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5d6 ⇒ (2, 4, 5, 2, 2) = 15 x 10 = 150, so I guess that I'd take the average of 175.
. . Bastard Sword (1d20+2) (19-20x2)
. . Light Hammer (1d20+2) (x2)
. . Light Hammer (1d20+2) (x2)
Combat Expertise: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Deadly Aim: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
Weapon Finesse: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Improved Trip: You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.
Weapon Focus: (Longspear) You gain a +1 bonus on all attack rolls you make using the selected weapon.
Languages: Common, Elven, Celestial, Abyssal.
Weapon Familiarity: A warpriest is proficient with all simple and martial weapons, as well as the favored weapon of his deity, and with all armor (heavy, light, and medium) and shields (except tower shields). Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Elves begin play speaking Common. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. A warpriest's bonus language options include Abyssal, Celestial, and Infernal. These choices are in addition to the bonus languages available to the character because of his race.
Benefit(s): You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell.
Called: Your deity or a powerful spirit spoke to you when you were young, dropping cryptic hints about the important destiny that lay before you and how you must win your fights if you are to achieve your predetermined greatness.
Benefit(s): Once per day upon rolling a natural 1 on an attack roll, you may reroll the die and take the second result instead.
Auspicious Blessing: At some point in your life, you experienced a moment of religious significance from of one of the realm's deities. Their touch has left a mantle upon you, granting a +1 trait bonus to Will saves. In addition, select one 0th level divine spell. You may cast this as a spell-like ability once per day.
Spell Casting (Divine):
A warpriest casts divine spells drawn from the cleric spell list. His alignment, however, can restrict him from casting certain spells opposed to his moral or ethical beliefs; see the Chaotic, Evil, Good, and Lawful Spells section. A warpriest must choose and prepare his spells in advance.
A warpriest's highest level of spells is 6th. Cleric spells of 7th level and above are not on the warpriest class spell list, and a warpriest cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of cleric spells of 7th level or higher.
To prepare or cast a spell, a warpriest must have a Wisdom score equal to at least 10 + the spell's level. The saving throw DC against a warpriest's spell is 10 + the spell's level + the warpriest's Wisdom modifier.
Like other spellcasters, a warpriest can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table Warpriest. In addition, he receives bonus spells per day if he had a high Wisdom score.
Warpriests meditate or pray for their spells. Each warpriest must choose a time when he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. A warpriest can prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Orisons: Warpriests can prepare a number of orisons, or 0-level spells, each day as noted on Table Warpriest. These spells are cast as any other spell, but aren't expended when cast and can be used again.
Spontaneous Casting: A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. The warpriest can expend any prepared spell that isn't an orison to cast any cure spell of the same spell level or lower. A cure spell is any spell with "cure" in its name.
An evil warpriest (or a neutral warpriest of an evil deity) can't convert spells to cure spells, but can convert them to inflict spells. An inflict spell is any spell with "inflict" in its name.
A warpriest that is neither good nor evil and whose deity is neither good nor evil chooses whether he can convert spells into either cure spells or inflict spells. Once this choice is made, it cannot be changed. This choice also determines whether the warpriest channels positive or negative energy (see Channel Energy, below).
Chaotic, Evil, Good, and Lawful Spells: A warpriest cannot cast spells of an alignment opposed to his own or his deity's (if he has a deity). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
A warpriest's deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn't devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies.
Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier.
If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform.
Fire Blessing: Fire Strike (minor): At 1st level, you can touch one weapon and enhance it with the grandeur of fire. For 1 minute, this weapon glows red-hot and deals an additional 1d4 points of fire damage with each hit. This additional damage doesn't stack with the additional damage from the flaming or flaming burst weapon special abilities.
Armor of Flame (major): At 10th level, you can touch an ally to wreath it in flames. This works as fire shield (warm shield only) with a duration of 1 minute.
War Blessing: War Mind (minor): At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round.
Battle Lust (major): At 10th level, you can touch an ally and grant it a thirst for battle. All of the ally's melee attacks are treated as if they had the vicious weapon special ability, but the additional damage dealt to the ally from that special ability is nonlethal. In addition, the ally receives a +4 insight bonus on attack rolls made to confirm critical hits. These benefits last for 1 minute.
Focus Weapon: At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity's favored weapon).
At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–14; see the table below for Small and Large warpriests. The warpriest can decide to use the weapon's base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. (If the weapon's base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn't apply to alchemical items, bombs, or other weapons that only deal energy damage.
At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive.
These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other alignment components), he can add spell storing and thundering. Adding any of these special abilities replaces an amount of bonus equal to the special ability's base cost. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added.
If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warpriest's possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warpriest's turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the warpriest uses this ability on a double weapon, the effects apply to only one end of the weapon.
I'll whip up some fluff here in a minute.
1d12 ⇒ 12
+4 Skill points go to:
+1 Diplomacy = +7
+1 Intimidate = +10
+1 Survival = +4
+1 Swim = +4
BAB is now +3
REF is now +5
WILL is now +4 when raging +6
And now he gets:
At 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to armor class against attacks made by traps. These bonuses increase by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.
