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GM SpiderBeard's Second Darkness

Game Master Barvo Delancy

Chapter 3: The Armageddon Echo

Online Maps | Loot Spreadsheet


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HP: 38/52 | AC: 20/18/12 CMD: 23 | F: +4 R: +7 W: +7 | Initiative: +2

I'm sowwy!

*curls up*


Spell Slots: 1st: 5/5; 2nd: 5/5; 3rd: 3/3|Performance Rounds: 26/26|Female Human (Shoanti) Skald 8|AC: 20/13/17 (19/12/16 in Raging Song)|HP: 60/60|Saves: Fort: +9, Ref: +5, Will: +8 (+11 in Raging Song) (+4 vs. Bardic Performance, Sonic, Language-Dependent, +1 vs Fear)|Init: +6|Perc: +13

Well, I think there's a silver lining to be had here--I don't think the second crit confirms.


HP: 38/52 | AC: 20/18/12 CMD: 23 | F: +4 R: +7 W: +7 | Initiative: +2

Even with Rage and the size increase it shouldn't (hopefully) with shield up.


.

BAHAHAHAHAHA DANCE PUPPETS DANCE!! BWAAHAHAHAHAAHA

I mean, man - rough roll.


HP: 38/52 | AC: 20/18/12 CMD: 23 | F: +4 R: +7 W: +7 | Initiative: +2

>_>


Male Human (Varisian/Shoanti) Bloodrager (primalist) 8 | AC 17 T 11 FF 17 | Damage Reduction 1/- | HP 81/81 | F +9 R +2 W +4 (+1 morale bonus to all saves vs fear) | Init +4 | Perc +12

It's okay, Keanu. With my ablative barrier and damage reduction, I could take a little damage off. It could have been worse. Mutt could have been confused. :)


CN Male Elf Inquisitor of Calistria 8 | HP 45/45 | AC 19 (T 12 F 18) | CMB +10, CMD 22 | F +7 R +4 W +11 | Init. +5 | Percep +17 (+21), Sense Motive +19 (+21) | Speed 30ft (60ft) | Judgment: 3/3 | Bane:8/8 | Conditions: -

Yeah, the last thing we need is Mutt and Lusk stuck in a confusion-loop. The only upside is that it wouldn't last long ...


NG Male Human Witch 8 | HP 50/50 | AC 17 (12 Touch, 15 Flat-footed) | CMB +5, CMD 20 | Fort. +6, Ref. +4, Will +8 | Init. +5 | Perc. +9/11 | Speed 30ft | Spells: 1st 2/5, 2nd 1/4, 3rd 2/3, 4th 1/2 | Active conditions: Ironskin (+4 AC)

Will post an action tonight. Got a fair bit to do, and need desktop access for a good deal of it.


.

And no post today, I'm sick and my brain is mush. Tried to do updates but I can't word goodly.


CN Male Elf Inquisitor of Calistria 8 | HP 45/45 | AC 19 (T 12 F 18) | CMB +10, CMD 22 | F +7 R +4 W +11 | Init. +5 | Percep +17 (+21), Sense Motive +19 (+21) | Speed 30ft (60ft) | Judgment: 3/3 | Bane:8/8 | Conditions: -

I know that feel. Betterly be tomorrow.


Male LN Dwarf (Pahmet) Warpriest of Irori 6/Fighter 2 | HP: 69/69 | AC: 23 (TAC: 11, FAC: 22){+2 vs Crit} | CMB: +9/+11/+13/+17, CMD: 20/22 | Perc: +4, SM: +9 | Speed 20ft | F: +11, R: +3, W: +9/+10 | Init: +3 | Fervor: 0/7; Blessings: 5/6; Sacred Weapon 6/6 | Spells: 1st 4/5, 2nd 1/4 | Active Conditions: AC:28 (Ironbeard,Ironskin/57,58rnds).

Friends, Varisians, countrymen...
How the hell are ya?


