Baldwin the Merciful's - CoT Campaign (Inactive)

Game Master baldwin the merciful

This is Council of Thieves AP. Westcrown, City of Twilight, once was the center of Aroden's faith, but now it symbolizes despair. By day, the city remains a vibrant center of trade; but, by night only those with a death wish venture out.


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Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
Lucrezia Villanova wrote:
A completely wrong weapon would be a modified warhammer crafted to look like a penis with two oversized balls attached to it. It'd be funny cause the balls would be the 'head' of the warhammer.

Oh my!


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Lucrezia Villanova wrote:
A completely wrong weapon would be a modified warhammer crafted to look like a penis with two oversized balls attached to it. It'd be funny cause the balls would be the 'head' of the warhammer.

They make those things that big. No, I will not link to it.


I'm PST.

Also, LOL.


Male human bard 7/pathfinder savant 5: 83/83 hp, Init +2, AC 24 [touch 14, flat-footed 23], Fort +10, Ref +12, Will +11; Perception +5

Woo-hoo! Another on the West Coast!

The scales are slowly balancing in my favor... >:)


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
Andrea1 wrote:
Lucrezia Villanova wrote:
A completely wrong weapon would be a modified warhammer crafted to look like a penis with two oversized balls attached to it. It'd be funny cause the balls would be the 'head' of the warhammer.
They make those things that big. No, I will not link to it.

Link to your theme song when battling with this weapon beast


Evil GM

I've had good chuckle this evening. Time to call it a night, just started a new book and it's time to read.


I've back from the gym and now that I'm flush with testosterone and endorphins it's time to get character creating!

Is anyone around that plans to stick around for the next couple hours? I'd love to have someone to bounce ideas off of as the process occurs.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

I will be here for a while


Awesome!

I'm liking the idea of being Orn's brother. I'm thinking his younger (but larger) brother. That gives me an easy way of starting him off with a good baseline of knowledge about the party.

How much does Orn actually know about the party's activities? From what I can tell he knows very little specifically.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Hmm.. He knows we have been involved in things like the Six-Fold Trial and also wiping out the Bastards of Erebus no doubt.


Perfect.

I'm currently torn between two builds.

Barbarian/Cleric of Shelyn: He'd be a bit more resilient and able to help Andrea hold the party together. Shelyn feels like a natural ally to the party's largely Calystrian's allegiance. This one is also the most Duncan-like in that it buffs itself to help enable the smashing.

Monk/Cavalier: This one is a bit more 'tankish'. I'd have Bodyguard so I can help protect Orsin whoever else ends up in melee and tends to get in over their head. This build has a little less offense to it due to missing out on self buffing and rage (except when Challenging fools).


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Hmm.. Having a heavy-striker seems to be a good idea. John tanks but is a bit limited with his longsword9ALthough he is developing into having some more flexibility.)


By 'heavy' do you mean more damage or more resilient?


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Damage-wise


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

OMG! Orsin does fantastic art!

Andrea


Male human bard 7/pathfinder savant 5: 83/83 hp, Init +2, AC 24 [touch 14, flat-footed 23], Fort +10, Ref +12, Will +11; Perception +5

Character Portrait Update!

Orsin (Finished), for those who haven't already seen what he looks like: Click me!

And now Andrea! (Work in Progress): And me!

LUCREZIA, you're next! PM me with a description of what your character looks like!

EDIT: BLARGH, ninja'd!


Okay, here are the two prospective builds.

