The mere mention of your name brings fear to commoners and even nobles in their walled and guarded manors are nervous when your name is heard.
Well that was true until you died.
Female Tiefling Witch 6 Init +13; Darkvision; Perception +8; AC 18, touch 14, flat-footed 15 (+3 Dex, +1 size) hp 48 (6d6+12) Fort +6, Ref +7, Will +8 Resist cold 5, electricity 5, fire 5
I know that I check the forum much more often than I post, sometimes there is just nothing to say, or there is no action I can/want to take. I assume the same is true for most. I am suggesting that we start posting here, once a day isn, just to check in so we know whether or nor people are checking, but have nothing to add.
Example: Posting no engineering here 5 times on the Gameplay board would look cluttered and not very inspiring, but a quick I dont have Engineering here lets us all know we can move one because no one has the requisite skill.
No blame attached, I didn't do it either. So here goes.
I do not have Engineering, so I vote down. We get to the bottom most area we can find, then we clean as we ascend.
HP 33/72, AC 23, Fort +11, Ref +7, Will +8, Corruption 4/6, Smite 2/2 Scabbard 1/1, Pearl 1/1 +16 Intimidate, +13 Diplomacy, +13 Bluff
Yeah, it's weird. Surprise rounds are like 1/2 rounds.
As near as I can tell, the only reason it's done that way is to keep blender builds from full attacking right off the bat.
There's an entire subset of optimization that focuses on how to get around that (usually through the Pounce rules, since Charge is the only Full Round Action you can take during a surprise round. It's a silly loophole that most GMs nix.)
Female Tiefling Witch 6 Init +13; Darkvision; Perception +8; AC 18, touch 14, flat-footed 15 (+3 Dex, +1 size) hp 48 (6d6+12) Fort +6, Ref +7, Will +8 Resist cold 5, electricity 5, fire 5
After they are asleep, they are helpless (Helpless => you get +4 to hit. On top of that, their dex is considered 0 (-5 to AC) = effective total of +9 to hit if they had no dex bonus. . .) I can hex them with Evil Eye to give them a -2 to AC on top of that, net of +11 for your Coupe de Grace. (Auto Crit if you hit, Fort save DC damage dealt or dead.) If you want to be really mean, I can hex saves, then AC so they are -2 on the fort save to avoid insta kill and you are effectively +11 to hit em..
Female Tiefling Witch 6 Init +13; Darkvision; Perception +8; AC 18, touch 14, flat-footed 15 (+3 Dex, +1 size) hp 48 (6d6+12) Fort +6, Ref +7, Will +8 Resist cold 5, electricity 5, fire 5
sorry, yes you do. Shows how often I play fighter types..
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace (pronounced “coo day grahs”) to a helpless opponent. You can also use a bow or crossbow, provided you are adjacent to the target.
You automatically hit and score a critical hit. If the defender survives the damage, he must make a Fortitude save (DC 10 + damage dealt) or die. A rogue also gets her extra sneak attack damage against a helpless opponent when delivering a coup de grace.
Delivering a coup de grace provokes attacks of opportunity from threatening opponents.
You can't deliver a coup de grace against a creature that is immune to critical hits. You can deliver a coup de grace against a creature with total concealment, but doing this requires two consecutive full-round actions (one to “find” the creature once you've determined what square it's in, and one to deliver the coup de grace).
Male Human Summoner 6 (Current HP: 50 | Current AC: 24{26} | Fort +3, Ref +6, Will +6)
Ya, player got killed by Armag in an epic 1v1 brawl at end of book 4. Now going into book 5, he's bringing in a Frost Giant fighter (nations queen came from an upbringing as a pet slave of frost giants, part of a prophecy of their tribe. Now the tribe has arrived at the new kingdom. Also keep in mind, the queen is cursed and all the land she rules over is shrouded in eternal winter. Only summer months can manage to really melt the snow away for now as the curse continues to build up strength).
Gonna start getting interesting as the world starts closing in on the PCs kingdom.
Sorry moved on weekend but internet is unavailable right now. I should be back up shortly but posting on my smart phone doesn't work well with this forum.
Female Tiefling Witch 6 Init +13; Darkvision; Perception +8; AC 18, touch 14, flat-footed 15 (+3 Dex, +1 size) hp 48 (6d6+12) Fort +6, Ref +7, Will +8 Resist cold 5, electricity 5, fire 5
Surprise Round (round 0.5) one is asleep, warriors charged awake guard. Missed.
Round 1, Ezra hexes second guard to fall asleep. They are waiting on hex #2 I believe.
DM- have I asked you before how my Oracle 'Raise the Dead' ability works? The wording in the rules is very ambiguous so I usually get a GM ruling.
Raise the Dead (Su): As a standard action, you can summon a single skeleton or zombie to serve you. The undead creature has a number of Hit Dice equal to your oracle level. It remains for a number of rounds equal to your Charisma modifier. At 7th level, you can summon a bloody skeleton or fast zombie. At 15th level, you can summon an advanced skeleton or zombie. You can use this ability once per day plus one additional time per day at 10th level.
Does it mean-
-I select the standard zombie and add X number of hit dice?
-I select any creature with X hit dice and apply the skeleton/zombie template?
-I select any creature whose hit dice + the hit dice from being a zombie = X?
HP 33/72, AC 23, Fort +11, Ref +7, Will +8, Corruption 4/6, Smite 2/2 Scabbard 1/1, Pearl 1/1 +16 Intimidate, +13 Diplomacy, +13 Bluff
Four rounds? Yeah, that's a niche power. I'd save it to get creative with, like summoning it to set off traps or looking through a keyhole to summon it on the other side of a locked door to let us in or cause a distraction.
Its nice in games where the GM lets you choose 2) or 3). Taste the wrath of Zombie Tiger, enemies! Plus its lets me use Necromancy more spontaneously; otherwise I need to go through finding the body, reanimating it and bringing it with me.
HP 33/72, AC 23, Fort +11, Ref +7, Will +8, Corruption 4/6, Smite 2/2 Scabbard 1/1, Pearl 1/1 +16 Intimidate, +13 Diplomacy, +13 Bluff
Not really. The person who has control of them just says "don't hurt him and help his clumsey ass back out of the pit" instead of "eat him from the bottom up"
after looking at the Raise the Dead ability I'm going to offer these changes
1 You summon the same skeletal entity every time. Thus you can equip it with gear that it will appear with every time it is summoned and counts as proficient with them.
2 The duration will be changed to minutes instead of rounds
3 All hit dice are maximized and it gains a +1 to any stat every four levels
further changes may be added or amended based on how this works out.