JZ's Carrion Crown - COMPLETE! (Inactive)

Game Master JamZilla

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Male Human oracle 15 Init +2, pcpt +14,Fort +13,Ref +12,Will +15,Ac 27,FF 24,touch 17,Hp 152,Skills history +6 planes +10,diplomacy +15,survival +14,religion +7,intimidate +12,fly +15

I've posted in game that ill use the long sword for the moment then Morbar can use it if we can get his hand back.
I don't want the dagger thinking about it, better if Sebastian keeps it. I can enchant my own weapons if I need to so it will be more useful for Seb to use if we need magic to hit something.
I will use the cloak for now so I've got the option of a shield . That is if everyone is cool with that


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Male Aasimar Priest 15 | hp 122 | AC 19, touch 15, flat-footed 17 | Perc+32 | Fort+17, Ref+12, Will+21 | CMD+21

Everything on your loot was loot that was split up evenly(more potions to front liners and so on) so it's all correct, the shackles and hammer needed to be held by someone the party loot is what we have stored in Kendra's house. This is how Jam wanted it setup so we could just say oh we had this item that will help us all along but not one had it written down. If you want me to take the stuff off you i'll carry them.

Since there is no point in me having any of the loot i let people who can use them have the say and no one has objected so i added them to your loot.


Male Aasimar | Monk 9 | Master of the North Wind | AC:23 (T: 17 FF: 20) | HP:85 | F:9 R:8 W:11 | CMD:21 | Initiative:+2 | HP:1 | PP:4 | Ki pool:13 | Skills: Escape artist, Perception, Climb, Sense motive, Stealth +10. Acrobatics +9. Diplomacy, Disable dev +8. Swim +6. Heal, Profession (cook), Survival +4. Fly, handle animal, intimidate, ride, sleight of hand +2.

Ok. I get it now. In that case I'll still hold them but my guess is that we'll end up selling them at a later date.


|| hp 82/99 || Bardic Performance (30/30) || Spells remaining: 1st(7/8); 2nd(6/7); 3rd(6/7); 4th (4/5); 5th (2/2) Human Female Human Bard (AD) 13/Fighter (LW) 2 CG | Init +6; Senses Perception +17 | AC 25, touch 18, flat-footed 20 (+5 armor, +6 Dex) Fort +10, Ref +16, Will +12

I had a crazy idea - what if I added a paladin level to Caradwen next level [IF we survive that is... So many inorporeal creatures makes things SO hard...]? :O


HP 136 | AC: 25, FF 22, T13(+4dodge giants)| CMB +14 CMD +27 (+4vs bullrush and trip)| (Fort +13, Ref +7, Will +11)+2 vs poison, spells and spell like abilities) | Perception +4| Initiative + 2 | PP: (0) | Hero points (1)| Sanity (15)
Attacks:
+1 adamantine earth breaker +19/+11/+6 (2d6+9) masterwork cold iron light hammer +15/+7 (1d4+11) masterwork silver light hammer +15/+7 (1d4+11)masterwork composite longbow +13/+8 (1d8+4/×3) all based on power attack
Skills:
Acrobatics+10|Appraise+2|Heal+4|Know(dung) +7| Know(Eng)+12|Perception+4|Sense Motive+4|Survival+4|Swim+9|

we won't always face undead will be normal guys eventually but would be worth taking 2 levels for save, made markus can convert you or something

Liberty's Edge

Cara, the only thing I'd say is how are you going to work it into your character? I'll work with you on mutliclassing but it's nice to roleplay it in.

Also, this AP is somewhat unique in that normally you never face incorporeal foes at such low level but it won't always be the case.

And lastly, a paladins smite evil bypasses all damage reduction but does not allow you to hit incorporeal creatures automatically - in case that's what you were thinking.


|| hp 82/99 || Bardic Performance (30/30) || Spells remaining: 1st(7/8); 2nd(6/7); 3rd(6/7); 4th (4/5); 5th (2/2) Human Female Human Bard (AD) 13/Fighter (LW) 2 CG | Init +6; Senses Perception +17 | AC 25, touch 18, flat-footed 20 (+5 armor, +6 Dex) Fort +10, Ref +16, Will +12

It is not a matter of becoming more effective against incorporeal creatures :D

I am thinking exactly on character growth for Caradwen - all that is going on, in spite of the horror, has been inspiring for her - Heck! You guys all inspire her. Fighting evil in its face is something not everyone gets to do. It changes people, and may change her.

