Defense
AC 25, 16 touch, 21 flat=footed (+8 Armor, +4 Dex, +1 Deflection, +1 Natural, +1 Size)
HP 58 (72)
Fort +9, Ref +7, Will +3
Offense
Speed 30 ft.
Ranged Shortbow +13/+8 (1d6+7, x3, 70 ft. range increment)
Statistics
STR 14 (18), DEX 18, CON 13 (17), INT 12, WIS 10, CHA 10
Base Atk +7; CMB +8 (+10); CMD +12 (+14)
Skills Acrobatics +16, Handle Animal +6, Perception +11, Stealth +20
Equipment
+2 Breast Plate (4,000 gp + 350 gp)
+2 Composite Shortbow (8,000 gp + 375 gp)
100 Arrows
Belt of Incredible Dexterity +2 (4,000 gp)
Amulet of Natural Armor +1 (2,000 gp)
Ring of Protection +1 (2,000 gp)
Cloak of Elvenkind (2,500 gp)
20 Potions of Cure Light Wounds
120 gp
Racial Abilities
Small: +1 AC, +1 to hit, -1 CMB/CMD, +4 Stealth
20 ft. base speed
+2 vs. fear
+1 on all saves
+2 on Perception
+2 on Acrobatics and Climb
Class Abilities
Fast Movement
Rage (5 rounds)
Bravery +2
Armor Training I
Weapon Training I (Bows)
Feats
Point Blank Shot
Rapid Shot
Weapon Focus (Shortbow)
Deadly Aim
Weapon Spec (Shortbow)
Far Shot
Manyshot
Precise Shot
Defense
AC 25, 16 touch, 21 flat-footed (+5 Armor, +3 Shield, +4 Dexterity, +1 Deflection, +1 Natural, +1 Size)
HP 70
Fort +6, Ref +10, Will +6
Offense
Speed 20 ft.
Ranged Touch Wand of Searing Ray +9 (4d6 fire)
Statistics
STR 6, DEX 18, CON 16, INT 12, WIS 10, CHA 18 (14+2+2)
Base Atk. +5, CMB +2, CMD +4
Skills: Acrobatics +17*, Bluff +17*, Escape Artist +14, Fly +17*, Knowledge (Arcana) +10, Knowledge (Religion) +8, Knowledge (The Planes) +10, Perform (Dance) +17, Perform (Sing) +17, Perception +12, Sense Motive +17*, Stealth +18, Use Magic Device +17
*Perform total used for these skills due to Versatile Performance.
Equipment
Headband of Charisma +2 (4,000 gp)
Belt of Dexterity +2 (4,000 gp)
+1 Chain Shirt (1,000 gp + 250 gp)
+1 Lg. Steel Shield (1,000 gp + 170 gp)
Ring of Protection +1 (2,000 gp)
Amulet of Natural Armor +1 (2,000 gp)
Cloak of Protection +1 (1,000 gp)
Wand of Scorching Ray (wizard) (6,000 gp)
10 Potions of Cure Light Wounds (500 gp)
10 Potions of Lesser Restoration (500 gp)
Racial Abilities
Small: +1 AC, +1 to hit, -1 CMB/CMD, +4 Stealth
20 ft. base speed
Low-Light Vision
Defensive Training
Gnome Magic (+1 DC of illusions, 1/day-dancing lights, ghost sound, prestidigitation, speak with animals)
Hatred
+2 vs. illusions
+2 Perception
+2 to one Craft or Profession
Class Abilities
Bardic Knowledge
Bardic Performance (24 rounds per day, move equivalent action to start)
Countersong
Distraction
Fascinate
Inspire Courage (+2)
Inspire Competence (+3)
Versatile Performance (Song: Bluff and Sense Motive)
Versatile Performance (Dance: Acrobatics and Fly)
Well-Versed
Lore Master 1/day
Undergrowth: Vines, roots, and short bushes cover much of the ground in a forest. A space covered with light undergrowth costs 2 squares of movement to move into, and provides concealment. Undergrowth increases the DC of Acrobatics and Stealth checks by 2 because the leaves and branches get in the way.
Everything with a circle around it is a tree.
Trees: The most important terrain element in a forest is the trees, obviously. A creature standing in the same square as a tree gains partial cover, which grants a +2 bonus to Armor Class and a +1 bonus on Reflex saves. The presence of a tree doesn't otherwise affect a creature's fighting space, because it's assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4, hardness 5, and 150 hp. A DC 15 Climb check is sufficient to climb a tree.
