GM Rednal's Rappan Athuk (Inactive)

Game Master Rednal

Zelkor's Ferry
Level 2


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Discussion thread! In a little while, I'll have a sample profile up for you to view. I want all of you to format your aliases in exactly the same way the sample has things. This makes it far easier for me to find information when I need to reference it. As usual, if you have a different profile format you like to use, you're welcome to keep a private copy for yourself and do whatever you want with that.

Sovereign Court

dotting, will make avatar after work and school tonight. Thank you very much!


Male Tengu Soulknife (War Soul) / Vitalist 8 [ HP: 122/122 | AC: 25* T: 16* FF: 21 | F: +11 R: +12* W: +16 | MTAB: +14 RTAB: +10 | BAB: +8 CMB: +9 CMD: 25* | Init: +8 Per: +21 | PP: 52/84 | C: 4/6, TW: 6/9, RA: 9/9 ]

Dot. Looking forward to giving this a go!

Kei should be 100%, but if you see anything that needs fixing /changing I'm all ears. :)


All right, here's the format that your profiles should take - it's the standard Hero Lab output, so those of you using that program are already close to being done. Note, in particular, that skills are listed only with their bonuses (not their ranks), and ALL special abilities are grouped together and alphabetized, not split apart by level and/or class. List the effects of feats and traits with your special abilities. Be sure to note the save DCs of any spells or abilities that have them.

In addition, I'd like you to review your offensive abilities. Those with touch attacks should list the bonuses for those, and if you have abilities like Power Attack, list your attack and damage both with and without that ability. The main purpose of doing this is to remind you of the options you have in combat - sometimes you may want to focus on damage, other times you'll want accuracy, and having your choices already listed means you won't have to double-check the math if you want to change things up a bit. Versatility is your friend.

Finally, note what went into your Saving Throw bonuses. Some people do miscount things because of the way gestalt builds work, and I'd like to double-check that. ^^

Spoiler:
Yidhra
Entropic human oracle 8/cryptic 7/gestalt 7
CN Medium humanoid (human)
Init +5; Senses darkvision 60 ft.; Perception +12
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 72 (7d8+8)
Fort +2, Ref +6, Will +6
Defensive Abilities evasion; DR 5/lawful; Resist acid 10, fire 10, power resistance; SR 27
--------------------
Offense
--------------------
Speed 30 ft.
Melee pitchfork +5 (1d6)
Special Attacks smite law
Oracle Spells Known (CL 8th; concentration +12)
. . 4th (4/day)—black tentacles, cure critical wounds, deva's wings
. . 3rd (6/day)—cure serious wounds, ivory flesh, revitalizing word, tongues
. . 2nd (7/day)—blessed chance, cure moderate wounds, darkblindness (DC 16), dust of twilight (DC 16), levitate, minor image (DC 16), view the past
. . 1st (7/day)—cure light wounds, entropic shield, lucky break, not so fast (DC 15), pendulum (DC 15), unsleeping, volund's instant pillar
. . 0 (at will)—bolster spirits, cleansing ray, ghost sound (DC 14), hone blade, hovering gleam, mage hand, quicken, tan hide, thunderclap, toolkit
. . Mystery Dark tapestry
Cryptic Powers Known (power points 30, ML 7th; concentration +11)
. . 3rd—escape detection
. . 2nd—body purification, defy gravity, wall walker
. . 1st—inevitable strike, locate secret doors, offensive prescience, vigor
. . 0 (at will)—create sound, far hand
--------------------
Statistics
--------------------
Str 11, Dex 12, Con 10, Int 18, Wis 12, Cha 18
Base Atk +5; CMB +5; CMD 16
Feats Improved Disruption, Improved Initiative, Leapfrog, Mocking Dance, Oracular Intuition, Scribe Tattoo
Traits lucid dreaming, scholar of the great beyond
Skills Acrobatics +8, Appraise +10, Bluff +8, Climb +8, Diplomacy +9, Disable Device +13, Disguise +10, Escape Artist +10, Fly +5, Handle Animal +6, Heal +10, Perception +12, Sense Motive +9, Spellcraft +13, Stealth +11, Swim +6
Languages Aklo, Common, Elder Thing, Mi-go, Yithian
SQ altered defense, disrupt pattern, enhanced disruption, hidden pattern, insights (quick disable, shining pattern, trap spotter), oracle's curse (haunted), pattern designs, rapid defense, revelations (cloak of darkness, many forms, wings of darkness), scribe tattoo, swift trapper, trapfinding +3, trapmaker
Other Gear +2 mithral shirt, pitchfork, 143 gp
--------------------
Special Abilities
--------------------
Altered Defense 2 (8 rounds, 2/day) (Su) A cryptic learns early on to modify the patterns around her to grant her protection as a swift action. The cryptic chooses from the options below and may only have one such effect active at any given time. The cryptic can use this ability for a number of rounds per day equal to 4 + her Intelligence modifier. The cryptic can maintain this ability as long as she wants as long as she has rounds available, or dismiss it at any time as a free action.