Also, I'll be honest - I'm not used to playing support characters, so that is maybe why I feel like I am not contributing enough - need to get over it and stick to my bard goodness perhaps ;)


HP 136 | AC: 25, FF 22, T13(+4dodge giants)| CMB +14 CMD +27 (+4vs bullrush and trip)| (Fort +13, Ref +7, Will +11)+2 vs poison, spells and spell like abilities) | Perception +4| Initiative + 2 | PP: (0) | Hero points (1)| Sanity (15)
Attacks:
+1 adamantine earth breaker +19/+11/+6 (2d6+9) masterwork cold iron light hammer +15/+7 (1d4+11) masterwork silver light hammer +15/+7 (1d4+11)masterwork composite longbow +13/+8 (1d8+4/×3) all based on power attack
Skills:
Acrobatics+10|Appraise+2|Heal+4|Know(dung) +7| Know(Eng)+12|Perception+4|Sense Motive+4|Survival+4|Swim+9|

There are rule for changing all your levels if you wanna go a full paladin, but I dunno if it worth dipping with a bard because you do get some really good stuff as a bard and you'll have to wait even longer to get them if you multicast


|| hp 82/99 || Bardic Performance (30/30) || Spells remaining: 1st(7/8); 2nd(6/7); 3rd(6/7); 4th (4/5); 5th (2/2) Human Female Human Bard (AD) 13/Fighter (LW) 2 CG | Init +6; Senses Perception +17 | AC 25, touch 18, flat-footed 20 (+5 armor, +6 Dex) Fort +10, Ref +16, Will +12

Nah, changing all my levels is not something I would consider. Caradwen is a change of pace for me, I am looking into getting adapted to it, and falling into the support role.

Though, of course, I still ponder how to best adapt her to me (the player).


Male Aasimar | Monk 9 | Master of the North Wind | AC:23 (T: 17 FF: 20) | HP:85 | F:9 R:8 W:11 | CMD:21 | Initiative:+2 | HP:1 | PP:4 | Ki pool:13 | Skills: Escape artist, Perception, Climb, Sense motive, Stealth +10. Acrobatics +9. Diplomacy, Disable dev +8. Swim +6. Heal, Profession (cook), Survival +4. Fly, handle animal, intimidate, ride, sleight of hand +2.

J. Can I use some power points for a random attribute?

Liberty's Edge

Cara, I'll roll with whatever you want to do. With your stats you may find paladin doesn't help you too much. And you'd be slowing down your own buffing and spell progression.

Having said that you do have 19 days left in town. The professors will asked you to stay and look after Kendra for the month and she is going to need that time to finalise the sale of the house etc. You could use that time to retrain features of your character to replace class levels, feats or attributes if you were willing to spend the time and money as per the ultimate campaign rules and supplement that with power points to change features too.

Sebastian - Random attribute: 1d6 ⇒ 1 Strength.


|| hp 82/99 || Bardic Performance (30/30) || Spells remaining: 1st(7/8); 2nd(6/7); 3rd(6/7); 4th (4/5); 5th (2/2) Human Female Human Bard (AD) 13/Fighter (LW) 2 CG | Init +6; Senses Perception +17 | AC 25, touch 18, flat-footed 20 (+5 armor, +6 Dex) Fort +10, Ref +16, Will +12

Ok, let's see what comes out of any further roleplay in town, and if there is still anything else to be gauged from Harrowstone. I'll take it from there, and see what changes, if any, Caradwen would go through.

If taking Paladin, I guess it would mean moving towards a ranged type of Paladin, though my DEX is really not impressive, and my alignment might be restrictive.

I am also sitting on 7 Power Points, which may be used to tailor Caradwen some more :D


Male Aasimar | Monk 9 | Master of the North Wind | AC:23 (T: 17 FF: 20) | HP:85 | F:9 R:8 W:11 | CMD:21 | Initiative:+2 | HP:1 | PP:4 | Ki pool:13 | Skills: Escape artist, Perception, Climb, Sense motive, Stealth +10. Acrobatics +9. Diplomacy, Disable dev +8. Swim +6. Heal, Profession (cook), Survival +4. Fly, handle animal, intimidate, ride, sleight of hand +2.