Cleric/Barbarian version:
Male Half-Orc Barbarian (Brutal Pugilist) 2 Cleric 4
CG Medium Humanoid (Orc)
Init +1; Senses Darkvision; Perception +8
Aura Deflection Aura (4 rounds) (1/day)
--------------------
DEFENSE
--------------------
AC 21, touch 11, flat-footed 20. . (+8 armor, +2 shield, +1 Dex)
hp 51 (2d12+4d8+12)
Fort +11, Ref +4, Will +8
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +1 Warhammer +11 (1d8+6/20/x3) and
. . Unarmed Strike +10 (1d3+5/20/x2)
Special Attacks Knockdown (1/rage)
Cleric Spells Known (CL 6, 10 melee touch, 6 ranged touch):
2 (3/day) Barkskin, Restoration, Lesser (DC 14), Align Weapon (DC 14), Grace (DC 14)
1 (4/day) Remove Fear (DC 13), Shield of Faith (DC 13), Divine Favor (DC 13), Divine Favor (DC 13), Shield (DC 13)
0 (at will) Light, Detect Poison, Enhanced Diplomacy, Guidance
--------------------
STATISTICS
--------------------
Str 19/21, Dex 12, Con 14, Int 7, Wis 14, Cha 12
Base Atk +5; CMB +10; CMD 21
Feats Extra Rage, Furious Focus, Power Attack -2/+4
Traits Conspiracy Hunter: Perception, Magical Knack: Cleric
Skills Acrobatics -2, Climb +6, Diplomacy +7, Escape Artist -2, Fly -2, Intimidate +9, Perception +8, Ride -2, Sense Motive +7, Stealth -2, Swim +6
Languages Common, Orc
SQ Adoration (5/day) (DC 14) (Su), Aura (Ex), Cleric Channel Positive Energy 2d6 (4/day) (DC 13) (Su), Cleric Domain: Defense, Cleric Domain: Love, Fast Movement +10 (Ex), Rage (14 rounds/day) (Ex), Savage Grapple (Ex), Spontaneous Casting
Combat Gear +1 Darkwood Buckler, +1 Warhammer, +2 Agile Breastplate; Other Gear Belt of Giant Strength, +2, Metamagic Rod, Extend, Lesser
--------------------
SPECIAL ABILITIES
--------------------
Adoration (5/day) (DC 14) (Su) Target must save or lose one attack against you.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 2d6 (4/day) (DC 13) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Defense Associated Domain: Protection
Cleric Domain: Love Associated Domain: Charm
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deflection Aura (4 rounds) (1/day) (Su) 20'r aura grants +2 AC and +2 CMD
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Knockdown (1/rage) (Ex) 1/rage, make a Trip maneuver without AoO
Magical Knack: Cleric +2 CL for a specific class, to a max of your HD.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (14 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Savage Grapple (Ex) Grapples always provoke AoO from you, halve grapple penalties.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.

With Divine Favor and Rage running he's looking at +14 to hit for 1d8+19. He can also help out with a handful of channels and general cleric stuff (Lesser Restoration, Resist Energy, Remove Fear, etc).

