From Shore to Sea (Inactive)

Game Master Scavion

Nal'Kashel


151 to 200 of 351 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>

Male Lizardfolk Barbarian(Flesheater) 6 - 84/84 HP; AC 24 [22](touch 14, ff 22); CMD 23[25]; Fort +10[13], Ref +7, Will +6[8], (+3 saves vs magic); Init +4; Perception +9

The lizardman thinks for a long moment, taking in what Molly told him. Finally, he speaks in low tones, "Theesss iss ssstrange, no? All thee men gone, and only thee young and old remain...? What could cause ssuch a theeeng?"
Kasshyk seeks out the priestly woman.
Is she readily apparent?


Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7

"I don't know... Maybe... Someone or something must be forcing them to fight or work. Why else would they leave only children and elders?" says Molly with a worried look on her face. "They didn't seem o like me much... Maybe some sort of aquatic creatures?"


Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7

Scavion...


I uh, totally missed Kasshyk's post. I thought yall were just meandering about.

Kasshyk comes upon the Village Shrine and unless he is taking care to not be seen, a priestly woman and her followers block the way to the church up the stairs. The woman is rather plain, but her eyes hold a sharp focus.

"...You are?" She asks after perhaps a slightly too long of a stare before turning her eyes to the sea.


Male Lizardfolk Barbarian(Flesheater) 6 - 84/84 HP; AC 24 [22](touch 14, ff 22); CMD 23[25]; Fort +10[13], Ref +7, Will +6[8], (+3 saves vs magic); Init +4; Perception +9

Kasshyk stops when the villagers block his path, and attempts to summon his rather meager tact. He bows slightly when he reaches the group, and does his best to appear non-threatening.
"Greetingsss. I am called Kasshyk. Please, do not be alarmed. I only sseek to ssspeak with one who might know of the troublesss here. I come with othersss, and we wissh to help. We have ssspoken to Nicolaius, but he would not tell usss much."


Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7

"We are humble travelers visiting town..." says Molly with a soft voice. "Where is everyone???"


HP: 39/39| AC: 24, Touch: 17, FF: 19| Fort+7, Ref +12, Will +7| Init +7| Perception +14, Sense Motive +15| Performance rounds 23/23

"Yeah, it seems kind of fishy there's so few people here."


Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7

"That's racist." Molly replies, jokingly.


HP: 39/39| AC: 24, Touch: 17, FF: 19| Fort+7, Ref +12, Will +7| Init +7| Perception +14, Sense Motive +15| Performance rounds 23/23

"Speciesist, at worst."


Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7

I don't think Golarion has a very good definition of what is a species and what isn't... Specially considering many different species can interbreed and produce fertile offspring. ;)


Female Aassimar (Lawbringer) Fighter 5/ Spellbreaker 1 - Hp: 62 - AC: 32( 29 FF, 15 touch) - CMD: 24 - Saves: +10,+7,+10 - Darkvision 60 ft - Perception +12 , S motive +12- Init +2

Kristeva takes a step forward the rest of the group, showing proudly the symbols of the hellknights.

A more important question is who you are and what do you know about the situation?, the sooner I get the information I need the sooner I will take care of the troubles


"The sea nurtures but is a jealous mother not to be refused when the debt comes due. Most folks have already gathered at the lighthouse for the meeting...I recommend you all to do the same."

She pauses at Kristeva's question before continuing. A flicker of emotion passing over an impassive face.

Sense Motive DC20:
She narrows her eyes at the symbol before glancing away.

"I go by Lira and serve this town as it's pastor. All we know will be presented at the congregation. Till then I see no reason to speak further of the subject."


Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7

"its pastor"! ;)

"Why are only able-bodied adults at the gathering? From what I've seen in the past, humans value the council of their elders as much as merfolk do."


Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7

Do I get the campaign to move if I roll something?

Sense Motive: 1d20 + 9 ⇒ (19) + 9 = 28


Yes. Also the able-bodied folk are gone. The remaining citizens are mostly the elderly and children with exception of the village leaders.

"All the remaining residents are gathering for the congregation. With everyone's approval we shall decide this matter. In fact, I'm heading there right now. Feel free to join me."


Female Aassimar (Lawbringer) Fighter 5/ Spellbreaker 1 - Hp: 62 - AC: 32( 29 FF, 15 touch) - CMD: 24 - Saves: +10,+7,+10 - Darkvision 60 ft - Perception +12 , S motive +12- Init +2

Kristeva silently join him.


As darkness descends on Blackcove, previously unseen villagers scurry from wrecked cottages toward the lighthouse, some slowly picking their way over the slippery rocks and rising tide, while the lighthouse keeper ferries others to the structure.

When Lira leads you inside you are confronted with the remnants of Blackcove.

Tightly packed into the cramped quarters of the lighthouse are all of the villagers who remain in Blackcove. Numbering less than forty, the bedraggled assembly exudes anxiety and dismay. Their kinship is obvious, and most display the same waxy and weathered skin, thinning hair that recedes sharply to either side of a pronounced widow’s peak, and disarmingly dark purple eyes. Phlegmatic coughs echo throughout the damp, crowded room and it seems as if the community members’ constitutions have grown weak because of degeneration following too many years of isolation.

A hush falls over those assembled when you all enter and the first to break the silence appears to be the Lighthouse's keeper.

"Well, it looks like Adler found help, and here's hoping they'll be our salvation. I suppose we should tell them our troubles." He says with an nervous laugh.

Diplomacy/Intimidation/Roleplaying. Their starting attitude is unfriendly.


