[PFS Core] GM Harker Presents: The Emerald Spire (Inactive)

Game Master Upaynao

The Automaton Forge


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Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

Revised party composition:

Paladin
Rogue
Cleric
Ranger/Wizard (arcane archer)
Druid
Bard / Ranger (battle bard?)

Looks like Mudk, Xakon, Truffles, and Siv are in the trenches while Sugar, Freo, and Jirah attack from behind.

In that case I will save Power Attack for later. Probably drop to 12 con and spend more time in ranged combat. With 4 Frontliners I guess I'll take Precise Shot. My plan was to switch to melee when all available targets are engaged with my allies, but I might not have the room now. Probably better for me in the end.

I like how we are shaping up.

-Posted with Wayfinder

Dark Archive

Male Human Paladin 9 - HP: 74- AC: 24/T:12 /FF: 22, Fort:+14, Ref:+10, Will:+13, CMB:+15, CMD:24, Speed: 20, Perception:-1, Init: +5

Okay I think I -might- be done, again.

Second Paladin I've ever made, first one never finished getting his first xp. So not sure exactly how viable this is:

Mudk the Paladin who needs a new picture

Dark Archive

Male Human Paladin 9 - HP: 74- AC: 24/T:12 /FF: 22, Fort:+14, Ref:+10, Will:+13, CMB:+15, CMD:24, Speed: 20, Perception:-1, Init: +5

Modded him because of the LoH not working with heavy shield thing.

Grand Lodge

Female Elf Fighter 2/ Wizard 4 HP:39 AC:20 T:13 FF:17 Init:3 Speed: 30ft Fort:5 Ref:4 Will:6 +1 Longbow +8, 1d8+3, x3 Glaive +6, 1d10+ 2, 20x2
Skills:
Know Arcane:13 Know Dungeon:13 Know Nature:13 Know Planes:13 Percept:12 Profession-Sculptor:9 Spellcraft:13

I hate that I have to wait until level 3 for Precise Shot.

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

You have several options. Delay Wizard1 until level 3, opting to open with Ranger2. Alternatively, open with Fighter1/Wizard1.

Otherwise you're doing an opening volley with your bow, then charging (with a reach weapon!!!) once your allies close ranks. Once in "reach melee" you can try to flank, or just use your action to "aid another" over someone's shoulder. Or both.

Or cast Daze every round.


Gamemaster | CC Map | S4 Map

I'll miss the old Eeyore/Dolorous Edd version of Mudk.

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8
GM Harker wrote:
I'll miss the old Eeyore/Dolorous Edd version of Mudk.

Me too. I was hoping that part would stick around.

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

Jirah: Or switch to Human. :-/

--

Alright, next iteration here, hopefully the final one. Dropped Charisma to 12, Wis to 7, and bumped Dex to 17. Swapped Power Attack for Precise Shot.

Last lingering question for me (assuming no further commentary changes my mind again) is Birthmark for +2 vs. Charm and Compulsion (some say they are the most important subcategory of saves), or that other one for +1 on all Will Saves.

EDIT: Also, spell selection! Trying to pick two spells between Expeditious Retreat, Feather Fall, Detect Secret Doors, and Unseen Servant.

Also updated in the profile:
3 XP
Male Human Ranger 1/Bard 1
Grand Lodge
NG Medium humanoid (Human)
Init +3; Senses: Perception +3

DEFENSE
AC 17; Touch 13; Flat-footed 14; (+4 armor, +3 Dex)
HP 20 (10 Ranger + 5 Bard + 4 Con + 1 Favored Class)
Fort +4; Ref +7; Will +0; +2 vs. charm and compulsion

OFFENSE
Speed 30 ft.

MELEE
Cold Iron Ranseur +4 (2d4+4, x3, Reach, Disarm, P)
Silvered Light Hammer +4 (1d4+3, x2, B)
Dagger +4 (1d4+3, 19-20/x2, P or S)
Cold Iron Spiked Gauntlet +4 (1d4+3, x2, P)

RANGED
MWK Composite +3 STR Longbow +5 (1d8+3, x3, 110ft., P)
Dagger +4 (1d4+3, 19-20/x2, 10ft., P or S)

Space 5 ft.; Reach 5 ft.