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Spell Slots: 1st: 5/5; 2nd: 5/5; 3rd: 3/3|Performance Rounds: 26/26|Female Human (Shoanti) Skald 8|AC: 20/13/17 (19/12/16 in Raging Song)|HP: 60/60|Saves: Fort: +9, Ref: +5, Will: +8 (+11 in Raging Song) (+4 vs. Bardic Performance, Sonic, Language-Dependent, +1 vs Fear)|Init: +6|Perc: +13

Welcome back! :D


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HP: 38/52 | AC: 20/18/12 CMD: 23 | F: +4 R: +7 W: +7 | Initiative: +2

Hello :3


HP: 38/52 | AC: 20/18/12 CMD: 23 | F: +4 R: +7 W: +7 | Initiative: +2

Great, now Thaddeus and Lusk are going to be stuck in an attack loop >_<


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Male Human (Varisian/Shoanti) Bloodrager (primalist) 8 | AC 17 T 11 FF 17 | Damage Reduction 1/- | HP 81/81 | F +9 R +2 W +4 (+1 morale bonus to all saves vs fear) | Init +4 | Perc +12

Welcome back!


Male LN Dwarf (Pahmet) Warpriest of Irori 6/Fighter 2 | HP: 69/69 | AC: 23 (TAC: 11, FAC: 22){+2 vs Crit} | CMB: +9/+11/+13/+17, CMD: 20/22 | Perc: +4, SM: +9 | Speed 20ft | F: +11, R: +3, W: +9/+10 | Init: +3 | Fervor: 0/7; Blessings: 5/6; Sacred Weapon 6/6 | Spells: 1st 4/5, 2nd 1/4 | Active Conditions: AC:28 (Ironbeard,Ironskin/57,58rnds).

Thanks y'all. And hello Keanu, nice to meet ya! My sincerest apologies on my 16-month (slash only a month in game, ha!) absence. Cost a lot of unnecessary money, but I've gotten those pesky personal problems out of the way. Congrats to Keanu as well, these are some great people, as I'm sure you've learned over all this time.

I have three options here folks, I'd appreciate some input. It was remarkably easy to remember how I was gonna progress Grunyn; one level of Standard Bearer Cavalier for the passive morale bonus and shared Teamwork feat, and then keep on Warpriesting.

So as to this feat: I've narrowed my choices to three, all of which work with the RP.

1) Precise Strike - +1d6 precision damage when we're flanking.
2) Shake It Off - +1 untyped bonus to saves per adjacent ally up to +4.
3) Spirit of the Corps - Basically borrow buffs.

1 is likely to come into play least often vs. normal-sized opponents, but woe the day when we face something tanky or large; that's 1d6 per iterative for 4 melee characters for 3 rounds (3 chars for one as I turn on Tactician). Given how much Mutt just rolled, and what I clearly see is hell from Keanu, throw Grunyn's bulk back in too (and Fio's probably doing some smashing these days, too!) and that'll really add up. Which might suck for Spiderbeard if he's already going to have to adjust the encounters up.

2 will really put a damper on these Drow/Demons/Monsters with confusion. The kind of feat Grunyn would still turn on every 3 rounds, but is really pretty situational in when we'll use it. On the other hand, it's all saves, so for every foreseeable combat in which Grunyn is able to act and the party can stand close to each other, that's a lot of extra buffs.

3 I see as the "least broken" of these options given our party type and composition. It's only "one buff" per spell, in that it manipulates only a single roll by each character. Still, it has potential, given our casting abilities, to get really wonky.

What do you folks think?

And most importantly, who's been feeding Mule?


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.

I'll interject to say welcome back Gunryn! Keanu - he's the player that you were brought for after he couldn't continue, but I gave him a standing promise I'd increase group size to six if he could ever return. So group size is going up to six so we can bring our fantastic dwarf back.

And thankfully, the reason he abruptly vanished sort of nicely lines up with about where you are in the game. Serendipity!


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CN Male Elf Inquisitor of Calistria 8 | HP 45/45 | AC 19 (T 12 F 18) | CMB +10, CMD 22 | F +7 R +4 W +11 | Init. +5 | Percep +17 (+21), Sense Motive +19 (+21) | Speed 30ft (60ft) | Judgment: 3/3 | Bane:8/8 | Conditions: -

Hey there, welcome back!

Precise strike does work well when you have several melee characters on the same NPC, if you can manage the flanking. If you go that route, it might be worthwhile for some of us to take Gang Up next time we have a free feat, allowing it to come into play more often.

Shake it Off is great if it is up when you start an encounter, as you are more likely to be clumped together for an AoE spell. Once combat starts and we move around, it doesn't get you as much.

How many of our buffs are Morale bonuses, for Spirit of the Corps?