Tidy J. Was hoping for Wis, but can get to 18 str when we hit Lvl 4. That will come in handy!


Male Aasimar Priest 15 | hp 122 | AC 19, touch 15, flat-footed 17 | Perc+32 | Fort+17, Ref+12, Will+21 | CMD+21

Cara if your not happy as support try mixing up what you currently have, but it seem's like you would have to go ranged(not a bad thing)

Very nice Seb.


Male Aasimar | Monk 9 | Master of the North Wind | AC:23 (T: 17 FF: 20) | HP:85 | F:9 R:8 W:11 | CMD:21 | Initiative:+2 | HP:1 | PP:4 | Ki pool:13 | Skills: Escape artist, Perception, Climb, Sense motive, Stealth +10. Acrobatics +9. Diplomacy, Disable dev +8. Swim +6. Heal, Profession (cook), Survival +4. Fly, handle animal, intimidate, ride, sleight of hand +2.

J. You mentioned the other day that you would consider letting me change my Monk archetype. Is that official? If so, I'd like to drop ki mystic (which I think was a mistake to choose) and take Quingong instead?

Quingong doesn't kick in til level 4 anyway, so I'd just be swapping out my Ki mystic lvl 3 ability and replacing it with the standard Monk lvl 3 Still mind ability. Then at 4 taking quingong.

Liberty's Edge

Ok, firstly; everyone may level up to 4!

Secondly; I'm going to give everyone one last chance to make changes to their character for free. We've reached the end of book 1 and the characters are set, changing completely would derail stuff so I want you to remain who you are, but if you want to make some minor changes, like an archetype or feat or two that's fine. This will be the last opportunity to do it however without spending time, money or power points to retrain, so please choose wisely!

For example Sebastian, changing to Quinggong is fine. Markus - I believe you wanted to change domain, that's also fine. Any questions just let me know.


HP 136 | AC: 25, FF 22, T13(+4dodge giants)| CMB +14 CMD +27 (+4vs bullrush and trip)| (Fort +13, Ref +7, Will +11)+2 vs poison, spells and spell like abilities) | Perception +4| Initiative + 2 | PP: (0) | Hero points (1)| Sanity (15)
Attacks:
+1 adamantine earth breaker +19/+11/+6 (2d6+9) masterwork cold iron light hammer +15/+7 (1d4+11) masterwork silver light hammer +15/+7 (1d4+11)masterwork composite longbow +13/+8 (1d8+4/×3) all based on power attack
Skills:
Acrobatics+10|Appraise+2|Heal+4|Know(dung) +7| Know(Eng)+12|Perception+4|Sense Motive+4|Survival+4|Swim+9|

okay well my changes are weapon focus dwarven waraxe to weapon focus earth breaker but i can do that anyway as a fighter because I can change combat feats every even level after fourth but my big change will be quick draw for toughness I think I could use the hit points at the moment especially being a front line guy otherwise I think I'm happy. I have also level my guy if you want to check but its all in order


Male Aasimar Priest 15 | hp 122 | AC 19, touch 15, flat-footed 17 | Perc+32 | Fort+17, Ref+12, Will+21 | CMD+21

Thanks Jam, I will have a think i don't think i'll be changing anything but a domain to a sub domain.


|| hp 82/99 || Bardic Performance (30/30) || Spells remaining: 1st(7/8); 2nd(6/7); 3rd(6/7); 4th (4/5); 5th (2/2) Human Female Human Bard (AD) 13/Fighter (LW) 2 CG | Init +6; Senses Perception +17 | AC 25, touch 18, flat-footed 20 (+5 armor, +6 Dex) Fort +10, Ref +16, Will +12

I'll be hard pressed to post until later today, as it is my youngest daughter's birthday.

Jam, in the meantime, I would like to ask your take on the Weird Words (Su) Sound Striker Bard power - mainly if they are considered "weapons", and subject to stuff like point blank shot, precise shot, Arcane Strike, etc.

Or if they are to be considered magical attacks, not weapons, and thus not subject to the feats (and limitations like -4 to hit when in melee) above.

I've seen some debate on this, so wanted your input - it may influence further decisions.