Male Lizardfolk Barbarian(Flesheater) 6 - 84/84 HP; AC 24 [22](touch 14, ff 22); CMD 23[25]; Fort +10[13], Ref +7, Will +6[8], (+3 saves vs magic); Init +4; Perception +9

Kasshyk looks about him at the sickly villagers, then ponders how to proceed for a moment. "These people do not seem to be too forthcoming, even though the lighthouse keeper just basically announced that we are here to help. Should I try and talk to them and assure them we really are here to help, or appeal to their more...basic instincts...?"
In the end, he decides to try and reason with the people before resorting to scaley intimidation. He puts on what he hopes is his least offensive expression and begins.
"Greetingsss, people of dee Black Cove. I am Kasshyk, and my companionss and I have heard of yooor troublesss. We wish to help, but theesss require eenformation. Please, allow the otherss with me to elaboorate."

Alright fellas, work your conversational magickes!


Female Aassimar (Lawbringer) Fighter 5/ Spellbreaker 1 - Hp: 62 - AC: 32( 29 FF, 15 touch) - CMD: 24 - Saves: +10,+7,+10 - Darkvision 60 ft - Perception +12 , S motive +12- Init +2

Kristeva was not quick enough and The lizard spoke first.

I'm here to take care of the threats that stalk this community. That's my mission and nothing will stop me for completing it - Kristeva moves so the resolution in her face is visible for everyone nothing. Speak quickly. -Intimidate 10 for 23


The folk clearly fear the Hellknight's demands and speak quickly...

"The attacks come by Nal'Kashel, the island nearby...After Gerlach started pokin around."

"That one shouldn't have kept goin there. Dark things lurk in the ruins there. Stirring up trouble is all he did!"

"He hasn't been back in weeks..."

"To hells with him! We'd never have been in this stink if not for him!"

It is somewhat difficult to keep up with all the chatter, but Kristeva's threat has them all talking over each other.

Outside a storm has quickly formed and heavy rain pelts the lighthouse.


Male Lizardfolk Barbarian(Flesheater) 6 - 84/84 HP; AC 24 [22](touch 14, ff 22); CMD 23[25]; Fort +10[13], Ref +7, Will +6[8], (+3 saves vs magic); Init +4; Perception +9

Kasshyk listens to the conflicting explanations of the villagers, but cannot make out their individual statements with the sheer number of them speaking coupled with his own tenuous grasp of their language. He decides to look around the lighthouse while his companions gather the information they all need.
Perception: 1d20 + 9 ⇒ (8) + 9 = 17


Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7

"This storm..." Molly mutters to herself.

"Guys, can you try to calm them down and get'em to speak anythign coherent? I'll keep watch."

Molly goes to a nearby window and tries to quietly take a peek outside.

Taking 10 on Perception (21) and Stealth (21).


HP: 39/39| AC: 24, Touch: 17, FF: 19| Fort+7, Ref +12, Will +7| Init +7| Perception +14, Sense Motive +15| Performance rounds 23/23

Oh yeah, this is a thing.

"People, people, please. The way you're squawking over one another makes you all sound like you're part seagull. Though hey, living on the coast, all those lonely nights...who knows?"

Diplomacy: 1d20 + 15 ⇒ (15) + 15 = 30
Comedy: 1d20 + 16 ⇒ (7) + 16 = 23


Kasshyk takes a stroll around the Lighthouse and learns that for the most part it appears the remaining villagers which are approximately three dozen have been shacking up in the admittedly huge lighthouse. The second floor is strewn with blankets, cots and other makeshift beds.

Molly observes the raging weather outdoors and to the untrained eye, most would be unaware of the growing danger outside. The merfolk notices that the water level appears to be steadily rising.

Dorian's words have great effect on the crowd and enables him to piece through all the information the folk are giving.

  • Gerlach is a gillman born with the sea's gift and is an accomplished sorcerer and alchemist who, in the past, aided the town with his brews. They say his discoveries on the island drove him mad.
  • The island ruins are remnants of an ancient Azlanti outpost. The villagers claim the ruins are full of old dark magic and that they themselves are descended from those who used to dwell there.
  • Many villagers are gillmen like Gerlach and live beneath the waves, but they were the first to disappear when the attacks began. Several claim that Gerlach might be manipulating his people.
  • Lastly the villagers, clearly won over by Dorian's charming wit, gather a small collection of treasures they've found from the sea in hopes of buying your help. The collective value is approximately 2,000 gp.


Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7

Huh... I missed Scavion's post.

Molly calls one of her companions, never taking her eyes from the storm outside.

"You see that? The water is rising very fast. That is usually bad news for legged-folk. We should tell the villagers to move on to higher ground. This place is not safe."


Male Lizardfolk Barbarian(Flesheater) 6 - 84/84 HP; AC 24 [22](touch 14, ff 22); CMD 23[25]; Fort +10[13], Ref +7, Will +6[8], (+3 saves vs magic); Init +4; Perception +9

Kasshyk comes to the merfolk at her beckoning, and listens to her words. He looks out to the rising waters and nods.
"You may be right..." he says after a moment.


Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7

Posting to Summon Scavion!


Male Lizardfolk Barbarian(Flesheater) 6 - 84/84 HP; AC 24 [22](touch 14, ff 22); CMD 23[25]; Fort +10[13], Ref +7, Will +6[8], (+3 saves vs magic); Init +4; Perception +9

Kasshyk makes his way back to where the remaining villagers have gathered, and informs them and the rest of the party of Molly's discovery.