Spell Slots: 1st: 5/5; 2nd: 5/5; 3rd: 3/3|Performance Rounds: 26/26|Female Human (Shoanti) Skald 8|AC: 20/13/17 (19/12/16 in Raging Song)|HP: 60/60|Saves: Fort: +9, Ref: +5, Will: +8 (+11 in Raging Song) (+4 vs. Bardic Performance, Sonic, Language-Dependent, +1 vs Fear)|Init: +6|Perc: +13

There's Good Hope, and I think my Raging Song counts as well...


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NG Male Human Witch 8 | HP 50/50 | AC 17 (12 Touch, 15 Flat-footed) | CMB +5, CMD 20 | Fort. +6, Ref. +4, Will +8 | Init. +5 | Perc. +9/11 | Speed 30ft | Spells: 1st 2/5, 2nd 1/4, 3rd 2/3, 4th 1/2 | Active conditions: Ironskin (+4 AC)

So there's our boisterous rolling stone. Welcome back and all that.

Personally, I like the save bonus the most. Extra damage is extra damage, but bonuses to save keep us attacking in the first place. The third also has potential, but may involve a bit of bookkeeping, especially figuring out what bonuses apply.

EDIT: Pretty sure we left Mule back at Riddleport.


Male LN Dwarf (Pahmet) Warpriest of Irori 6/Fighter 2 | HP: 69/69 | AC: 23 (TAC: 11, FAC: 22){+2 vs Crit} | CMB: +9/+11/+13/+17, CMD: 20/22 | Perc: +4, SM: +9 | Speed 20ft | F: +11, R: +3, W: +9/+10 | Init: +3 | Fervor: 0/7; Blessings: 5/6; Sacred Weapon 6/6 | Spells: 1st 4/5, 2nd 1/4 | Active Conditions: AC:28 (Ironbeard,Ironskin/57,58rnds).

I'm open to other suggestions as well, but those three are the ones that jumped out at me as meshing with an Order of the Dragon Cav, as well as Grunyn personally.

Only other thing I'll note is Gang Up, iirc, requires Combat Expertise as well.


Male Human (Varisian/Shoanti) Bloodrager (primalist) 8 | AC 17 T 11 FF 17 | Damage Reduction 1/- | HP 81/81 | F +9 R +2 W +4 (+1 morale bonus to all saves vs fear) | Init +4 | Perc +12

For me, it's a toss up between option 1 and option 2, with a bit of a lean more towards option 2.


Male LN Dwarf (Pahmet) Warpriest of Irori 6/Fighter 2 | HP: 69/69 | AC: 23 (TAC: 11, FAC: 22){+2 vs Crit} | CMB: +9/+11/+13/+17, CMD: 20/22 | Perc: +4, SM: +9 | Speed 20ft | F: +11, R: +3, W: +9/+10 | Init: +3 | Fervor: 0/7; Blessings: 5/6; Sacred Weapon 6/6 | Spells: 1st 4/5, 2nd 1/4 | Active Conditions: AC:28 (Ironbeard,Ironskin/57,58rnds).

I've misread something entirely, and the Tactician ability is only going to ever be used once/day without a feat (I must've, at some point, assumed it was Xmod times/day). So...scratch that entire question.

Though now we have the idea, it might be something to think about next feat-level; actually having the feat means we'd get it all the time.

Edit: Which, on that note, actually led me to discover Blades Above and Below. Neat.


CN Male Elf Inquisitor of Calistria 8 | HP 45/45 | AC 19 (T 12 F 18) | CMB +10, CMD 22 | F +7 R +4 W +11 | Init. +5 | Percep +17 (+21), Sense Motive +19 (+21) | Speed 30ft (60ft) | Judgment: 3/3 | Bane:8/8 | Conditions: -

That won't help us, since we're all medium, but yes - neat. :-)


Male Human (Varisian/Shoanti) Bloodrager (primalist) 8 | AC 17 T 11 FF 17 | Damage Reduction 1/- | HP 81/81 | F +9 R +2 W +4 (+1 morale bonus to all saves vs fear) | Init +4 | Perc +12

Except for Mutt when he becomes Mega Mutt.


Male LN Dwarf (Pahmet) Warpriest of Irori 6/Fighter 2 | HP: 69/69 | AC: 23 (TAC: 11, FAC: 22){+2 vs Crit} | CMB: +9/+11/+13/+17, CMD: 20/22 | Perc: +4, SM: +9 | Speed 20ft | F: +11, R: +3, W: +9/+10 | Init: +3 | Fervor: 0/7; Blessings: 5/6; Sacred Weapon 6/6 | Spells: 1st 4/5, 2nd 1/4 | Active Conditions: AC:28 (Ironbeard,Ironskin/57,58rnds).
"Mutt" wrote:
Except for Mutt when he becomes Mega Mutt.