Oh and +1 Ability point going to...
Intelligence! Yay Mot got smarter! :D
Int now = 8 or -1 as opposed to -2.
Grand total HP is now 50, 58 when raging! MUAHAHAHAHAHA
Hey cool! I know Raga will be excited to play alongside ya. Sweet, that's four chars. I just got my new computer, so I play on starting work on the campaign this week. Depending on my schedule I might be able to get the game going within a week or so.
So fingers crossed and welcome to the team, Quirel!
Hey guys, just wanted to drop in and extend an offer to y'all. I've recently decided I'd like to give GMing another shot. I've got an idea for a short campaign and I'd like to try it out. I've got 3 spots filled already, but that leaves one or maybe two slots open if anybody here would like to play. It'll be a similar world to Thalenial/SilverScale. But not the same one. We'll be starting at level 2, using the CRB only.
Anyway, if you'd like to add another Play-by-Post to your repertoire please let me know! It'll be a few weeks until I've got something up (New computer is in the mail now) but go ahead and start thinking/building your characters for when everything's ready to go.
Thanks for your time!
Heh, sorry. I just caught up reading the boards today. Been super busy these past few months. I moved, got two jobs and am now working 70 hours a week. And THEN there's Destiny... Heh.
I really hope I can start posting soon, but I still only have access to my phone. Which kinda sucks for posting... :/
My first weeks schedule was off the wall and left me about 2 hours a day to actually do stuff. That stuff usually being getting ready to go back to work.
My schedule is changing though and so hopefully I'll be able to start posting again sometime this week. Until then, I see Mot is in Nethers most capable hands. :)
To address the first issue: Yeah, I can understand how this side of Mot could come as a surprise to Nme'an, to be fair though, this is the first creature that we've neutralized WITHOUT killing it outright. Mot has no problem with annihilating ANYTHING that is an active threat to him or his friends, but once the threat has passed the Urlghain doesn't particularly enjoy killing beasts or men.
Regarding the second issue: Yes, I agree. It is difficult to play a dumb character intelligently. :P
I feel that the fault is primarily mine in this instance. Whether I've not made Mots position clear enough, or just haven't posted as often as I should to make his case apparent. My apologies for that and before we go on allow me to make it clear.
Mot wanted an owlbear to ride.
Mot is stupid and short-sighted.
Mot found out about baby owlbears and was willing to let the old one alone.
Nme'an tried to kill a helpless neutral creature after neutralizing the threat.
Mot views that act as an evil one.
Mot isn't trying to defend his (admittedly AWESOME) idea to have an owl-bear mount.
Mot is trying to defend a helpless creature who he thinks doesn't need to die.
Creature is now dead.
Mot is furious at the "needless" waste of life. (As a barbarian he grew up closer to nature than some)
Mot will do something violent. But it was NEVER my intent to kill Nme'an, or even seriously wound him. Mot considered him a friend up to this point.
Ok, whew. I think that covers it. Anything else I can clarify from my side of things?
Ps. Did I mention how much I DESPISE PC/PC conflicts?! Such a hassle! :/
Hey Beorae, I think you've got two standard actions going on right now. Intimidate and the fireball attack...?
*EDIT* Also, Shark having been reduced to negative HP and then revived puts him in the prone position. ANY movement (that I know of) would provoke an AoO. Not sure moving him is the best option...
A round is a six second period of time. In it a person can do a move action and a standard action, ect, blah blah blah. But if the casting time is one round, that suggests that the spell isn't complete until a full six seconds have passed. So the summoned ally would appear on the turn and act immediately, once the spell has been completed?
At least that's what it sounds like to me.
Not sure about Shark, I don't have much experience with animal companions. But Beora would get 1d8 + 1 (CON) every level.
Just like Mot would get 1d12 + 3 (CON) every level.
In addition you can use your Favored Class Bonus for an extra 1HP, OR 1 extra skill point. Your choice.
Hey Beorn, where is that new feat coming from? Is there a Druid ability that gives it to you?
Honestly with this song, most songs probably but ESPECIALLY this song, you COULDNT sing an play at the same time. That's why he's singing the verses, but playing the melody on the choruses. If you want to get real technical, in order to play it on the pipes it would probably have to be in the key of D, or maybe Eb. Which is not a good key for Mot to sing in. At least not with how I picture his voice. :P
But whatevs we're playing a game right? Heh. As for perform, it's trained only I think. So in lieu of having ranks I just used Diplo. I suppose if Nether wants one, Mot could try for the max-10, but unless it's asked for I'll just leave it as is.
No, the thing with Stealth is that it's a catch-all. The idea being that maybe Themp was simply TRYING to be discreet, but he is SO naturally stealthy that he just kinda melted into the background. Similar thing with Donovan, his stealth is so naturally high that none of us saw him when we first entered. He had to turn the page for us to see him.
Or if you want, that scene with Aragorn and Boromir in Rivendell.
Essentially if Themp (or anyone for that matter) rolls a stealth, an opposing perception must beat it in order to notice him (them). As long as he doesn't take another, non-stealthy, action in the interim.