Question: Are we both starting in the open and aware of one another? Or are we making opposed Perception checks/Stealth to see who becomes aware of whom first? (Engagement range and skills like Perception/Stealth do make a difference in class balance after all)
Second Question: Am I controlling both Singer and Archer, or is someone else running one of them?
And Last Question: Does the Eidolon act on the Summoner's turn or roll it's own initiative?
One last observation, the Eidolon's flat footed AC should be one lower, the dodge bonus is lost as well when flat footed, leaving him with +10 natural armor and -1 Size.
Question: Are we both starting in the open and aware of one another? Or are we making opposed Perception checks/Stealth to see who becomes aware of whom first? (Engagement range and skills like Perception/Stealth do make a difference in class balance after all)
Second Question: Am I controlling both Singer and Archer, or is someone else running one of them?
And Last Question: Does the Eidolon act on the Summoner's turn or roll it's own initiative?
Both party's are aware of each other, we only need to decide who goes first.
Read the rules, you may already pick your PC and roll initiative and place him. If the number of party participants is below 4 then it may be possible that one of you gets to play 2 PCs.
If the number of party participants is below 4 then it may be possible that one of you gets to play 2 PCs.
This is the portion that was unclear, whether or not we were expected to only choose and play the characters we had created, or if it was first come first served.
Fair enough. You mentioned in the other thread that we should make a knowledge check to see what we do and do not know about Eidolons and Summoners, mind if I do that now? Knowledge (The Planes)?
Wait for us to start, if you know you can probably spend a free action to tell everyone else all about it. It could very well be that Singer never gets to act ;>
Wait for us to start, if you know you can probably spend a free action to tell everyone else all about it. It could very well be that Singer never gets to act ;>
Heh, unlikely unless your side somehow rolls a 26 on the die and goes first, but I'll wait. (And sorry if I'm getting annoying with all the questions, I'm just really raring to go.)
Azmahel(Male Human ( mostly) Commoner 2 / Student 3)
Defense
AC 22, 13 touch, 24 flat-footed (+2 dex, +2 Shield, +6 armor, +1deflection +1dodge)
HP 56
Fort +8, Ref +5, Will +10
Offense
Speed 20 ft.
Melee +9 (MW Scimitar 1d6+3)[+2d6 on charge]
Statistics
STR 16, DEX 15, CON 15, INT 10, WIS 18, CHA 6
Base Atk. +5, CMB +8, CMD +20
Skills: Perception +14, Survival +14 , fly +12 , Heal +14
Equipment
Rhino hide (5165gp)
headband of wisdom (4000gp)
Cloak of Resistance +1 (1000gp)
Ring of Protection +1 (2000gp)
Belt of Dex +2
Amulet of mighty fists ( shocking) (5000gp)
Feather token (whip)+2 (1000gp)
Elixier of vision*2 (500gp)
potion of see invis (300GP)
Feats
Natural Spell
Improved init
dodge
Mobility
Spells:
0
1- Magic fang jump entangle fearie fire longstrider
2- Bulls strength flaming sphere Bulls strength cure mod wounds
3- Protection from energy poison cure ser wounds
4- Flame strike Spike stones
Mayor stats in Wild shape (Lion)
Str 20, Dex 13,
AC: 16 (+4natural,+1deflection, -1 size, +1 dodge +1 Dex)
Attacks: bite +9 (1d8+5+1d6E [+2d6 on charge] plus grab) 2 Claws +9 (1d6+5+1d6E [+2d6 on charge])
Sp. Atk: Pounce, grab
To whoever ends up with Archer:
The damage listed on his sheet does not include the various temporary bonuses from Rage, Rapidshot, Manyshot, Deadly Aim, Point Blank Shot, etc.
Please remember to add the appropriate modifiers.
Rage: +2 Damage
Manyshot: Double damage on the first shot.
Point Blank Shot: +1 to hit and damage under 30 ft.
Deadly Aim: -2 to hit, +4 damage
Rapid Shot: 1 Extra attack, -2 to hit.