STATISTICS
Str 16, Dex 17, Con 14, Int 10, Wis 7, Cha 12
Base Atk +1; CMB +4; CMD 17

FEATS
Point Blank Shot
Precise Shot

TRAITS
Birthmark
Magical Knack (+2 Bard CL)

FAVORED CLASS: Bard

SKILLS (14 ranks = 2 * (6 ranger/bard + 1 Skilled))
+8 Acrobatics* (2 ranks + 3 class + 3 DEX),
+8 Climb* (2 ranks + 3 class + 3 STR),
+5 Handle Animal (1 ranks + 3 class + 1 CHA),
+2 Heal (1 rank + 3 class - 2 WIS),
+5 Knowledge (Dungeoneering) (1 rank + 3 class + 1 Bard),
+1 all other Knowledges (Bard),
+3 Perception (2 ranks + 3 class - 2 WIS),
+6 Perform (Oratory) (2 ranks + 3 Class + 1 CHA),
+8 Stealth* (2 ranks + 3 class + 3 DEX),
+2 Survival (1 ranks + 3 class - 2 WIS),
+3 Survival, tracking (Survival + 1 Track)

LANGUAGES
Common, Elven

SQ
Skilled - +1 Skill point per level
Favored Enemy (Construct) - +2 attack, damage, bluff, knowledge, perception, sense motive, and survival against Constructs.
Track - +1 Survival when tracking
Wild Empathy - use diplomacy to improve initial attitude of an animal using 1d20+3.
Bardic Knowledge - add 1/2 level (minimum 1) to all knowledge checks, make all knowledge checks untrained
Bardic Performance (5/5) - Countersong, Distraction, Fascinate, Inspire Courage
Bard Spells
0: Daze, Detect Magic, Light, Mage Hand
1 (2/day): Expeditious Retreat, Feather Fall

COMBAT GEAR
Mithral Shirt (1100gp/10lbs.)
MWK Comp. +3 STR Darkwood Longbow (2PP/1.5lbs.),
Cold Iron Ranseur (20gp/12lbs.),
Silvered Light Hammer (21gp/2lbs.),
Cold Iron Spiked Gauntlet (10gp/1lb.),
Dagger (1gp/1lb.),
40 Cold Iron Arrows (4gp/6lbs.),
20 Silvered Arrows (41gp/3lbs.)

OTHER GEAR
Partial CLW Wand (300gp/0lbs.)

bedroll [ 1 ] ( 0.1 gp / 5 lbs. )
Bell [ 1 ] ( 1 gp / 0 lbs. )
belt pouch [ 1 ] ( 1 gp / 0.5 lbs. )
Candle [ 1 ] ( 0.01 gp / 0 lbs. )
Chalk [ 1 ] ( 0.01 gp / 0 lbs. )
Fishhook [ 1 ] ( 0.1 gp / 0 lbs. )
flint and steel [ 1 ] ( 1 gp / 0 lbs. )
Grappling Hook [ 1 ] ( 1 gp / 4 lbs. )
Hammer [ 1 ] ( 0.5 gp / 2 lbs. )
Oil [ 2 ] ( 0.2 gp / 2 lbs. )
Parchment [ 2 ] ( 0.4 gp / 0 lbs. )
pitons [ 10 ] ( 1 gp / 5 lbs. )
Rope, Silk (50ft.) [ 1 ] ( 10 gp / 5 lbs. )
Sack [ 1 ] ( 0.1 gp / 0.5 lbs. )
Sewing Needle [ 1 ] ( 0.5 gp / 0 lbs. )
Signal Whistle [ 1 ] ( 0.8 gp / 0 lbs. )
String/Twine (50ft.) [ 2 ] ( 0.2 gp / 1 lbs. )
Tindertwig [ 2 ] ( 2 gp / 0 lbs. )
torches [ 3 ] ( 0.3 gp / 3 lbs. )
trail rations [ 2 ] ( 1 gp / 2 lbs. )
Wandermeal [ 10 ] ( 0.1 gp / 5 lbs. )
waterskin [ 1 ] ( 1 gp / 4 lbs. )
Weapon Cord [ 1 ] ( 0.1 gp / 0 lbs. )

MISC.
75.5 lbs. EQ weight (light capacity is 76lbs.)
28.6 gp

35.5lbs. combat EQ weight
40lbs. non-combat EQ weight

150gp starting gold
1398gp ES 1
1548gp total gp

-1197gp on combat EQ
-300gp on healing wand

51gp remaining

-22.4gp on non-combat EQ

28.6gp remaining

4Fame
0PP

Grand Lodge

Conditions:
Longstrider 1hr
HP 131 (+22 Rage) - DR 1/- AC27 (25 rage) / T19 / FF27 - Perc+17; Torch Light - F+9*/R+13*/W+9* (*see rage powers) - CMB+13, CMD28 - Speed 50 - Init+4 - Rage 23/23
Mudk wrote:
Modded him because of the LoH not working with heavy shield thing.

