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Gods Of The Arena- Rise Of The Nightingale Blades (Inactive)

Game Master DM Heterocephalus

A group of slaves purchased by a local Arena Master of the Nightingale Blades seeks to rise in glory to be the best Ludus in Katapesh upon the sands of the arena.


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RETIRED
Stats:
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15
Catfolk Ninja 2 / Gladiator 3 map

yes intimidate is only for enemies, i dont intimidate my own team.

also Ariella you get 10 + HD (not half HD) + WIS mod but since no one in our group invested heavily in WIS (what gladiator would besides monks?) and i rolled decently, 2 rounds for everyone (basic 1 round plus 1 round per 5 i beat the DC by)


Male Advanced Tiefling Gestalt Monk 4 & Fighter 3/Cleric 1

So, let me get sever straight (since it's a major part of my character):

Step 1: The Actual Maneuver
The attacker rolls the d20 and adds CMB and relevant modifiers, as normal. The goal is to hit the target's CMD and relevant modifiers, as normal.
If this is successful: You've severed the limb! Congrats. Move to the next step.
If this fails: You're done. You failed to sever.

Step 2: The Defender's Last Hope
The attacker doesn't do anything at this point; he's just happy he hit and severed. The person getting severed, however, now has to make a Fortitude save. The goal is whatever the attacker's CMB roll on Step 1 was.
If the defender succeeds this roll: The limb is still gone, sadly, but the defender is still conscious and fighting (potentially). They are, however, bleeding out: they take 1d6 bleed damage per round, until they receive magical healing or are treated for their Deadly Wound via a Heal check at DC 20.
If the defender fails this roll: Tough luck. Not only have they lost their limb, but they're also blacked out for a while: helpless for one round. They're also taking the 1d6 bleed damage, same rules as if they succeeded the save.

Important notes: You cannot sever the head of a creature when they're up and well. You can only decapitate via a successful Coup de Grace that kills the enemy.

I for one don't feel including a clause for using the Sever maneuver on a helpless creature to decapitate is necessary. Let's see: either roll CMB against their CMD, and get the effects of a Coup de Grace if you're successful; or actually use the CdG, automatically hit and make them save or die. The only upside to the maneuver route is that it's a standard action, and even then, I see no point to making you roll CMB against a helpless foe.


Homo Sapien Current Arena Map; Current Monster Stats
Alicarus Vorasik, "The Ripper" wrote:

So, let me get sever straight (since it's a major part of my character):

Step 1: The Actual Maneuver
The attacker rolls the d20 and adds CMB and relevant modifiers, as normal. The goal is to hit the target's CMD and relevant modifiers, as normal.
If this is successful: You've severed the limb! Congrats. Move to the next step.
If this fails: You're done. You failed to sever.

Step 2: The Defender's Last Hope
The attacker doesn't do anything at this point; he's just happy he hit and severed. The person getting severed, however, now has to make a Fortitude save. The goal is whatever the attacker's CMB roll on Step 1 was.
If the defender succeeds this roll: The limb is still gone, sadly, but the defender is still conscious and fighting (potentially). They are, however, bleeding out: they take 1d6 bleed damage per round, until they receive magical healing or are treated for their Deadly Wound via a Heal check at DC 20.
If the defender fails this roll: Tough luck. Not only have they lost their limb, but they're also blacked out for a while: helpless for one round. They're also taking the 1d6 bleed damage, same rules as if they succeeded the save.

Important notes: You cannot sever the head of a creature when they're up and well. You can only decapitate via a successful Coup de Grace that kills the enemy.

I for one don't feel including a clause for using the Sever maneuver on a helpless creature to decapitate is necessary. Let's see: either roll CMB against their CMD, and get the effects of a Coup de Grace if you're successful; or actually use the CdG, automatically hit and make them save or die. The only upside to the maneuver route is that it's a standard action, and even then, I see no point to making you roll CMB against a helpless foe.

Step 1 notes: You may add your Cha bonus to your cmb bonis by doing a perform against your reputation table DC. Correct but you need to roll percentage of success. E.g. target left 15/30 HP so your chance to success is 50%. Roll 1d100. if fail nothing happen. if pass, limb severed.