That was my thoughts on it exactly; three memorable encounters (well, the only real ones I was here for!) are the battle of the Cyphergate, the tower on Devil's Elbow, and the one y'all're in now. In all of those instances, even spanning a 5-level gap, there is a Mega Mutt.

That's still four levels of feats to get to work (9 for one teamwork, 11 for the other), but, personally, I'm down for teamworks (if not these maybe some others). Barring any spicy new books (or old ones that hadn't been digitized yet, like happened this go), there's only one more feat I'd like Grunyn to have to round-out his theme; I'm good with whatever happens.

EDIT: @Spiderbeard and Variel in particular, but everyone's input is obviously welcomed.

Dwarven War-Shields pose a quirky problem. The entry states that they gain no benefit from shield spikes. Who cares, though.

Except that I can't Masterwork a "shield-as-weapon," and you can't enchant a non-masterwork item. And this shield in particular is more weapon, since by flavor Dwarves fight with two of these, "savagely hacking opponents to pieces."

How would this work? And would they even be treated, when used in this manner, as Shield Bash attacks? Visually I'm not seeing that, but RAW is fairly clear, unless there's a new section in AA2 specifically talking about this or items like it; the additional note of the increased AC bonus also points to them being traditional bashes, but there're numerous threads on this site alone discussing the RAW of even being able to wield two shields at once, stemming from the "off-hand" bit in the bash description.

And in full disclosure, the only reason I'm asking is to decide if I get a +1 to hit with it or not. If I ever did get around to enchanting it, it's 3-4 items down the line anyway.


.

DING!

Welcome to level eight!


Spell Slots: 1st: 5/5; 2nd: 5/5; 3rd: 3/3|Performance Rounds: 26/26|Female Human (Shoanti) Skald 8|AC: 20/13/17 (19/12/16 in Raging Song)|HP: 60/60|Saves: Fort: +9, Ref: +5, Will: +8 (+11 in Raging Song) (+4 vs. Bardic Performance, Sonic, Language-Dependent, +1 vs Fear)|Init: +6|Perc: +13

Level Up Summary

HP: 4 + 1 + 2 = 8

+1 BaB! 2 Attacks per round!

+1 Attribute Point: +1 CHA!

+1 Fort/Will Saves!

Raging Song: Improves to +4 STR/CON!

New Class Feature: Improved Uncanny Dodge!

Bonus Feat from Focused Study: Skill Focus (Perform (Percussion)!)

+1 3rd level spell: Purging Finale!

+1 2nd level & 3rd level spell slot!

Skills: +6 (+1 Skilled, +1 Favoured Class)

+1 Diplomacy
+1 Perception
+1 Perform (Sing)
+2 Perform (Percussion)
+1 Acrobatics


CN Male Elf Inquisitor of Calistria 8 | HP 45/45 | AC 19 (T 12 F 18) | CMB +10, CMD 22 | F +7 R +4 W +11 | Init. +5 | Percep +17 (+21), Sense Motive +19 (+21) | Speed 30ft (60ft) | Judgment: 3/3 | Bane:8/8 | Conditions: -

Are we levelling up "in the field", or will there be a night's rest? Do we need to deal with healing up?


.

I'll make it easy and say you're getting a night's rest to make the leveling-up process a little smoother.


CN Male Elf Inquisitor of Calistria 8 | HP 45/45 | AC 19 (T 12 F 18) | CMB +10, CMD 22 | F +7 R +4 W +11 | Init. +5 | Percep +17 (+21), Sense Motive +19 (+21) | Speed 30ft (60ft) | Judgment: 3/3 | Bane:8/8 | Conditions: -

Level up: Inquisistor 8

Hit points: Average on 1d8 = 5
Base Attack Bonus +1 (now 6)
FCB: Elf alternative FCB - additional spell known (1st level): Lend Judgment

Characteristic Increase: +1 WIS (now 18)

Skill points (8): +2 Bluff, +2 Heal, +1 Intimidate, +1 Perception, +1 Sense Motive

Class features:
Additional 3rd level spell: Coordinated Effort

Second Judgment (2 effects at once during Judgment, can change either as a swift action)
Swaying Word (1/day Dominate Person for 1 minute, DC 18 Will negates)

I'll update my profile tomorrow. Bedtime!