Cavalier/Monk version:
Male Half-Orc Cavalier (Gendarme, Honor Guard) 4 Failed Monk (Maneuver Master, Weapon Adept) 2
CG Medium Humanoid (Orc)
Init +1; Senses Darkvision; Perception +6
--------------------
DEFENSE
--------------------
AC 18, touch 11, flat-footed 17. . (+7 armor, +1 Dex)
hp 54 (4d10+2d8+12)
Fort +10, Ref +6, Will +6
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +1 Temple Sword +12 (1d8+8/19-20/x2) and
. . Unarmed Strike +12 (1d6+7/20/x2)
Special Attacks Dragon's Challenge +4 (2/day)
--------------------
STATISTICS
--------------------
Str 19/21, Dex 12, Con 14, Int 7, Wis 12, Cha 14
Base Atk +5; CMB +10 (+14 Grappling/+14 Tripping); CMD 21 (23 vs. Grapple/23 vs. Trip)
Feats Binding Throw, Bodyguard, Furious Focus, Improved Grapple, Improved Trip, Improved Unarmed Strike, Ki Throw, Monk Weapon Proficiencies, Perfect Strike (2d20) (3/day), Power Attack -2/+4, Weapon Focus: Temple Sword
Traits Brute (Taldor), Conspiracy Hunter: Perception
Skills Acrobatics +0, Climb +8, Diplomacy +8, Escape Artist +0, Fly +0, Intimidate +12, Perception +6, Ride +0, Sense Motive +7, Stealth +0, Swim +8 Modifiers +1 Ride while riding your bonded mount., Dragon's Skills
Languages Common, Orc
SQ Aid Allies +3 (Ex), Animal Companion Link (Ex), Expert Trainer +2 (Ex), Flurry of Maneuvers (1 maneuver, -2) (Ex), Intercept, Sworn Defense (Ex), Unarmed Strike (1d6)
Combat Gear +1 Mithral Agile Breastplate of Brawling, +1 Temple Sword; Other Gear Belt of Giant Strength, +2
--------------------
SPECIAL ABILITIES
--------------------
+1 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -1 while riding your mount.
Aid Allies +3 (Ex) Aid Another grants +3
Animal Companion Link (Ex) You have a link with your Animal Companion.
Binding Throw After successful Ki Throw, you may attempt to grapple
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Brute (Taldor) You’re adept at frightening away people and gain a +2 trait bonus on Intimidate checks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dragon's Challenge +4 (2/day) (Ex) +4 to damage target, -2 AC vs. others when used, allies gain +2 to hit the target of your challenge.
Dragon's Skills +2 (Ex) +2 to Survival checks for allies.
Expert Trainer +2 (Ex) +2 to train mounts, reduced training time option.
Flurry of Maneuvers (1 maneuver, -2) (Ex) At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in pl
Improved Grapple You grapple at +2, with no attacks of opportunity allowed.
Improved Trip You Trip at +2 and don't cause an attack of opportunity.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Intercept Increase AC bonus granted to ally from aid another by +1.
Ki Throw Trips can put the target in any square you threaten.
Perfect Strike (2d20) (3/day) Roll 2d20 for an attack with a Monk weapon and use the higher as your attack roll, the next as your critical confirmation.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sworn Defense (Ex) Select a ward during a challenge, sacrificing AC to grant bonus to ward's AC.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.

With Challenge running he's looking at +14 to hit for 1d8+20. He can also tie up a single opponent pretty well in melee by tossing them to the ground and mounting them with Binding Throw.

What do you guys think?

Also, you're a fantastic artist Orsin. I'm super jealous!


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Cleric/Barb specced for thumping looks good. Allows Andrea to focus on spellcasting(Searing light-right hook to the shadows!)

Low-Int is going to hurt.


Yeah, he's definitely not going to be sought after for his brains but I love the idea of an opponent being so overwhelmed with lust that they can't bring themselves to attack him (his domain power).

Nothing about being thrown to the ground and mounted?! I'm disappointed Andrea...

Orsin, you got any input?

I'll wait until tomorrow morning to decide. Hopefully a few more people will chime in by then.

In the meantime I'll get to work on the fluffier side of things (backstory, appearance, etc).


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Well of course I would love to be astride him, but Fiosa has to join in as well.

No throwing to the ground though, just some nice bucking.


Much better.

It's mostly the bad guys that get thrown to the ground first.


Male human bard 7/pathfinder savant 5: 83/83 hp, Init +2, AC 24 [touch 14, flat-footed 23], Fort +10, Ref +12, Will +11; Perception +5

First, thank you for the compliment BoW!

Both builds are well-spec'd, there's no question about that. I see more versatility in the barbarian/cleric than in the monk/cavalier. The 14 Wis is gonna mean low DCs, but I suppose you wouldn't be focused too much on offensive spells? Going oracle instead of cleric might help with the MAD, but that might not net you all the flavor and/or abilities you're after.

They're both good builds, but I think it'll ultimately hang on whatever your backstory and the reason behind the classes will be. :)


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

Here he is!

Backstory and things are mostly done.

I think the cavalier will have better offense in the long term (Challenge scales very well and a good number of bonus feats) but the cleric is definitely more supportive/versatile. Yeah, I hadn't planned on doing much offensive casting. The spells would be for buffs and/or restorative spells.


I know I'm late to a certain discussion...but I'll just leave this here...