-Absorb: The cryptic gains DR 1/-.

-Deflect: The cryptic gains a +1 dodge bonus to his AC.

-Retaliate: The cryptic gains a +1 bonus on his attack rolls against any opponent that successfully hit him since his last turn.

Every four cryptic levels thereafter, this bonus increases by 1 (to 2 at 5th level, 3 at 9th level, 4 at 13th level, and 5 at 17th level).
Cloak of Darkness +6/+4 (8 hours/day) (Su) +6 AC, +4 Stealth.
Damage Reduction (5/lawful) You have Damage Reduction against all except Lawful attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Disrupt Pattern (1d6+4) (Su) All cryptics are able to disrupt the patterns they can perceive, although the potency of this disruption is based on the cryptic's focus. When a cryptic gains psionic focus, she selects one creature type as her active type (she does not need to select a subtype). As a standard action, the cryptic can make a ranged touch attack with a range of 30 feet, firing a ray of black energy at the target. If the attack is successful, the cryptic deals 1d6 points of damage + additional damage equal to the cryptic's Intelligence modifier. This attack deals half damage if the target's type is not of the cryptic's active type. Like some other rays, if the attack roll of this ability would indicate a critical hit, the damage is doubled. This ability can only be used once per round, even if an item or other effect would duplicate it.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Enhanced Disruption (+3d6) (Su) Deal additional damage with Disrupt Pattern.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Hidden Pattern (+4) (Su) A cryptic learns how to recognize patterns in light and sound around her that can help her to mask her presence. At 2nd level, a cryptic gains a +2 competence bonus on all Stealth checks. This bonus increases to +4 at 5th level, and then again to +6
Improved Disruption Your disrupt pattern attacks are more destructive. Prerequisites: Disrupt pattern ability. Benefit: Your disrupt pattern ability deals one additional point of damage per die of damage.
Improved Initiative +4 to Initiative.
Leapfrog Performance combat check or combat manuever: +2 on perf. com. check and +4 on Acro., Climb, Fly, Ride, or Swim before end of next turn.
Lucid Dreaming You have the ability to recall dreams vividly, and can always recall things you may have done in your sleep. In addition, you are aware of when you are dreaming and have access to your power point pool and powers known while in the dream. When you aw
Many Forms (Su) As a standard action, you can assume the form of a Small or Medium humanoid, as the alter self spell. At 7th level, you can assume the form of a Small or Medium animal, as beast shape I. At 11th level, you can assume the form of a Small or Medium magical beast, as beast shape III. At 15th level, you can assume a variety of forms, as greater polymorph. You can use this ability for 1 minute per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. You must be at least 3rd level to select this revelation.
Mocking Dance May either move 5 feet without provoking attacks of opportunity, or your speed with them.
Pattern Designs (Su) Unlike normal manifesters, a cryptic manipulates the world around her by creating tattoos and patterns that alters reality in different ways. Cryptic powers show up on the cryptic’s body in the form of tattoos. The cryptic’s known powers can be identified via Spellcraft checks with a DC equal to 10 + double the power's level. These tattoos do not count against the number of psionic tattoos that the cryptic can safely wear. When a cryptic manifests one of her powers, it creates a visual pattern of energy during the action taken to manifest the pattern. While the cryptic's powers have the normal displays for psionic powers – auditory, mental, and the like – this visual pattern unique to the cryptic cannot be suppressed as normal displays can be suppressed.
Power Resistance (19) You have Power Resistance.
Quick Disable (Ex) It takes a cryptic with this ability half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round).
Rapid Defense (Su) Starting at 4th level, a cryptic can use her altered defense ability as a free action by expending her psionic focus. The cryptic may even do this when it is not her turn.
Scribe Tattoo At 1st level, cryptics receive Scribe Tattoo as a bonus feat. A cryptic can scribe tattoos of any power she knows (up to 3rd level). The power must be one that can be made into a tattoo.
The cryptic does not need to meet the prerequisites for this feat.
Scribe Tattoo You can create psionic tattoos, which store powers within their designs.
Shining Pattern (Su) When a cryptic with this insight makes a successful disrupt pattern attack, all creatures within 15 ft. of the creature struck must make a Fortitude save (DC 10 + 1/2 the cryptic’s level + the cryptic’s Intelligence modifier) or be blinded for 1 round A cryptic must be at least 8th level before selecting this ability.
Smite Law (1/day) (Su) +4 to hit, +8 to damage when used.
Spell Resistance (27) You have Spell Resistance.
Swift Trapper (Ex) At 6th level, a cryptic can create traps with astounding speed. It takes a cryptic half the normal amount of time to create traps.
Trap Spotter (Ex) Whenever a cryptic with this insight comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Trapmaker A cryptic gains a competence bonus on Craft (traps) checks equal to her class level.
Wings of Darkness (8 minutes/day) (Su) As a swift action, you can manifest a set of translucent, inky wings that grant you a fly speed of 60 feet with good maneuverability. You can use these wings for 1 minute per day per oracle level. This duration does not need to be consecutive, but it must be spent in incriments of 1 minute.