Initiative Order:

Kasshyk: 1d20 + 4 ⇒ (5) + 4 = 9
Molly: 1d20 + 7 ⇒ (17) + 7 = 24
Dorian: 1d20 + 7 ⇒ (12) + 7 = 19
Kristeva: 1d20 + 2 ⇒ (11) + 2 = 13

One of the villagers goes to investigate the rising waters and immediately panics.

"It's hit the nine foot mark!" The villagers whip into a panic and form a crowd difficult to pass through.

Molly spots out in the waters a massive tentacle rising up and dragging a screaming fisherman under the waves. Waves wrack the shore and lighthouse as sea spray flies through the window ports.

For the purposes of this encounter, Diplomacy, Intimidate or some other clever means could potentially dispel the crowd...for now.


Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7

Oh, right...

"Uh... Guys? says Molly. "We have a problem..."

Arrow (Manyshot): 1d20 + 13 ⇒ (14) + 13 = 27 damage: 2d8 + 10 ⇒ (4, 5) + 10 = 19
Arrow (Rapid Shot): 1d20 + 13 ⇒ (4) + 13 = 17 damage: 1d8 + 5 ⇒ (7) + 5 = 12
Arrow: 1d20 + 8 ⇒ (12) + 8 = 20 damage: 1d8 + 5 ⇒ (7) + 5 = 12

How are gonna deal with Kristeva, BTW? Nicos is still missing.


Male Goblin Vivisectionist Trap Breaker 10
Molly A. wrote:


How are gonna deal with Kristeva, BTW? Nicos is still missing.

The usual methods. DMPC or sudden dramatic death.


HP: 39/39| AC: 24, Touch: 17, FF: 19| Fort+7, Ref +12, Will +7| Init +7| Perception +14, Sense Motive +15| Performance rounds 22/23

"I'd get out of here if I were you! You know, unless you want to get real friendly with a tentacle monster! I don't judge."

Diplomacy: 1d20 + 15 ⇒ (8) + 15 = 23

See y'all in a month. ;)


Male Lizardfolk Barbarian(Flesheater) 6 - 84/84 HP; AC 24 [22](touch 14, ff 22); CMD 23[25]; Fort +10[13], Ref +7, Will +6[8], (+3 saves vs magic); Init +4; Perception +9

Kasshyk looks to see what Molly has shot at, and lingers a moment as he struggles to grasp the implications of what he is seeing.
"Iss...isss dat...?", is all he can manage to hiss before he shakes himself back to his senses. He finds the giant tentacle terrifying and unwholesome, but steels himself once more. Then the lizardman looks for some way to block the frigid waters coming through the windows, as he can see no way of striking the thing from this distance, even with his shortbow.

Perception: 1d20 + 9 ⇒ (15) + 9 = 24


Kasshyk looks about the lighthouse, but alas whatever supplies that could be used to bar the windows would take far too long to secure...

Thoom!

One of the massive tentacles slams against the lighthouse, the impact causing everyone to lose their footing.

Give me a Reflex Save DC 15 or fall prone.

Kristeva: 1d20 + 7 ⇒ (11) + 7 = 18

"What manner of abomination is this?!" Kristeva yells as she regains her footing.


Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7

Reflex: 1d20 + 9 ⇒ (11) + 9 = 20

It's difficult to lose your footing when you have no foot.


Male Lizardfolk Barbarian(Flesheater) 6 - 84/84 HP; AC 24 [22](touch 14, ff 22); CMD 23[25]; Fort +10[13], Ref +7, Will +6[8], (+3 saves vs magic); Init +4; Perception +9

Kasshyk reels from the impact, trying to remain on his feet and form a plan.

Reflex: 1d20 + 7 ⇒ (16) + 7 = 23


HP: 39/39| AC: 24, Touch: 17, FF: 19| Fort+7, Ref +12, Will +7| Init +7| Perception +14, Sense Motive +15| Performance rounds 22/23

Reflex: 1d20 + 7 ⇒ (8) + 7 = 15

"Hah! It will take a much larger member than that to make me fall to my knees!"


Blackcove's citizenry cry out for absolution and the panicked crowd are thrown about.

"Seas forgive us for whatever transgression we have caused!" Lira cries out sobbing in a impromptu prayer circle, joined in arms by her acolytes.

Molly's arrows flew out across the waters but the distance makes it difficult to tell if they had any effect on whatever colossal beast still hidden beneath the waves is wreaking havoc on Blackcove.

A feeling of dread hangs in the air as the survivors cower in fear of the next attack.

To paint the scene a bit better, there is a raging storm outside going. The party and survivors are currently on the second floor of the Lighthouse with the first floor having already flooded with water. Oh! And colossal tentacles are attacking the Lighthouse.

Molly's Turn! As I assume Kasshyk was searching for materials when it was his turn since he posted slightly out of order. The rest of this encounter will get more interactive with the next attack I promise!


Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7

"So... That thing can't be friendly..."

Manyshot: 1d20 + 13 ⇒ (10) + 13 = 23 damage: 2d8 + 10 ⇒ (7, 2) + 10 = 19
Rapid Shot: 1d20 + 13 ⇒ (13) + 13 = 26 damage: 1d8 + 5 ⇒ (4) + 5 = 9
Arrow: 1d20 + 8 ⇒ (4) + 8 = 12 damage: 1d8 + 5 ⇒ (8) + 5 = 13


HP: 39/39| AC: 24, Touch: 17, FF: 19| Fort+7, Ref +12, Will +7| Init +7| Perception +14, Sense Motive +15| Performance rounds 22/23

"You can do it! Go for it! Yeaaaaah!" Dorian yells. Everybody feels their spirits lift.

Inspire Courage.

When you look back, you notice Dorian is considerably further away from the monster with bow in hand.