Link


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

I' ll still pop in and lurk from time to time. Really appreciate the kind words guys.

Beast of war. I like the direction you are going with your barb. You might wanna consider RAGE PROPHET since it would advance both rage and casting. Plus the later abilities to cast heals/personal spells is sweet.

Also if you are Orn's brother (Half-Orc) then consider the laterHATEFUL RAGER archetype.
You get full strength rage but you also get FAVORED ENEMY! Bad part is only gets +1 rage rounds per level (which by now is around 4+5+Con Mod- enough to get thru the day)

Imagine full rage AND +2 to hit and damage either Humans or evil outsiders (overwhelmingly our most common opponents).

I'd focus on two handing and high saves, mitheral breastplate + armored kilt for decent AC (keeps Andrea from being a healbot. Duncan WAS a drain on her resources)

Just a suggestion.


Evil GM

Truk -

I like both builds, I'll look a bit more closely at them this morning though. I'll have you begin at 5th level which is where Fluer/Shadow is at the moment. Both of you will be moving up to 6th level shortly. I did this because you are new characters to the party, it just doesn't "feel" right to have everyone at the same level given what the others have been though. Don't worry about it, you are still where you need to be for the AP.

I do need to look at the weapons, armor and gear to make sure its on par with the other characters wealth. The others are on the lower end of wealth progression for their level, they missed out on a mega-catch-up loot that was on the dock fight.

The recruitment page had the initial build requirements take a look at that if you have not already done so. Look under the campaign info tab for some rules and background information. I know you've been following the campaign for while, so that will help with the transition.

Besides Orn, pick a couple other NPC's that you may know (a couple dottari since you worked with them in the past), or merchants. I'll work that into your storyline to add some character depth.

Which of the builds are you favoring?

Can you send me an PM and advise where you are in the other campaign?


Evil GM

Truk:

Re: the cav/monk is your trait of: Brute (Taldor) You’re adept at frightening away people and gain a +2 trait bonus on Intimidate checks. If Truk grew up in Westcrown the Taldor trait is hard to come by.

There is Brute(H/O) race trait in the APG +1 that would fit.

I haven't been using much of UC in the game. I own the book but its one of those, I've rarely looked at.

What type of mount are you looking at? For the most part this is a city adventure and there are limited opportunities to fully use a mount.

I still need to look at gear and the bar/cleric build.


Evil GM

Truk:

I like the cleric/Bar build. If you don't mind playing that one.
If you make the +2 Agile Breast a +1, that will keep your gear in line the other party member's wealth. Give yourself 2-CMW, 3CLW potions


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51
baldwin the merciful wrote:
I like both builds, I'll look a bit more closely at them this morning though. I'll have you begin at 5th level which is where Fluer/Shadow is at the moment. Both of you will be moving up to 6th level shortly. I did this because you are new characters to the party, it just doesn't "feel" right to have everyone at the same level given what the others have been though. Don't worry about it, you are still where you need to be for the AP.

Understood. I'll delevel both.

baldwin the merciful wrote:
I do need to look at the weapons, armor and gear to make sure its on par with the other characters wealth. The others are on the lower end of wealth progression for their level, they missed out on a mega-catch-up loot that was on the dock fight.

Sounds good. I used the default wealth by level for a 6th level character in the build drafts I posted (which of course would be too high for a 5th level character). Let me know the total gear value and I can adjust accordingly.

baldwin the merciful wrote:

The recruitment page had the initial build requirements take a look at that if you have not already done so. Look under the campaign info tab for some rules and background information. I know you've been following the campaign for while, so that will help with the transition.

Besides Orn, pick a couple other NPC's that you may know (a couple dottari since you worked with them in the past), or merchants. I'll work that into your storyline to add some character depth.

Yup, I saw the creation requirements. The only background bit I was missing was the Known NPCs part. I'll repost both builds as level 5s without gear in a bit.

baldwin the merciful wrote:
Which of the builds are you favoring?