Sovereign Court

GM Rednal,

I can send you my .por file if you would like. Do you have the gestalt mod installed? Also, Hero Lab does have issues with CMB/CMD totals so I will be inputting the correct totals w/ a breakdown (in a separate tab so you can verify).


Indeed I do. XD I think I downloaded that on literally the first day it was available - mostly an accident, I'd randomly been looking over community additions and came across it - and it's been my second-favorite add-on ever since. ShadowChemosh's adjustments, of course, remain on top.

Sovereign Court

I'll have to look up the ShadowChemosh mod.


Male Tengu Soulknife (War Soul) / Vitalist 8 [ HP: 122/122 | AC: 25* T: 16* FF: 21 | F: +11 R: +12* W: +16 | MTAB: +14 RTAB: +10 | BAB: +8 CMB: +9 CMD: 25* | Init: +8 Per: +21 | PP: 52/84 | C: 4/6, TW: 6/9, RA: 9/9 ]

So I decided to change Martial Charge to Weapon Group Adaptation for the additional bonus to maneuver DCs. The only problem is that I'm not sure if my Mind Blade will fall in the Heavy Blades group (because it's going to be effectively a 2H slashing weapon of some sort most of the time), the Polearm group, or something else entirely? I doubt Mind Blade would be a weapon group all on its own, but who knows?

Also, I'm just going to have two copies of the special abilities section in there, because I refer to my own sheet here all the time. One will be alphabetical, one will be by class and level.

-e-

Also, the breakdown for my saves is as follows.

FORT: 6 (Vitalist) + 3 (Con) + 2 (Cloak) = 11
REF: 6 (Soulknife) + 2 (Dex) + 2 (Cloak) = 10
WILL: 6 (Both!) + 6 (Wis) + 2 (Cloak) + 2 (Psicrystal) = 16


Actually, Mind Blade does seem to be its own weapon group. XD It's listed as such in the programming for Hero Lab (where it literally appears as "Mindblade Proficiency" as a bonus feat, the same way you normally get proficiency feats), but more important, the class' explanation says that "A soulknife is proficient with all simple weapons, with her own mind blade (regardless of form), with light and medium armor, and with shields (but not tower shields)."

Taken together, that suggests that the Mind Blade really is its own class of weapon. XD That's probably for practical purposes, both to stop weird combinations and to explain how someone is fully proficient with what's basically a shapechanging weapon.


Human Gearhead 3/Machinesmith 3 | HP 30/30 | AC 21, T 13, FF 18 | Fort +5, Ref +4, Will +4 | CMB +2, CMD 14 | Perc +6 | Init +2 |
Resources:
Contraption Energy Level 1 - 2/5 Contraption Energy Level 2 - 3/3 Greatwork Charges - 4/4 Spell Points - 5/5 Repair - 6/6
Mr Black - Loyal Construct Companion | HP 36 | AC 19, T 11, FF 18 | Fort +5, Ref +2, Will +5 | CMB +6, CMD 17 | Perc +6 | Init +1 |

I'll start doing those save breakdowns shortly, and sorting out my Alpha and Automatons.

