Serpent Skull- Beer and Pretzels (Inactive)

Game Master drbuzzard

A light hearted running of Serpent Skull AP.

Tazion Map

Combat Map


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Sovereign Court

Usable/Active:
Rage 35/35, Boots 10/10, Remove Fatigue 2/2, Reroll 1/1
HP 173(213)| DR 7/- | AC 22 | T 14 | FF 18 | CMD 33 | Fort +22 | Ref +16 | Will +13 | Init +5 | Perc +19
Situational Buffs:
+9 saves vs Spells/Sla's while Raging, +4 damage vs Spellcasters

This is my pfs barbarian if you wana have a look at an Invul Rager.. He may not be the best built but its pretty good and he wrecks.. I dont even bother with increased DR rage power, I mean they already get 1/2 level so..


As far as sorcerers go I like them, but the majority of the time I go wizard over them. Arcanists are worse than either until higher levels imo, but do work i suppose.. I would never suggest crossblooded with a full on sorcerer, it just sucks way to bad.. I mean there will be times that without the extra spell feat u literally will have no known spells at ur highest level so..

I love elf for Sage Sorcerers, only bc elfs makes the best int based spellcasters. I probably would play a human over a half-elf as well..


Male Human (Bonuwat) Cleric of Shimye-Magalla 4 | HP 23/23 | AC 14 T 13 FF 12 CMD 16 | F+5 R+5 W+9 | Init +2 | Perc +8 | Status: Normal

This is Corsario's character. I think I am good to go.


So playing a wizard, would there be a chance to get some helpful euqipment like rods etc?


As we are doing basic ABP, not whole hog, yes. Magic items other than stat stuff will be available.

I will probably do some control on what is actually there in the magic mart.


And what about bonded items and spell books and component bags?
You play with sundering, destroying, stealing them?


No, I generally avoid being a bastard.

I didn't do it in Black Monastery so I don't know why you would expect it now.


He's trying to trick you! Expect it!! lol

If you're going to build a wizard please keep in mind you have an all physical damage group to support.. That said I would recommend transmutation(enhancement) or conjuration(teleport). Divination(foresight) can also be very good..


Don´t expect you to be that^^ Just asking, since i saw that somewhere else and also didn´t play a wizard in a long time.
Decided to go with the blood arcanist though, since that is probably the best solution for what i want.
Hope you don´t mind me reusing the name and alias.

Serpentine lets me mind control a lot of stuff we might see and arcanist provides the knowledge skills, but has casting similar to a sorcerer.
Lowlevel will see a lot of daze probably, but i can do damage, battlefield control and de/buffing.

Would have loved to have an elf fiddle around with a wand for casting Harry Potter style, but we can´t have everything^^

And i do have only Core spells so far.

Could you be so nice and mark my main alias as inactive please when everything is allright?


It's your alias, feel free.


Character approved?


Looks fine.


I think I need to bow out of this campaign. I've got 2 low level campaigns starting back up after a little hiatus and don't think I can do another one justice. Have fun everyone


drbuzzard wrote:
Ivar: Personally I would go old school barbarian as I think it is better.

Ok, sounds like a good idea, I may take a level or two of fighter later if I want heavy armor. I decided to go with the "Invulnerable rager" and I took the dual talent race trait so his dex is a little higher.

I wanted to go with a throwing axe, it's a little more Viking type weapon but I couldn't afford one, so I went with seven chakrams instead. How does that work out? seems like an axe would be cheaper than one chakram let alone seven, oh well, you take what you can get, right?

So please take a look at Ivar and tell me if you find anything wrong!


Well if you think 8 GP isn't cheap, you must be blowing a lot of money elsewhere. Though chakrams at 1 GP does seem a bit cheaper than they likely were.

Looking over the character, one obvious error is that your ranged attacks list throwing axes when you carry chakrams.

I might suggest you really want a 15 constitution. That is needed to get raging vitality. I suppose you can go for Guarded Life rage power instead, but in the interest of not pushing up daisies by just using class abilities, you do need one or the other.