Step 2 notes: Correct.

Edit note: Yes only on helpless creature can decapitate be used. Decapitate is NOT Coup de grace. For coup de grace you attack normally and crit if the target has not died, it now roll a Fort save if not instant death. This is safe and sure kill more or less.

Decapitate is a risk you make take. You roll cmb against their cmd. If fail, decapitate fails. If pass, you need NOT roll the percentage roll as it is auto success. Target instant death and loses his head.

The difference? When you do coup de grace and you may describe you cut off the head etc, I will not regard it so. I will regard it you killed it normally. However if you performed decapitate and it succeeded, I will add a substantial boost round the crowd moodometer to your favor.

Remember the whole system here is Risk and Reward system It's a gamble of death. Breunnor took risk to go to a fight of death, he won and got renumerated. Garris took a risk and did a 1v1 showdown with Titanos. He won, he is earns a lot of gold and reputation and even got the attention of Lord Mendes. So risk and reward. Play your hand.

That's why also I included in the signature move. It is so that a player may server and perform decapitate in 1 move.


Homo Sapien Current Arena Map; Current Monster Stats

Hi Owyn, sorry just looking through the players sheets.

1. Did you roll for HP if not I should be 50 I think.
2 . Also youe AC may be too high, 6 breast plate, 4 tower shield, 1 dodge, and only 2 Dex b/c of shield should be 23.
3. Lastly, you should take a -2 to your attacks b/c of the shield this applies to CMB rolls as well. Thanks


M Human
Stats:
AC: 23 HP: 12/53 Fort: 9 Ref: 7 Will: -1 CMB 10 CMD 23

-Does favored class bonus into HP bring it up to 55?
-Ahhhhhh I see my mistake. Tower Shield has dex +2 so I thought it allowed a Max Dex of 2 higher. I thought it was odd but seemed plainly written for me. Makes much more sense, will make the change.
-Am aware, I'm applying the -2 penalty.

With that in mind I'm changing the Tower Shield to a heavy steel shield. Sorry for the mistake.


male Human
Stats:
HP 52: AC 19, T:13, FF:16, CMD: 22 (+1enlarged, +2 w/ mutagen), Perception +6, Fort +8, Ref +6, Will -1(+1 vs Fear) (+2 vs Sleep, Paralysis, Stun, Posion), Face/Daredevil Rep: 19

Going to a heavy shield will drop your AC to 22 from 23, you get to add 1 more dex, but lose 2 shield. And no your HP is 47 before favored class bonus, you have +3 listed under con score. I assume you had an extra +1 in there b/c you used to have toughness.


RETIRED
Stats:
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15
Catfolk Ninja 2 / Gladiator 3 map

although the tower shield will let you take cover if i remember correctly


male Human
Stats:
HP 52: AC 19, T:13, FF:16, CMD: 22 (+1enlarged, +2 w/ mutagen), Perception +6, Fort +8, Ref +6, Will -1(+1 vs Fear) (+2 vs Sleep, Paralysis, Stun, Posion), Face/Daredevil Rep: 19

yeah but the cover is a standard action and is only good in a 5' hall that no one can get around, it just gives you cover in one direction, if they 5' step around you get no bonus.


RETIRED
Stats:
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15
Catfolk Ninja 2 / Gladiator 3 map

well could help in the case of uh.... explosions or lines you are expecting. but i guess that isnt a big deal here.


male Human
Stats:
HP 52: AC 19, T:13, FF:16, CMD: 22 (+1enlarged, +2 w/ mutagen), Perception +6, Fort +8, Ref +6, Will -1(+1 vs Fear) (+2 vs Sleep, Paralysis, Stun, Posion), Face/Daredevil Rep: 19

yeah I like the tower shield. It is usually worth the -2 to attack


Male Dwarf Fighter (Unbreakable) 2 / Gladiator 3
Spoiler:
HP 63, AC 21, FF: 19 T: 12, CMD 21, Perc: +1, Init: +2, Fort: +10, Ref: +2, Will: +1, Face/Joker, Rep: 18

just a quick post that My wife is homew from the hospital and I need to spend a couple of days with her so I cannot post for the next day os two.


