DM-Camris' WRATH of the RIGHTEOUS Part 1: The Worldwound Gambit (table 2) (Inactive)

Game Master Camris

Current Tactical Map: TACTICAL OVERVIEW
Map of Kenabres: Link
Flex Time Thread: LINK

Loot Tracking: Link


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Male Aasimar Ranger (Shapeshifter) 6/Champion 1;
Stats:
HP 21/63 | AC/T/FF: 18/13/15 | CMD 23 | F +7, R +8, W +3 (+2 vs. evil) | Init +3, Per +10 | Shifter's Blessing Left: 3/7 | MP: 3/5

Hmmmmm. I could get used to this sword! ;)


Male Aasimar Ranger (Shapeshifter) 6/Champion 1;
Stats:
HP 21/63 | AC/T/FF: 18/13/15 | CMD 23 | F +7, R +8, W +3 (+2 vs. evil) | Init +3, Per +10 | Shifter's Blessing Left: 3/7 | MP: 3/5

Arthas, are you somehow able to share your smite evil ability? (At least I'm assuming that's what you're referring to in your post?)


Pld7/Grd1 LG, Init +3; HP 95/108 AC 23, t 13, ff 21, Fort +9, Ref +7, Will +8 +2 on saves against insanity or confusion.hard to kill; Immune disease, fear, Senses +6, SM +8 Aura courage (10 ft.)

awwww crap, you are right. I though it was for the whole party. I guess I am stuck in Alpha playtest or D&D 4th edition or something!


Male Tiefling Hedge Witch 6/Archmage 1 | AC 15/12/13 | hp: 40/51 | F +5, R +6, W +8 (+2 vs death/insanity/confusion) | CMD 15 (17 with m.o.v) | Init +6 | Perc +1 | darkvision 60ft | SM +1 | receiving healing: +2 hit points/die rolled | giving healing: +1 point

Wow... I didn't notice this until now. But, I think I'm overencumbered with a medium load. How did I miss that?


Pld7/Grd1 LG, Init +3; HP 95/108 AC 23, t 13, ff 21, Fort +9, Ref +7, Will +8 +2 on saves against insanity or confusion.hard to kill; Immune disease, fear, Senses +6, SM +8 Aura courage (10 ft.)

If her AC is 18 or less, we just ran her through a woodchipper twice.


Perception +9 Stealth +10 | Ini +4 | Darkvision 60ft AC 25, touch 20, flat-footed 15 | hp 53/64 | Fort +6, Ref +8, Will +6 Defensive Abilities canny defense; Resist cold 5, electricity 5, fire 5

I hope so! XD It would be great if the Paladin and a Tiefling Traitor were able to cut her down!


Perception +9 Stealth +10 | Ini +4 | Darkvision 60ft AC 25, touch 20, flat-footed 15 | hp 53/64 | Fort +6, Ref +8, Will +6 Defensive Abilities canny defense; Resist cold 5, electricity 5, fire 5

Anyone missing?

Is there something we need to clear up DM? Or is it just a busy holiday week. XD

Mothers day can be a hectic time~


Male Aasimar Ranger (Shapeshifter) 6/Champion 1;
Stats:
HP 21/63 | AC/T/FF: 18/13/15 | CMD 23 | F +7, R +8, W +3 (+2 vs. evil) | Init +3, Per +10 | Shifter's Blessing Left: 3/7 | MP: 3/5

I'm still here!


Pld7/Grd1 LG, Init +3; HP 95/108 AC 23, t 13, ff 21, Fort +9, Ref +7, Will +8 +2 on saves against insanity or confusion.hard to kill; Immune disease, fear, Senses +6, SM +8 Aura courage (10 ft.)

Present!


Male Tiefling Hedge Witch 6/Archmage 1 | AC 15/12/13 | hp: 40/51 | F +5, R +6, W +8 (+2 vs death/insanity/confusion) | CMD 15 (17 with m.o.v) | Init +6 | Perc +1 | darkvision 60ft | SM +1 | receiving healing: +2 hit points/die rolled | giving healing: +1 point

Here!


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Here!