Male Human (Varisian/Shoanti) Bloodrager (primalist) 8 | AC 17 T 11 FF 17 | Damage Reduction 1/- | HP 81/81 | F +9 R +2 W +4 (+1 morale bonus to all saves vs fear) | Init +4 | Perc +12

Since we are hitting level 8, I can finally swap out a bloodline ability for two rage powers. The question is which ones? I have been looking at the elemental blood powers and the elemental totem powers.


Male Human (Varisian/Shoanti) Bloodrager (primalist) 8 | AC 17 T 11 FF 17 | Damage Reduction 1/- | HP 81/81 | F +9 R +2 W +4 (+1 morale bonus to all saves vs fear) | Init +4 | Perc +12

Sorry for not updating yet. But, I may have an idea for part of my build. I'm thinking about starting to take rage powers by taking the first two Celestial Totem powers. That way, I can heal slightly faster and, using the Celestial Totem power, I can remove invisibility that our enemies may have and using the daylight to affect the drow (I don't know if we know this in character or not). Any thoughts on this strategy?


CN Male Elf Inquisitor of Calistria 8 | HP 45/45 | AC 19 (T 12 F 18) | CMB +10, CMD 22 | F +7 R +4 W +11 | Init. +5 | Percep +17 (+21), Sense Motive +19 (+21) | Speed 30ft (60ft) | Judgment: 3/3 | Bane:8/8 | Conditions: -

I already have both Daylight and Invisibility Purge as spells known, so that might not be as useful as other options.


Male LN Dwarf (Pahmet) Warpriest of Irori 6/Fighter 2 | HP: 69/69 | AC: 23 (TAC: 11, FAC: 22){+2 vs Crit} | CMB: +9/+11/+13/+17, CMD: 20/22 | Perc: +4, SM: +9 | Speed 20ft | F: +11, R: +3, W: +9/+10 | Init: +3 | Fervor: 0/7; Blessings: 5/6; Sacred Weapon 6/6 | Spells: 1st 4/5, 2nd 1/4 | Active Conditions: AC:28 (Ironbeard,Ironskin/57,58rnds).

@Mutt: Given my choice in combat strategy, I'm a fan of Powerful Blow/Bleeding Blow. Hack 'em up style. There's also the option of Superstition/Disruptive/Spellbreaker (later if you can get another one), which seems like a fair caster-killer. And the last option I see, keeping in mind this is one of the few times I've looked at rage powers, is something like Increased Damage Reduction and some other health/healing buff.

Also, for the tl;dr of my post:

Grunyn was kidnapped and tortured by Drow, led by Noveliss.
He escaped, thanks to his shield, which he talks to and believes telepathically talks to him.
The place was called the Armageddon Echo, and there was also the "shadow key."
Noveliss plans to recreate Earthfall.


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CN Male Elf Inquisitor of Calistria 8 | HP 45/45 | AC 19 (T 12 F 18) | CMB +10, CMD 22 | F +7 R +4 W +11 | Init. +5 | Percep +17 (+21), Sense Motive +19 (+21) | Speed 30ft (60ft) | Judgment: 3/3 | Bane:8/8 | Conditions: -
Quote:
Grunyn deemed the shield should be named Var'el, in honor of an old friend with similar attributes.

Well played, sir.

And nicely done with the Mulan lyrics for the montage. When I first clicked the spoiler, I couldn't figure out what "Grunny Osmond" meant. I bow to you. :-)


CN Male Elf Inquisitor of Calistria 8 | HP 45/45 | AC 19 (T 12 F 18) | CMB +10, CMD 22 | F +7 R +4 W +11 | Init. +5 | Percep +17 (+21), Sense Motive +19 (+21) | Speed 30ft (60ft) | Judgment: 3/3 | Bane:8/8 | Conditions: -

Spiderbeard: I didn't mention on my level-up notes, but my Initiative went up due to my WIS bonus increasing.


Male Human (Varisian/Shoanti) Bloodrager (primalist) 8 | AC 17 T 11 FF 17 | Damage Reduction 1/- | HP 81/81 | F +9 R +2 W +4 (+1 morale bonus to all saves vs fear) | Init +4 | Perc +12

I really like the idea of Powerful Blow/Bleeding Blow. Start out with Powerful Blow, then continue the rage using Arcane Strikes.