Suddenly, three tentacles come writhing into the Lighthouse. One from the stairwell and two from windows across from each other. The survivors break into a panic once again and might act unexpectedly.

One tentacles appears to have been previously wounded from an arrow planted in it.

Tentacle Targets: 3d20 ⇒ (18, 6, 13) = 37

One of the tentacles grabs a villager and the other tentacles attempts to snatch Kasshyk!

Tentacle Attack!: 1d20 + 10 ⇒ (5) + 10 = 15

But the wary Lizardfolk fends it off!

The third tentacle goes later.


Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7

So... I have no idea whose turn it is.


Yours.


My bad it's Kristeva's.

Kristeva moves to try to cut free the villager grappled by the tentacle.

Longsword!: 1d20 + 11 ⇒ (18) + 11 = 29
Damage: 1d8 + 11 ⇒ (7) + 11 = 18

And cuts the tentacle apart with ease! The stump shrivels back out of the Lighthouse.

Kasshyk's turn since Tentacle 3 was killed.


Male Lizardfolk Barbarian(Flesheater) 6 - 84/84 HP; AC 24 [22](touch 14, ff 22); CMD 23[25]; Fort +10[13], Ref +7, Will +6[8], (+3 saves vs magic); Init +4; Perception +9

Kasshyk does crazy things:

Spoiler:
The lizardman weighs his options a moment, then seems to come to a decision. He closes his reptilian eyes and summons his inner reserves of power, mentally reaching out to touch upon his innate spiritual connection to his Prey. He opens his eyes again suddenly while touching his magical shirt, willing it to give him the speed to move quicker,then rushes to a lighthouse window, looking back once before leaping out into the maelstrom.

As he falls, he is pelted by cold rain from both below and above, and his vision improves and lightens with the channeled sight of a predatory avian. More bizarre, however, are the sinewy draconic wings covered in soft green scales that sprout from between his shoulders!

He flaps several times, taking in the scene below from his new height, letting the pouring rain wash over him and drawing his massive axe.

I activate my quickrunner's shirt and jump out the window, while also instantly beginning to rage. Then I summon my meal's abilities: low-light vision and flight! I assume that's all I can do, so I look around. What do my bird eyes see?

Perception: 1d20 + 9 ⇒ (3) + 9 = 12


As Kasshyk begins to move, the tentacle attempts to take advantage of his lowered guard!

TENTACLE ATTACK OF OPPORTUNITY: 1d20 + 10 ⇒ (3) + 10 = 13
Damage: 1d6 + 5 ⇒ (5) + 5 = 10

But the flailing tentacle finds no purchase on the Lizardfolk.

Outside, Kasshyk sees little more than rain, lightning, and the devastation it is causing Blackcove's shore. He does see several more tentacles awaiting open entrances into the Lighthouse currently occupied by the first tentacles however.

The crowd scurries about and in their panic, attempts to push past everyone in the room.

Trip: 1d20 ⇒ 9

Though our heroes are unfazed.

Molly's Turn


Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7

Molly slows her breathing, focuses her mind and lets four more arrows fly towards the arrow-sprinkled tentacle.

Manyshot: 1d20 + 13 ⇒ (15) + 13 = 28 damage: 2d8 + 10 ⇒ (7, 7) + 10 = 24
Rapidshot: 1d20 + 13 ⇒ (13) + 13 = 26 damage: 1d8 + 5 ⇒ (5) + 5 = 10
Arrow: 1d20 + 8 ⇒ (13) + 8 = 21 damage: 1d8 + 5 ⇒ (2) + 5 = 7


HP: 39/39| AC: 24, Touch: 17, FF: 19| Fort+7, Ref +12, Will +7| Init +7| Perception +14, Sense Motive +15| Performance rounds 22/23

That should be +14 hit and +6 damage, Inspire Courage is up.

Dorian fires his own volley of arrows after Molly's!

Attack 1: 1d20 + 10 ⇒ (7) + 10 = 17
Damage: 1d8 + 1 ⇒ (1) + 1 = 2

Rapid Shot: 1d20 + 10 ⇒ (20) + 10 = 30
Damage: 1d8 + 1 ⇒ (2) + 1 = 3

Confirm?: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 2d8 + 2 ⇒ (6, 1) + 2 = 9

Wow, such damage.


My Inspire Courage should be +2, my bad. So +3 damage to my hit, and +2 hit/damage to each of Molly's attacks.


Molly and Dorian's arrows fly into the remaining two tentacles and render them lifeless as whatever creature they're attached to drags them out of the lighthouse to replace them with three more.

TENTACLES!?!!!: 2d20 ⇒ (18, 14) = 32

Two of the tentacles grasp villagers who promptly scream for help.

KRISTEVA SLASH!: 1d20 + 11 ⇒ (7) + 11 = 18
Damage: 1d8 + 11 ⇒ (4) + 11 = 15

Kristeva attempts to cut the villager free but due to the tentacle's wriggling she was unable to.

TENTACLE #3!: 1d20 ⇒ 11

The last tentacle also grabs a villager...Lira the village priest in fact!

"H-help me!"

Outside, Kasshyk is assailed by a number of tentacles!
AND MORE TENTACLES: 4d20 ⇒ (15, 6, 15, 19) = 55
Damage: 3d6 + 12 ⇒ (3, 4, 1) + 12 = 20

Tentacle GRAB!: 3d20 ⇒ (6, 5, 5) = 16

Three tentacles manage to penetrate his defenses and wound him by thrashing him soundly. He does avoid their deadly grip however!

Kasshyk's turn!