Arthas: Safe to say her AC is way more than 18.

Danua: Was Clamming at the beach for mothers day and watched the Kentucky Derby. Was just a full weekend.


Male Dwarf Inquisitor 06 Guardian 01 HP 71/71 | AC 21 (23) T 12 FF 20 (22) | CMB +9 CMD 12 | F+10 R+5 W+10 | Init +4 | Perc +12

We've done it! Good job everyone! As for the equipment I'd like to call dibs on the amulet of natural armor if possible

Edit: it's clear to me Karthak needs a decent weapon he can use I'd like to discuss his options oin this field.


Male Tiefling Hedge Witch 6/Archmage 1 | AC 15/12/13 | hp: 40/51 | F +5, R +6, W +8 (+2 vs death/insanity/confusion) | CMD 15 (17 with m.o.v) | Init +6 | Perc +1 | darkvision 60ft | SM +1 | receiving healing: +2 hit points/die rolled | giving healing: +1 point

Well, for Voren, it's the same as most of the tower. There's not much I can use besides some magic items, the alchemy items, and the alchemist items. There were some weapons. But, odds are I'm already carrying or am using them. In this case, the only things I could use out of are the cloak (to upgrade from the +1 cloak of resistance that I already have) and the scroll. I see that there is a loot tracker list. But it looks like it hasn't been updated in over a year at least. We should probably update it and use that to divide the loot and sell what we don't want or need. Also, I don't know if we've divided some of the money that we've found so far.

There's also a few things I gave to characters that have since left. I have made note of all of those items on my alias.


I'm afraid I have no control over the loot tracker; I thought one of you guys was updating it. If it's not serving its purpose, shall I delete the link?


OK, we'll pause here and give everyone a chance to level up and apply the template.
When everyone is ready, we'll kick off the explosive finale to this chapter!


Male Tiefling Hedge Witch 6/Archmage 1 | AC 15/12/13 | hp: 40/51 | F +5, R +6, W +8 (+2 vs death/insanity/confusion) | CMD 15 (17 with m.o.v) | Init +6 | Perc +1 | darkvision 60ft | SM +1 | receiving healing: +2 hit points/die rolled | giving healing: +1 point

Wow. Looks like we got plenty of work to do.


Male Aasimar Ranger (Shapeshifter) 6/Champion 1;
Stats:
HP 21/63 | AC/T/FF: 18/13/15 | CMD 23 | F +7, R +8, W +3 (+2 vs. evil) | Init +3, Per +10 | Shifter's Blessing Left: 3/7 | MP: 3/5

Yeah, that's uh...a lot to take in. :P


Male Aasimar Ranger (Shapeshifter) 6/Champion 1;
Stats:
HP 21/63 | AC/T/FF: 18/13/15 | CMD 23 | F +7, R +8, W +3 (+2 vs. evil) | Init +3, Per +10 | Shifter's Blessing Left: 3/7 | MP: 3/5

Hit points!

Hit points: 1d10 + 2 ⇒ (1) + 2 = 3

REROLL!

Hit points: 1d10 + 2 ⇒ (5) + 2 = 7

...REROLL AGAIN? I think?

Hit Points: 1d10 + 2 ⇒ (2) + 2 = 4
Hit Points: 1d10 + 2 ⇒ (1) + 2 = 3

Jeez, I'm tempted to just take 7. Or 8, if that's an option...I found a post a whiiiile ago (when we hit level 4) where you told us to roll but reroll if we got less than 1/2 HD + 1, Camris...is that still correct? :P


Male Aasimar Ranger (Shapeshifter) 6/Champion 1;
Stats:
HP 21/63 | AC/T/FF: 18/13/15 | CMD 23 | F +7, R +8, W +3 (+2 vs. evil) | Init +3, Per +10 | Shifter's Blessing Left: 3/7 | MP: 3/5

Also: what do people think for my next favored enemy--humanoid (human) or outsider (native)?


HP convention for this campaign is to roll until you have more than half your raw hit die. For a d10 class, roll the die until you get six or more.


