Male Aasimar Tattooed Sorcerer (AC 13/ HP 12/ Fort +1, Ref +2, Will +4/ Init +2/ Perception +5)
Aw I see. Well next time Fishguts is sober or I feel a good roll coming I am going to try getting some information to clear out that list. We need more numbers on our side. x3
Male Aasimar Tattooed Sorcerer (AC 13/ HP 12/ Fort +1, Ref +2, Will +4/ Init +2/ Perception +5)
Well there is no harm in gathering information checks, as far as I know. Can we use aid another checks when we are all together like at night?
While with Aoro's mod he can get anyone to friendly (from indifferent) pretty much I would rather him get them to helpful in one shot to save time. His mod is high enough that a good roll can turn some of the hostile crew to his side but not doing that until all the easier targets are taken care of. >:)
Human Oracle (Life) lvl 2 (AC 16, CMD 14, HP 13/13, Fort: 0 Ref: 3 Will: 3, Init 1, Perc 0/-4)
not to put us on a different topic but, if the DM is ok with it id like to explain Dou's / my plan to help sunny here to save time. (I'm having feel good highs and then crash and burn lows. I failed my fort or catch flu save irl)
Human Oracle (Life) lvl 2 (AC 16, CMD 14, HP 13/13, Fort: 0 Ref: 3 Will: 3, Init 1, Perc 0/-4)
As i'm the only one who could really help sunny and for the most par go unnoticed I could lifelink her taking away some of her damage each turn and heal it off myself. The lifelike is unnoticeable but, me becoming hurt is. So if i could get help hiding what i'm doing we could help her out more then what we are.
Male Aasimar Tattooed Sorcerer (AC 13/ HP 12/ Fort +1, Ref +2, Will +4/ Init +2/ Perception +5)
Everyone can help by rolling bluff or intimidate, nothing to lose by it. There are 5 of us and we can add a +2 AC, Arcro, atk, and -2 atk to owlbear so only 4 of us need to make a high enough roll to give her an all around advantge and reduce owlbear's. She already has another due to exposing his weakness which if her Arcro is higher then her AC he misses if he fails to meet it even if his atk can hit her AC.
As for the lifelink, Duo can just use the crowd as cover if not the party itself sense their are five of us so we could surround him while in the crowd easy.
If everyone does their part this should be doable dispite the evil dice roller.
P.S. Assuming Owlbears AC is 10 (dont see any mention of armor and they said he was slow so doubt he has a good dex) Sunny should have done 8 dmg so far. If that did not make a dent then he has alot of hp and may be higher lvl. >.<
Male Elf Alchemist 2nd (Armor Class: 15 /19 / Hit Points: 13 / Saving Throws Fort +3,Reflex +5,Will +1 / Initiative +2 / Perception +8 Alchemist 2nd
Hey duo Is a hell of a man! He is better then I am because I couldn't do that for ya I wish I could But I can not or I would trust me I should make sure that the clerics are ready for everyone
Human Oracle (Life) lvl 2 (AC 16, CMD 14, HP 13/13, Fort: 0 Ref: 3 Will: 3, Init 1, Perc 0/-4)
'Sunny' wrote:
Um..what's 'Life link' do then? I think half my poundin' gets put on poor Duo. :(
Correct. For every 5 hp you are lacking Duo will take that damage.
so for example:
you have 8 hp and just got hit by owlbear for 6
on "my turn" you gain 5 hp and I take 5 damage.
being out cold doesn't stop me from getting more damage though.
so if i get knocked out i will still take your damage. Until I die or you stop being below 5 min missing hp. This will buy you 5 extra turns of taking hits max. but, not taking hits is better. However, if Owlbear hits you again... before my next turn you will be down and who knows if the fight will stop at you just being out cold.
I'm sure there will be punishment if Duo is found out but, considering Duos cast all of his spells as if they were modified by the Silent Spell feat. This does not increase their level or casting time. It should help with not getting caught.
GM: O do I need line of sight? and will it work through "walls/wood"
I ask because it has a medium range (100ft range) and i think a + 25 per level added range.
Male Aasimar Tattooed Sorcerer (AC 13/ HP 12/ Fort +1, Ref +2, Will +4/ Init +2/ Perception +5)
As long as the dice roller does not favor Owlbear, Sunny should survive next round. Sense even if he meets her AC he still has to roll higher then her Acro to hit, so its like two chances.
I think we should bluff/intimidate -2 atk owlbear, +2 AC, +2 Acro, +2 atk in that order. Sense he could have alot of hp making sure Sunny/Duo does not get pounded silly should come first.
Human Oracle (Life) lvl 2 (AC 16, CMD 14, HP 13/13, Fort: 0 Ref: 3 Will: 3, Init 1, Perc 0/-4)
Aoro Osris wrote:
As long as the dice roller does not favor Owlbear, Sunny should survive next round. Sense even if he meets her AC he still has to roll higher then her Acro to hit, so its like two chances.
I think we should bluff/intimidate -2 atk owlbear, +2 AC, +2 Acro, +2 atk in that order. Sense he could have alot of hp making sure Sunny/Duo does not get pounded silly should come first.
I like this plan. Duo isn't found of getting hurt lol.
The bonuses for aiding Sunny do stack. They effectively follow the rules for 'aid another', except that you are not making an attack roll and you do not need to be in range to make a melee attack.
The penalties to Owlbear do not stack, as they are mirroring the Intimidate's demoralization. Effectively you are giving him the Shaken condition. Any successful attempt to reduce his attack rolls by 2 will also reduce his saving throws by 2 as well.
Duo, until it is noted to me otherwise, you need to maintain line of sight and line of effect to the target.
I'll wait until the morning/late afternoon (depending on when I get time) to let people modify actions.
I realized I effed up your names, I know who I was thinking about...severely medicated last evening. No hard feelings I hope. I be dazed n confused sometimes.
Male Aasimar Tattooed Sorcerer (AC 13/ HP 12/ Fort +1, Ref +2, Will +4/ Init +2/ Perception +5)
I am pushing everything on Sunny's attack, the way I see it the best course of action is to do as much damage on him quick. Geez how much hp does this guy have?