Emerald Kingdoms (Inactive)

Game Master Kevin O'Rourke 440

Emerald Spire Second Floor-The Cellar
Accursed Halls
Loot Sheet
Side Jobs
Stolen Lands Encounters

***The Greenbelt***
Capital
Kingdom Stats/Log


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Male Halfling Monk 2, Hp 25/25 Fort+5, Ref+7, Will+6, AC16(17),CMD 13, CMB+4 Flurry +1/+1

Glad you're feeling better


Male Halfling Monk 2, Hp 25/25 Fort+5, Ref+7, Will+6, AC16(17),CMD 13, CMB+4 Flurry +1/+1

D8+Con+1+Class+1+trait+1

HProll: 1d8 ⇒ 6


Male Human. Hunter 5. Hp 44. Init 3. AC 16. Touch 13. FF 13 (+3 armor, +3 Dex, ). Fort 6. Ref 7. Will 3. Perception + 11 (Scent).

HP: 1d8 + 2 ⇒ (2) + 2 = 4

Average it is then.

HP 5 + 2 = 7 (+1 Con. +1 Fast learner). Fast learner feat gives +1 Hp & +1 skill point per level.

BAB +1

Fort +1. Ref +1.

Climb +1
Handle animal +1,
Heal +1,
Intimidate +1,
Knowledge Dungeoneering +1,
Perception +1,
Spellcraft +1,
Stealth +1,
Survival +1,


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

HP: 1d6 ⇒ 3 I think that means I take the average of 1/2Die + 1 right? So 4?

+1 BAB
+1 HP Favored Class
+1 SP Favored Class
+1 Will Save
+1 1st Level Spell per Day
+1 Cantrip Known (Prestidigitation)

Skills
+1 Acrobatics
+1 Disable Device
+1 Perception
+1 Linguistics (Language TBD)
+1 SPellcraft
+1 UMD
+1 Kn(Arcana)
+1 Craft(Clockwork)


Male Human Level 3 Investigator

I had a chat with Darya, the character (and player is leaving the game). I wish them luck in their future gaming.

I'm going to start setting writing them out and have begun looking through the recruitment thread to find a replacement, it shouldn't take too long to have a short list.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Understood. Good luck to Darya's player anyhow.


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

Hi all. GM asked If I'd be interested to join this great game, and of course I said yes!

I planned on playing this character, a neutral warpriest of Hanspur with positive energy channeling. I previously rolled stats in the recruitment thread and I asked permission to just use those. To finish my build and post some stats for review, I just need to know what my starting gold should be.

I look forward to playing with you all!


Male Human. Hunter 5. Hp 44. Init 3. AC 16. Touch 13. FF 13 (+3 armor, +3 Dex, ). Fort 6. Ref 7. Will 3. Perception + 11 (Scent).

Welcome to the team.


Male Human Level 3 Investigator

1,000gp

Wow that's a good strength! He'll do well up front for the group, seeing his dexterity I suspect long term it's mithral full plate he will be after!

The group is primarily more focused on range but he could still do some serious damage in the long run with a composite longbow. Short term given the close confines the characters are dealing with a few throwing weapons I suspect would work nicely for him. Daggers, throwing axes, javelins or pillum.

A suggestion for later I had before given a warpriest's focus on a single weapon consider weapon versatility. From level three onwards he'll meet the prerequisites.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Welcome on board! The party's main strength so far has been ranged combat, aided by healthy stealth scores. I'm looking forward to seeing Johund in play.


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

Thank you for the welcome. Weapon versatility looks awesome, and I'll plan to pick that up ASAP.

Alright, I've posted my build for your approval. Note I chose the human alternate racial trait dual talent, giving me +2 Str and +2 Dex. This replaces the human bonus feat and the bonus skill rank per level, but gaining a campaign bonus feat and having a 12 int compensated very neatly. I've chosen TWF with weapon focus in dagger and the water blessing, which can give me 1d4 cold damage with successful hits, as well as the travel blessing to avoid difficult terrain. I also picked up a few ranged weapons (pilums and a sling).