Male Tiefling Hedge Witch 6/Archmage 1 | AC 15/12/13 | hp: 40/51 | F +5, R +6, W +8 (+2 vs death/insanity/confusion) | CMD 15 (17 with m.o.v) | Init +6 | Perc +1 | darkvision 60ft | SM +1 | receiving healing: +2 hit points/die rolled | giving healing: +1 point

Also, when I level up, I will be adjusting Ayne (who I regretfully haven't been including more in the game) to make her more like what she should be at my level.


Pld7/Grd1 LG, Init +3; HP 95/108 AC 23, t 13, ff 21, Fort +9, Ref +7, Will +8 +2 on saves against insanity or confusion.hard to kill; Immune disease, fear, Senses +6, SM +8 Aura courage (10 ft.)

1d10 ⇒ 5

1d10 ⇒ 3

1d10 ⇒ 3

1d10 ⇒ 10 Sweet!


Male Dwarf Inquisitor 06 Guardian 01 HP 71/71 | AC 21 (23) T 12 FF 20 (22) | CMB +9 CMD 12 | F+10 R+5 W+10 | Init +4 | Perc +12

0 o... I believe I always took half+1...


Male Aasimar Ranger (Shapeshifter) 6/Champion 1;
Stats:
HP 21/63 | AC/T/FF: 18/13/15 | CMD 23 | F +7, R +8, W +3 (+2 vs. evil) | Init +3, Per +10 | Shifter's Blessing Left: 3/7 | MP: 3/5

1d10 ⇒ 10

'Bout time. :P

Karthak, I think you rolled last time (I searched the thread for "hit points"), but I don't know what you got. Also, this is only the second time we've leveled up under Camris, so...


Male Aasimar Ranger (Shapeshifter) 6/Champion 1;
Stats:
HP 21/63 | AC/T/FF: 18/13/15 | CMD 23 | F +7, R +8, W +3 (+2 vs. evil) | Init +3, Per +10 | Shifter's Blessing Left: 3/7 | MP: 3/5

Camris, how do you feel about Jokum retraining a feat? Could be now while leveling up or later once we're back in civilization, just want to make sure retraining's allowed.


Male Dwarf Inquisitor 06 Guardian 01 HP 71/71 | AC 21 (23) T 12 FF 20 (22) | CMB +9 CMD 12 | F+10 R+5 W+10 | Init +4 | Perc +12

There's no civilization anymoooooreeeeeee!!!! We are doooomeeeeeddddd!!!

:P

Seriously it might be I rolled and got a natural 5 then because my total hp is 12 for lvl 1, then 9 (5+3+1) for lvl 2, 9 for lvl 3 (5+3+1) and 9 for lvl 4 (5+3+1), total 39hp.

Anyway, what's done is done:

Hp roll: 1d8 ⇒ 8

Edit: hell yeah! Crying always pays off it seems... XD


Jokum: Yes, being infused with Mythic power is a good excuse to retrain stuff, at least in this case.


Male Aasimar Ranger (Shapeshifter) 6/Champion 1;
Stats:
HP 21/63 | AC/T/FF: 18/13/15 | CMD 23 | F +7, R +8, W +3 (+2 vs. evil) | Init +3, Per +10 | Shifter's Blessing Left: 3/7 | MP: 3/5

Since the feat I was going to retrain into (and the one I'm taking for 5th level!) involve Jokum's aasimar heritage coming to the fore, it seems particularly apropos. :)


Perception +9 Stealth +10 | Ini +4 | Darkvision 60ft AC 25, touch 20, flat-footed 15 | hp 53/64 | Fort +6, Ref +8, Will +6 Defensive Abilities canny defense; Resist cold 5, electricity 5, fire 5

1d8 ⇒ 8

Nice Max HP >:3


Is that everybody?


Male Tiefling Hedge Witch 6/Archmage 1 | AC 15/12/13 | hp: 40/51 | F +5, R +6, W +8 (+2 vs death/insanity/confusion) | CMD 15 (17 with m.o.v) | Init +6 | Perc +1 | darkvision 60ft | SM +1 | receiving healing: +2 hit points/die rolled | giving healing: +1 point

It's Arthas and me, as far as I know.