I really like your pally build.

Grand Lodge

Female Elf Fighter 2/ Wizard 4 HP:39 AC:20 T:13 FF:17 Init:3 Speed: 30ft Fort:5 Ref:4 Will:6 +1 Longbow +8, 1d8+3, x3 Glaive +6, 1d10+ 2, 20x2
Skills:
Know Arcane:13 Know Dungeon:13 Know Nature:13 Know Planes:13 Percept:12 Profession-Sculptor:9 Spellcraft:13

I'm considering opening with Ranger 2. That way I'm looking at Point Blank Shot, Precise Shot, more BAB, and more skills. The only problem is that if I do that then we will be lacking arcane power. Even if it is only a little bit.

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

We can probably get through this level without any Arcane power. Mudk took ranks in Use Magic Device. I can rearrange a bit and do the same.

Grand Lodge

Female Elf Fighter 2/ Wizard 4 HP:39 AC:20 T:13 FF:17 Init:3 Speed: 30ft Fort:5 Ref:4 Will:6 +1 Longbow +8, 1d8+3, x3 Glaive +6, 1d10+ 2, 20x2
Skills:
Know Arcane:13 Know Dungeon:13 Know Nature:13 Know Planes:13 Percept:12 Profession-Sculptor:9 Spellcraft:13

I'm kind of considering going fighter 2/ Wizard 1 to start off. Then I get precise shot at level 1, and rapid shot at level 2. I want to keep elf both for flavor and for the fact that I can milk both 16 dex and 16 int out of it.

I kind of wish that blunt arrows and the like were core legal. Oh well.

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

That would be justifiable, certainly. Do you want Rapid Shot this early? The -2 to attack rolls always seems so painful to me.

If I could, I would bypass Rapid Shot for Manyshot.

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

I wish Adamantine blanch was core legal (not to mention Silver blanch, but Silvered arrows are less expensive than Adamantine ones).

Grand Lodge

Female Elf Fighter 2/ Wizard 4 HP:39 AC:20 T:13 FF:17 Init:3 Speed: 30ft Fort:5 Ref:4 Will:6 +1 Longbow +8, 1d8+3, x3 Glaive +6, 1d10+ 2, 20x2
Skills:
Know Arcane:13 Know Dungeon:13 Know Nature:13 Know Planes:13 Percept:12 Profession-Sculptor:9 Spellcraft:13

Coming up with my retrain now. Going to go fighter 1/wizard 1. I have a question though. Are way finders core legal?


Gamemaster | CC Map | S4 Map

Yes, they're in the Guide to Organized Play.

Grand Lodge

Female Elf Fighter 2/ Wizard 4 HP:39 AC:20 T:13 FF:17 Init:3 Speed: 30ft Fort:5 Ref:4 Will:6 +1 Longbow +8, 1d8+3, x3 Glaive +6, 1d10+ 2, 20x2
Skills:
Know Arcane:13 Know Dungeon:13 Know Nature:13 Know Planes:13 Percept:12 Profession-Sculptor:9 Spellcraft:13

What about ioun stones? I don't have my guide handy at the moment


Gamemaster | CC Map | S4 Map

Just the ones in the Core Book, or any you find on a Chronicle Sheet. You don't have access to the resonant powers, however.

Grand Lodge

Female Elf Fighter 2/ Wizard 4 HP:39 AC:20 T:13 FF:17 Init:3 Speed: 30ft Fort:5 Ref:4 Will:6 +1 Longbow +8, 1d8+3, x3 Glaive +6, 1d10+ 2, 20x2
Skills:
Know Arcane:13 Know Dungeon:13 Know Nature:13 Know Planes:13 Percept:12 Profession-Sculptor:9 Spellcraft:13

Gotcha.