With all but Point Blank Shot, the attack routine is:
+9 for 2d6+26 and +9/+4 for 1d6+13
My bard is likely to go first, meaning you'll also have a +2 competence bonus to attacks and damage, and a +2 Morale bonus to attacks, saves, damage, skill checks, and ability checks, making the total to hit and damage:
+13 for 2d6+34 and +13/+8 for 1d6+17
(Also, one thing I didn't get a chance to change before the post locked in, that should actually be a small Longbow, not a shortbow, same damage and everything, but the range increment is 110 ft. not 70 ft.)
EDIT, P.S., Etc: Last note, for the love of god do not Melee, I've got those ranks in Acrobatics for a reason, tumble or 5 ft. step away and open fire.
Azmahel(Male Human ( mostly) Commoner 2 / Student 3)
Rhino hide armor
Edit: did take Improved init instead of Power attack
edit: With polymorph every continous item still works, with the exception of armomr bonuses. Does that mean:
1. My bracers of armor won't work ?
2. the enhancment bonus from rhine hide armor does work?
Edit: did take Improved init instead of Power attack
edit: With polymorph every continous item still works, with the exception of armomr bonuses. Does that mean:
1. My bracers of armor won't work ?
2. the enhancment bonus from rhine hide armor does work?
1: yes
2: wording of the rhino armor could be clearer, but you do not gain a +2 enahncement bonus to your AC. the 2d6 on a charge thingy will work
Because I want to start the playtest, Gale and Azmahel: pick secondary PCs. place them on the map and roll initiative.
When other players want to join you can give up your secondary PC to that interested player.
Archer, A15.
Initiative: 1d20 + 4 ⇒ (17) + 4 = 21
Azmahel(Male Human ( mostly) Commoner 2 / Student 3)
Darkjoy wrote:
Azmahel wrote:
Rhino hide armor
Edit: did take Improved init instead of Power attack
edit: With polymorph every continous item still works, with the exception of armomr bonuses. Does that mean:
1. My bracers of armor won't work ?
2. the enhancment bonus from rhine hide armor does work?
1: yes
2: wording of the rhino armor could be clearer, but you do not gain a +2 enahncement bonus to your AC. the 2d6 on a charge thingy will work
Azmahel, roll init and place yourself on the map.
1: In that case I'll take another item. It was purchased for that purpose alone.
Azmahel(Male Human ( mostly) Commoner 2 / Student 3)
In that case I'll take dex +2, that way unsahped AC will be 1 higher, shaped 1 lower. Ref 1 higher.
Ini: 1d20 + 6 ⇒ (9) + 6 = 15
Azmahel(Male Human ( mostly) Commoner 2 / Student 3)
EDIT: Didn't see the perception check part soon enough, rolling now.
Free: Perception check. 1d20 + 12 ⇒ (14) + 12 = 26
Free: Knowledge (The Planes or Arcana) 1d20 + 10 ⇒ (3) + 10 = 13 Move: Bardic Song, Inspire Courage (+2 Competence to Attacks/Damage/saves vs. fear & enchantment)
Standard: Cast Good Hope targeting all party members and companions. (+2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls)
Free: 5 ft. step into the underbrush nearby.
Free: Convey what I know about Summoners to the rest of the party.
Heh, well crud. Perception check worked out, not so much on the Knowledge. (Also, with 235 ft. between me and the Eidolon, that's only a 3 total on perception after the -23 penalty for distance)
EDIT: Didn't see the perception check part soon enough, rolling now.
Free: Perception check. 1d20+12;
Free: Knowledge (The Planes or Arcana) 1d20+10;
Move: Bardic Song, Inspire Courage (+2 Competence to Attacks/Damage/saves vs. fear & enchantment)
Standard: Cast Good Hope targeting all party members and companions. (+2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls)
Free: 5 ft. step into the underbrush nearby.
Free: Convey what I know about Summoners to the rest of the party.
NOTE: do not edit your posts as all dice will be rerolled!!!!!
Azmahel(Male Human ( mostly) Commoner 2 / Student 3)
how many ranks did you put in your knowledge skills? remember the +1/2 level bonus.
Archer Free: 5 ft. step to A14.
Free: Activate Rage.
[b]Full Attack:[b] (-2 for range, -2 for deadly aim, -2 for rapid shot, +4 from bardic song/good hope)
That last damage value was clearly borked, must have made a typo in the dice statement. Should have been a total of 23 (the first roll (6) plus the flat bonuses). (For a total of 63 damage from both attacks that hit)