1 to 50 of 351 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / From Shore to Sea All Messageboards

Want to post a reply? Sign in.
1 to 50 of 174 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Male Goblin Vivisectionist Trap Breaker 10

Discussion goes here.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

POOT DISCUSSION HERE


Elf Hp 41/41; AC 21 (Touch 16, FF 16 ); CMD 18 ; Fort+4, Ref: +10, WIll:+3; Low-light vision; Perception +8 ; Sense motive +8; Initiative +6
Spoiler:
[dice]10+13;1d4+7[/dic ]

Do we already know what we are going to play?


Male Goblin Vivisectionist Trap Breaker 10

Two of my friends may be joining us. One is going to play a Barbarian or Bloodrager. The other will likely be a Slayer or Ranger.


Male Goblin Vivisectionist Trap Breaker 10

Once everyone has the characters made, I'll throw up the introductory post.


Male Human Dungeon Master 10/ Munchkin 10

I'll try out the revised Fighter, then...

And since I can't decide... Should I give it 6 skill points per level?


Elf Hp 41/41; AC 21 (Touch 16, FF 16 ); CMD 18 ; Fort+4, Ref: +10, WIll:+3; Low-light vision; Perception +8 ; Sense motive +8; Initiative +6
Spoiler:
[dice]10+13;1d4+7[/dic ]

How strong is that fighter?, or better yet, ho much optimization for hte game?


Male Human Dungeon Master 10/ Munchkin 10

I think it's on par with Barbarians... I don't know about level of optimization. I'll either make a 2-handed build to grab the cool Str-related feats or some sort of archer... Been a while since I played one of those. I thought about making an unarmed build, but I think Rynjin is going with a Monk.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

The new MoMS is a pain in the ass to build since they clarified how the new Bonus Feats work. It's basically impossible to pull a good multi-Style character together before 10th.

Probably making a Wizard instead. Maybe a Skald, at Scavion's request.


Male Goblin Vivisectionist Trap Breaker 10
Eitylen wrote:
How strong is that fighter?, or better yet, ho much optimization for hte game?

It's a module so a ton of optimization is unnecessary. Lemmy go ahead and use 6 skill points. I just wanna see it in progress.


Male Human Dungeon Master 10/ Munchkin 10
Rynjin wrote:
The new MoMS is a pain in the ass to build since they clarified how the new Bonus Feats work. It's basically impossible to pull a good multi-Style character together before 10th.

You could use this guy...

This is just my completely unbiased suggestion, of course.


Male Human Dungeon Master 10/ Munchkin 10

QUESTION TIME!

1- Are Combat Expertise and Power Attack feats or combat options everyone can use?
2- How do we roll hp?
3- Any changes to feats progression (e.g.: TWF scaling to ITWF)?
4- Anything we should know about the campaign and/or its setting?
5- How much gold do we have, again?
6- What are two good 1st level wizard spells for Fighters? :P


Male Goblin Vivisectionist Trap Breaker 10
Lemmy wrote:

QUESTION TIME!

1- Are Combat Expertise and Power Attack feats or combat options everyone can use?
2- How do we roll hp?
3- Any changes to feats progression (e.g.: TWF scaling to ITWF)?
4- Anything we should know about the campaign and/or its setting?
5- How much gold do we have, again?
6- What are two good 1st level wizard spells for Fighters? :P

1-No, I'd like as few house rules as possible but it's up for consideration.

2- Average +1 aka d10 is 6.

3-Nah.

4- It's Golarion, specifically in the Nation of Cheliax. The summary is that for one reason or another you've been sent to a coastal village called Black Cove to investigate some disappearances. Whether the Chelaxian government sent you, a nearby village, personal reasons, or what have you is up to you all.

5- Normal wealth for a 6th level adventurer.

6- Snowball, Mount, Touch of the Sea(A swim speed may be useful), Magic Weapon to name a few.


Half-Orc Zweihander Sentinel 8; Hp: 95/105; AC 27 (FF 25, touch, 13), Saves +14, +8, +11; Init +1, Perc +6

NOt sure if I go sword and board fighter or a blaster wizard.


Male Human Dungeon Master 10/ Munchkin 10
Scavion wrote:

1-No, I'd like as few house rules as possible but it's up for consideration.

(..)

3-Nah.

Cool. This way I can test my Fighter in a neutral environment.

Scavion wrote:
6- Snowball, Mount, Touch of the Sea(A swim speed may be useful), Magic Weapon to name a few.

Not sure if snowball would be all that useful, as I can't metamagic spells from Runecraft. Magic Weapons doesn't do much for me either, since the revised Fighter already treats his weapon's as magic. I think I'll go with Enlarge Person and Touch of the Sea.

BTW, I know I usually take a little bit longer than most to build my create my characters, but I already have 3 different builds at ready! XD


Male Human Dungeon Master 10/ Munchkin 10

Hey, I now have a Revised Fighter archetype, The Fist-Fighter! for all those who like to punch stuff instead of stabbing it with a sword.

All feedback is welcome. ;)


EH, don't see the point in not allowing throwing weapons to hit incorporeals.

Martial mastery should be a low level ability, I would put it before level 3.


Male Human Dungeon Master 10/ Munchkin 10
Nicos wrote:

EH, don't see the point in not allowing throwing weapons to hit incorporeals.

Martial mastery should be a low level ability, I would put it before level 3.

It doesn't?


Starting at 10th level, all weapons the Fighter wields can fully affect incorporeal creatures as
if they had the Ghost Touch enhancement for as long as the Fighter holds them.