After sleeping on it I think I'm personally favoring the monk/cavalier even though I have a feeling the cleric is more effective. The party is almost entirely spellcasters of some kind. I think it'd be cool to be one of the solely martial characters.

baldwin the merciful wrote:
Can you send me an PM and advise where you are in the other campaign?

Right away.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

Baldwin:
I was actually going to replace Brute anyway in that build since Indomitable Faith seemed a better fit for his background.

It's probably not going to see much use either way but I was actually hoping you'd be okay with Cavalier-Truk having a favorite dog as his animal companion. It's not technically a mount for a medium-sized creature but I don't really see him as much of a mounted combatant anyway. A dog would just be a little extra presence on the battlefield when appropriate.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

In addition to Orn, I added three NPCs to Truk's profile along with short descriptions.

Should I repost the deleveled gear-reduced builds or should I just stick with the cleric?


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

Please note that Orn is a slave, owned by Alphonse.

Also, are you the type of brothers that share? I'm getting a flashback to the twin monks right now...


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51
Lucrezia Villanova wrote:
Please note that Orn is a slave, owned by Alphonse.

I missed that but it shouldn't be a problem. I'll include a bit about why Orn isn't a slave in his background.

Lucrezia Villanova wrote:
Also, are you the type of brothers that share? I'm getting a flashback to the twin monks right now...

Orc brothers share everything. =P


Evil GM

I forgot about ORN being a slave, Lucrezia is trying to free him.

---
Play the character that you want. If it is the cav/bard I'd prefer not having an animal companion running around the battlefield, since it's such a large party and there are NPCs that there at times.

---
If you play the cleric make the equip change that I mentioned and you should be fine.

I need to look at the cav/monk's ger.


Evil GM

its my gaming night tonight so I won't be on much.

Although we are playing filler - WWII D20 game tonight, so I may have my laptop with me.


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

Truk came come to town hunting for the brother stolen away from him and then he and Lucrezia can work together to free Orn. :)


Evil GM

off to my tabletop game.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

Okay, background has been updated with some info on why Truk isn't a slave himself. Warning: Heartstrings may be tugged.

I also deleveled and degeared Cavalier-Truk by the same amount (dropping his armor from +2 to +1).

Truk'tosh:
Male Half-Orc Cavalier (Gendarme, Honor Guard) 3 Monk (Maneuver Master, Weapon Adept) 2
CG Medium Humanoid (Orc)
Init +1; Senses Darkvision; Perception +7
--------------------
DEFENSE
--------------------
AC 18, touch 11, flat-footed 17. . (+7 armor, +1 Dex)
hp 45 (3d10+2d8+10)
Fort +10, Ref +7, Will +7
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +1 Temple Sword +11 (1d8+8/19-20/x2) and
. . Unarmed Strike +9 (1d6+5/20/x2)
Special Attacks Dragon's Challenge +3 (1/day)
--------------------
STATISTICS
--------------------
Str 19/21, Dex 12, Con 14, Int 8, Wis 10, Cha 14
Base Atk +4; CMB +9 (+11 Grappling/+11 Tripping); CMD 20 (22 vs. Grapple/22 vs. Trip)
Feats Binding Throw, Bodyguard, Furious Focus, Improved Grapple, Improved Trip, Improved Unarmed Strike, Ki Throw, Monk Weapon Proficiencies, Perfect Strike (2d20) (2/day), Power Attack -2/+4, Weapon Focus: Temple Sword
Traits Conspiracy Hunter: Perception, Indomitable Faith
Skills Acrobatics +0, Climb +8, Diplomacy +9, Escape Artist +0, Fly +0, Intimidate +11, Perception +7, Ride +0, Sense Motive +4, Stealth +0, Survival +4, Swim +8 Modifiers +1 Ride while riding your bonded mount., Dragon's Skills
Languages Common, Orc
SQ Aid Allies +3 (Ex), Animal Companion Link (Ex), Flurry of Maneuvers (1 maneuver, -2) (Ex), Intercept, Sworn Defense (Ex), Unarmed Strike (1d6)
Combat Gear +1 Mithral Agile Breastplate, +1 Temple Sword; Other Gear Backpack (empty), Belt of Giant Strength, +2, Cloak of Resistance, +1, Rope, hempen (50 ft.)
--------------------
SPECIAL ABILITIES
--------------------
+1 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -1 while riding your mount.
Aid Allies +3 (Ex) Aid Another grants +3
Animal Companion Link (Ex) You have a link with your Animal Companion.
Binding Throw After successful Ki Throw, you may attempt to grapple
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dragon's Challenge +3 (1/day) (Ex) +3 to damage target, -2 AC vs. others when used, allies gain +1 to hit the target of your challenge.
Dragon's Skills +1 (Ex) +1 to Survival checks for allies.
Flurry of Maneuvers (1 maneuver, -2) (Ex) At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Improved Grapple You grapple at +2, with no attacks of opportunity allowed.
Improved Trip You Trip at +2 and don't cause an attack of opportunity.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Intercept Increase AC bonus granted to ally from aid another by +1.
Ki Throw Trips can put the target in any square you threaten.
Perfect Strike (2d20) (2/day) Roll 2d20 for an attack with a Monk weapon and use the higher as your attack roll, the next as your critical confirmation.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sworn Defense (Ex) Select a ward during a challenge, sacrificing AC to grant bonus to ward's AC.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.