Scarab Sages

Human Cleric/9 - Core | Int +4 | Per +14 | AC 22/20fl/13t | HP 49/66| Fort +10 | Ref +10 | Will +14 | CMB: +10, CMD:23 | Move 50' | Normal Vision

Battle cleric with a reach weapon. Thoughts and comments appreciated.

cleric build:
Sivantanpisil - Cleric
Female human cleric of Desna 2
CG Medium humanoid (human)
Init +4; Senses Perception +7
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 17 (2d8+4)
Fort +4, Ref +2, Will +5
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee dagger +4 (1d4+3/19-20) or
mwk longspear +5 (1d8+4/×3)
Special Attacks channel positive energy 5/day (DC 13, 1d6)
Cleric Spells Prepared (CL 2nd; concentration +4)
1st—bless (2), longstrider[D], protection from evil
0 (at will)—create water, detect magic, guidance, stabilize
D Domain spell; Domains Liberation, Travel
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 12, Int 7, Wis 15, Cha 14
Base Atk +1; CMB +4; CMD 16
Feats Combat Reflexes, Selective Channeling
Traits reactionary, tomb raider
Skills Heal +7, Perception +7, Spellcraft +2, Survival +2 (+4 to avoid becoming lost)
Languages Common
SQ agile feet (5/day), liberation (2 rounds/day)
Combat Gear wand of cure light wounds, acid, alchemist's fire; Other Gear breastplate, dagger, mwk longspear, wayfinder, backpack, bedroll, chalk (5), flint and steel, hammer, mirror, piton, signal whistle, silk rope (50 ft.), trail rations (5), waterskin, 732 gp, 9 sp, 5 cp
--------------------
Special Abilities
--------------------
Agile Feet (5/day) (Su) For 1 rd, you ignore difficult terrain.
Cleric Channel Positive Energy 1d6 (5/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Liberation) Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Liberation (2 rounds/day) (Su) Act as if you had freedom of movement for 2 rounds/day.
Selective Channeling Exclude targets from the area of your Channel Energy.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself.

Grand Lodge

Female Elf Fighter 2/ Wizard 4 HP:39 AC:20 T:13 FF:17 Init:3 Speed: 30ft Fort:5 Ref:4 Will:6 +1 Longbow +8, 1d8+3, x3 Glaive +6, 1d10+ 2, 20x2
Skills:
Know Arcane:13 Know Dungeon:13 Know Nature:13 Know Planes:13 Percept:12 Profession-Sculptor:9 Spellcraft:13

I'm also buying a glaive, so it looks like we'll all have decent reach capabilities.

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

I like it Siv. I like seeing Bless in there. You'll probably be swapping that out for Divine Favor at higher levels (starting at level 3, I think) but it seems like a good use where we are now.

--

Looking forward to seeing Jirah and Sugar's updates. I see our trapfinder quietly updated earlier. :-)

-Posted with Wayfinder

Grand Lodge

Female Elf Fighter 2/ Wizard 4 HP:39 AC:20 T:13 FF:17 Init:3 Speed: 30ft Fort:5 Ref:4 Will:6 +1 Longbow +8, 1d8+3, x3 Glaive +6, 1d10+ 2, 20x2
Skills:
Know Arcane:13 Know Dungeon:13 Know Nature:13 Know Planes:13 Percept:12 Profession-Sculptor:9 Spellcraft:13

Ok, another question. There is an option to purchase a spell from a source not normally available to you with prestige, once you have enough fame. Could a core character use this to learn a spell from the advanced player's guide? Specifically, Gravity Bow?

Fame 5, 1 PP: Become familiar with an uncommon or rare spell (at the GM’s discretion) from a Pathfinder lodge library, allowing a bard, sorcerer, or similar spellcaster to select it as a spell known at the next available opportunity (this benefit allows the character to gain access to a single arcane spell from third-party sources Rulebook without having to do spell research).


Gamemaster | CC Map | S4 Map

What's the source of that, Jirah?

Grand Lodge

Conditions:
Longstrider 1hr
HP 131 (+22 Rage) - DR 1/- AC27 (25 rage) / T19 / FF27 - Perc+17; Torch Light - F+9*/R+13*/W+9* (*see rage powers) - CMB+13, CMD28 - Speed 50 - Init+4 - Rage 23/23

All of these new reach weapons makes Xakon's toes curl. Sneak attacking is going to be so much easier.

Sweet cleric build, Siv. I think you're going to be very effective.