Male Human Dungeon Master 10/ Munchkin 10

Ah, indeed... Missed that little corner-case. I'll change it to include thrown weapons.

EDIT: There... Changed it to whenever the fighter is wielding the weapon. I assume the thrown weapon is still considered to be being wielded during the attack.


Male Human Dungeon Master 10/ Munchkin 10

Even better! Changed it to affect attacks made by the Fighter, rather than his weapons. This makes it simpler to understand and affects melee, ranged and thrown weapons all the same. :)


Eh, Lemmy's rules to attribute advancement are weird in the document.


Male Human Dungeon Master 10/ Munchkin 10

Yeah... I later changed them to better mirror the gear-progression in the game. In any case, just use the ones in the One Step Beyond campaign document. Those are the same as before, since I don't think it'd be honest to change it mid-game.


Male Human Dungeon Master 10/ Munchkin 10

Possible build, check it out:

Julius:

Julius
Male half-elf fighter 6
LG Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +12
--------------------
Defense
--------------------
AC 24, touch 13, flat-footed 22 (+10 armor, +1 deflection, +2 Dex, +1 natural)
hp 52 (6d10+12)
Fort +7, Ref +7 (Situational Text), Will +6 (+2 vs. fear); +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 silversheen greatsword +13/+8 (2d6+9/19-20) or
. . mwk cold iron greatsword +13/+8 (2d6+8/19-20)
Ranged paueliel composite longbow +9/+4 (1d8+4/×3)
Special Attacks weapon training (heavy blades +1)
--------------------
Statistics
--------------------
Str 21, Dex 14, Con 14, Int 12, Wis 12, Cha 7
Base Atk +6; CMB +11; CMD 24
Feats - Custom Feat -, - Custom Feat -, - Custom Feat -, - Custom Feat -, Combat Reflexes, Cornugon Smash, Intimidating Prowess, Power Attack
Traits auspicious tattoo (shoanti), elven reflexes
Skills Acrobatics +11 (+7 to jump), Intimidate +12, Knowledge (dungeoneering) +10, Knowledge (engineering) +5, Knowledge (history) +5, Knowledge (nature) +10, Knowledge (religion) +7, Linguistics +6, Perception +12, Sense Motive +10, Spellcraft +5, Stealth +8, Swim +9; Racial Modifiers +2 Perception
Languages Abyssal, Aquan, Celestial, Common, Draconic, Elven, Sylvan, Undercommon
SQ armor training 1, elf blood
Other Gear +1 full plate, +1 silversheen greatsword, mwk cold iron greatsword, paueliel composite longbow (+4 Str), amulet of natural armor +1, belt of giant strength +2, ring of protection +1, 1,305 gp
--------------------
Special Abilities
--------------------
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades

:)


Elf Hp 41/41; AC 21 (Touch 16, FF 16 ); CMD 18 ; Fort+4, Ref: +10, WIll:+3; Low-light vision; Perception +8 ; Sense motive +8; Initiative +6
Spoiler:
[dice]10+13;1d4+7[/dic ]

Eh, no big 4.


Male Human Dungeon Master 10/ Munchkin 10

Ah, right... Well, even better! That means I have higher ability scores and more gold. XD


Male Human Dungeon Master 10/ Munchkin 10

Yay! 2nd character build!

Molly Ada:

Molly Ada
Female merfolk fighter 6 (Pathfinder RPG Advanced Race Guide 194)
NG Medium humanoid (aquatic)
Init +7; Senses low-light vision; Perception +11
--------------------
Defense
--------------------
AC 26, touch 16, flat-footed 22 (+7 armor, +2 deflection, +4 Dex, +3 natural)
hp 52 (6d10+12)
Fort +9, Ref +9, Will +8 (+2 vs. fear)
--------------------
Offense
--------------------
Speed 25 ft., swim 30 ft.
Melee silversheen cestus +12/+7 (1d4+2/19-20)
Ranged starfall (+1 pauliel composite longbow / str +2) +14/+9 (1d8+4/19-20/×3) or
. . paueliel composite longbow +14/+9 (1d8+3/19-20/×3) or
. . paueliel longbow +14/+9 (1d8+1/19-20/×3)
Special Attacks weapon training (bows +1)
--------------------
Statistics
--------------------
Str 15, Dex 20, Con 15, Int 12, Wis 8, Cha 16
Base Atk +6; CMB +8; CMD 25 (can't be tripped)
Feats - Custom Feat -, - Custom Feat -, - Custom Feat -, Manyshot, Point-blank Shot, Precise Shot, Rapid Shot, Weapon Finesse
Traits indomitable faith, reactionary
Skills Acrobatics +14 (+10 to jump), Bluff +9, Climb +6, Intimidate +11, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (history) +5, Knowledge (nature) +9, Linguistics +5, Perception +11, Sense Motive +8, Stealth +11, Swim +10
Languages Aquan, Celestial, Common, Draconic, Elven, Sylvan, Undercommon
SQ amphibious, armor training 1
Other Gear +1 breastplate, starfall (+1 pauliel composite longbow / str +2) (+2 Str), silversheen cestus, paueliel composite longbow (+2 Str), paueliel longbow, boots of striding and springing, bracers of falcon's aim, traveler's any-tool, 235 gp
--------------------
Special Abilities
--------------------
Amphibious (Ex) You can survive indefinitely on land.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Swimming (30 feet) You have a Swim speed.
Traveler's any-tool Acts as masterwork tools for most Craft or Profession skills.
Weapon Training (Bows) +1 (Ex) +1 Attack, Damage, CMB, CMD with Bows


Male Human Dungeon Master 10/ Munchkin 10

QUESTION!