male Human
Stats:
HP 52: AC 19, T:13, FF:16, CMD: 22 (+1enlarged, +2 w/ mutagen), Perception +6, Fort +8, Ref +6, Will -1(+1 vs Fear) (+2 vs Sleep, Paralysis, Stun, Posion), Face/Daredevil Rep: 19

hope everything is ok, No prob man life comes first take care of her.


male Human
Stats:
HP 52: AC 19, T:13, FF:16, CMD: 22 (+1enlarged, +2 w/ mutagen), Perception +6, Fort +8, Ref +6, Will -1(+1 vs Fear) (+2 vs Sleep, Paralysis, Stun, Posion), Face/Daredevil Rep: 19

note on sever, decapite is almost an auto success if the are helpless, they are considered Dex 0, a -5 mod so if they had a +2 mod now their CMD is down 7, and attacks against a helpless opponent are at +4, so unless your roll a 1 or 2 you probably will decapitate, though you are giving up the turn of action to make a show.


Homo Sapien Current Arena Map; Current Monster Stats

Take care of your wife Breunnor. No prob.


male Human
Stats:
HP 52: AC 19, T:13, FF:16, CMD: 22 (+1enlarged, +2 w/ mutagen), Perception +6, Fort +8, Ref +6, Will -1(+1 vs Fear) (+2 vs Sleep, Paralysis, Stun, Posion), Face/Daredevil Rep: 19

was hoping to post action tonight, but Ariella still hasn't went so I will post in the morning


Male Advanced Tiefling Gestalt Monk 4 & Fighter 3/Cleric 1

Can't wait to return you the lovely favor, friend Garris!


male Human
Stats:
HP 52: AC 19, T:13, FF:16, CMD: 22 (+1enlarged, +2 w/ mutagen), Perception +6, Fort +8, Ref +6, Will -1(+1 vs Fear) (+2 vs Sleep, Paralysis, Stun, Posion), Face/Daredevil Rep: 19

@DM you going to run Breunnor, or is he dropping out of the practice fight. Its his turn


wanted to let you know I am still here

will be reading posts tonight and getting back on track.

Taldor

Hi folks,

I'm going to be your 8th gladiator.

Character posted in recruitment thread.


Homo Sapien Current Arena Map; Current Monster Stats

Welcome!! Ahhh another crazy woman. Life is good.

Taldor

Far from it. I think Ariella got me beat by a thousand times over in that department. lol.


male Human
Stats:
HP 52: AC 19, T:13, FF:16, CMD: 22 (+1enlarged, +2 w/ mutagen), Perception +6, Fort +8, Ref +6, Will -1(+1 vs Fear) (+2 vs Sleep, Paralysis, Stun, Posion), Face/Daredevil Rep: 19

uh oh a synth summoner, the only build more broke than mine. We are going to be some charging full attacking fools. Welcome to the team Iron Maiden. They are my fav band too :)


Homo Sapien Current Arena Map; Current Monster Stats

I never tried or DM a synthesis summoner before. Are they that broken? Jelani thoughts?


male Human
Stats:
HP 52: AC 19, T:13, FF:16, CMD: 22 (+1enlarged, +2 w/ mutagen), Perception +6, Fort +8, Ref +6, Will -1(+1 vs Fear) (+2 vs Sleep, Paralysis, Stun, Posion), Face/Daredevil Rep: 19

at low level its not too bad, its another way to get a full attack, the differances will be, assuming all things equal between garris and the maiden. She will have the eidolons HP as bonus HP so 2d10+ 2 or 4. Armor will be better, but will have to use spells. So they can't were but with mage armor and shiled and problably a +4 natural.

It doesn't look like the maiden dumped stats the realy issue is that you can dump physical stats. At only a 2 level dip it should be on par with me but has more versitility in selectign what evolutions to take. I think its fine, but they are very strong :)


male Human
Stats:
HP 52: AC 19, T:13, FF:16, CMD: 22 (+1enlarged, +2 w/ mutagen), Perception +6, Fort +8, Ref +6, Will -1(+1 vs Fear) (+2 vs Sleep, Paralysis, Stun, Posion), Face/Daredevil Rep: 19

oh and its Jelani's fav class as seen in another thread so I'm sure she is fine with it as well. Just glad that I may not stand out so much with another full attack daredevil in the mix. Though it doesnt need daredevil if she takes pounce


HP 44/44; AC 20 (T 17, FF 14) +2 vs confirm criticals; CMD 22; Fort +9, Reflex +9, Will +3 ; Perception +0; Init +6; Face/Berserker; Reputation 15

They are the most powerful class in the game, but having to give up three levels to gladiator and no spells above level 1 severely weakens them. I think it'll be fine.

