of the conversation went back and forth a bit and there was some implication that these guys were here looking for the same thing that the other evil cult was here for before I drew the line on the trying to convince us to join team evil conversation and lunged for one of them.

Encounter 1
The bald guys were psions and the armored guys were some kind of fighter. My awsome initiative rolling saw me going dead last. The sword sage started things off by dropping the psion in front of him while the dwarf and the cleric (who used travel devotion to move very quickly across the bar) went toe to toe with the other psion and succeeded in damaging it, but not killing it. The psion adjusted away from the pair and inflicted fairly minimal damage to the cleric with a mind thrust. The two warriors took some useless swings at the dwarf and sword sage and I adjusted between the two warriors and put both my claws to use on the one closed to the dwarf and cleric, dropping him with ease.

Round two saw some more damage, but not lethal to the psion, which made a failed attempt at frying the clerics brain. Me and the sword sage went to work on the remaining warrior who failed to do anything useful before being felled. Next round the psion was dropped into unconciousness with ease.