May I use the following items:

Amulet of Mighty Fists, Lesser (neck): Works like a normal AoMF, but costs half the price and its enhancements do not apply to natural weapons or off-hand attacks. This item can be upgraded into a normal AoMF by paying the price difference.
Price: Half that of a normal AoMF with the same enhancements.

- - -

Gloves of Flying Daggers (hands): These gloves affect thrown weapons hurled by the character, giving those weapons an enhancement bonus equal to that of the gloves themselves. They can be enhanced and enchanted just like a magic thrown weapon, transferring all its properties to the actual thrown weapons used by the character. Despite their name, Gloves of Flying Daggers affect all thrown weapons that could normally be enhanced themselves, not just daggers.
Price: Same as a dagger with the same enhancements


Male Goblin Vivisectionist Trap Breaker 10

Yeah


Male Human Dungeon Master 10/ Munchkin 10

Awesome!

Just reviewing... Right now I have 3 builds:

Julius the brute half-elf.
Molly, the archer merfolk
And now... Ferro, the fist-fighter.

Ferro:
Ferro
Garuda-blooded aasimar (plumekith) fighter 6 (Pathfinder RPG Advanced Race Guide 84)
LG Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +12
--------------------
Defense
--------------------
AC 24, touch 22, flat-footed 14 (+1 armor, +2 deflection, +5 Dex, +5 dodge, +1 natural)
hp 52 (6d10+12)
Fort +9, Ref +9, Will +8 (+2 vs. fear)
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 35 ft.
Melee gloves of flying daggers +12/+12/+7 (1d3+4/19-20) or
. . unarmed strike +12/+12/+7 (1d8+5)
Ranged shuriken +7/+2 (1d2)
Spell-Like Abilities (CL 6th; concentration +5)
. . 1/day—see invisibility
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 15, Int 13, Wis 17, Cha 8
Base Atk +6; CMB +6 (+10 grapple); CMD 28 (30 vs. grapple)
Feats - Custom Feat -, - Custom Feat -, - Custom Feat -, - Custom Feat -, Combat Reflexes, Greater Grapple, Improved Grapple, Improved Unarmed Strike, Weapon Finesse
Traits indomitable faith, quain martial artist
Skills Acrobatics +14, Climb +4, Intimidate +7, Knowledge (dungeoneering) +9, Knowledge (engineering) +5, Knowledge (history) +2, Knowledge (planes) +9, Knowledge (religion) +6, Perception +12, Sense Motive +14, Stealth +14, Survival +3 (+5 to avoid becoming lost), Swim +4
Languages Celestial, Common, Sylvan
SQ armor training 1, truespeaker
Combat Gear potion of fly (2), potion of touch of the sea (CL 10th) (2); Other Gear gloves of flying daggers, shuriken (5), clear spindle ioun stone, amulet of mighty fists +1, bracers of armor +1, feather step slippers, wayfinder, 1,697 gp
--------------------
Special Abilities
--------------------
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flurry of Blows: Make an extra attack per turn with an unarmed strike, natural attack or monk weapon.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
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.
Feather step slippers Ignore difficult terrain as though affected by feather step.
Greater Grapple Maintaining a grapple is a move action, allowing you to make 2 checks a round.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ioun stone (clear spindle) Sustains bearer without food or water.
Truespeaker Learn two languages for each rank you put in Linguistics.
Wayfinder (1 @ 0 lbs) With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone.


Female Aassimar (Lawbringer) Fighter 5/ Spellbreaker 1 - Hp: 62 - AC: 32( 29 FF, 15 touch) - CMD: 24 - Saves: +10,+7,+10 - Darkvision 60 ft - Perception +12 , S motive +12- Init +2

I will recycle this character mainly because I'm lazy and I already had the Alias and the idea of the build. the background is still missing .


Male Goblin Vivisectionist Trap Breaker 10

Okay so my friend's Ranger is pretty much done. Built mostly to be an Archer with a little bit of Switch Hitter thrown in. Just waiting on Rynjin, Lemmy to decide which character to bring, and my other friend who may be joining us. Gonna find out tonight.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Still not completely sure what I want to play. I'm thinking Bard, since that would benefit this party a lot. Maybe Sound Striker, unless anyone knows of a good Bard archetype other than that that doesn't give up Inspire Courage? There's like six trillion Bard archetypes and I really don't want to dig through them all.


Male Human Dungeon Master 10/ Munchkin 10

I just noticed HL lists custom feats (i.e.: Combat Prowess) as "custom feat" in my character sheet... ¬¬'

Also, I'll pick my build based on what the party already has. Probably the 2 handed guy, though.


Male Human Dungeon Master 10/ Munchkin 10

New Fighter archetype: Warlord - For those who prefer to lead, rather than follow.

Share your thoughts. :)


Male Goblin Vivisectionist Trap Breaker 10

I dig it. I have several characters that would be great written up as a Warlord.


Male Human Dungeon Master 10/ Munchkin 10

I'm glad you like it. It seems like such a great archetype to give to Fighters... I just couldn't resist. :)

BTW, I reduced its skill points to 4 + Int per level because I received a few messages saying that it "sounds like too much". While I disagree with that assessment, I'll leave it at 4 skill points for now, so that players can more easily convince their friends/GMs to let them use the homebrew.

For our games (or at very least, the ones where I'm the GM), just consider it to have 6 + Int skill points per level.