I'm okay with having a horse and just never using it. We'll assume he's kept at longterm stables somewhere. I'll use it as a role-playing thing and if we somehow ever venture outside Westcrown I'll bust him out.

I assume I should be waiting for the cue from you before I join in?


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

So the Cav/Monk? How do you plan to develop?


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

I assume you mean build-wise?

He'll probably go pure Cavalier from here on. Feats on my short list are Toughness, Iron Will, and Ironhide. I'm considering working my way towards Rhino Charge.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

Bah!

After doing some Christmas shopping and letting the spirit of the holidays fill me, I realized I'd be pretty selfish to play the Cavalier version after I mentioned that Andrea could use help keeping the party together.

As such, I'll do the cleric version after all. I'll save the cavalier/monk as a replacement for if Truk ever dies. =)


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Yay! Andrea is planning on undergoing a ritual for Divine Vindicator(Involves wasps stabbing her palms) Blood empowered searing lights and holy smites!


Evil GM

Game night tonight


Male Human Fighter(Tower Shield Specialist) 6/ Hellknight 2 +5 int, AC 26, Touch 12, FF 25, Fort +8, Ref +4, Will +5 HP66/82, Perception +12

Sorry for vanishing, i was with out internet for a bit. I like the cleric/barbarian better.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

You are naked in an alley and painted pink.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

Was hoping for an intro today. =(

On the plus side, I got my iPhone 5 today!


Male human bard 7/pathfinder savant 5: 83/83 hp, Init +2, AC 24 [touch 14, flat-footed 23], Fort +10, Ref +12, Will +11; Perception +5

Slow day, but no big. It's nice to have a little breather after so much going on lately. There was a shooting at a mall I used to work at today, but thankfully there were no casualties.

In lighter news, who here is excited about RPGS 2013?!


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

Hmm...

I'm excited for Les Mis. Anne Hathaway should be in everything.


Male human bard 7/pathfinder savant 5: 83/83 hp, Init +2, AC 24 [touch 14, flat-footed 23], Fort +10, Ref +12, Will +11; Perception +5

Les Mis is not RPGS 2013, but yes, it looks like it's going to be good. I've never seen the musical or heard much of the score myself, so it'll be nice to get acquainted with the property with the comforts of popcorn and Sour Patch Kids.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

So we'll hit the mercenaries(In more ways than one) and perhaps Lucrezia can meet Truk and bring him along(Be sure to update your stat line so it looks like ours). Then lunch, scouting the compitition and I dunno about going to find the Wave Door right away since it might be a dungeon delve.

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