However, I also saw Intimidating Glare/Terrifying Howl/Battle Roar. That would seem interesting to use.


Male LN Dwarf (Pahmet) Warpriest of Irori 6/Fighter 2 | HP: 69/69 | AC: 23 (TAC: 11, FAC: 22){+2 vs Crit} | CMB: +9/+11/+13/+17, CMD: 20/22 | Perc: +4, SM: +9 | Speed 20ft | F: +11, R: +3, W: +9/+10 | Init: +3 | Fervor: 0/7; Blessings: 5/6; Sacred Weapon 6/6 | Spells: 1st 4/5, 2nd 1/4 | Active Conditions: AC:28 (Ironbeard,Ironskin/57,58rnds).
"Mutt" wrote:
However, I also saw Intimidating Glare/Terrifying Howl/Battle Roar. That would seem interesting to use.

Dude yes. I always catch sight of the various intimidate schticks and think they look great, but never have the ability set for it. I'd love to see this is action.


Male Human (Varisian/Shoanti) Bloodrager (primalist) 8 | AC 17 T 11 FF 17 | Damage Reduction 1/- | HP 81/81 | F +9 R +2 W +4 (+1 morale bonus to all saves vs fear) | Init +4 | Perc +12

Yeah. I may be able to pull it off. It's a shame that I can't take the Extra Rage Power feat. I will have to wait until my next bloodline ability to take the last power in the set. I'm really leaning towards this line.


NG Male Human Witch 8 | HP 50/50 | AC 17 (12 Touch, 15 Flat-footed) | CMB +5, CMD 20 | Fort. +6, Ref. +4, Will +8 | Init. +5 | Perc. +9/11 | Speed 30ft | Spells: 1st 2/5, 2nd 1/4, 3rd 2/3, 4th 1/2 | Active conditions: Ironskin (+4 AC)

Right, right, gotta level up.

LEVEL UP

WITCH 8

Hit Points: Half+1+Con (+6HP) = 50 HP

STAT BOOST: +1 Intelligence
BAB: +1 (+4)
Will: +1 (+6)

Skills: 2(Class) + 4(Int. bonus) + 1(Human) + 1 (Favoured class) = 8
Fly: +3
Knowledge - Arcana: +1
Knowledge - Planes: +1
Perception: +1
Spellcraft: +1
Survival: +1

Spells Per Day: +1 Lv. 3, +1 Lv. 4
Spells: Phantasmal Killer, Secure Shelter
Patron Spell: Spell Immunity
Hex: Flight:(Su) The witch grows lighter as she gains power, eventually gaining the ability to fly. At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.

-----

OLD HORN

HP: +3 HP (25 HP)


Male Human (Varisian/Shoanti) Bloodrager (primalist) 8 | AC 17 T 11 FF 17 | Damage Reduction 1/- | HP 81/81 | F +9 R +2 W +4 (+1 morale bonus to all saves vs fear) | Init +4 | Perc +12

Hey, sorry for not leveling up yet. I will do it later today. I think I'm going to go with the Intimidating Glare and Terrifying Howl rage powers.


Male Human (Varisian/Shoanti) Bloodrager (primalist) 8 | AC 17 T 11 FF 17 | Damage Reduction 1/- | HP 81/81 | F +9 R +2 W +4 (+1 morale bonus to all saves vs fear) | Init +4 | Perc +12

Level Up!

Bloodrager 8!

Hit Points: +8! HP now at 80!

Toughness feat gives me +1 hp. HP now at 81!

+5 Skill Ranks (4 + 1 *Skilled*)
--1 Intimidate
--1 Handle Animal
--1 Spellcraft
--1 Survival
--1 Perception

BAB now at +8/+3!

Fortitude now at +9!

+2 bloodrage rounds! Can bloodrage for 35 rounds!

Favoured Class Bonus: +1 round to bloodrage! Can bloodrage for 36 rounds!

Caster level now at 8th! Concentration now at +10!

New Class Feature! Bloodline Ability! Using Primalist archetype ability to swap out bloodline ability for two rage powers!

Gain two rage powers!

Intimidating Glare: The barbarian can make an Intimidate check against one adjacent foe as a move action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian's check exceeds the DC.

Battle Roar: When the character successfully demoralizes an opponent using intimidating glare, he also deals 1d6 points of sonic damage to that opponent. A character must be at least 6th level and have the intimidating glare rage power to select this rage power.


