dm darkvision and a brave new world (Inactive)

Game Master Daedeloth


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male AC30 HP107 init. +4 Dwarf Cleric/10

all my work was erased, am escaping Pit of Despair. Starting to feel invigorated.

You can be an assasin if you want. I'm assuming you mostly killed people who deserved it. (don't tell me about the rest)


Randtam wrote:

New scores

Str 10
Dex 18
Con 14
INT 14
Wis 12
Cha 10

Assuming half-elf, shouldn't your scores be:

STR 10 0 points
DEX 20 12 points +2 racial mod
CON 14 4 points
INT 14 4 points
WIS 12 2 points
CHA 10 0 points

If you take 12 on WIS maybe take skill focus Perception?


Assassin is prestige class and in my opinion not really that good.

You going unchained rogue?

What is reason for having Int so high? You already get a ton of skills.


Unchained rogue is for sure the way to go (Finesse Training!) and I would definitely swap the INT for WIS. Better perception and improved Will which is the weak save for rogue.

CON should not be a big issue if you plan to ranged sneak attack; not a lot of melee in the rear.


Unless you are trying to pump knowledge skills, you might want to dump Int down to 10. Put wisdom at 14 for saves and perception as Chris pointed out. Think I would put the 12 in Charisma or Strength. But its your build so you can do whatever you want.

STR 10 0 points
DEX 20 12 points +2 racial mod
CON 14 4 points
INT 10 0 points
WIS 14 4 points
CHA 12 2 points


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

I was originally thinking pump up skills. I think 12 would be better in strength rather than charisma since I will not be the face. Need to figure out build for archery. I like TWF with two shorts swords in hand. Finesse only one time. Like the "unchained"


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17
Torvald Torvaldson wrote:

Unchained rogue is for sure the way to go (Finesse Training!) and I would definitely swap the INT for WIS. Better perception and improved Will which is the weak save for rogue.

CON should not be a big issue if you plan to ranged sneak attack; not a lot of melee in the rear.

Randtam would beg to differ!


Male half-orc Paladin(Sacred Shield)2/Sorcerer(Draconic)3/DragonDisciple8 AC35/39w/shield hp168 init+9
saves:
Fort:22 Ref:16 Will:20
skills:
dip13 per8 senmot6 knowarcana9 intimidate19 bluff10

That wasn't melee...Randtam was a charcuterie!


Randtam wrote:
I was originally thinking pump up skills. I think 12 would be better in strength rather than charisma since I will not be the face. Need to figure out build for archery. I like TWF with two shorts swords in hand. Finesse only one time. Like the "unchained"

Thoughts for half-elf UC Rogue archer build:

L1
Feat=Point blank shot (have to take for precise shot); bonus feat (HE)=skill focus perception.
Taking the 12 in STR gives you +1 to damage once you get a compound LB.
Going 10 INT only costs you 2 skill points and you already get 8 from class; if you really want it take the SP instead of HP for FC.

L3
Feat: Precise shot.
Finesse training weapon=rapier; better threat range than SS same damage.
If you want to TWF you are -4/-8 until you take the feat then you are -2/-2 with rapier; you could take TWF feat at 5th.

All stat bonus to DEX.

1st rogue talent: Canny Observer +4 perception. Then maybe weapon focus LB; trap spotter; resiliency; combat trick.


As 1/2 elf you may also want to go rogue/fighter as you get 2 favored classes and archer builds can use a lot of feats


If you go straight rogue you can use the combat trick rogue talent (every 2 levels) to get combat feats.


male human paladin 10, AC28 HP122 init. +3 Human Paladin (Hospitaler) 10

coming soon


Wouldn't it be more likely that Tirnel's bonded item would be the bow rather than the sword?


AC-18/22 w/MA; HP-73; INIT +12; PERCEPTION +18
Melee:
Longsword (+5 1d8/19-20/x2); Longbow (+9 1d8/20/x3/100')
Saves:
+5FORT; +9REF; +9WILL

That would seem to make sense and in any case I was planning to rewrite the entire thing anyway and have his bonded item be a ring so I can use forge ring at LV 7 w/o burning a feat on it.


AC-23; HP-36; INIT +5; +7 PERCEPTION
Melee:
+1 Falchion (+8 2d4+7/18-20/x2) w/PA (+7 2d4+10/18-20/x2); Long Bow (+8 1d8+4/20/x3/100’)
Saves:
+8FORT; +6REF; +2WILL

Clint Keen-Eye was correct; Falchion is a x2 crit not x3.