Edit: Just double checked. It's only me.


Male Aasimar Ranger (Shapeshifter) 6/Champion 1;
Stats:
HP 21/63 | AC/T/FF: 18/13/15 | CMD 23 | F +7, R +8, W +3 (+2 vs. evil) | Init +3, Per +10 | Shifter's Blessing Left: 3/7 | MP: 3/5

I'm all good.


Male Dwarf Inquisitor 06 Guardian 01 HP 71/71 | AC 21 (23) T 12 FF 20 (22) | CMB +9 CMD 12 | F+10 R+5 W+10 | Init +4 | Perc +12

Updated Karthak's character's sheet. Not a whole lot of changes besides the hp points increase, getting bane and discern lies as abilities and taking extended bane as feat (for a whooping 8 turns of active bane...).
I'm ready... bane plus the holy template should give Karthak's damage a nice bump... :P


Male Tiefling Hedge Witch 6/Archmage 1 | AC 15/12/13 | hp: 40/51 | F +5, R +6, W +8 (+2 vs death/insanity/confusion) | CMD 15 (17 with m.o.v) | Init +6 | Perc +1 | darkvision 60ft | SM +1 | receiving healing: +2 hit points/die rolled | giving healing: +1 point

Level Up!

Witch level 5!

Temporary Template!
Regain all spells!
Full Health!
Spell-Like Ability Restored!

HP: 1d6 ⇒ 1
Second Try: 1d6 ⇒ 1
Thrid Try: 1d6 ⇒ 1
Fourth Try: 1d6 ⇒ 5

+7 HP (5 + 1 [Con] + 1 [FCB])!

5 skill points!
+1 Craft (alchemy) (+9)
+1 Heal (+9)
+1 Knowledge (planes) (+11)
+1 Knowledge (history) (+8)
+1 UMD (+7)

(I think my intimidate bonus should have been +6 and my linguistics bonus should have been +9.)

New Spells!
CL5th
Can cast 3rd level spells (1/day)!
Gain 2 spells! (Remove Disease & Summon Monster 3)
Darkness CL5th!
Concentration now +10!
CLW (1d8+5+1)
CMW (2d8+5+1)
Healing Hex now works as CMW!

Gain Feat (Extra Hex (Cauldron))! (Add +4 to Craft (alchemy)! Now at +13!

Question: Does the Cauldron Hex give me an actual cauldron?

Reworking Ayne!

Hit Dice: 5
Hit Points: 17
Attacks: +2 BAB; +5 for natural attacks; Damage is same for creature of its kind
Saving Throws: Use Familiar base bonus saves; Fortitude: +2, Reflex: +5, Will: +0
Natural Armor Adjust: +3
Intelligence: 8
Skills: Climb +7, Craft (alchemy) +1, Fly +4, Heal +1, Intimidate -3, Knowledge (arcana) +2, Knowledge (history) +0, Knowledge (planes) +3, Linguistics +1, Perception +4, Spellcraft +0, Stealth +15, Use Magic Device -3
AC 21, touch 15, flat-footed 18 (+3 Dex, +6 natural, +2 size)
New Ability: Speak with Master!

EDIT: I'll update my alias and get my post in tomorrow.


Male Tiefling Hedge Witch 6/Archmage 1 | AC 15/12/13 | hp: 40/51 | F +5, R +6, W +8 (+2 vs death/insanity/confusion) | CMD 15 (17 with m.o.v) | Init +6 | Perc +1 | darkvision 60ft | SM +1 | receiving healing: +2 hit points/die rolled | giving healing: +1 point

I forgot that the Cauldron Hex also gives me Brew Potion as a bonus feat.


Voren wrote:
Question: Does the Cauldron Hex give me an actual cauldron?

Nope. You have to go out and get your own.


Male Tiefling Hedge Witch 6/Archmage 1 | AC 15/12/13 | hp: 40/51 | F +5, R +6, W +8 (+2 vs death/insanity/confusion) | CMD 15 (17 with m.o.v) | Init +6 | Perc +1 | darkvision 60ft | SM +1 | receiving healing: +2 hit points/die rolled | giving healing: +1 point

Okay. Now, do I solely have to use a cauldron or is it possible to use the alchemists labs that I've recently acquired?


