Valeros

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Male Human Invulnerable Rager HP: 50/50 AC18/12/16, F6/R3/W2, Perception: +6, Survival +6, Init:+2; CMD:18; CMB+6

Calain hefts his gear (his Great sword was stowed and his Lucerne Hammer was back in hand), Yes, well if we are following the river or trail, let's make a conscious effort to keep 20ft back from the bank wherever possible. That way a submerged croc laying in ambush is less likely to spring up at us. We've plenty to carry now and killing another would simply be wasted leather.

Calain will resume his place in the marching order, allowing the Goblin a decent lead so hopefully the little sneak is the first to get pounced on this time. He did wonder briefly if it was worth having a scout up Front who was so good at avoiding being noticed yet dense enough to miss a threat the size of the croc.....


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Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Duncan floats back to Karnog and the others using THE OVERLAND FLIGHT spell that was still running on his Armor. Baldwin, I pinged these guys with DETECT EVIL earlier I think, what was the result?

When he is rejoined with the others he hands over the scale.
Well, we know she's not a dead dragon zombie. So we can't ressurect here as an ally, unless ye think the spell was awry for some reason so I might cast Ressurection on it anyway. If she is alive and captive then going into a fight without her riding in with us ain't an option. Which means back ta square one O Rollin in with spells running and hoping our numbers is enough ta blow through his protections and guards before trying ta murder a Gargantuan ancient Wyrm.

He casts a look back at the Kobold army and their leader. He keeps his voice low.
What about that lot? The gods have put an army in front of us led by a caster who is powerful enough ta move them around undetected and see the invisible. Might be they're open to more coin? A share of the soils and some upfront? I'm keen Fer treasure as the next dwarf, but I'm less interested in gold as I am in getting repeated attacks from the Wyrm off Tha board before we focus on Killin a demon Lord. Could we make use of this lot?


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Male Human Invulnerable Rager HP: 50/50 AC18/12/16, F6/R3/W2, Perception: +6, Survival +6, Init:+2; CMD:18; CMB+6

Calain will use a 4th rage round to free Poke Poke
Calain takes a brief moment to inspect the thing is dead and spits in his hands and grabs the Maw with Taloned fingers (dropping the Hammer). He Moves swiftly and inserts his fingers between the Jaws and wrenches them apart with a great heave Using STR Surge Rage Power

Pry Jaws: 1d20 + 2 + 1 + 4 ⇒ (20) + 2 + 1 + 4 = 27

Arrgh!
The jaws nearly snap apart at the broad man's strength, but he collapses after the effort as he dismissed his Fury and lay on the muddy bank, Fatigued from his efforts and still bleeding alot.
Rage HP gone. Now at 7/48hp and looking as badly wounded as the Goblin

Laying in his back, he listened for the goblin to (probably) slither his way out.
*Huff*...Forgive my...*Huff*....not waiting for you to call for help pipsqueak....*Huff*.... I figured I wouldn't be able to hear you call from inside it's guts......Next time..if the big fighter calls you to flee. You flee. Can't stab it in the back if it's looking right at you.


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Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Duncan follows out Karnog. His friend had done good work here today, bringing some hope to a nearly destroyed people. It was terrible that such tragedies occurred in the world in which the small and pathetic masses did what they could to eek out a living when dragon's and demons and gods played out their designs on the material plane. How his goddess had seen fit to bless the Wayward Smith to actually play a role in the drama that was unfolding was beyond the ken of the young Smith he'd begun his life as.

Gods, twas barely a day ago I bargained with the First King O one of the Hell's. second only to Asmodeas himself and now I'm actually looking for a fight with a Great Red...

He glanced back briefly, wondering if any one among them would be marked by fate as he and his fellows had been.
Then he thought about Desmond, for the Rogue was still invisible and had no doubt looted a couple of the dead while the dwarves were in conversation with Mother.

Come along Sneak. Might be we can get out of here and find ye some red scales ta sink yer mighty stilleo into. Bwahahaha!
It did amuse the dwarf to imagine the Rogue attempting to backstab the dragon with such small blades. Would they even go deep enough to reach a vital spot?


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Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12
Desmond Aeros wrote:

We are expecting to drop right in on the dragon, correct?

Definitely the 10 min/level, and as long as my assumption is correct than all of the spells.

That's the plan. But somehow I don't think Baldwin will make it that easy...


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Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Since we hit 16 I really feel like the stakes in this game have gone up a notch. Well done Baldwin.


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Hi There,

Meet Olgen, think I have finally settled on his build.

He's a Dazing Assault, CaGM Bloodrager who gets insta-blurry when he rages (so Moonlight Stalker is always on, effectively Wpn Focus, Gtr Weapon Focus and Wpn Spec level bonus that activates as a free action when he rage/blurs),

So his eventual attack routine is Pounce (Full Attack with Raging Brutality) and use CaGM to finish them off or Daze them. Enemy either does nothing or just dies.