Liberty's Edge

My opinion on this stuff has always been if it requires an attack roll it is treated in all ways like an attack so it does incur a penalty for attacking into melee but equally I see no reason why damaging attack spells couldn't benefit from other ranged feats like point blank shot, weapon focus (Ray).


|| hp 82/99 || Bardic Performance (30/30) || Spells remaining: 1st(7/8); 2nd(6/7); 3rd(6/7); 4th (4/5); 5th (2/2) Human Female Human Bard (AD) 13/Fighter (LW) 2 CG | Init +6; Senses Perception +17 | AC 25, touch 18, flat-footed 20 (+5 armor, +6 Dex) Fort +10, Ref +16, Will +12

Would each of the "rays" created by Weird Words entail an attack roll?

Liberty's Edge

Hmmmm it's tricky, mechanically it's kind of like scorching ray in that it's one spell with multiple attacks so at this point I would say it would require multiple rolls yes. How do you read it?


Wizard Evocation 15 | HP 107 | AC 17, FF 11, T 13 | Saves 14, 12, 14 +2 vs.enchant | Ranged hit 10/5 |KA 27, KD 17, KE 14, KG 14, KH 25, KL 18, KNa 19, KNo 14 KP 22, KR 25 | SC 25, Fly 15, Perc 3, Ling 17 | Initiative+3 | Spell Pen +21| Conc +22 Elf

These are ranged touch attacks

Does say that in the description I would say be an attack roll for each target


Male Aasimar | Monk 9 | Master of the North Wind | AC:23 (T: 17 FF: 20) | HP:85 | F:9 R:8 W:11 | CMD:21 | Initiative:+2 | HP:1 | PP:4 | Ki pool:13 | Skills: Escape artist, Perception, Climb, Sense motive, Stealth +10. Acrobatics +9. Diplomacy, Disable dev +8. Swim +6. Heal, Profession (cook), Survival +4. Fly, handle animal, intimidate, ride, sleight of hand +2.

Thanks J! You're a gent. Will level up now and take Quingong. I'll let you know later when I do my hp.


Male Aasimar | Monk 9 | Master of the North Wind | AC:23 (T: 17 FF: 20) | HP:85 | F:9 R:8 W:11 | CMD:21 | Initiative:+2 | HP:1 | PP:4 | Ki pool:13 | Skills: Escape artist, Perception, Climb, Sense motive, Stealth +10. Acrobatics +9. Diplomacy, Disable dev +8. Swim +6. Heal, Profession (cook), Survival +4. Fly, handle animal, intimidate, ride, sleight of hand +2.

Hey everyone. I think we need to update the loot table. There's been a lot of stuff changing hands so it would be easier if we each listed what loot we have claimed. The rest can go into party pool then. It'll make likfe easier for Markus.

I've got:
+1 Ring protection
+1 Mithral dagger
Masterwork thieve's tools
1 Potion CMW

Anything else on the loot table under my name can go in party pool. Markus I think the shackles of compliance are worth 3,250 or something.


HP 136 | AC: 25, FF 22, T13(+4dodge giants)| CMB +14 CMD +27 (+4vs bullrush and trip)| (Fort +13, Ref +7, Will +11)+2 vs poison, spells and spell like abilities) | Perception +4| Initiative + 2 | PP: (0) | Hero points (1)| Sanity (15)
Attacks:
+1 adamantine earth breaker +19/+11/+6 (2d6+9) masterwork cold iron light hammer +15/+7 (1d4+11) masterwork silver light hammer +15/+7 (1d4+11)masterwork composite longbow +13/+8 (1d8+4/×3) all based on power attack
Skills:
Acrobatics+10|Appraise+2|Heal+4|Know(dung) +7| Know(Eng)+12|Perception+4|Sense Motive+4|Survival+4|Swim+9|

Hey guys, jams away for the day and can't post till tonight be he asked if we can carry on role playing with each other until post thanks


Male Aasimar Priest 15 | hp 122 | AC 19, touch 15, flat-footed 17 | Perc+32 | Fort+17, Ref+12, Will+21 | CMD+21

Sebastian that's fine i hope we can sell some of this loot in Ravengrow and then save the rest tell we get to Lepistad.

So if you think i'I've got your loot wrong/you want to give some up for the party just say please.

LOOT Link!