Scarab Sages

Human Cleric/9 - Core | Int +4 | Per +14 | AC 22/20fl/13t | HP 49/66| Fort +10 | Ref +10 | Will +14 | CMB: +10, CMD:23 | Move 50' | Normal Vision

Updated my profile. I also purchased a CLW wand with 2Prestige, and a wayfinder & a masterwork longspear with gold. I also bought/sold a few minor items as part of the rebuild (holy symbol, crossbow, bolts, etc.)

Grand Lodge

Female Elf Fighter 2/ Wizard 4 HP:39 AC:20 T:13 FF:17 Init:3 Speed: 30ft Fort:5 Ref:4 Will:6 +1 Longbow +8, 1d8+3, x3 Glaive +6, 1d10+ 2, 20x2
Skills:
Know Arcane:13 Know Dungeon:13 Know Nature:13 Know Planes:13 Percept:12 Profession-Sculptor:9 Spellcraft:13

I'm out of state until the day after tomorrow, but Jirah is going to look something like this:

Switch to fighter for first level (for the HP), and Wizard for second level.

Take Point Blank Shot and Precise Shot (Trading out Weapon Focus)

Keep Skills the same

Purchase: Mithril Chain Shirt, Masterwork Darkwood Composite Longbow, a Glaive, and some Silver and some Adamantine arrows. (There are a couple more other things, but I can't remember them, my notes are at home)

At level 3 (Fighter), she's taking Arcane Armor Training and Weapon Focus-Longbow. She'll purchase a wayfinder and a cracked dusty rose prism ioun stone.

Profile update will be tomorrow.


Gamemaster | CC Map | S4 Map

Ok, once each of you done have finished updating, please let me know and I'll look over your sheet to verify that it's Core compliant.

Also, since many of you have reworked your character concept, please let me know of any changes you may like to make to the party's Dungeon S.O.P. in regards to Perception checks, which direction to move to, etc.

Grand Lodge

Female Elf Fighter 2/ Wizard 4 HP:39 AC:20 T:13 FF:17 Init:3 Speed: 30ft Fort:5 Ref:4 Will:6 +1 Longbow +8, 1d8+3, x3 Glaive +6, 1d10+ 2, 20x2
Skills:
Know Arcane:13 Know Dungeon:13 Know Nature:13 Know Planes:13 Percept:12 Profession-Sculptor:9 Spellcraft:13

I'll have mine finished tomorrow morning. It's been a busy weekend for me and it doesn't look like that's going to change. I have it all written down at home, I just have to update the character sheet on here.

Dark Archive

Male Human Paladin 9 - HP: 74- AC: 24/T:12 /FF: 22, Fort:+14, Ref:+10, Will:+13, CMB:+15, CMD:24, Speed: 20, Perception:-1, Init: +5

I believe I'm done

Grand Lodge

Conditions:
Longstrider 1hr
HP 131 (+22 Rage) - DR 1/- AC27 (25 rage) / T19 / FF27 - Perc+17; Torch Light - F+9*/R+13*/W+9* (*see rage powers) - CMB+13, CMD28 - Speed 50 - Init+4 - Rage 23/23

I'm done too.

Dark Archive

Male Human Paladin 9 - HP: 74- AC: 24/T:12 /FF: 22, Fort:+14, Ref:+10, Will:+13, CMB:+15, CMD:24, Speed: 20, Perception:-1, Init: +5

Well, for one, change. Mudk shouldn't be really doing the main perception checks anymore :p.

Grand Lodge

Female Elf Fighter 2/ Wizard 4 HP:39 AC:20 T:13 FF:17 Init:3 Speed: 30ft Fort:5 Ref:4 Will:6 +1 Longbow +8, 1d8+3, x3 Glaive +6, 1d10+ 2, 20x2
Skills:
Know Arcane:13 Know Dungeon:13 Know Nature:13 Know Planes:13 Percept:12 Profession-Sculptor:9 Spellcraft:13

Jirah's changes are pretty simple.

Fighter 1/ Wizard 1
Retrain levels so that the fighter level comes first (for the extra hp).
Retrain weapon focus to point blank shot
Take precise shot as fighter bonus feat
Keep all skills (add perception as favored class skill for fighter)

Purchases:
Glaive- 8gp
Masterwork Darkwood Composite Longbow (Str. +2)- 2pp
Wand of Cure Light Wound (from Chronicle Sheet)- 300gp
Mithril Chain Shirt-1100gp

And have 3gp left over.