One quick question, however - I realized that the Earth Breaker doesn't actually have a weapon group. I grabbed the one for hammers assuming it would be in there, but...can I assume it's just an oversight? If not I can switch to heavy blades and use a greatsword. I just figured a big hammer fit the character better.


Male Tengu Soulknife (War Soul) / Vitalist 8 [ HP: 122/122 | AC: 25* T: 16* FF: 21 | F: +11 R: +12* W: +16 | MTAB: +14 RTAB: +10 | BAB: +8 CMB: +9 CMD: 25* | Init: +8 Per: +21 | PP: 52/84 | C: 4/6, TW: 6/9, RA: 9/9 ]

In that case, I'm just going to grab Weapon Group Adaption (Mind Blade), Rednal. :)

Also, Earthbreakers are the coolest weapons.


Earth Breakers are in the Hammers group. ^^

Sovereign Court

made my avatar and put the Hero Lab export in the description. I will double check the CMB/CMD numbers as Hero Lab has issues with those.


Human Gearhead 3/Machinesmith 3 | HP 30/30 | AC 21, T 13, FF 18 | Fort +5, Ref +4, Will +4 | CMB +2, CMD 14 | Perc +6 | Init +2 |
Resources:
Contraption Energy Level 1 - 2/5 Contraption Energy Level 2 - 3/3 Greatwork Charges - 4/4 Spell Points - 5/5 Repair - 6/6
Mr Black - Loyal Construct Companion | HP 36 | AC 19, T 11, FF 18 | Fort +5, Ref +2, Will +5 | CMB +6, CMD 17 | Perc +6 | Init +1 |

I believe I'm all done bar some shopping. Gotta have them sentry guns.


Shopping might not be a bad idea. ^^ Consumables could be rather important, if there are any you haven't grabbed yet...


Human Gearhead 3/Machinesmith 3 | HP 30/30 | AC 21, T 13, FF 18 | Fort +5, Ref +4, Will +4 | CMB +2, CMD 14 | Perc +6 | Init +2 |
Resources:
Contraption Energy Level 1 - 2/5 Contraption Energy Level 2 - 3/3 Greatwork Charges - 4/4 Spell Points - 5/5 Repair - 6/6
Mr Black - Loyal Construct Companion | HP 36 | AC 19, T 11, FF 18 | Fort +5, Ref +2, Will +5 | CMB +6, CMD 17 | Perc +6 | Init +1 |

Yeah, I plan to finish it up and then post in the main thread. I'll also add my stat bar into my profile.


Male Tengu Soulknife (War Soul) / Vitalist 8 [ HP: 122/122 | AC: 25* T: 16* FF: 21 | F: +11 R: +12* W: +16 | MTAB: +14 RTAB: +10 | BAB: +8 CMB: +9 CMD: 25* | Init: +8 Per: +21 | PP: 52/84 | C: 4/6, TW: 6/9, RA: 9/9 ]

I've only got ~290gp left over. Any thoughts on what I should grab?

Scrolls and wands are likely a no-go for me, because I have an awful UMD modifier of -1. >_<


A potion, maybe? Or you COULD just save the money for future purchases, I suppose. ^^


Male Tengu Soulknife (War Soul) / Vitalist 8 [ HP: 122/122 | AC: 25* T: 16* FF: 21 | F: +11 R: +12* W: +16 | MTAB: +14 RTAB: +10 | BAB: +8 CMB: +9 CMD: 25* | Init: +8 Per: +21 | PP: 52/84 | C: 4/6, TW: 6/9, RA: 9/9 ]

I don't imagine the Magic Mart (TM) has a branch inside of Rappan Athuk. Also, a single potion of Lesser Restoration goes for 300gp, which I am just short on affording. A shame.

I think Kei is ready to get crazy.


No, but there is a small hamlet - purchase limit of 1,000 - named Zelkor's Ferry that isn't too far from the dungeon. The three of you entered the region through that point, and unless you decide to camp somewhere else, feel free to assume it's a good base to rest at.


male Android ftr (ASL)7/monk(MoMS)1-Swshbk5/Aldori Swordlord 3 ¦ hp- 88/88 ¦ AC:26, T:17, FF:19 ¦ F:+9, R:+14, W:+9 ¦ BAB:+8, CMB:+9, CMD:29 ¦ Init:+10, Perc:+14

hmmm.... how much leveling will we be doing? I would like to get a pair of gloves of dueling soon....