The build:
1- Heavy Armor Prof Indomitable Stance, Blood Rage, Disruptive Bloodrage (+2 Cast Defensively) swap for Blood Line Familiar -Initial Hedgehog, then replace with Flying Fox, Bat Familiar with the Mauler ArchetypeFeat - Blind fight,
2- Armoured Swiftness
3-Blood Sanctuary, Feat: Combat Expertise
4-Blood Casting, Eschew Materials, Spells, Blood Power (Arcane Bloodrage-Blur)
5-Armour Training, Feat: Moonlight Stalker
6-Blood Feat- Power Attack
7-Blood Deflection,Blood Spell: Magic Missile Feat: Steadfast Personality
8-Primalist Swap Greater Arcane Bloodrage for Lesser Beast Totem and Beast Totem
9- Blood Feat: Combat ReflexesFeat: Raging Vitality
10-Blood Spell: Invisibility
11-Greater Bloodrager, Feat: Dazing Assault
12-Primalist Swap Caster’s Scourge for Come and Get Me and Greater Beast Totem, Blood Feat: Disruptive (+4 Cast Defensively)
13-Blood Spell: Lightning Bolt Feat:Raging Brutality
14-Indomitable Will
15-Blood Feat: Spell Breaker, Feat:Rage Casting
16-Primalist swap True Arcane Bloodrage for Guarded Stance and Reckless Abandon, Blood Spell: Dimension Door
17-Tireless Bloodrager, Feat:?????????
18-Blood Feat: Iron Will
19-Feat: Heroic Will
20-Mighty Bloodrager, Primalist Swap Caster's Bane for Inspire Ferocity and ??????

No I am an unashamed Kick in the door player. (In fact the CaGM build in the AM Barbarian guide book is mine.)

However this style of play is harder at high levels with a smart DM.
So you'll note I gave him a Cha of 15 and Rage Casting. So by bumping CHA I hope to have somewhat relevant offensive casting at higher levels on the rounds I can't just charge.

The issue is I had to DUMP wis to get the CHA higher.
I took a Hedgehog Familiar (+2 will saves) and Steadfast Personality comes online at 7.

So Pre level 7, what "kill your party" enemy spells am I worried about and is spamming Protection from Evil enough?


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Male Human Ranger 1

Thinking about Nym's comment on being Batman.

Batman has a Batplane.

So maybe Nym needs a Figurine of Wondrous power that summons a dire Bat to ride??


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Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

My Baldwin sense says THE OLD LADY IS THE DRAGON


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Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

And yer agents are ta return ta ye with the Axe and not interfere in the battle against the Dragon. Yes, we have an accord.


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Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Will Save: 1d20 + 20 ⇒ (18) + 20 = 38

Looking upon the Terrible and powerful being before him, Duncan knew his terrible error. Lord OF Iron, not IN iron ye dolt, He immediately felt a great wave of Shame fall over him and only his legendary Dwarven will saved him from falling into his own pity.

Knowledge: Religion: 1d20 + 12 ⇒ (9) + 12 = 21
Me Apologies, First King and Master O the Second. Father of Dis and Ragathiel. I know of ye. How could I not, Fer I grew up in Cheliax, the most Lawful city in the Inner Sea. Were I not believing this ta be a definitive moment in me life, I'd give meself an uppercut Fer mistakin yer title.

He dared take stock of what was around him.
Ne'er have I seen any O yer denizens in Many years, Fer I been gone from Cheliax for some time. I am at a loss ta see why ye'd have a presence in me recent travels, being beneath yer great notice an all...


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Male Human Invulnerable Rager HP: 50/50 AC18/12/16, F6/R3/W2, Perception: +6, Survival +6, Init:+2; CMD:18; CMB+6

Calain moves out the door to stand in -b7 maintaining a gap to use his Reach weapon against the two Lizard men in A7 and A6.

They look like adjacent squares but the spacing might be off, hopefully not as this is the first chance I have had to CLEAVE

He enters his RAGE and chops down beautifully and powerfully, cutting a wide arc and attempting to hit them both with a Single powerful blow.

Die you BEASTS!
RAGE Cleave, 2hand Power Attack,Reckless Rage on Lizard in A7: 1d20 + 9 - 1 - 1 ⇒ (16) + 9 - 1 - 1 = 23
2 HAND Reckless Rage PA Damge: 1d12 + 7 + 3 + 3 ⇒ (12) + 7 + 3 + 3 = 25

RAGE Cleave, 2hand Power Attack,Reckless Rage on Lizard in A6: 1d20 + 9 - 1 - 1 ⇒ (11) + 9 - 1 - 1 = 18
2 HAND Reckless Rage PA Damge: 1d12 + 7 + 3 + 3 ⇒ (11) + 7 + 3 + 3 = 24

Because Calian is using Rage AND Cleave his AC is 15 this round. His Raging HP are 29/29. Hopefully these are Standard PFSRD lizardfolk cause that would mean Calain hits both their AC's, one shotting the Pair of them and looks super awesome right now!!!!! But somehow I don't think I am that lucky....