Voren: I think you can make do with an Alchemists Lab equipment, with a -1 or -2 point penalty; Because it's just not quite as right for a Witch as a traditional black iron cauldron over an open fire...


Male Tiefling Hedge Witch 6/Archmage 1 | AC 15/12/13 | hp: 40/51 | F +5, R +6, W +8 (+2 vs death/insanity/confusion) | CMD 15 (17 with m.o.v) | Init +6 | Perc +1 | darkvision 60ft | SM +1 | receiving healing: +2 hit points/die rolled | giving healing: +1 point

Okay. So, I make potions with my cauldron and my alchemical items with my alchemy kits. Got it.

Also, two other questions:

1) Do my spells count as attacks for the template? Or is it actual attacks?

2) Since I leveled up and gained 3rd level spells and all of my spells are restored, can I prepare the one 3rd level spell? I'm assuming no. But, I just want to check.


Voren: 1: Yes, your spells would also have the Good descriptor and considered attacks by the Template.
2: Not at this time.


Pld7/Grd1 LG, Init +3; HP 95/108 AC 23, t 13, ff 21, Fort +9, Ref +7, Will +8 +2 on saves against insanity or confusion.hard to kill; Immune disease, fear, Senses +6, SM +8 Aura courage (10 ft.)

Sorry guys the coming end of the school year plowed me under, but I am still here. I will try to post here tomorrow.


Apologies as well, nmo camp internet. My phone just reset FINALLY so I am going to get my class updates and post up asap!


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Off to Paizocon!
I'll wait on this until everyone can post a reaction to the scene so far.


Perception +9 Stealth +10 | Ini +4 | Darkvision 60ft AC 25, touch 20, flat-footed 15 | hp 53/64 | Fort +6, Ref +8, Will +6 Defensive Abilities canny defense; Resist cold 5, electricity 5, fire 5

Updated Danua:

Danua
Hermaphordite daemon-spawn tiefling magus (bladebound, fiend flayer, kensai) 5 (Pathfinder Player Companion: Blood of Fiends 19, Pathfinder RPG Advanced Race Guide 170, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9, 47)
CG Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 24, touch 19, flat-footed 15 (+4 armor, +4 Dex, +5 dodge, +1 natural)
hp 53 (5d8+15)
Fort +6, Ref +5, Will +5
Defensive Abilities canny defense +4; Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee mi sutoresu - scimitar blackblade +10 (1d6+6/18-20)
Ranged light crossbow +7 (1d8/19-20)
Special Attacks arcane pool (+2, 5 points), spell combat, spellstrike
Magus (Bladebound, Fiend Flayer, Kensai) Spells Prepared (CL 5th; concentration +9)
. . 2nd—blur, flurry of snowballs (DC 16)
. . 1st—bleeding wounds, color spray (DC 15), frostbite[UM], shield
. . 0 (at will)—arcane mark, detect magic, prestidigitation
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 14, Int 18, Wis 10, Cha 7
Base Atk +3; CMB +3; CMD 22
Feats Dervish Dance[ISWG], Dodge, Piranha Strike, Weapon Finesse, Weapon Focus (scimitar)
Traits chance encounter, indomitable faith
Skills Acrobatics +6, Climb +4, Disable Device +7, Fly +8, Heal +1, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (history) +8, Knowledge (local) +5, Knowledge (planes) +8, Knowledge (religion) +5, Perception +4, Perform (dance) +0, Ride +8, Sense Motive +2, Sleight of Hand +7, Spellcraft +8, Stealth +8, Survival +2, Swim +4, Use Magic Device +2; Racial Modifiers +2 Disable Device, +2 Sleight of Hand
Languages Abyssal, Common, Draconic, Dwarven, Elven, Undercommon
SQ black blade, black blade: arcane pool, black blade: energy attunement, black blade: strike, black blade: telepathy, black blade: unbreakable, chosen weapon, infernal mortification, perfect strike, prehensile tail
Combat Gear acolyte ale (5), mwk cold iron crossbow bolts (50), pearl of power (1st level), wand of cure light wounds, caltrops, cold iron (3); Other Gear +1 studded leather, light crossbow, bedroll, belt pouch, flint and steel, holy text[UE], ink, inkpen, masterwork backpack[APG], masterwork thieves' tools, mess kit[UE], silver holy symbol of Desna, soap, spell component pouch, waterskin, 2,178 gp, 4 sp
--------------------
Special Abilities
--------------------
Arcane Pool +2 (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (2/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Energy Attunement (Su) Replace weapon dam with fire/cold/elec for 1 point, or sonic/force for 2 points.
Black Blade: Strike +2 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Canny Defense +4 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Scimitar) Kensai abilities only function when wielding a weapon of this type.
Darkvision (60 feet) You can see in the dark (black and white only).
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Infernal Mortification (Su) As a standard action, increase arcane pool by 1 pt per 2 Con dam (only time can heal).
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
Piranha Strike -1/+2 You can subtract from your attack roll to add to your damage with light weapons.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.