HP 136 | AC: 25, FF 22, T13(+4dodge giants)| CMB +14 CMD +27 (+4vs bullrush and trip)| (Fort +13, Ref +7, Will +11)+2 vs poison, spells and spell like abilities) | Perception +4| Initiative + 2 | PP: (0) | Hero points (1)| Sanity (15)
Attacks:
+1 adamantine earth breaker +19/+11/+6 (2d6+9) masterwork cold iron light hammer +15/+7 (1d4+11) masterwork silver light hammer +15/+7 (1d4+11)masterwork composite longbow +13/+8 (1d8+4/×3) all based on power attack
Skills:
Acrobatics+10|Appraise+2|Heal+4|Know(dung) +7| Know(Eng)+12|Perception+4|Sense Motive+4|Survival+4|Swim+9|

Mine seems right so well done Dan, I may sell my armour to buy a better one, but that's a story for another day


Male Aasimar | Monk 9 | Master of the North Wind | AC:23 (T: 17 FF: 20) | HP:85 | F:9 R:8 W:11 | CMD:21 | Initiative:+2 | HP:1 | PP:4 | Ki pool:13 | Skills: Escape artist, Perception, Climb, Sense motive, Stealth +10. Acrobatics +9. Diplomacy, Disable dev +8. Swim +6. Heal, Profession (cook), Survival +4. Fly, handle animal, intimidate, ride, sleight of hand +2.

J. Can you roll my hit points dude? Makes it fair.

Liberty's Edge

Sebastian - I can't understand why you won't take average. 5 from rolling a d8 is a good deal! And if you get a couple of 1s you are going to make your character unplayable.

But fine;

HP: 1d8 ⇒ 4


Male Human oracle 15 Init +2, pcpt +14,Fort +13,Ref +12,Will +15,Ac 27,FF 24,touch 17,Hp 152,Skills history +6 planes +10,diplomacy +15,survival +14,religion +7,intimidate +12,fly +15

he's old school j. Roll your hp and take your chances.

I'll be taking average hp just to let you know.


Male Aasimar Priest 15 | hp 122 | AC 19, touch 15, flat-footed 17 | Perc+32 | Fort+17, Ref+12, Will+21 | CMD+21

Average all the way.


HP 136 | AC: 25, FF 22, T13(+4dodge giants)| CMB +14 CMD +27 (+4vs bullrush and trip)| (Fort +13, Ref +7, Will +11)+2 vs poison, spells and spell like abilities) | Perception +4| Initiative + 2 | PP: (0) | Hero points (1)| Sanity (15)
Attacks:
+1 adamantine earth breaker +19/+11/+6 (2d6+9) masterwork cold iron light hammer +15/+7 (1d4+11) masterwork silver light hammer +15/+7 (1d4+11)masterwork composite longbow +13/+8 (1d8+4/×3) all based on power attack
Skills:
Acrobatics+10|Appraise+2|Heal+4|Know(dung) +7| Know(Eng)+12|Perception+4|Sense Motive+4|Survival+4|Swim+9|

There is only a 3/8 chance he will get more than average, there is a 4/8 he will get less the odd are against you rolling randomly

Liberty's Edge

Correct, only a 38% chance of getting better than 5. But ultimately you can do what you like with your character, I'm just saying it might hurt you in the long run.

Could have had this...: 1d8 ⇒ 2

Liberty's Edge

Oh by the way, Ravengro is a small town so it has a decent purchase limit.

Base Value = 1000gp There is a 75% chance that any item of this value or lower can be found for sale in the community with little effort. If an item is not available, a new check to determine if the item has become available can be made in 1 week.

Purchase Limit = 5000gp A settlement's purchase limit is the most money a shop in the settlement can spend to purchase any single item from the PCs.

Specific items available for purchase
Masterwork Full Plate
+1 light steel shield
+1 silver morningstar
+1 rapier
Incense of meditation
Dusty rose prism ioun stone
Ring of feather falling
Wand of cat's grace (13 charges)
Wand of cure moderate wounds (19 charges)
Wand of slow (6 charges)
Flesh golem manual
Scroll of restoration


Male Aasimar Priest 15 | hp 122 | AC 19, touch 15, flat-footed 17 | Perc+32 | Fort+17, Ref+12, Will+21 | CMD+21

Ok does anyone want loot? or am i selling and splitting?