Also, yeah, it is my favorite class so can't really complain about someone playing one. The reason I like them so much is that they are powerful, and that you can build basically anything to fit your imagination.


male Human
Stats:
HP 52: AC 19, T:13, FF:16, CMD: 22 (+1enlarged, +2 w/ mutagen), Perception +6, Fort +8, Ref +6, Will -1(+1 vs Fear) (+2 vs Sleep, Paralysis, Stun, Posion), Face/Daredevil Rep: 19

Agree, it has so much versitility I love them as well. Hey go knock out Brunnor so we can get to our 2nd arena fight :).

On another not who is excited for turkey day. I know this guy is :) Happy Holidays all.

Taldor

Male
Spoiler:
Human (Taldor) Fighter (Unbreakable) 5.2 | HP 62/62 | AC 23 | TCH 11 | FF 22 | Perc +0 | Initiative +1 | Stealth -5 | CMD 18 | Intim +7 | Climb +2 | Know Dungeon +5 | F/R/W: 7/3/1 (+2 vs compulsion/charm, +1 vs mind affect)

I work grocery retail, so let me survive until 4pm turkey day and I'll be a lot happier with some food in my belly :)

Taldor

They could be broken for certain. The archetype itself is banned from organized play, but you don't have to worry here. I nerfed myself. I don't dump stats unless it makes conceptual sense and didn't go the 3 natural attack route. She uses a longsword. So Garris is still DPS king.

Her character concept is "Ironman" in a fantasy/gladiatorial setting (with a gender twist). I don't know if anyone caught onto the name "Stark/Bright" har har har :D

Last thing I want is DM hetero upping the baddies and me and Garris are the only two alive.


male Human
Stats:
HP 52: AC 19, T:13, FF:16, CMD: 22 (+1enlarged, +2 w/ mutagen), Perception +6, Fort +8, Ref +6, Will -1(+1 vs Fear) (+2 vs Sleep, Paralysis, Stun, Posion), Face/Daredevil Rep: 19

That would suck, I so thought I was dead in the first fight but we had difficult terrain on our side. I don't look to have a long career just a glorious one :)


Homo Sapien Current Arena Map; Current Monster Stats

well I still wanna kill u guys bad.

anyway do think about the 1 free teamwork feat that I will be giving To u guys before your veterani fight


Homo Sapien Current Arena Map; Current Monster Stats
J Nakagawa wrote:

They could be broken for certain. The archetype itself is banned from organized play, but you don't have to worry here. I nerfed myself. I don't dump stats unless it makes conceptual sense and didn't go the 3 natural attack route. She uses a longsword. So Garris is still DPS king.

Her character concept is "Ironman" in a fantasy/gladiatorial setting (with a gender twist). I don't know if anyone caught onto the name "Stark/Bright" har har har :D

Last thing I want is DM hetero upping the baddies and me and Garris are the only two alive.

Oooohhhh.....I wonder if you are a male you might have a proton cannon....it's a prime target for Ariella fetish.........ok I know lame...


male Human
Stats:
HP 52: AC 19, T:13, FF:16, CMD: 22 (+1enlarged, +2 w/ mutagen), Perception +6, Fort +8, Ref +6, Will -1(+1 vs Fear) (+2 vs Sleep, Paralysis, Stun, Posion), Face/Daredevil Rep: 19

I vote for precise strike, it would up all of our damage.
Outflank would be a 2nd vote as well as coordinated defense or manuvers.