That depends on the kinds of challenges you decide to face and overcome. ^^ I'd expect at least two by the time you hit the Temple of Orcus, and there are many opportunities around the dungeon itself that you can use to further prepare.

That's an important detail, by the way. You don't have to enter the dungeon itself right away, and are free to explore the surrounding area. Just note that while some of the areas you can reach are appropriate challenges at your current level, others... aren't. XD


male Android ftr (ASL)7/monk(MoMS)1-Swshbk5/Aldori Swordlord 3 ¦ hp- 88/88 ¦ AC:26, T:17, FF:19 ¦ F:+9, R:+14, W:+9 ¦ BAB:+8, CMB:+9, CMD:29 ¦ Init:+10, Perc:+14

Now if I was playing my typical human version of Alamar, he would say that there is no challenge that is a threat to him :)


Male Tengu Soulknife (War Soul) / Vitalist 8 [ HP: 122/122 | AC: 25* T: 16* FF: 21 | F: +11 R: +12* W: +16 | MTAB: +14 RTAB: +10 | BAB: +8 CMB: +9 CMD: 25* | Init: +8 Per: +21 | PP: 52/84 | C: 4/6, TW: 6/9, RA: 9/9 ]

Kei, being a textbook worrier, will likely want to make all the preparations possible before going headfirst into a horrific murderhole. D:


Very wise of him. o wo~ Of course, part of having above-average wealth by level was to give you a better opportunity to prepare properly and get the items you wanted to have at that level. XD

That aside, Iyashi already knows what I was going to ask, and Brass plans to... which leaves you, Alamar! Add the quick reference data to your stat bar, in this exact format:

Classes | HP: X/X | AC: X, T: X, FF: X | Fort: +X, Ref: +X, Will: +X | BAB: +X, CMB: +X, CMD: XX | Init: +X, Perception: +X |

Iyashi's got it almost right. XD DR and SR go after AC/T/FF if you've got 'em. If space gets tight, abbreviate the classes as much as necessary (that's the least-important part of the whole thing), and you can add Melee and Ranged Touch as a section after the saves and before BAB if you plan to reference that a lot. I believe there are multiple lines you can use within the alias, too...


male Android ftr (ASL)7/monk(MoMS)1-Swshbk5/Aldori Swordlord 3 ¦ hp- 88/88 ¦ AC:26, T:17, FF:19 ¦ F:+9, R:+14, W:+9 ¦ BAB:+8, CMB:+9, CMD:29 ¦ Init:+10, Perc:+14

my CMB and CMD will just be the base as they will vary widely based on type of maneuver and my actions. For example, my base CMB is +9, but my CMB for disarm is +25.


Then put the base in your stat bar and mark them with an asterisk to note that they can change based on the situation.


male Android ftr (ASL)7/monk(MoMS)1-Swshbk5/Aldori Swordlord 3 ¦ hp- 88/88 ¦ AC:26, T:17, FF:19 ¦ F:+9, R:+14, W:+9 ¦ BAB:+8, CMB:+9, CMD:29 ¦ Init:+10, Perc:+14

also I post in this format during combat:

RP text

actions:
A description of each action type performed in the round

All pertinent dice rolls

status:

AC-X
hp-X/X
status- all conditions affecting my character

Other info or ooc comments.


Male Tengu Soulknife (War Soul) / Vitalist 8 [ HP: 122/122 | AC: 25* T: 16* FF: 21 | F: +11 R: +12* W: +16 | MTAB: +14 RTAB: +10 | BAB: +8 CMB: +9 CMD: 25* | Init: +8 Per: +21 | PP: 52/84 | C: 4/6, TW: 6/9, RA: 9/9 ]

Melee touch attacks are Strength + BAB (so Wisdom + BAB for Kei), and ranged touch attacks are Dexterity + BAB, correct?

If so, Kei should be good to go. I have no intention of doing any combat maneuver stuff (Alamar's got it covered!) so I figure leaving it out of the stat bar will probably be fine.


I know not everyone plans to do many combat maneuvers, but there is a reason I ask for it to be included. ^^ There are times when it may become relevant.