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Male Human Ranger 1

Thinking this old man is a polymorphed dragon or possessed


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Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Duncan was at 92HP, before the dragon's action and then between the Fall, bite and Missle you did exactly 92 HP, leaving Duncan disabled and prone at 0 HP.

dc25 vs Fear effect: 1d20 + 18 + 2 + 2 ⇒ (5) + 18 + 2 + 2 = 27

Disabled:
When your current hit point total drops to exactly 0, you are disabled.

You gain the staggered condition and can only take a single move or standard action each turn (but not both, nor can you take full-round actions). You can take move actions without further injuring yourself, but if you perform any standard action (or any other strenuous action) you take 1 point of damage after completing the act. Unless your activity increased your hit points, you are now at –1 hit points and dying.

Healing that raises your hit points above 0 makes you fully functional again, just as if you'd never been reduced to 0 or fewer hit points.

You can also become disabled when recovering from dying. In this case, it's a step toward recovery, and you can have fewer than 0 hit points (see Stable Characters and Recovery).

Duncan sucked in his breath as he began to feel the dragon's own intake of air and knew what was coming. Knee he could do nothing except keep to his faith that his lady was with him.

He ROARED loudly back at the Dragon as the flame came in. And the roar became a scream as the heat burned his hands, face body and his own armor became a heated prison that increased his torment.

Then he felt no more pain.

The full thickness burns had destroyed his pain receptors and as the dragon dropped his body the extent of the damage was revealed.

Celestial Armor and shield glowing red, Duncan's blacked and now hairless form dropped to the charred earth in a heap.

He was not cohearant at that point and didn't even register that he'd been hit with the dragon's magic missile. Disabled at 0 HP

All the dwarf knee was that he couldn't see and couldn't feel, but he DID see in his minds eye.... His lady.

In a moment she appeared, not in a bright display of light and without any trumpets or holy fanfare.
He was on his back and his head was in her lap.
She was dirty.
Smoke covered and sweating and her own armor glowed with the same heat as his own...as if SHE'D taken the full brunt of the blast right next to him.
She cradled his burnt head and he saw...tears glistening but not falling.
He could she her own resolve holding back her own despair for his condition.

The situation was hopeless.
The dragon was too powerful. Duncan would die soon.

Not yet. She spoke To him.
Not yet, old friend. Your allies need you.

She gently laid his head down and rose.
Get up Soldier.
and he felt compelled.
Get up, Duncan. Fight

He knew the stories. Learnt how the Lady had never failed to protect those in her charge until she was Martyred and acended.
Her strength would not allow him to fall until his body was completely, irredeemebly destroyed.

To any of his fellows watching, none of this had occurred, of course.
They merely saw a crispy dwarf, hit the deck and for an agonising few seconds not move.

Then Duncan sucked in his breath.
Then his wounds began to knit.
Use a FERVOUR to swift action CURE CRITICAL WOUNDS, sacrificing his CRUSADER'S EDGE SPELL to do so.
NOT DEAD YET: 4d8 + 16 ⇒ (5, 8, 8, 2) + 16 = 39

Then as the positive energy infuses his body and his wounds close and his skin heals and his eyelids regrow the dwarf stands Move Action

At that moment, he considered healing himself further, but tactical thinking took over and he used the SUMMON BATTLE COMPANION BLESSING to summon something BIG.

Something that might buy them some time.

He placed the gateway 40ft above them,
so the Celestial ROC would block the dragon's line of sight.

As the GARGANTUAN animal flew out of the rift all it could see was it's summoner Pointing towards something sparkly getting further away, but the avian eyes could see the glittering clearly even from this distance.
GM call on what the CELESTIAL ROC does. It has only Int 2 but summoned creatures do know who their summoner is and are allied with the Summoner. Also the bird has the celestial template and so can do a version of SMITE 1/day

Duncan is at 32 HP. The ROC appeared and CAN act this round on Duncan's turn but unsure whether GM will allow it to attack the sparkly thing flying away or at least fly after it to investigate (with 80ft fly speed it could use the RUN action to catch up to it this round and likely collide into the Invisible Dragon. I imagine 2 Gargantuan creatures colliding mid air and beginning to fall. Baldwin I'll post the Celestial ROC's stats below. Up to you what the bird does. Duncan is has 10 uses of Fervour left and 9 Blessings


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Male Human Invulnerable Rager HP: 50/50 AC18/12/16, F6/R3/W2, Perception: +6, Survival +6, Init:+2; CMD:18; CMB+6
Poke Poke wrote:
Calain wrote:

Buffs: Nil, Rage rounds left 4,+1AC vs Large

Calain dismisses his rage and leans over his Lucerne Hammer as he catches his breath.
That's one I no longer owe you Goblin. Try to avoid snot piles in future

"Poke Poke had it just fine. Now you have alerted everyone to our presence. Quite is the whole point of sneaking you oaf."