Perception +9 Stealth +10 | Ini +4 | Darkvision 60ft AC 25, touch 20, flat-footed 15 | hp 53/64 | Fort +6, Ref +8, Will +6 Defensive Abilities canny defense; Resist cold 5, electricity 5, fire 5

Internet is still fritzy. Post the whole new character because I couldn't backtrack what I added with Hero Lab. But per Hero Lab she is done and no extras. :)


Perception +9 Stealth +10 | Ini +4 | Darkvision 60ft AC 25, touch 20, flat-footed 15 | hp 53/64 | Fort +6, Ref +8, Will +6 Defensive Abilities canny defense; Resist cold 5, electricity 5, fire 5

Gah. So I will make some modifications to Danua's character if it is okay. Being completely infused with holy energy gives me some interesting ideas I'd like to make changes too. If you have an issue DM Camris let me know. All it is really is fluff wise. Nothing Mechanically or Stat or such.

I really wish there were some better Tiefling pics out there... I tend to steal Dranei from WoW Art to make due lol. xD


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Pld7/Grd1 LG, Init +3; HP 95/108 AC 23, t 13, ff 21, Fort +9, Ref +7, Will +8 +2 on saves against insanity or confusion.hard to kill; Immune disease, fear, Senses +6, SM +8 Aura courage (10 ft.)

Hi guys.

I am guessing that this is what I should be taking for use with Radiance.

Weapon Bond:
The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

So, for my feat I took Quick Draw so that I don't loose my sword and can switch between weapons more easily in combat.

I spent my skill points in Acrobatics and Sense Motive. I figured there would be some slippery surface or something I need to jump over at some point. I guess I should have taken swimming, but oh well.

I need to figure out a second spell.


Pld7/Grd1 LG, Init +3; HP 95/108 AC 23, t 13, ff 21, Fort +9, Ref +7, Will +8 +2 on saves against insanity or confusion.hard to kill; Immune disease, fear, Senses +6, SM +8 Aura courage (10 ft.)

Okay, so I got a hold of the character building program and had to redo my character. Pen and paper was not as accurate as I had hoped.


Perception +9 Stealth +10 | Ini +4 | Darkvision 60ft AC 25, touch 20, flat-footed 15 | hp 53/64 | Fort +6, Ref +8, Will +6 Defensive Abilities canny defense; Resist cold 5, electricity 5, fire 5

Though hero lab is expensive it is really worth while. Helps me a lot. :/

I wait to buy when they have sales. Get a lot for nearly 50% off.


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Male Aasimar Ranger (Shapeshifter) 6/Champion 1;
Stats:
HP 21/63 | AC/T/FF: 18/13/15 | CMD 23 | F +7, R +8, W +3 (+2 vs. evil) | Init +3, Per +10 | Shifter's Blessing Left: 3/7 | MP: 3/5

Quick Draw's never a bad idea, and yeah, I don't know that we're going to be traveling enough in this campaign to justify the horse. :P

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