A couple of notes:
The chain shirt has the same spell failure chance as the leather armor (which I have been forgetting to roll. Sometimes having as many active games as I do, you forget some details.)

At level 3, she's taking weapon focus and arcane armor training, which will allow her to cast her spells with no spell failure in her mithril chain shirt. Eventually I want her in elven chain. With the bonus feats she gets, the next arcane armor training feat (I don't remember the name) shouldn't be a problem to fit into the build.

I'm still going for the arcane archer build. Trying to work it so that she can lay down serious damage with her bow, and use transmutation magic to buff allies. Hopefully this dungeon's floor plan opens up a little more, but if it doesn't, that's what precise shot is for. About to apply the changes to the character sheet now. Just got home to my notes.

Grand Lodge

Female Halfling Druid 10 - HP: 53/53 - AC: 19 / T: 16 / FF: 15- Fort: +11, Ref: +11, Will: +14 - CMB: +6, CMD: 21 - Speed: 20 - Perception: +20 - Init: +3

Sugar is ready to go

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

I'll post my final build tomorrow. I doubt it will change much from the last one I posted.

-Posted with Wayfinder

Grand Lodge

Female Elf Fighter 2/ Wizard 4 HP:39 AC:20 T:13 FF:17 Init:3 Speed: 30ft Fort:5 Ref:4 Will:6 +1 Longbow +8, 1d8+3, x3 Glaive +6, 1d10+ 2, 20x2
Skills:
Know Arcane:13 Know Dungeon:13 Know Nature:13 Know Planes:13 Percept:12 Profession-Sculptor:9 Spellcraft:13

In addition, I traded reactionary for the Grand Lodge trait that gives perception as a class skill with a +1 bonus. That gives Jirah a +8 total on perception. Not too shabby, I guess.

Other than that, she's ready for review.

Also, I assume we have enough downtime in between missions to make her new Darkwood Bow her bonded object?


Gamemaster | CC Map | S4 Map

Jirah, you can transfer your bond to the new bow, but it'll cost you 200 gp for the ritual to do so, since the rules state that the transfer costs the same as if you had lost the old one. .

Everyone, I did a quick audit of each of your sheets in their current states. If you change anything else, let me know and I'll look at your sheet again. You'll also want to let me know so I have the correct perception and initiative modifiers.

I'm about to restart the gameplay thread, but I still need to know changes to your dungeon standard operating procedure. With the updates in your perception scores, I'm certain you'll want to alter who investigates the doors, if anyone.

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

Jirah, since you took Wizard at level 2, can't you just pick an item you got "during your fighter level"?

-Posted with Wayfinder

Grand Lodge

Female Elf Fighter 2/ Wizard 4 HP:39 AC:20 T:13 FF:17 Init:3 Speed: 30ft Fort:5 Ref:4 Will:6 +1 Longbow +8, 1d8+3, x3 Glaive +6, 1d10+ 2, 20x2
Skills:
Know Arcane:13 Know Dungeon:13 Know Nature:13 Know Planes:13 Percept:12 Profession-Sculptor:9 Spellcraft:13

Freo, you are actually correct. Since my wizard level comes at level 2, it won't cost me anything... Thanks for catching that!

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

I think this is my final. Last chance to suggest I pick a different level 1 Bard Spell instead of Feather Fall!

Frēodwēn v2:
3 XP
Male Human Ranger 1/Bard 1
Grand Lodge
NG Medium humanoid (Human)
Init +3; Senses: Perception +3

DEFENSE
AC 17; Touch 13; Flat-footed 14; (+4 armor, +3 Dex)
HP 20 (10 Ranger + 5 Bard + 4 Con + 1 Favored Class)
Fort +4; Ref +7; Will +0; +2 vs. charm and compulsion

OFFENSE
Speed 30 ft.

MELEE
Cold Iron Ranseur +4 (2d4+4, x3, Reach, Disarm, P)
Silvered Light Hammer +4 (1d4+3, x2, B)
Dagger +4 (1d4+3, 19-20/x2, P or S)
Cold Iron Spiked Gauntlet +4 (1d4+3, x2, P)

RANGED
MWK Composite +3 STR Longbow +5 (1d8+3, x3, 110ft., P)
Dagger +4 (1d4+3, 19-20/x2, 10ft., P or S)

Space 5 ft.; Reach 5 ft.