HP 136 | AC: 25, FF 22, T13(+4dodge giants)| CMB +14 CMD +27 (+4vs bullrush and trip)| (Fort +13, Ref +7, Will +11)+2 vs poison, spells and spell like abilities) | Perception +4| Initiative + 2 | PP: (0) | Hero points (1)| Sanity (15)
Attacks:
+1 adamantine earth breaker +19/+11/+6 (2d6+9) masterwork cold iron light hammer +15/+7 (1d4+11) masterwork silver light hammer +15/+7 (1d4+11)masterwork composite longbow +13/+8 (1d8+4/×3) all based on power attack
Skills:
Acrobatics+10|Appraise+2|Heal+4|Know(dung) +7| Know(Eng)+12|Perception+4|Sense Motive+4|Survival+4|Swim+9|

Sell sell sell


Male Aasimar | Monk 9 | Master of the North Wind | AC:23 (T: 17 FF: 20) | HP:85 | F:9 R:8 W:11 | CMD:21 | Initiative:+2 | HP:1 | PP:4 | Ki pool:13 | Skills: Escape artist, Perception, Climb, Sense motive, Stealth +10. Acrobatics +9. Diplomacy, Disable dev +8. Swim +6. Heal, Profession (cook), Survival +4. Fly, handle animal, intimidate, ride, sleight of hand +2.

Apart from the items each of us has elected to keep, sell and split. I think we could all re-stock.


|| hp 82/99 || Bardic Performance (30/30) || Spells remaining: 1st(7/8); 2nd(6/7); 3rd(6/7); 4th (4/5); 5th (2/2) Human Female Human Bard (AD) 13/Fighter (LW) 2 CG | Init +6; Senses Perception +17 | AC 25, touch 18, flat-footed 20 (+5 armor, +6 Dex) Fort +10, Ref +16, Will +12

I'll check the loot ASAP, and confirm if there is anything I want.


|| hp 82/99 || Bardic Performance (30/30) || Spells remaining: 1st(7/8); 2nd(6/7); 3rd(6/7); 4th (4/5); 5th (2/2) Human Female Human Bard (AD) 13/Fighter (LW) 2 CG | Init +6; Senses Perception +17 | AC 25, touch 18, flat-footed 20 (+5 armor, +6 Dex) Fort +10, Ref +16, Will +12

I am taking average hit points = 5

--What I currently have, but think should be transferred to the party loot for selling--

CMW heavy CB
15 +1 crossbow bolts

-------------------------------

I think we should keep the Stone of Alarm, since it may become useful in the long run.

Apart from what I already have, I don't think Caradwen wants anything from the loot we have found.

I am currently pondering the possibility of playing around with her power points and the one time offer from JamZilla, to try and put Caradwen on the path to becoming an Archer Bard :D

So the cash from the sold loot will probably go into a bow of some sort, and some more healing wands.


Male Aasimar Priest 15 | hp 122 | AC 19, touch 15, flat-footed 17 | Perc+32 | Fort+17, Ref+12, Will+21 | CMD+21

Ok i'll add the crossbow and bolts back into party. I agree about the stone so that's fine.

I think you should go for it we could use some ranged support and if you're not enjoying your current build you may as well try something new.


Male Human oracle 15 Init +2, pcpt +14,Fort +13,Ref +12,Will +15,Ac 27,FF 24,touch 17,Hp 152,Skills history +6 planes +10,diplomacy +15,survival +14,religion +7,intimidate +12,fly +15

ok , my loot is fine Markus thanks for tracking it.
The keen longsword will go into party wealth, I don't think I will retrain a feat to use it even though it is a sweet sword.
My masterwork mace will also go into party wealth, I've got the +1 mace and my morning star anyway.


HP 136 | AC: 25, FF 22, T13(+4dodge giants)| CMB +14 CMD +27 (+4vs bullrush and trip)| (Fort +13, Ref +7, Will +11)+2 vs poison, spells and spell like abilities) | Perception +4| Initiative + 2 | PP: (0) | Hero points (1)| Sanity (15)
Attacks:
+1 adamantine earth breaker +19/+11/+6 (2d6+9) masterwork cold iron light hammer +15/+7 (1d4+11) masterwork silver light hammer +15/+7 (1d4+11)masterwork composite longbow +13/+8 (1d8+4/×3) all based on power attack
Skills:
Acrobatics+10|Appraise+2|Heal+4|Know(dung) +7| Know(Eng)+12|Perception+4|Sense Motive+4|Survival+4|Swim+9|

I think we should buy a healing wand before we spilt loot I think we will definitely need one for the road


|| hp 82/99 || Bardic Performance (30/30) || Spells remaining: 1st(7/8); 2nd(6/7); 3rd(6/7); 4th (4/5); 5th (2/2) Human Female Human Bard (AD) 13/Fighter (LW) 2 CG | Init +6; Senses Perception +17 | AC 25, touch 18, flat-footed 20 (+5 armor, +6 Dex) Fort +10, Ref +16, Will +12

Markus, I am enjoying Caradwen as she is, only planning to build upon that ;)

That keen longsword is such a sweet item - If I thought Caradwen could put it to good use I would keep it. But on the other hand it is worth a LOT of cash.