I get the impression you are trying to be a thrower to some extent. That's not really going to work real well (doing throwing well takes tons of feats, and is really fighter only to be quite honest). You seem to be built for melee, with some ranged concessions at least, and I don't know that it is worth your time as the party already has 2 archers.

13 con on a barbarian just seems like a bad idea to me.


Sorry to see you go Wabbit, but there is a limited amount of time in a day and I understand.

Do we want to grab someone to take it back to 6?


thanks for the feedback and I will change the axe to chakrams, He will not be a ranged fighter at all, the chakrams just give him something to use in case he does need ranged, like I said he was going to just have an axe.

I just like the higher dexterity, for armor class and possibly using two weapons. I will look at it a little more including looking at the difference between raging vitality and Guarded Life rage power. I will make any changes before we see combat, thank you for the feedback!


Two weapons is a trap in Pathfinder, you should stick to two handed weapons or sword and board (weapon and shield- the way to go all in on AC). Two weapon is a feat eater to be good, and you won't have them unless a fighter, ranger, or slayer.

Also if you intend to switch to heavy armor, the high dex won't do you much good (again, unless you are a fighter, or shell out 10k for mithral armor).

Were I the one doing your stats they would be:

(with the 2 +2s)

Str 18
Dex 14
Con 16
Int 10
Wis 12
Chr 8

You only lose a +1 when throwing a chakram, and you are a lot more survivable. As a front liner, you need all the HP you can get, especially if you go 2 handed and can't really go whole hog on the AC.

In the end, however, it is your character and can build him the way you want. I'm just trying to help with optimizing. It's a function of my engineering schooling so I can't resist.


Actually two-weapon fighting is only good in certain combinations.
Especially for unchained rogues and slayers. And daggers are your best friend there. I had an unchained halfling rogue who laid waste to anything^^ He also had dodge and mobility though to get into position.
You don´t really start with TWF though. Most people make the mistake and want to take all TWF feats asap. But it goes (weapon finesse)-TWF-deific obedience Pharasma-WF dagger-rest TWF.

Maybe it could be done with an UC barbarian too, since you get a flat +2 on all attacks.


Male Human (Bonuwat) Cleric of Shimye-Magalla 4 | HP 23/23 | AC 14 T 13 FF 12 CMD 16 | F+5 R+5 W+9 | Init +2 | Perc +8 | Status: Normal

I say we go with 5


M Halfling Rogue 2

Any questions or feedback for me?


An unchained barb would be better for two weapon fighting. The flat bonuses would not require a feat to fix like strength needs double slice.


I see your CON is 10. That might get interesting.
In your place i would think about that stat allocation a bit again. 9 STR doesn´t make a lot of sense, it´s better to have a STR of 8 if you want to dump or 10 if not and put the points you get later into the higher stats. The 17 would make more sense on DEX too probably on the long run. I´m also unsure why you have a 12 INT and WIS, but a 10 CON.
If you want to cast using the rogue talents, have a 13 INT from the start. Also with a 12 WIS your Will save is +1 ;)

I don´t know where you want to take that character though^^
IF you want a higher will save, there a feat that lets you apply CHA to will saves - steadfast personality. It´s really awesome for CHA rogues.
And don´t forget we get +2 on skill points, that means you´re at 10 skill points by default, you certainly don´t need the 12 INT for more skills i guess :D

Just my humble opinion though...


Yeah, considering you will try to be a front liner in light armor, a 10 con is not really a survival recipe for success.


Since Ivar is the only frontliner and I did ask for help, I am going to change him to drbuzzrds recommendations. edit: well maybe the colonel will be helping some ;)

OK everbody only one question left. Which will be more functional, a higher will save or a higher initiative? I'm thinking about giving up "Auspicious Tattoo" which gives a +1 trait bonus on Will saving throws making my total +2 or + 4 when raging and instead taking "Reactionary" which will make my initiative +4 istead of +2. I like the idea of higher init. that was part of the reason I kept a high dex. but I don't really know which would be more useful.