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

I am getting close but,

I am a Simpilton. Aka not very smart.

How do I make a new character online. I see my old characters and do not know how to make the super rogue. I can edit my old characters. Picture?
I am very lame!

Will rely on Darkvision.... Two handed fighter or outside archer build. Which is better for the group.

@CW. Stop initials, I do not understand. (HE) and others. I am the Gabo of the party right now.


Torvald Torvaldson wrote:
Randtam wrote:
I was originally thinking pump up skills. I think 12 would be better in strength rather than charisma since I will not be the face. Need to figure out build for archery. I like TWF with two shorts swords in hand. Finesse only one time. Like the "unchained"

Thoughts for half-elf UC Rogue archer build:

L1
Feat=Point blank shot (have to take for precise shot); bonus feat (HE)=skill focus perception.
Taking the 12 in STR gives you +1 to damage once you get a compound LB.
Going 10 INT only costs you 2 skill points and you already get 8 from class; if you really want it take the SP instead of HP for FC.

L3
Feat: Precise shot.
Finesse training weapon=rapier; better threat range than SS same damage.
If you want to TWF you are -4/-8 until you take the feat then you are -2/-2 with rapier; you could take TWF feat at 5th.

All stat bonus to DEX.

1st rogue talent: Canny Observer +4 perception. Then maybe weapon focus LB; trap spotter; resiliency; combat trick.

Sorry Don: LB=long bow; SP=skill points; FC=favorite class; HE=half-elf.


Randtam wrote:

I am getting close but,

I am a Simpilton. Aka not very smart.

How do I make a new character online. I see my old characters and do not know how to make the super rogue. I can edit my old characters. Picture?
I am very lame!

Will rely on Darkvision.... Two handed fighter or outside archer build. Which is better for the group.

@CW. Stop initials, I do not understand. (HE) and others. I am the Gabo of the party right now.

Go in to your account (up top where it says 'Hello XXXX!' and 'my account').

Log in using your e-mail and password.

Bottom left where it says message board aliases click 'create new alias'.

As for two-weapon-fighter or archer build, why not do both? Rouge talents can be used for combat feats so you don't need to worry about having enough to double path. Plus you really just need point blank and precise shot for archer and two-weapon-fighting for TWF.

My $.02 (two cents :)) is start with archer and get the basics; when you get finesse training at 3d then you can start looking at TWF feats; no point in doing melee until then.


Don,

There is Paladin, Ranger, Cleric, and Wizard in your party. You would be okay going front line fighter or with an archer. I think rogue, fighter, or barbarian would all work. There is a lot of wilderness exploration in the first 3-4 levels, so rogue or barbarian might have more skills that could be put to use.

DM Darkvision


I think Ibram's speed should be 20' with scale on, yes?


male human paladin 10, AC28 HP122 init. +3 Human Paladin (Hospitaler) 10

You are correct sir.


melee:
Rapier +9(1d6+5/18-20x2) Longbow+10/11)+1 w/30ft/pointB/20x3)
Half Elf UC Rogue 4 BAB +3 AC-22 HP-36 Init +7 Perception +15/17 Saves Fort+3 Ref+9 Will+2
skills:
Acro+12 Appraise; bluff; Clmb+6; craft; Diplomacy+4; DD +14; Disguise+5; E A+12; INT; Know(Dung+4,Local+4); Perception +15/17(trapfinding); perform; Profession+6; SM+7; Stealth +12; Swim+5; UseMD+4

Almost done

Am I able to use a long bow?


Ordinarily no:

Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

However:

Ancestral Arms: Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.

You can take long bow proficiency, but you lose one of the following, your choice:

Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.


Quinray-I think it would be better if you dropped the Elven Immunities vs. the Keen Senses. That +2 perception is going to come in VERY handy as you will be the primary 'spotter' for the party.

Milo would be next best at that skill with +5; crushed by your mighty potential +12.


melee:
Rapier +9(1d6+5/18-20x2) Longbow+10/11)+1 w/30ft/pointB/20x3)
Half Elf UC Rogue 4 BAB +3 AC-22 HP-36 Init +7 Perception +15/17 Saves Fort+3 Ref+9 Will+2
skills:
Acro+12 Appraise; bluff; Clmb+6; craft; Diplomacy+4; DD +14; Disguise+5; E A+12; INT; Know(Dung+4,Local+4); Perception +15/17(trapfinding); perform; Profession+6; SM+7; Stealth +12; Swim+5; UseMD+4

DM Darkvision what do you think will be more valuable?