Male Dwarf Fighter (Unbreakable) 2 / Gladiator 3
Spoiler:
HP 63, AC 21, FF: 19 T: 12, CMD 21, Perc: +1, Init: +2, Fort: +10, Ref: +2, Will: +1, Face/Joker, Rep: 18

in my experience so far I have never found a fighter type that is better at fighting than Alchemists, and summoners (except on occasion druids)

my table game I have level 12 sythesist summoner and I actually am the only one in he party that does not have much magic and I still blow away every fighter in the group.


RETIRED
Stats:
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15
Catfolk Ninja 2 / Gladiator 3 map

yeah my DM killed my synthesist summoner after he got too powerful. funny thing was that i was taking completely non-summoning related feats.


Male Advanced Tiefling Gestalt Monk 4 & Fighter 3/Cleric 1

Teamwork feats... I like all Garris' suggestions, especially the CMB/CMD bonus ones. They're seeming to be a pretty important part of this campaign, so I'd say go for upping 'em. The major downfall of CMB is that it starts failing later on, so anything we can do to improve it is good in my book.


Female Human Summoner (Synthesist) 2/Gladiator 3
Battle-mode:
HP 39+15 temp; AC 27 (T 13, FF 24); CMD 22; Fort +4, Reflex +3, Will +4; Perception +0; Initiative +2; Uncanny Dodge; Face/Showy; Reputation 18

I second Garris's suggestion.


male Human
Stats:
HP 52: AC 19, T:13, FF:16, CMD: 22 (+1enlarged, +2 w/ mutagen), Perception +6, Fort +8, Ref +6, Will -1(+1 vs Fear) (+2 vs Sleep, Paralysis, Stun, Posion), Face/Daredevil Rep: 19

yeah I'm open to all 4, we didn't really do well in teamwork in this practice. Precise strike is my top as it can add around 10 more damage a round on a full attack for me if I have a flank.


Male Dwarf Fighter (Unbreakable) 2 / Gladiator 3
Spoiler:
HP 63, AC 21, FF: 19 T: 12, CMD 21, Perc: +1, Init: +2, Fort: +10, Ref: +2, Will: +1, Face/Joker, Rep: 18

my vote is for coordinated manuvers and Precise strike.

on a side note i found a new drink if anyone is intrested in trying (don't have a name yet)

1.5 parts pear vodka
0.5 parts carmel vodka
splash of applw schnapps
splash apple jiusce.
shake and pour in a martini glass drizzled with carmel syrup


Homo Sapien Current Arena Map; Current Monster Stats

You can all choose different teamwork feats to your choice, need not coordinate all the same.


Homo Sapien Current Arena Map; Current Monster Stats

Breunnor alright!! gonna try it, if i am drunk I might just kill your dwarf off in a drunken stupor.


male Human
Stats:
HP 52: AC 19, T:13, FF:16, CMD: 22 (+1enlarged, +2 w/ mutagen), Perception +6, Fort +8, Ref +6, Will -1(+1 vs Fear) (+2 vs Sleep, Paralysis, Stun, Posion), Face/Daredevil Rep: 19

all of us taking what we want is bad. unless we coordinate. The couple trip people could take the CMB one. I would like to take precise strike or outflank if one or two want to stick with me in combat. I think its best for us all to stick tight in the arena, not like we have to worry about a fireball. Our tactics sucked during that fight. I sent multiple PM's trying to coordinate and didn't get much help, some lucky rolls paid off for us.


male Human
Stats:
HP 52: AC 19, T:13, FF:16, CMD: 22 (+1enlarged, +2 w/ mutagen), Perception +6, Fort +8, Ref +6, Will -1(+1 vs Fear) (+2 vs Sleep, Paralysis, Stun, Posion), Face/Daredevil Rep: 19

drink sounds good, I like girly sweet drinks may try it this weekend


RETIRED
Stats:
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15
Catfolk Ninja 2 / Gladiator 3 map

I always try to flank, but its difficult when people are moving from target to target or challenging enemies one on one, etc.


HP 44/44; AC 20 (T 17, FF 14) +2 vs confirm criticals; CMD 22; Fort +9, Reflex +9, Will +3 ; Perception +0; Init +6; Face/Berserker; Reputation 15

Honestly I was more worried about staying out of melee than being your flanking buddy Garris. I thought we did fine. I'll choose a teamwork feat when I get home from work, but it'll probably be the CMB one.