NG Male Human Witch 8 | HP 50/50 | AC 17 (12 Touch, 15 Flat-footed) | CMB +5, CMD 20 | Fort. +6, Ref. +4, Will +8 | Init. +5 | Perc. +9/11 | Speed 30ft | Spells: 1st 2/5, 2nd 1/4, 3rd 2/3, 4th 1/2 | Active conditions: Ironskin (+4 AC)

So, before we bedded down, who needed healing, and who had healing spells available?

I didn't actually prepare any healing spells today, but I do have lots of CLW wands, if we need those to patch up before we head out on this latest mission.

EDIT: Spiderbeard, I didn't think to ask: Was there any loot in the Alchemist Laboratory that we didn't have to destroy?


CN Male Elf Inquisitor of Calistria 8 | HP 45/45 | AC 19 (T 12 F 18) | CMB +10, CMD 22 | F +7 R +4 W +11 | Init. +5 | Percep +17 (+21), Sense Motive +19 (+21) | Speed 30ft (60ft) | Judgment: 3/3 | Bane:8/8 | Conditions: -

I had enough first level slots open to cast CLW on myself and count on overnight healing to do the rest.


Male LN Dwarf (Pahmet) Warpriest of Irori 6/Fighter 2 | HP: 69/69 | AC: 23 (TAC: 11, FAC: 22){+2 vs Crit} | CMB: +9/+11/+13/+17, CMD: 20/22 | Perc: +4, SM: +9 | Speed 20ft | F: +11, R: +3, W: +9/+10 | Init: +3 | Fervor: 0/7; Blessings: 5/6; Sacred Weapon 6/6 | Spells: 1st 4/5, 2nd 1/4 | Active Conditions: AC:28 (Ironbeard,Ironskin/57,58rnds).
Thaddeus Claville wrote:

So, before we bedded down, who needed healing, and who had healing spells available?

Spiderbeard, I didn't think to ask:

These things go together in my response; I have no idea how many spells I'd've had that day, though I've wasted two 2nd levels with my shield shenanigans.

Assuming I -had- spells/fervor charges that day, I can still do 5 CLWs, 2 CMWs, and 7 2d6s worth of heals, which should cover.


CN Male Elf Inquisitor of Calistria 8 | HP 45/45 | AC 19 (T 12 F 18) | CMB +10, CMD 22 | F +7 R +4 W +11 | Init. +5 | Percep +17 (+21), Sense Motive +19 (+21) | Speed 30ft (60ft) | Judgment: 3/3 | Bane:8/8 | Conditions: -

If Grunyn wanted to use a fervor, that would save me a CLW of my own.

Grunyn Fervor: 2d6 ⇒ (6, 6) = 12
Variel CLW: 1d8 + 5 ⇒ (8) + 5 = 13

Damn, why can't I roll that well to hit? ;-)


Male Human (Varisian/Shoanti) Bloodrager (primalist) 8 | AC 17 T 11 FF 17 | Damage Reduction 1/- | HP 81/81 | F +9 R +2 W +4 (+1 morale bonus to all saves vs fear) | Init +4 | Perc +12

I'm down to 30/81 hp. So I could use some healing.


Male LN Dwarf (Pahmet) Warpriest of Irori 6/Fighter 2 | HP: 69/69 | AC: 23 (TAC: 11, FAC: 22){+2 vs Crit} | CMB: +9/+11/+13/+17, CMD: 20/22 | Perc: +4, SM: +9 | Speed 20ft | F: +11, R: +3, W: +9/+10 | Init: +3 | Fervor: 0/7; Blessings: 5/6; Sacred Weapon 6/6 | Spells: 1st 4/5, 2nd 1/4 | Active Conditions: AC:28 (Ironbeard,Ironskin/57,58rnds).

@Mutt - 8d6 ⇒ (3, 4, 6, 4, 4, 1, 4, 6) = 32

2 Fervor uses left, and still some Cures.


NG Male Human Witch 8 | HP 50/50 | AC 17 (12 Touch, 15 Flat-footed) | CMB +5, CMD 20 | Fort. +6, Ref. +4, Will +8 | Init. +5 | Perc. +9/11 | Speed 30ft | Spells: 1st 2/5, 2nd 1/4, 3rd 2/3, 4th 1/2 | Active conditions: Ironskin (+4 AC)

Oh, I guess I should have mentioned I was beat up a fair bit as well. Those fervours are one-target only, right? We're not dishing out any AOE heals?

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