Even with my 16 Dex, stealth isn't a class skill and my ACP is going to prevent me from being sneaky. The only easy remedy would be to pick up a drawback, but the only traits I can find giving me stealth as a class skill require some rule bending (there's a Vanara racial trait, Trickster, that gives Stealth as a class skill).


Male Halfling Monk 2, Hp 25/25 Fort+5, Ref+7, Will+6, AC16(17),CMD 13, CMB+4 Flurry +1/+1

Leave the sneaky scouty stuff to me, just be ready to save my hide when I mess up . Welcome aboard.


Male Human Level 3 Investigator

For bringing him into the game do you have any ideas? Or anyone else? Would he be interested in helping explore and develop a section of the stolen lands? ...or perhaps he is a member of the previous group who didn't suceed. Left for dead by his peers and trapped by the goblins above unable to reach safety.

Mechanics wise he's looking good. A few ideas on gear for your consideration.

On his armour have you considered an armoured kilt? It'll be 20gp for +1 armour.

For 52gp you could have a pair of cold iron daggers and a pair of alchemical silver daggers. A small investment and if damage reduction can by bypassed in one encounter it's money well spent.

Once you have the money consider the dual balanced weapon modification. It'll reduce your attack penalties. Pricey for early game but later on very nice. They'll got up a step in difficulty to use but that means they are going from simple to martial which is not a problem. Its still reasonably new and in one of the smaller books so easy to overlook.
Dual balanced.

...I may have been working on a fighter with a not entirely disimilar build not long ago.


Male Halfling Monk 2, Hp 25/25 Fort+5, Ref+7, Will+6, AC16(17),CMD 13, CMB+4 Flurry +1/+1
Kevin O'Rourke 440 wrote:

For bringing him into the game do you have any ideas? Or anyone else? Would he be interested in helping explore and develop a section of the stolen lands? ...or perhaps he is a member of the previous group who didn't suceed. Left for dead by his peers and trapped by the goblins above unable to reach safety.

The last one would get him in to the party the fastest, he could be coming up as we are going down.


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

Thanks for the ideas, GM. These are solid suggestions. I went ahead and purchased a pair each of cold iron and alchemical silver daggers. The dual balanced mod is definitely on my shopping list.

Re the armored kilt, it adds an AC but looks like it also imposes an additional penalty to max Dex, so I end up roughly the same (AC 19 T 12 FF 17, as opposed to AC 19 T 13 FF 16). Other than the 20gp spent/saved, I'm not sure which one is better.

I also like the idea of being left for dead. Looks like goblins got the better of us. Wanting (1) to kick some goblin butt in retribution, and (2) to complete a charter and gain some wealth sounds like decent motivation to continue on with this group.

That and there's a halfling monk!


Male Human Level 3 Investigator

You're right I forgot it reduced the max dex.

So you've been left for dead.:

Well the party killed the goblins above. Your character wont know how long he's been stuck here. He knows the stairs up but someone reanimated some of the goblins ye killed on the way down... oh sure he could take them out but the commotion would draw more down on him so he's been waiting patiently for a change in the current so to speak.

Your group was contacted by an elven wizard Elrath Larethan when ye stayed over in Thornkeep. He is not a resident but has travelled °through the area a few times and even been to the tower but had some difficulties he claims... one of your compatriots joked about it behind the elf's back. Elrath promised gold for new complete maps of the various levels below the surface, the further down the more valued he would have in them.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

Sorry all, my plans for my vacation were to sit around the lake house and putter away. My wife's plans involved a lot more going hither and yon. *sigh*


Male Human Level 3 Investigator

@Johund, some small tailoring of the map and I put you in the next room. You've recovered your strength, the goblins seem to not want to come down this far, you might have tried exploring the rest of the level... but there are some unusually large spiders running around this level!


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

Sounds about right! A couple finishing touches to build: I kept my original armor setup and moved one background skill rank from K(engineering) over to profession (sailor).