You will use perception all the time, whereas the elven immunities might be useful every once in a while.

So I would lean towards keeping keen senses over elven immunities.


AC-18/22 w/MA; HP-73; INIT +12; PERCEPTION +18
Melee:
Longsword (+5 1d8/19-20/x2); Longbow (+9 1d8/20/x3/100')
Saves:
+5FORT; +9REF; +9WILL

So not sure of the exact yard layout of Oleg's, but if there is a gate that can be closed or some type of wagon or something that can be quickly moved to block escape then putting Ibram and Kentaur by it to close the way out is key. Once escape is blocked melee is just a few steps away.

Milo clearly wants to slay so having him up front and handy with bow or blade is nice and gets us three blades in short order while still getting hopefully one round of missile fire.

Again, not knowing the exact interior, I'd love to see Quinray and Tirnel be able to lurk above the gate (on a catwalk/rampart) and fire/spell down into the fray as targets permit. Both are fair with a bow, even without precise shot, and that also gives Tirnel a good vantage to fire spells.


melee:
Rapier +9(1d6+5/18-20x2) Longbow+10/11)+1 w/30ft/pointB/20x3)
Half Elf UC Rogue 4 BAB +3 AC-22 HP-36 Init +7 Perception +15/17 Saves Fort+3 Ref+9 Will+2
skills:
Acro+12 Appraise; bluff; Clmb+6; craft; Diplomacy+4; DD +14; Disguise+5; E A+12; INT; Know(Dung+4,Local+4); Perception +15/17(trapfinding); perform; Profession+6; SM+7; Stealth +12; Swim+5; UseMD+4

Darkvision...Is there a way you can put the link in the game itself? I am having difficulty seeing A4 and everything also.


I thought that is what I did.


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

Sorry let me clarify. When I think about a link it is in blue and can lead to a direct link to where you want me to go. I am trying not to copy paste. I have a lot of difficulty on the IPad.


Quinray Quantreant wrote:

Almost done

Am I able to use a long bow?

Also looking at this you could use short bow and not sacrifice anything. It does 1d6 and 60' (70' for compound) vs. long bow with 2d8 and 100' (110 for compound) so not much drop off and you can get it in a composite version.


How is Kentaur's AC 18?

Scale=5
DEX=1

16?


Also, any thought on Kentaur taking Seeker or Eyes and Ears of the City traits to get Perception as class skill instead of Second Chance?


melee:
Rapier +9(1d6+5/18-20x2) Longbow+10/11)+1 w/30ft/pointB/20x3)
Half Elf UC Rogue 4 BAB +3 AC-22 HP-36 Init +7 Perception +15/17 Saves Fort+3 Ref+9 Will+2
skills:
Acro+12 Appraise; bluff; Clmb+6; craft; Diplomacy+4; DD +14; Disguise+5; E A+12; INT; Know(Dung+4,Local+4); Perception +15/17(trapfinding); perform; Profession+6; SM+7; Stealth +12; Swim+5; UseMD+4
Torvald Torvaldson wrote:
Quinray Quantreant wrote:

Almost done

Am I able to use a long bow?

Also looking at this you could use short bow and not sacrifice anything. It does 1d6 and 60' (70' for compound) vs. long bow with 2d8 and 100' (110 for compound) so not much drop off and you can get it in a composite version.

I did not know there were strength short composite bows. Is damage different?


Torvald Torvaldson wrote:

How is Kentaur's AC 18?

Scale=5
DEX=1

16?

Guessing he has a shield, but forgot to write it down


Randtam wrote:
Torvald Torvaldson wrote:
Quinray Quantreant wrote:

Almost done

Am I able to use a long bow?

Also looking at this you could use short bow and not sacrifice anything. It does 1d6 and 60' (70' for compound) vs. long bow with 2d8 and 100' (110 for compound) so not much drop off and you can get it in a composite version.
I did not know there were strength short composite bows. Is damage different?

D6 vs D8


Quinray, where are they going to run to?

That's why we got them all inside first and then closed the gates!