STATISTICS
Str 16, Dex 17, Con 14, Int 10, Wis 7, Cha 12
Base Atk +1; CMB +4; CMD 17

FEATS
Point Blank Shot
Precise Shot

TRAITS
Birthmark
Magical Knack (+2 Bard CL)

FAVORED CLASS: Bard

SKILLS (14 ranks = 2 * (6 ranger/bard + 1 Skilled))
+8 Acrobatics* (2 ranks + 3 class + 3 DEX),
+8 Climb* (2 ranks + 3 class + 3 STR),
+5 Handle Animal (1 ranks + 3 class + 1 CHA),
+2 Heal (1 rank + 3 class - 2 WIS),
+5 Knowledge (Dungeoneering) (1 rank + 3 class + 1 Bard),
+1 all other Knowledges (Bard),
+3 Perception (2 ranks + 3 class - 2 WIS),
+6 Perform (Oratory) (2 ranks + 3 Class + 1 CHA),
+8 Stealth* (2 ranks + 3 class + 3 DEX),
+2 Survival (1 ranks + 3 class - 2 WIS),
+3 Survival, tracking (Survival + 1 Track)

LANGUAGES
Common, Elven

SQ
Skilled - +1 Skill point per level
Favored Enemy (Construct) - +2 attack, damage, bluff, knowledge, perception, sense motive, and survival against Constructs.
Track - +1 Survival when tracking
Wild Empathy - use diplomacy to improve initial attitude of an animal using 1d20+3.
Bardic Knowledge - add 1/2 level (minimum 1) to all knowledge checks, make all knowledge checks untrained
Bardic Performance (5/5) - Countersong, Distraction, Fascinate, Inspire Courage
Bard Spells
0: Daze, Detect Magic, Light, Mage Hand
1 (2/day): Expeditious Retreat, Feather Fall

COMBAT GEAR
Mithral Shirt (1100gp/10lbs.)
MWK Comp. +3 STR Darkwood Longbow (2PP/1.5lbs.),
Cold Iron Ranseur (20gp/12lbs.),
Silvered Light Hammer (21gp/2lbs.),
Cold Iron Spiked Gauntlet (10gp/1lb.),
Dagger (1gp/1lb.),
40 Cold Iron Arrows (4gp/6lbs.),
20 Silvered Arrows (41gp/3lbs.)

OTHER GEAR
Partial CLW Wand (300gp/0lbs.)

bedroll [ 1 ] ( 0.1 gp / 5 lbs. )
Bell [ 1 ] ( 1 gp / 0 lbs. )
belt pouch [ 1 ] ( 1 gp / 0.5 lbs. )
Candle [ 1 ] ( 0.01 gp / 0 lbs. )
Chalk [ 1 ] ( 0.01 gp / 0 lbs. )
Fishhook [ 1 ] ( 0.1 gp / 0 lbs. )
flint and steel [ 1 ] ( 1 gp / 0 lbs. )
Grappling Hook [ 1 ] ( 1 gp / 4 lbs. )
Hammer [ 1 ] ( 0.5 gp / 2 lbs. )
Oil [ 2 ] ( 0.2 gp / 2 lbs. )
Parchment [ 2 ] ( 0.4 gp / 0 lbs. )
pitons [ 10 ] ( 1 gp / 5 lbs. )
Rope, Silk (50ft.) [ 1 ] ( 10 gp / 5 lbs. )
Sack [ 1 ] ( 0.1 gp / 0.5 lbs. )
Sewing Needle [ 1 ] ( 0.5 gp / 0 lbs. )
Signal Whistle [ 1 ] ( 0.8 gp / 0 lbs. )
String/Twine (50ft.) [ 2 ] ( 0.2 gp / 1 lbs. )
Tindertwig [ 2 ] ( 2 gp / 0 lbs. )
torches [ 3 ] ( 0.3 gp / 3 lbs. )
trail rations [ 2 ] ( 1 gp / 2 lbs. )
Wandermeal [ 10 ] ( 0.1 gp / 5 lbs. )
waterskin [ 1 ] ( 1 gp / 4 lbs. )
Weapon Cord [ 1 ] ( 0.1 gp / 0 lbs. )

MISC.
75.5 lbs. EQ weight (light capacity is 76lbs.)
28.6 gp

35.5lbs. combat EQ weight
40lbs. non-combat EQ weight

150gp starting gold
1398gp ES 1
1548gp total gp

-1197gp on combat EQ
-300gp on healing wand

51gp remaining

-22.4gp on non-combat EQ

28.6gp remaining

4Fame
0PP

-Posted with Wayfinder

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

Changed Birthmark to Indomitable Faith (+1 Will). Or the human racial trait that gives +1 will and +2 vs. Divination. Can't remember if that's available in Core or not.

