Ok, I am back from the Thanksgiving trip to the relatives. Hope everyone had a good holiday (if you are here in the States). Will be back on it tomorrow - work catch-up!
HP 48/48 | AC 16 (Touch 11, FF 14) CMD 13 | Fort +4 Ref +6 Will +5 | Init +5 Percep +4 SM +2 | Shift (15 ft, 8/8)
One of these days I'm going to remember to summon first, cast haste on the second round. I'd love to get another swing each from my little boulder squad.
I've just come across the variant Divine Bond's from the Healer's Handbook. Would you mind me using one of them, either the Agathion or Angelic bonds specifically? I include the text for your perusal. I've never done anything with mine so it shouldn't be too much of a problem?
Divine Bonds:
Agathion Bond: As a standard action, the paladin can call forth an agathion spirit that bonds to her healing hands for 1 minute per paladin level, causing her to manifest physical traits evocative of one kind of agathion. This bond allows the paladin to add her Charisma bonus to the amount of hit points that she restores with her spells, her lay on hands ability, and her channel energy ability. For every 3 levels beyond 5th, she restores 1 additional hit point with those abilities, up to a maximum of 5 + her Charisma modifier at 20th level. The paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels beyond 5th, up to a total of four times per day at 17th level. Source PPC:HH
Angelic Bond: As a standard action, the paladin can call forth an angel spirit that bonds to her, causing her to manifest a resplendent halo. This bond allows the paladin to shine light as per continual flame for 1 minute per paladin level. Additionally, while the halo shines, all allies within 20 feet gain the benefits of protection from evil, except the deflection and resistance bonuses are +3. For every 3 levels she has beyond 5th, the deflection bonus and resistance bonus provided by this effect increases by 1, up to a maximum of +8 at 20th level. The paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels beyond 5th, up to a total of four times per day at 17th level. Source PPC:HH
First of all, Merry Christmas and Happy New Year to everyone!
So I log in to find the message I sent from my iPhone at the airport - you know, the one that said I will be out all week - didn't go through. But I am here, so let me get things back on track today.
@ Edric: that's fine. I assume you have to pick one and stay with it?
HP 48/48 | AC 16 (Touch 11, FF 14) CMD 13 | Fort +4 Ref +6 Will +5 | Init +5 Percep +4 SM +2 | Shift (15 ft, 8/8)
Wow, Edric is quickly becoming a walking holy site when you mix that with his archetype. Stand near enough to him and you're practically immune to evil things!
Wow, Edric is quickly becoming a walking holy site when you mix that with his archetype. Stand near enough to him and you're practically immune to evil things!
Anyone feel like popping a permanent Consecrate on him too? :) But yes - I have all the auras!
HP 48/48 | AC 16 (Touch 11, FF 14) CMD 13 | Fort +4 Ref +6 Will +5 | Init +5 Percep +4 SM +2 | Shift (15 ft, 8/8)
Alas, that spell can't be made permanent. Unless you're a Zealot Vigilante, which I've done before in reverse. Using a bit of homebrewing the GM let me play a Psychometrist/Zealot and combined the necromancy occult implement (creating skeletal minions) with the zealot permanent desecrate.
One of the most fun characters I've ever played. Especially considering she was also a mermaid.
Well for the rest of this game I have to stack as many auras/radius effects on myself as possible. Let's see what I can get done in 4.5 remaining books! :)
HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary
OK, first things first: sincere apologies for lack of posts.
Good news: I got a promotion. Bad news: I now have a metric ****-ton of extra work to do, plus travel.
I’m still around, but I won’t be able to post once a day. We’re looking like – at best – every other day. If I am holding stuff up please just bot me and I’ll do my best to catch up.
HP 48/48 | AC 16 (Touch 11, FF 14) CMD 13 | Fort +4 Ref +6 Will +5 | Init +5 Percep +4 SM +2 | Shift (15 ft, 8/8)
Take your time. This game's made it here all the way from July 31, 2014. We're happy to wait until everyone's got the time to play - no matter how long that takes.
Yes on PF2, I'm pretty excited. I love the character customization in PF1, but a lot of the rules are very fiddly. Hopefully the slogan for PF2 is Pathfinder, now with less algebra!
Yes on PF2, I'm pretty excited. I love the character customization in PF1, but a lot of the rules are very fiddly. Hopefully the slogan for PF2 is Pathfinder, now with less algebra!
If I didn't have HeroLab, I don't know how I'd do it.
I'm nervous. They promised they'd keep supporting Pathfinder and now I fear they're going to abandon it all in favour of PF2.0. If they can ease the math and keep the game then great, I'm not convinced yet though...
HP 48/48 | AC 16 (Touch 11, FF 14) CMD 13 | Fort +4 Ref +6 Will +5 | Init +5 Percep +4 SM +2 | Shift (15 ft, 8/8)
Fair warning, everyone - I will be away from the world of the living until Monday or Tuesday. Tomorrow, I depart into the world of post-apocalyptic Zombie LARP for the weekend!
The podcast I linked to actually has a grapple attempt. There is no more CMB/CMD, it's just an attack. The player missed in the 'cast, I didn't get to hear how it would work.