Male Human Dungeon Master 10/ Munchkin 10

Warlord Molly A.:

Molly Ada
Female merfolk fighter 6
NG Medium humanoid (aquatic)
Init +7; Senses low-light vision; Perception +11
--------------------
Defense
--------------------
AC 26, touch 16, flat-footed 22 (+7 armor, +2 deflection, +4 Dex, +3 natural)
hp 52 (6d10+12)
Fort +9, Ref +9, Will +8 (+2 vs. fear, possession and mind-control)
--------------------
Offense
--------------------
Speed 25 ft., swim 30 ft.
Melee silversheen cestus +12/+7 (1d4+2/19-20)
Ranged starfall (+1 pauliel composite longbow / str +2) +13/+8 (1d8+3/19-20/×3) or
. . paueliel composite longbow +13/+8 (1d8+2/19-20/×3) or
. . paueliel longbow +13/+8 (1d8/19-20/×3)
--------------------
Statistics
--------------------
Str 15, Dex 20, Con 15, Int 12, Wis 8, Cha 16
Base Atk +6; CMB +8; CMD 25 (can't be tripped)
Combat Prowess Impose Will, Trick Shot, Bonus feat [Force of Personality].
Feats Force of Personality, Manyshot, Point-blank Shot, Precise Shot, Rapid Shot, Weapon Finesse
Traits indomitable faith, reactionary
Skills Acrobatics +14 (+10 to jump), Bluff +9, Climb +6, Intimidate +11, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (history) +5, Knowledge (nature) +9, Linguistics +5, Perception +11, Sense Motive +8, Stealth +11, Swim +10
Languages Aquan, Celestial, Common, Draconic, Elven, Sylvan, Undercommon
SQ amphibious, armor training 1
Other Gear +1 breastplate, starfall (+1 pauliel composite longbow / str +2) (+2 Str), silversheen cestus, paueliel composite longbow (+2 Str), paueliel longbow, boots of striding and springing, bracers of falcon's aim, traveler's any-tool, 235 gp
--------------------
Special Abilities
--------------------
Amphibious (Ex) You can survive indefinitely on land.
Command Voice (Ex) (15 rounds/day): Give your allies the benefits of Bravery and a +2 competence bonus to attack and damage rolls.
Impose Will (Su) (DC 16): Use Command as a supernatural ability.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Swimming (30 feet) You have a Swim speed.
Traveler's any-tool Acts as masterwork tools for most Craft or Profession skills.
Trick Shot (Ex): Make a bull rush, disarm, grapple, sunder and trip as a ranged attack once per turn.
Unity (Ex): +1 to Reflex saves and AC when within 5ft from an ally.

Could I describe Molly as more of half-sea serpent and less of half-fish sort of merfolk, to explain her "strong tail" ability? Seeing a fish deftly flopping around seems silly to me. :P


Male Human Dungeon Master 10/ Munchkin 10

Next on "Lemmy's Super Fighting Archetype Inspiration Show" is a Runecraft specialist! Stay tuned. ;)


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Forgot about this. Will build the Bard later.


Male Human Dungeon Master 10/ Munchkin 10
Rynjin wrote:
Forgot about this. Will build the Bard later.

Wait... Weren't you going to build a Wizard or Skald?


Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7

I REALLY wanna play this character now...

I'm actually surprised by how much I like the Warlord archetype! I didn't think I had it in me to create something that cool! XD

Scavion, you can save my homebrew as a .pdf to make sure I don't change anything mid-campaign. :)


Male Goblin Vivisectionist Trap Breaker 10
Molly A. wrote:

I REALLY wanna play this character now...

I'm actually surprised by how much I like the Warlord archetype! I didn't think I had it in me to create something that cool! XD

Scavion, you can save my homebrew as a .pdf to make sure I don't change anything mid-campaign. :)

No you can't be a Warlord first Lemmy.

You have to be a Fist-Fighter so we can properly test all the important archetypes.


Male Human Dungeon Master 10/ Munchkin 10
Scavion wrote:
Molly A. wrote:

I REALLY wanna play this character now...

I'm actually surprised by how much I like the Warlord archetype! I didn't think I had it in me to create something that cool! XD

Scavion, you can save my homebrew as a .pdf to make sure I don't change anything mid-campaign. :)

No you can't be a Warlord first Lemmy.

You have to be a Fist-Fighter so we can properly test all the important archetypes.

I guess I'll be a Paragon, then. XD


Male Goblin Vivisectionist Trap Breaker 10

Theyre banned in my game. Breaks my immersion.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Lemmy wrote:
Rynjin wrote:
Forgot about this. Will build the Bard later.
Wait... Weren't you going to build a Wizard or Skald?

Skald wouldn't benefit the majority of this party, since it's Rage rather than a more Archer/Spellcaster friendly attack/damage buff.


Male Human Dungeon Master 10/ Munchkin 10

I think the current Paragon is much better... But still, since Rynjin is going with a Bard, there is not much of a point in me going with a Warlord, since their bonuses to attack/damage don't stack (though I suppsoe we could benefit from having twice as many rounds). :(

And it was the perfect opportunity to play the merfolk Warlord too... T_T

I guess I'll go with the 2-handed build, then...


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

It's hard to keep up with all the homebrew classes you're makin'.

Warlord gives Competence bonuses too?


Male Human Dungeon Master 10/ Munchkin 10
Rynjin wrote:
It's hard to keep up with all the homebrew classes you're makin'.

I'll take that as a compliment. XD

Rynjin wrote:
Warlord gives Competence bonuses too?

To attack and damage? Yup. It's specifically made so it doesn't stack with Bardic Performance (though the bonuses against fear and charm do stack).

1 to 50 of 174 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / From Shore to Sea Discussion All Messageboards

Want to post a reply? Sign in.