-Posted with Wayfinder

Grand Lodge

Conditions:
Longstrider 1hr
HP 131 (+22 Rage) - DR 1/- AC27 (25 rage) / T19 / FF27 - Perc+17; Torch Light - F+9*/R+13*/W+9* (*see rage powers) - CMB+13, CMD28 - Speed 50 - Init+4 - Rage 23/23

I suggest changing Feather Fall to Grease.

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

Even though the DC will only be 12? Are you sure it's worth it?

-Posted with Wayfinder

Grand Lodge

Conditions:
Longstrider 1hr
HP 131 (+22 Rage) - DR 1/- AC27 (25 rage) / T19 / FF27 - Perc+17; Torch Light - F+9*/R+13*/W+9* (*see rage powers) - CMB+13, CMD28 - Speed 50 - Init+4 - Rage 23/23

It is a good buff spell for escaping a grapple and many monsters have terrible reflex saves. It saved our butts vs the construct. If you are still planning the arcane archer build, then Grease and Glitterdust are good spells for imbue arrow. A chance of failure makes it worthwhile even when the odds are 20% lower (the difference between DC 12 and DC 16).

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

Fair enough, you've convinced me. Swapping Feather Fall for Grease.

Scarab Sages

Human Cleric/9 - Core | Int +4 | Per +14 | AC 22/20fl/13t | HP 49/66| Fort +10 | Ref +10 | Will +14 | CMB: +10, CMD:23 | Move 50' | Normal Vision

Siv is ready to go.

She has her wayfinder as a light source. She will aid Xakon on any perception roll.

For marching order I'd say Mudk and Xakon in the front row, Siv and Freodwen in the second row, and Jirah and Sugar in the back row. Same order as listed if we have to go single file. This gests the tank and trapfinder up front, allows Siv to engage with reach, Froed to cast then engage, Jirah to range attack and Sugar to cast. Thoughts?

Grand Lodge

Female Elf Fighter 2/ Wizard 4 HP:39 AC:20 T:13 FF:17 Init:3 Speed: 30ft Fort:5 Ref:4 Will:6 +1 Longbow +8, 1d8+3, x3 Glaive +6, 1d10+ 2, 20x2
Skills:
Know Arcane:13 Know Dungeon:13 Know Nature:13 Know Planes:13 Percept:12 Profession-Sculptor:9 Spellcraft:13

Sounds good to me, just remember Jirah has a +8 perception now, for the purposes of searching and aiding and what not.

Grand Lodge

Conditions:
Longstrider 1hr
HP 131 (+22 Rage) - DR 1/- AC27 (25 rage) / T19 / FF27 - Perc+17; Torch Light - F+9*/R+13*/W+9* (*see rage powers) - CMB+13, CMD28 - Speed 50 - Init+4 - Rage 23/23
Sivantanpisil wrote:

Siv is ready to go.

She has her wayfinder as a light source. She will aid Xakon on any perception roll.

For marching order I'd say Mudk and Xakon in the front row, Siv and Freodwen in the second row, and Jirah and Sugar in the back row. Same order as listed if we have to go single file. This gests the tank and trapfinder up front, allows Siv to engage with reach, Froed to cast then engage, Jirah to range attack and Sugar to cast. Thoughts?

Agreed with marching order. Xakon can lead the perception checks as his trapfinding accelerates with assists from Jirah, Sugar and Siv.

Who wants to hold Xak's light gem in exchange for a light spell? Sugar do u mind?


Gamemaster | CC Map | S4 Map

New SOP

Marching order: Xakon, Mudk, Siv, Freod, Jirah, Sugarsnap, Truffles.

Move left from party's orientation unless that possibility is exhausted.

Perception checks: On new doors, Xakon is primary, while Jirah, Sugar, and Siv will aid.

Detect Magic cast on room after any encounters are over.

Light Sources: Siv, Xakon's gem.

This new SOP completely replaces the previous SOP. If you would like to add anything else, let me know.

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

Frēodwēn will aid on perception checks as well.

-Posted with Wayfinder

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