Human Gearhead 3/Machinesmith 3 | HP 30/30 | AC 21, T 13, FF 18 | Fort +5, Ref +4, Will +4 | CMB +2, CMD 14 | Perc +6 | Init +2 |
Resources:
Contraption Energy Level 1 - 2/5 Contraption Energy Level 2 - 3/3 Greatwork Charges - 4/4 Spell Points - 5/5 Repair - 6/6
Mr Black - Loyal Construct Companion | HP 36 | AC 19, T 11, FF 18 | Fort +5, Ref +2, Will +5 | CMB +6, CMD 17 | Perc +6 | Init +1 |

Just finishing up my mundane shopping. I found a few new Machinesmith toys and tweeked my sheet so I now have rampage armour powered by my Mobius Core and a small cannon...when I should have been shopping. On the plus side, I am now a steampunked tank. Cannon included.


Boy, I sure hope all those explosions don't cause a cave-in and collapse the roof right on your heads... =D


Male Tengu Soulknife (War Soul) / Vitalist 8 [ HP: 122/122 | AC: 25* T: 16* FF: 21 | F: +11 R: +12* W: +16 | MTAB: +14 RTAB: +10 | BAB: +8 CMB: +9 CMD: 25* | Init: +8 Per: +21 | PP: 52/84 | C: 4/6, TW: 6/9, RA: 9/9 ]

Kei can teleport, he's fine. D:


Human Gearhead 3/Machinesmith 3 | HP 30/30 | AC 21, T 13, FF 18 | Fort +5, Ref +4, Will +4 | CMB +2, CMD 14 | Perc +6 | Init +2 |
Resources:
Contraption Energy Level 1 - 2/5 Contraption Energy Level 2 - 3/3 Greatwork Charges - 4/4 Spell Points - 5/5 Repair - 6/6
Mr Black - Loyal Construct Companion | HP 36 | AC 19, T 11, FF 18 | Fort +5, Ref +2, Will +5 | CMB +6, CMD 17 | Perc +6 | Init +1 |

I knew I should have built an Automaton with a drill...


All right... so, are you all ready to begin? ^^


Male Tengu Soulknife (War Soul) / Vitalist 8 [ HP: 122/122 | AC: 25* T: 16* FF: 21 | F: +11 R: +12* W: +16 | MTAB: +14 RTAB: +10 | BAB: +8 CMB: +9 CMD: 25* | Init: +8 Per: +21 | PP: 52/84 | C: 4/6, TW: 6/9, RA: 9/9 ]

I do believe I am.


Human Gearhead 3/Machinesmith 3 | HP 30/30 | AC 21, T 13, FF 18 | Fort +5, Ref +4, Will +4 | CMB +2, CMD 14 | Perc +6 | Init +2 |
Resources:
Contraption Energy Level 1 - 2/5 Contraption Energy Level 2 - 3/3 Greatwork Charges - 4/4 Spell Points - 5/5 Repair - 6/6
Mr Black - Loyal Construct Companion | HP 36 | AC 19, T 11, FF 18 | Fort +5, Ref +2, Will +5 | CMB +6, CMD 17 | Perc +6 | Init +1 |

Yeah, I think so.

EDIT: Do we start in town?


Nnnnnnope. But you don't have to STAY where you start, either. XD Go in or come back later, it's all up to you.


male Android ftr (ASL)7/monk(MoMS)1-Swshbk5/Aldori Swordlord 3 ¦ hp- 88/88 ¦ AC:26, T:17, FF:19 ¦ F:+9, R:+14, W:+9 ¦ BAB:+8, CMB:+9, CMD:29 ¦ Init:+10, Perc:+14

ready.


Human Gearhead 3/Machinesmith 3 | HP 30/30 | AC 21, T 13, FF 18 | Fort +5, Ref +4, Will +4 | CMB +2, CMD 14 | Perc +6 | Init +2 |
Resources:
Contraption Energy Level 1 - 2/5 Contraption Energy Level 2 - 3/3 Greatwork Charges - 4/4 Spell Points - 5/5 Repair - 6/6
Mr Black - Loyal Construct Companion | HP 36 | AC 19, T 11, FF 18 | Fort +5, Ref +2, Will +5 | CMB +6, CMD 17 | Perc +6 | Init +1 |

Sorry, I think I'm being dense...do we start at the infamous well?


