With regards to the surprise round thing: hong is correct, as usual.
The plant got a partial action and then a full-round action next round.
From Henry: "My first question is whether or not the Cleric and Wizard are using their magic to its fullest advantage. As someone mentioned, buffing spells from the cleric are very useful, as are certain arcane spells that the wizard could have access to."
The problem is that once we know something is there, we buff ourselves like crazy and go in like a hurricane. In situations where we stumble into things or get ambushed, though, our survival rates are depressingly low. Probably in large part
because we're not buffed, in fact. But especially when you're travelling long distances, you can't be buffed all the time. That's worth maybe creating some items for, I suppose.
The point about making scrolls and potions is well taken. We should really take some more downtime for that, maybe sometime when everyone isn't trying to kill us.
From Kugar: "You need a diversion. I suggest a hob...Halfling."
The psychic warrior would probably object in a fairly strenuous and violent fashion, being a halfling himself. But that's a good idea to keep around for future use... heh heh.
The dicussion of Action Points, Hero Points, etc., is quite interesting and worth considering. Ditto for Andy Collins' rules for Epic save-or-die spells. The party size issue... well, that's a bigger problem. The psychic warrior actually already has Leadership, and the cleric is his cohort. (We used to have another player, but we had to boot him over some interpersonal conflicts.) I agree that a rogue would be nice... we had one, back at about 6th level, but he ended up bleeding out in a city street, packed full of spinagon quills. A more diverse party would be something to think about, next time we get a chance to introduce a new player or character.
Thanks for all the suggestions! You guys rule. I'll forward the thread to my DM and we'll talk it over before next game.