Male Human oracle 15 Init +2, pcpt +14,Fort +13,Ref +12,Will +15,Ac 27,FF 24,touch 17,Hp 152,Skills history +6 planes +10,diplomacy +15,survival +14,religion +7,intimidate +12,fly +15

Can we re select spells j?


|| hp 82/99 || Bardic Performance (30/30) || Spells remaining: 1st(7/8); 2nd(6/7); 3rd(6/7); 4th (4/5); 5th (2/2) Human Female Human Bard (AD) 13/Fighter (LW) 2 CG | Init +6; Senses Perception +17 | AC 25, touch 18, flat-footed 20 (+5 armor, +6 Dex) Fort +10, Ref +16, Will +12

Ok, so...

After thinking things through a bit, I've come to the following conclusions:

- Archery support would be a great idea for Caradwen;
- I could simply start getting the feats for it - Point Blank and Precise by level...7;
- Or I could dip Divine Hunter now for Precise right away, and add upon the paladin logic later on;
- Would be perhaps confusing to drop that paladin level on her - though it doesn't really mean a change in Caradwen's behaviour, and she has risked her life more than once to assits the others, it does mean some religious belief, and a change of alignment :/
- The archetype that would make sense would be for sure Arcane Duelist, though it doesn't fit with my other two currently;
- I don't feel dropping Dirge Bard is adequate since it has everything to do with tha game, and has already made a difference, and that is the one conflicting with Arcane Duelist, so I guess that one is a no go;
- Would be nice to spend some PP to buy a trait - perhaps Magical Knack;
- I think the character would retain the same personality, same out of combat utility, and perhaps contribute more to the fray.

Any thoughts on this guys? Jam?

Liberty's Edge

Archer bard is a great way to go but personally to be successful I would change up your stat array, to get 12 Str and 16-18 dex.

Divine hunter is good if you don't want to change any of your feats because it gives you the absolutely essential get of precise shot straight away. If it were me I would look to retrain skill focus and Aldrich heritage to go full bard with pbs and precise shot looking to take deadly aim at 5th. Arcane dualist is also a good option because it applies to ranged attacks.


|| hp 82/99 || Bardic Performance (30/30) || Spells remaining: 1st(7/8); 2nd(6/7); 3rd(6/7); 4th (4/5); 5th (2/2) Human Female Human Bard (AD) 13/Fighter (LW) 2 CG | Init +6; Senses Perception +17 | AC 25, touch 18, flat-footed 20 (+5 armor, +6 Dex) Fort +10, Ref +16, Will +12

Arcane duelist is a great option, but it conflicts with mi Dirge Bard Archetype, and I have already used it so often...

On the other hand, I am starting to entertain the idea of a "different than usual Paladin", though the alignment restriction is an issue.

And giving up Quoth? Well...

*Returns to pondering her options*

Liberty's Edge

Pbs, precise shot and deadly aim are the only feats you need to be effective really.

And yeah I think you sshould keep dirge bard, it's so flavorful


HP 136 | AC: 25, FF 22, T13(+4dodge giants)| CMB +14 CMD +27 (+4vs bullrush and trip)| (Fort +13, Ref +7, Will +11)+2 vs poison, spells and spell like abilities) | Perception +4| Initiative + 2 | PP: (0) | Hero points (1)| Sanity (15)
Attacks:
+1 adamantine earth breaker +19/+11/+6 (2d6+9) masterwork cold iron light hammer +15/+7 (1d4+11) masterwork silver light hammer +15/+7 (1d4+11)masterwork composite longbow +13/+8 (1d8+4/×3) all based on power attack
Skills:
Acrobatics+10|Appraise+2|Heal+4|Know(dung) +7| Know(Eng)+12|Perception+4|Sense Motive+4|Survival+4|Swim+9|

Nice song Cara was really good

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