You'll see. XD

(Specifically, you'll be starting outside the dungeon itself once I get the first post up in the morning. There's an open ground level to explore/leave/rob/whatever/)


Aaaaand the first post is up! It's technically still morning where I am, so I'll count that as a success. XD


Male Tengu Soulknife (War Soul) / Vitalist 8 [ HP: 122/122 | AC: 25* T: 16* FF: 21 | F: +11 R: +12* W: +16 | MTAB: +14 RTAB: +10 | BAB: +8 CMB: +9 CMD: 25* | Init: +8 Per: +21 | PP: 52/84 | C: 4/6, TW: 6/9, RA: 9/9 ]

That reminds me. Avasa's Alpha has an intelligence score and such, right? DM, does that mean I can add it to my Collective, even though it's a construct? The construct subtype says that it can't heal on its own, but doesn't seem to say that it can't be effected by healing spells (it just says they can be repaired with spells like Make Whole).

If not, I imagine Avasa can take care of healing it, but if I can handle it, I'd like to.


Unless specially noted otherwise - which isn't impossible for something in 3PP classes - constructs do not benefit from standard healing spells (i.e. those that use positive energy). They must specifically note that they heal constructs. Though, if you can grant Fast Healing, that'll work just fine.


Male Tengu Soulknife (War Soul) / Vitalist 8 [ HP: 122/122 | AC: 25* T: 16* FF: 21 | F: +11 R: +12* W: +16 | MTAB: +14 RTAB: +10 | BAB: +8 CMB: +9 CMD: 25* | Init: +8 Per: +21 | PP: 52/84 | C: 4/6, TW: 6/9, RA: 9/9 ]

I can, but it's just Fast Healing I. I suppose it's better than nothing.

You cool with me adding your Alpha to my collective, Brass? Even if I can't heal it, I can buff/telepathically communicate with/etc. it.


Human Gearhead 3/Machinesmith 3 | HP 30/30 | AC 21, T 13, FF 18 | Fort +5, Ref +4, Will +4 | CMB +2, CMD 14 | Perc +6 | Init +2 |
Resources:
Contraption Energy Level 1 - 2/5 Contraption Energy Level 2 - 3/3 Greatwork Charges - 4/4 Spell Points - 5/5 Repair - 6/6
Mr Black - Loyal Construct Companion | HP 36 | AC 19, T 11, FF 18 | Fort +5, Ref +2, Will +5 | CMB +6, CMD 17 | Perc +6 | Init +1 |

Go with it. Any little helps. This is Rappan Athuk after all.


Male Tengu Soulknife (War Soul) / Vitalist 8 [ HP: 122/122 | AC: 25* T: 16* FF: 21 | F: +11 R: +12* W: +16 | MTAB: +14 RTAB: +10 | BAB: +8 CMB: +9 CMD: 25* | Init: +8 Per: +21 | PP: 52/84 | C: 4/6, TW: 6/9, RA: 9/9 ]

So I just noticed: Brass, your HP is lower than it should be.

We got max HP at each level. 7d8 max = 56 + 21 from Con = 77.


Human Gearhead 3/Machinesmith 3 | HP 30/30 | AC 21, T 13, FF 18 | Fort +5, Ref +4, Will +4 | CMB +2, CMD 14 | Perc +6 | Init +2 |
Resources:
Contraption Energy Level 1 - 2/5 Contraption Energy Level 2 - 3/3 Greatwork Charges - 4/4 Spell Points - 5/5 Repair - 6/6
Mr Black - Loyal Construct Companion | HP 36 | AC 19, T 11, FF 18 | Fort +5, Ref +2, Will +5 | CMB +6, CMD 17 | Perc +6 | Init +1 |

My mistake. I automatically did the 'max at first, half thereafter' method.


Male Tengu Soulknife (War Soul) / Vitalist 8 [ HP: 122/122 | AC: 25* T: 16* FF: 21 | F: +11 R: +12* W: +16 | MTAB: +14 RTAB: +10 | BAB: +8 CMB: +9 CMD: 25* | Init: +8 Per: +21 | PP: 52/84 | C: 4/6, TW: 6/9, RA: 9/9 ]

You alright, Alamar? Or is it the dreaded IRL catching up to you?


male Android ftr (ASL)7/monk(MoMS)1-Swshbk5/Aldori Swordlord 3 ¦ hp- 88/88 ¦ AC:26, T:17, FF:19 ¦ F:+9, R:+14, W:+9 ¦ BAB:+8, CMB:+9, CMD:29 ¦ Init:+10, Perc:+14

three hectic days at work. Also tonight I'm flying to Cincinatti.

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