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

I also like the left for dead angle. Sheet looks good too.


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

Re light, Johund has cast light on his dagger.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Handy to know. Amadeen rarely bothers casting light spells. she has low light vision and some darkvision.


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

So given all the options the GM has kindly provided, what's the group's plan? How many tokens from the spire are we after for the current charter? I meant to ask that in-character but it slipped my mind, and now doesn't seem the time to discuss long-term goals.

I also mean to go back and skim the gameplay and discussions, but just haven't had time yet.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

We technically only need one I think, but we can also go further, or come back later, per the GM if I remember correctly. SO I expect we will end up going down a few levels, get a token or two, and leave, and then mount a new expedition later after leveling up a bit?


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

One token to earn our charter. But grabbing more would be handy, either for horse trading or for our own use.

I imagine we'll alternate between kingmaker and the dungeons. Emerald spire and accursed halls are near each other in this campaign.


Male Human Level 3 Investigator

The Accursed Halls and the Emerald Spire are by default always near each other. I just moved them closer to you the Stolen Lands. Ye have about 25 days left to get one and get back... which is loads of time.

I imagine ye'll alternate between things to keep it interesting.


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

Jorin, I am carrying a sling. GM, what would the action economy be to toss it toward Jorin? Or to allow him to take it from my person?


Male Halfling Monk 2, Hp 25/25 Fort+5, Ref+7, Will+6, AC16(17),CMD 13, CMB+4 Flurry +1/+1

Dont need the sling, the bullets for it would be handy but concentrate on not getting flanked. Im using a far strike monk and I took a halfling racial thingy that means I dont take penalties for using improv weapons such as the torch in my hands(another trait actually gives me a +1 to hit with improv weapons) also I have a bunch of different things like lassos, nets, bolas, arrows and so forth so I can still do stuff. I can pummel things with my fist if need be and it'll bypass the DR.

Thanks for the offer though.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Amadeen is a bit careless with her sling. She keeps stowing it away for some reason. One to remember to correct in future!


Male Halfling Monk 2, Hp 25/25 Fort+5, Ref+7, Will+6, AC16(17),CMD 13, CMB+4 Flurry +1/+1

Right, enough of this. It's time to sacrifice a goat to the gods of dice for this game. The rot of Bad Luck is spreading and now that it's affecting me, the great Jorin, it's time to act :)

Seriously though, I haven't seen rolls this bad since we all nearly got TPK'd in the first fight in the Iron Fang Invasion game I'm in. Maybe we should start flanking more or something, or charging everything. Anything to get a bonus to hit.

Whatever I entangle gets a -4 to their Dex so thats a -2 off their AC and importantly for you Tik it's also off their touch AC so there is that at least. I'll try not to knock over too many more till ye are not relying on a ranged attack with a low to hit chance so they can't claim a prone bonus vs ranged against it(unless Johund is standing over them to make a good AOO or something)

With Amadeens better hex DC and new spells and my improved to hit chances with the nets vs touch AC Johund may be able to tank a bit more than normal so Barek you might be able to fall back to shooting which you are better at. Ill back Johund up in close and support him in melee if he's in the s$+* and prevent flankers and such.

One thing I forgot before is that attacking(sunder) a lasso or net, trying an escape artist check or a strength test to break it counts as doing it against an attended object or some such and provokes an AOO so bonus attacks(probably another chance for the dice roller gods to laugh some more at us) so there is that.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Normally I would consider the Evil Eye hex, targeting AC. But I'm unsure if that will affect this enemy.

The dice roller is having a laugh, it's given a lot of awful results lately.


Male Halfling Monk 2, Hp 25/25 Fort+5, Ref+7, Will+6, AC16(17),CMD 13, CMB+4 Flurry +1/+1

Ill entangle it next round if it's still up, lassos and nets have a max range of 10' and I really really though( for some reason) that flurrying with chakrams would be better so I only 5'ed to use it like a noob and left myself 15' away.