Male Dwarf Fighter (Unbreakable) 2 / Gladiator 3
Spoiler:
HP 63, AC 21, FF: 19 T: 12, CMD 21, Perc: +1, Init: +2, Fort: +10, Ref: +2, Will: +1, Face/Joker, Rep: 18

Garris if interested I think Breunnor and you could both make use of the precise strike feat.


male Human
Stats:
HP 52: AC 19, T:13, FF:16, CMD: 22 (+1enlarged, +2 w/ mutagen), Perception +6, Fort +8, Ref +6, Will -1(+1 vs Fear) (+2 vs Sleep, Paralysis, Stun, Posion), Face/Daredevil Rep: 19

Can't decide if I like precise strike more than outflank.

Ariella yeah we did fine, but the -2 from being shaken could have been negated for both ouf us with a flank, flanking is always better than not. They were focused on me you were out of combat. The flanking bonus applies to CMB's as well. I'm just saying in gerneral none of us are trying to help the others out. We could use some team work.

Brynja 2 things, Your AC should be one higher. Biped form base is +2, it gets +2 at 2nd level, and improved nat armor is +2, so +6 not +5.
2nd thing you have one too many feats, the progression is crazy for yours as well, your first level had to be summoner so you could take improved unarmed 1st, extra evolution B, then 2 levels of gladiator so you would have the power attack to take improved sever, or the +2 base attack to take crane style. Level 5 had to be extra evolution if you are going to keep x2 of it. Unless I missed something you are over by 1, you should have 1st, bonus, 3rd, 5th in addition to the gladiator ones. Your currently have 5 non gladiator.


HP 44/44; AC 20 (T 17, FF 14) +2 vs confirm criticals; CMD 22; Fort +9, Reflex +9, Will +3 ; Perception +0; Init +6; Face/Berserker; Reputation 15

Owyn, interested in taking Coordinated maneuvers with me?

Taldor

Male
Spoiler:
Human (Taldor) Fighter (Unbreakable) 5.2 | HP 62/62 | AC 23 | TCH 11 | FF 22 | Perc +0 | Initiative +1 | Stealth -5 | CMD 18 | Intim +7 | Climb +2 | Know Dungeon +5 | F/R/W: 7/3/1 (+2 vs compulsion/charm, +1 vs mind affect)

My vote is either Coordinated Maneuver, simply because getting CMB is so friggin hard to get it seems like or Precise Strike because any extra damage is helpful to have :)

Me personally I would like to take Combat Maneuver to get the CMB help.

Question DM, does the teamwork feat only work when next to each other or would we get it if we are flanking said enemy as well?


Female Human Summoner (Synthesist) 2/Gladiator 3
Battle-mode:
HP 39+15 temp; AC 27 (T 13, FF 24); CMD 22; Fort +4, Reflex +3, Will +4; Perception +0; Initiative +2; Uncanny Dodge; Face/Showy; Reputation 18
Garris "The Dragon" wrote:

Can't decide if I like precise strike more than outflank.

Ariella yeah we did fine, but the -2 from being shaken could have been negated for both ouf us with a flank, flanking is always better than not. They were focused on me you were out of combat. The flanking bonus applies to CMB's as well. I'm just saying in gerneral none of us are trying to help the others out. We could use some team work.

Brynja 2 things, Your AC should be one higher. Biped form base is +2, it gets +2 at 2nd level, and improved nat armor is +2, so +6 not +5.
2nd thing you have one too many feats, the progression is crazy for yours as well, your first level had to be summoner so you could take improved unarmed 1st, extra evolution B, then 2 levels of gladiator so you would have the power attack to take improved sever, or the +2 base attack to take crane style. Level 5 had to be extra evolution if you are going to keep x2 of it. Unless I missed something you are over by 1, you should have 1st, bonus, 3rd, 5th in addition to the gladiator ones. Your currently have 5 non gladiator.

The 2nd level Armor bonus has to be split between an armor bonus and natural armor. So hence, +1 Armor/+5 Natural. The normal armor does not stack with Mage Armor.

Improved Sever was my bad. I thought it was a "house-ruled" bonus feat we all got. I got rid of it.

Fixed. Thanks.

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