Male Aasimar Tattooed Sorcerer (AC 13/ HP 12/ Fort +1, Ref +2, Will +4/ Init +2/ Perception +5)
Sunny you are determined to be murdered by Syl, once that stuff wears off she is going to want to kill you more then anything. Not to mention if Peppery finds out you have been enchanting people your going on her list. Just guessing on the second one but pretty sure about the first one. xP
I found something that I really liked on the boards. I'd like you all to post a status block containing your current stats in each post. I'm using something like this:
Stats:
HP: Current/Maximum
AC: Current/Flat-Footed/Touch
Speed:
In Hand:
List Special Abilties that Have limited uses (ex. bombs) or a powered by a point pool (ex. Ki)
Spells Remaining:
1st - Current/Remaining
2nd - Current/Remaining
Effects: Ongoing spells and status effects
I find that it really helps me keep track (more than the header) of the character's current status, including gear in hand and special ability uses. As GM, though, I'd mostly use it for the hp and AC tracking.
Male Human Gunslinger(Musket master) lvl 2 (AC 18, CMD 17, HP 16/16, Fort: 3 Ref: 8 Will: 2, Init: 5, Perc: 6
DM Bound Shade wrote:
I found something that I really liked on the boards. I'd like you all to post a status block containing your current stats in each post. I'm using something like this:
** spoiler omitted **
I find that it really helps me keep track (more than the header) of the character's current status, including gear in hand and special ability uses. As GM, though, I'd mostly use it for the hp and AC tracking.
Male Aasimar Tattooed Sorcerer (AC 13/ HP 12/ Fort +1, Ref +2, Will +4/ Init +2/ Perception +5)
Yeah I dont think combat has started yet so not posting any kind of attack actions yet. As for marching order Aoro will be in the middile on the way to the sterncastle.
Male Aasimar Tattooed Sorcerer (AC 13/ HP 12/ Fort +1, Ref +2, Will +4/ Init +2/ Perception +5)
Added to my sheet Aoro's tattoos. Sense for some odd reason everyone thinks that he is a walking tattoo. Dispite me never saying anything of the sort. ;)
Male Human Gunslinger(Musket master) lvl 2 (AC 18, CMD 17, HP 16/16, Fort: 3 Ref: 8 Will: 2, Init: 5, Perc: 6
If theres more then one longboat id appreciate it if someone else helps to save time. If I get no help thats fine too but thats one less heavy damage dealer not fighting for x rounds longer...
DM, I am just letting you know that, I will be gone from 26th to the 6th of January. I will have a limited access to the net for at least the first 4 days after that I will have acces but not a whole lot. Please run my char as you see fit till I come back please!
Thank you
Merry Christmas (or other holiday you celebrate) to everyone! I'll post tonight after spending time with family, so long as the boards don't go down again...
Male Aasimar Tattooed Sorcerer (AC 13/ HP 12/ Fort +1, Ref +2, Will +4/ Init +2/ Perception +5)
Just like to clear something up before I post, sense it will effect what he does. Aoro was not aiming for the guy going after the captain. If the guy would still be alive without his shot then leave it as is, hate redo's. But if not then just aim it at the nearest sailor we were enganged in.
Elf, Monk1(Martial Artist)Barbarian1(Titanmauler), AC 14, HP 15, Fort+4,Ref+5,Will+1,Init+3,Perc+6,
No worries. Have a great time.
Yah..the site has been wonky for quite a few days now. I hope people are not being too stressed out about it and the good folks are getting on top of whatever is causing the troubles.
Male Aasimar Tattooed Sorcerer (AC 13/ HP 12/ Fort +1, Ref +2, Will +4/ Init +2/ Perception +5)
Hold on a tick, how in the nine hells does Sunny have a max hp of 11. She has a level in monk and barbarian, both of which have a higher die then sorcerer.
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
okay, even though I am back, I have a lot of catching up to do, I will read tonight and post tomorrow for my current round of actions, sorry about this but this is all the time I have. arugh.....
Male Aasimar Tattooed Sorcerer (AC 13/ HP 12/ Fort +1, Ref +2, Will +4/ Init +2/ Perception +5)
When firearms were added did they become common weapons or something?
Just asking becausing if I remember right they are considered exotic weapons and give a good deal of penalities (-4 to hit) to be used, along with a higher misfire chance.
Male Human Gunslinger(Musket master) lvl 2 (AC 18, CMD 17, HP 16/16, Fort: 3 Ref: 8 Will: 2, Init: 5, Perc: 6
Aoro Osris wrote:
When firearms were added did they become common weapons or something?
Just asking becausing if I remember right they are considered exotic weapons and give a good deal of penalities (-4 to hit) to be used, along with a higher misfire chance.
This is a good question as it would change some numbers for my character.
Male Aasimar Tattooed Sorcerer (AC 13/ HP 12/ Fort +1, Ref +2, Will +4/ Init +2/ Perception +5)
Gene your a gunslinger, you have the proficiency and such from the get go so you dont get those penalities. No one else does, I assume the enemy took the needed feat to use firearms if it was not an archetype feature. My concern is the rest of us who do not have the feat or class feature using firearms.
For Aoro using a firearm over his current crossbow is the difference between a +4 to hit and a -1 to hit with a chance to misfire on rolling a 5 or lower, if the misfire value is a 1. So proficiency is a biggie considering them right now.