Male Human. Hunter 5. Hp 44. Init 3. AC 16. Touch 13. FF 13 (+3 armor, +3 Dex, ). Fort 6. Ref 7. Will 3. Perception + 11 (Scent).

I've got Barek mostly sorted now. Trouble is I made him as a ranged combatant, and we aren't in a good area for that. It's the first time I've tried a Hunter, and at low levels they really don't impress. Not that good at fighting or casting.

As for the dice, I don't think I've hit anything for a month or two now.


Male Human Level 3 Investigator

To be fair you could be a fighter with weapon focus and a masterwork weapon and you wouldn't have hit with those rolls. The dicebot has to swing the other way at some point.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

Maybe we should start rolling like this :

MOdified for stupid dice bot: 21 - 1d20 + 5 - 4 ⇒ 21 - (9) + 5 - 4 = 13

We might at least hit more than once every 5 rounds.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Technically, that would still give a 1 to 20 spread. It does seem ridiculous that the dice bot is giving so many poor results for melee attacks. Though hopefully broken with that last crit by Barek.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

Well, I picked it so it would give a 1 to 20 spread, that's how the rules work. I just reversed it so low is high and high is low.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

Anyone know of a way to add Stealth to Tik's class skills without dipping into another class? If not, might have to dip a level of rogue. The sneak attack in 30 ft would help his damage on flat footed enemies.


Male Human Level 3 Investigator

There are some traits but none that would currently work for his background.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Additional Traits feat giving one of the following, if they are appropriate for Tik?

Slippery
Black Sheep
Conspiracy Hunter
Highlander
Uskwood Hunter
Bandit
Swamp Rebel
Wisdom in the Flesh

Google doc on traits, bookmarked to stealth section


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

Sorry, should have specified, without taking the extra traits feat. I think I could justify that at some point by having him install some of the crystals he took from the other golem, basically incorpporating them, but hate to give up a feat for it. But I may not have any choice other than to do so. I was hoping there might be something I had missed.

Maybe a head band of Int+1 with Stealth as the skill? It wouldn't give him the skill as a class skill, but it would max out his ranks without using up skill points to do so.


Male Human Level 3 Investigator

No, it had nothing like that and wasn't even good at stealth itself. You'd have to justify them as they are.... like spend several years working with the bellflower network.

The headband of Int is you best option.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

Or dipping into rogue

or finding some golem components later in the dungeon..


Male Human Level 3 Investigator

I'm not going to say there isn't a chance of components or other odd things coming up but don't bank on them or what they'll do but I will tell you it wont be a thing for a while.

Rogue, Ranger or Slayer would put some prestige classes on the table like eldritch knight/arcane trickster.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

I had great fun with a paladin/sorcerer/eldrich knight before, even if it took a while to build up. I could see a type of arcane trickster suiting Tik thematically.


Male Halfling Monk 2, Hp 25/25 Fort+5, Ref+7, Will+6, AC16(17),CMD 13, CMB+4 Flurry +1/+1

Could go Perfect Scholar Monk, you get Stealth, all Knowledge's and you can add your Wis mod to your AC plus you'll get the bonus feat which could be Dodge for another +1 AC bonus. Also all the other stuff for being a level 1 monk but the AC boost for you would be good. For a one level dip might be nice and I'm not just saying that just so we can have two small monks in the party :)


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

All good ideas. WIll think on it.


Male Human. Hunter 5. Hp 44. Init 3. AC 16. Touch 13. FF 13 (+3 armor, +3 Dex, ). Fort 6. Ref 7. Will 3. Perception + 11 (Scent).

I ran a Half-Elf Slayer through Giantslayer. Started as Human and became a Half-elf due to reincarnation. As she was a ranged combatant I realized that she now qualified for Arcane archer. Took a level of Wizard and then went with Arcane archer.

All the combat feats for archery, with the ability to now put elemental effects and spells on her arrows made her a murder machine.

This doesn't give you any help I know, but I like boasting about my favorite characters. :)


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

I’ll be on vacation from 3-2F until 3-5M. Please bot me as necessary!


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Enjoy!

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