:)


melee:
Rapier +9(1d6+5/18-20x2) Longbow+10/11)+1 w/30ft/pointB/20x3)
Half Elf UC Rogue 4 BAB +3 AC-22 HP-36 Init +7 Perception +15/17 Saves Fort+3 Ref+9 Will+2
skills:
Acro+12 Appraise; bluff; Clmb+6; craft; Diplomacy+4; DD +14; Disguise+5; E A+12; INT; Know(Dung+4,Local+4); Perception +15/17(trapfinding); perform; Profession+6; SM+7; Stealth +12; Swim+5; UseMD+4

I do not read that the gates are closed....what am I missing?


You are right of course; Clint has not posted his PC's actions but I'm assuming they will close the gates and then engage in melee.

Also, when you say Quinray looses at the 'furthest away' it's not clear if you are shooting at the one furthest from Quinray or the one closest to the gate.

Let's go Clint!

:D


melee:
Rapier +9(1d6+5/18-20x2) Longbow+10/11)+1 w/30ft/pointB/20x3)
Half Elf UC Rogue 4 BAB +3 AC-22 HP-36 Init +7 Perception +15/17 Saves Fort+3 Ref+9 Will+2
skills:
Acro+12 Appraise; bluff; Clmb+6; craft; Diplomacy+4; DD +14; Disguise+5; E A+12; INT; Know(Dung+4,Local+4); Perception +15/17(trapfinding); perform; Profession+6; SM+7; Stealth +12; Swim+5; UseMD+4

Your assumptions are like your Wizard's. Milo blew it all up, done deal. Yes I will attempt to put an arrow in the person closest to the gate so he cannot run.


AC-18/22 w/MA; HP-73; INIT +12; PERCEPTION +18
Melee:
Longsword (+5 1d8/19-20/x2); Longbow (+9 1d8/20/x3/100')
Saves:
+5FORT; +9REF; +9WILL

Battle's not over yet. My money is on mission success!

:)


male AC30 HP107 init. +4 Dwarf Cleric/10

Yeah, heavy wooden shield. Sorry about that.


It's on you Kentaur and Ibram!


AC-18/22 w/MA; HP-73; INIT +12; PERCEPTION +18
Melee:
Longsword (+5 1d8/19-20/x2); Longbow (+9 1d8/20/x3/100')
Saves:
+5FORT; +9REF; +9WILL

But seriously Darkvision, no cover bonus?

~puts on best LeBron feels he's just been fouled face~


AC-23; HP-36; INIT +5; +7 PERCEPTION
Melee:
+1 Falchion (+8 2d4+7/18-20/x2) w/PA (+7 2d4+10/18-20/x2); Long Bow (+8 1d8+4/20/x3/100’)
Saves:
+8FORT; +6REF; +2WILL

The guy is talking trash after we just killed everyone else in sight?

Prisoners are for stooges!


@Ibram/Kentaur, you lot ARE pathetic!

:P


male human paladin 10, AC28 HP122 init. +3 Human Paladin (Hospitaler) 10

not used to nonlethal damage....that's my story and I'm sticking to it.


Kentaur and Ibram please put HP and AC on your avatar


melee:
Rapier +9(1d6+5/18-20x2) Longbow+10/11)+1 w/30ft/pointB/20x3)
Half Elf UC Rogue 4 BAB +3 AC-22 HP-36 Init +7 Perception +15/17 Saves Fort+3 Ref+9 Will+2
skills:
Acro+12 Appraise; bluff; Clmb+6; craft; Diplomacy+4; DD +14; Disguise+5; E A+12; INT; Know(Dung+4,Local+4); Perception +15/17(trapfinding); perform; Profession+6; SM+7; Stealth +12; Swim+5; UseMD+4

Gain keen sense lose sleep immunity and other things.


AC-18/22 w/MA; HP-73; INIT +12; PERCEPTION +18
Melee:
Longsword (+5 1d8/19-20/x2); Longbow (+9 1d8/20/x3/100')
Saves:
+5FORT; +9REF; +9WILL

Our charter says we have been granted the right of 'exploration'. Is there some method to do that exactly? Obviously finding the bandit camp and eliminating them is one 'quest' as is finding the berries/shrooms. Are we supposed to be doing doing some other form of exploration?

Besides 'eliminate bandit threat' things seem a little hazy as to purpose.

Obviously Tirnel is interested in finding elven ruins and figuring out the thing barrier between the Fey world and this one.

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