For what it's worth, I would be ok with just five also, but obviously that's your call drbuzzard


Will save is more important IMO. Though admittedly, getting rage up in a hurry can be important as well. I only tend to take reactionary when I am really trying to pump up initiative, so on dex builds or diviners.

Though you can go the superstition route, and shore up your saves in most cases where you need them.


I would say will save is more important.
Most enemies don´t have a super buffed INI in PF, except some but those are hard to bear anyway.
Barbarians will save is pretty low normaly, but the party might be doomed if he gets dominated.
You might want to spend a feat on that at some point, depending on how the campaign goes and improved initiative is always a possibility too.

I might consider getting suppress charms & compulsions as a spell, but i´m not sure if it´s core or not.
Also: Ant Haul perhaps^^

The rogue i would probably do:
STR 8; DEX 15/16 + racial; CON 14/15; INT 8/10/13 (depending on casting or not); WIS 10/12; CHA 14-15/16

It looks like you want to be using feint with skill focus bluff, but you might be better off getting dodge and mobility, buffing your AC a bit and go into flanking with the barbarian.

Maybe the cleric or druid could provide some flanking as well, i could try with a reach weapon perhaps, but not on level 1^^


Superstitious barbarian might mean no enlarged or otherwise buffed (hasted) barbarian later on^^


Yeah, but the trade off in terms of save vs. magic is worth it IMO. Especially since spell sunder is really that good.


No experience with spell sunder.
Dwarves have the best saves vs magic though ;)
A dwarf barbarian might be a real good thing, have to try that at some point. And just for the flavor vital strike throw a returning hammer^^


Shred:
HP 64/64 | AC 22 | T 15 | FF 18 | CMD 18 | Fort +9 | Ref +9 | Will +3 | Init +4 | Perc +16
HP 51/51 | AC 19 | T 13 | FF 17 | CMD 19 | Fort +9 | Ref +5 | Will +13 | Init +2 | Perc +18
Active Effects:
Longstrider(6H), Spider Climb(1H)

Superstitious is totally worth it, especially if your human.. With a lower Init most the time barb goes after the casters so he can get his haste before raging alot of the times.. Channel Heals bypass it so not to big of a deal. Its just way worth it.. My level 10 is +7 to saves for example..

Strength Surge with Spell Sunder is redic...


Once a barb (or dwarf fighter) has spell sunder, you really don't need anyone to memorize dispel magic anymore as it is close to auto succeed.


This is the barbarian that I built for someone in the home game. He was fairly devastating. This is for the last level you are playing at (yes, this module gets you to 17th while still active).

barb:

Logan Armstrong
Human barbarian (invulnerable rager) 17 (Pathfinder RPG Advanced Player's Guide 79)
NG Medium humanoid (human)
Init +2; Senses Perception +20
--------------------
Defense
--------------------
AC 18, touch 5, flat-footed 16 (+8 armor, +2 Dex, +5 natural, -7 untyped penalty)
hp 310 (17d12+186)
Fort +25, Ref +12, Will +16 (+4 vs. enchantments); +6 morale bonus vs. spells, supernatural abilities, and spell-like abilities but must resist all spells, even allies'
Defensive Abilities evasion, indomitable will; DR 16/lethal, 8/—; Resist fire 4, extreme endurance
--------------------
Offense
--------------------
Speed 40 ft.
Melee +6 furious heartseeker adamantine greatsword +35/+30/+25/+20 (2d6+39/17-20) or
. . dagger +29/+24/+19/+14 (1d4+22/19-20) or
. . 2 claws +24 (1d8+11/×3)
Special Attacks greater rage (45 rounds/day), pounce, rage powers (beast totem[APG], beast totem, greater[APG], beast totem, lesser[APG], come and get me[APG], eater of magic[UC], increase damage reduction +2, reckless abandon[APG], spell sunder[UC], superstition +6, witch hunter[APG])
--------------------
Statistics
--------------------
Str 34, Dex 14, Con 30, Int 10, Wis 10, Cha 8
Base Atk +17; CMB +29 (+31 sunder); CMD 34 (36 vs. sunder)
Feats Combat Reflexes, Extra Rage Power[APG], Extra Rage Power[APG], Extra Rage Power[APG], Furious Focus[APG], Improved Critical (greatsword), Improved Sunder, Iron Will, Power Attack, Raging Vitality[APG]
Traits berserker of the society, indomitable faith
Skills Acrobatics +21 (+25 to jump), Climb +22, Handle Animal +3, Intimidate +4, Knowledge (nature) +20, Perception +20, Ride +5, Survival +20, Swim +21
Languages Common
SQ fast movement, tireless rage
Other Gear +2 glamered mithral agile breastplate[APG], +6 furious heartseeker adamantine greatsword, dagger, belt of physical might +6 (Str, Con), cloak of resistance +5, ring of evasion, ring of freedom of movement, winged boots, dungeoneering kit, deluxe[UE], masterwork backpack[APG], 46,168 gp
--------------------
Special Abilities
--------------------
Beast Totem +5 (Su) +5 to Natural Armor while raging.
Beast Totem, Greater (Su) Pounce ability and 1d8 claw damage while raging
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Come and Get Me (Ex) Enemies get +4 to hit and damage you, but attacks provoke AoO from you
Damage Reduction (16/lethal) You have Damage Reduction against non-lethal damage
Damage Reduction (8/-) You have Damage Reduction against all attacks.
Eater of Magic (1/rage) (Su) Reroll if fail save vs. spell/Su ability. If reroll succeeds, negate effect & gain temp Hp for 1 min.
Energy Resistance, Fire (4) You have the specified Energy Resistance against Fire attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Increase Damage Reduction +2 (Ex) While raging, your DR increases by 1.
Indomitable Will (Ex) +4 bonus to Will saves vs. enchantment spells.
Pounce (Ex) You can make a full attack as part of a charge.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Rage (45 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Reckless Abandon (+/-5) (Ex) Trade AC penalty for to hit bonus while raging.
Spell Sunder (Su) Once per rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must make her combat maneuver check against a CMD of 15 plus the effect's
Superstition +6 (Ex) While raging, gain bonus to save vs. magic, but must resist all spells, even allies'.
Tireless Rage (Ex) Ending Rage no longer results in fatigue.
Witch Hunter +5 (Ex) Bonus to damage spellcasters while raging.


We can go with 5 as people seem to favor that or be indifferent.


M Halfling Rogue 2

I see what you're saying. I saw GK as avoiding combat wherever possible, especially with a front liner. I'll fiddle around with the stats ...I like him wimpy hahaha


I see where you want to go^^
It´s difficult though, since you´re essentially robbing the character of his role and won´t be contributing that way.
Such a concept might be better done with a class who has a pet that can fight instead, or a summoner sending his "servant", or a magic user.


If you are shooting for being whimpy and not mixing it up, you should be aiming for a sniping build. Those are possible, but require a bit of engineering and levels to be any good. Also, they are best done on halflings to be quite honest (very good at hiding and there's a racial trait that helps sniping).


There´s even a racial trait that lets you hide behind someone else now.


M Halfling Rogue 2

Halfling sounds better and better ...


M Halfling Rogue 2

Doing a halfling build ...


M Halfling Rogue 2

How's this?


Looks good.


The whole point of being a halfling is to snipe. You didn't bother with the snipe relevant racial trait.


M Halfling Rogue 2

Didn't want to give up shiftless and keen senses, though. Think Lando's drive in 3P0's operating system.


Well it can be done with a feat chain instead (and rogue abilities), so not a big deal.


M Halfling Rogue 2

That hide behind a human trait is so perfect for a murder hobbit, who I love, but not for this campaign.


well heck, with Ivar at 6'4" and thick the human colonel could hide behind him, let alone a hobbit Halfling.


So everyone is happy with their character and ready to go?


M Halfling Rogue 2

Chomping at the bit, boss.


Male Human (Bonuwat) Cleric of Shimye-Magalla 4 | HP 23/23 | AC 14 T 13 FF 12 CMD 16 | F+5 R+5 W+9 | Init +2 | Perc +8 | Status: Normal

Loaded and ready!

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