The big human smiled at the Goblin's response. He knew he'd caught the thing in a trap.

Ahh, so if you were doing your job correctly, the blob would not have noticed you, correct? Or if dying quietly was your plan I'll wait for you to signal me for help when you are being eaten next time, lead on good scout. This noisy human will remain back and wait for the creatures burp to signal me forward.
The human was actually beaming for once, thoroughly enjoying his own joke.
Though it was said with genuine humor and only partly to offend the little goblin. At least the thing clearly had some pride


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Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12
baldwin the merciful wrote:
Duncan Redhammer wrote:
baldwin the merciful wrote:

Duncan an angelic image appears during your prayers,

"The Inheritor is pleased with your acts of courage and current path. What knowledge do you seek?"

Duncan, typical of being a dwarf, remains stoic in the acknowledgement of his faith.

Still his heart sang with Joy at the appearance. Still he had to remain focused, for any dallying or attempt to expand upon forthcoming answers would end the commune.

I seek knowledge that will aid in the cleansing of Orcus's cult within the underground tunnels near Fentonville and answers about the dates of those caught up in the conflicts to come.

Are there greater than 5 more levels to the complex than we thought have already seen? Yes
Are there innocents captured down there? yes
Are Grungsdi's people enslaved to Orcus? yes
Is Grungsdi's Uncle still leader of the Dwarves? yes
Do they follow their leader willingly? Some
Will the Dwarves follow Grungsdi if he defeats their current leader? Most
Is Grimm Alive? No
Is Grimm still in service to Gorum? No
Is Grimm providing service to Orcus? yes
Is Grimm in Service to Grungsdi's kin? Not in service
Can Grimm's soul be saved? No
Does he truly hate me? yes
Is Felicitas still alive? yes
Are they going to kill her in the next tenday? Not sure
Is she on the first 4 levels?[/b] Doubtful

He had one last question to ask and hesitated but a moment before asking it.
Did Grimm fall to his current path because of me?[/b] He choose

I know the answers are suppose to be Yes/No but some answers needed tweaking.

Duncan was a little quiet in the ensuing hour after he'd left Karnog at the taven to cast his commune.

His Son was dead
His Son was serving Orcus
His Son Hated him
His Son could not be saved.

His. Son. Was. Dead.

Duncan had gone through the motions of bidding the servant of his goddess farewell. Not out of disinterest but more like being on auto pilot.

His son was dead.

Years he had raised that boy, reared him in his own image and the dwarf father's before him. Had taught him what was right. Kept him safe in Cheliax, that damned devil worshipping city.

His son was dead.

Being an only father in that environment meant there was little time for softness during the day, but Duncan had always made sure the young Dwarf knew his father loved him.

His son was dead.

When Duncan had joined those fighting to defeat the council of theives...that was when it had all began to fall apart.
Duncan had died. Killed at the hands of evil Monks and incinerated in a furnace. It was only a dear friend a Calasteian cleric who'd brought him back.

His son had mourned his death.

When Duncan was returned to life, he'd been changed by the experience. The vengeance he'd sought on the Devil's in the place had taken him from Life, from his boy, from his forge.

His son didn't know this dwarf.

Duncan could bring himself to fight for the empreayl lord again. Had lost his faith and was a supporter at best in the most famous battles that had destroyed the Council.

The son saw his father was not the dwarf he'd idolised.
His son had lost his father.

It was a long road back to faith, and during an argument over what Grimm had deemed his father's great shame, the younger dwarf had flown into his rage and stuck his 'father' or rather this cowardly Smith who'd pretended at being his father.

It was only upon the intervention of a Half Orc- Paladin that had taken Duncan's place in the band that destroyed the Council, that Grimm had been beaten back and Duncan taken into the inheritors faith.

By the time Duncan was healed and reborn, his son was gone.

And now his son was dead.

Duncan meandered the streets in the village till he'd quite accidentally come upon the Mayor ushering his group into a room.

I...have...news

Duncan will have related the answers from his commune. Visably distressed.


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Male Human Invulnerable Rager HP: 50/50 AC18/12/16, F6/R3/W2, Perception: +6, Survival +6, Init:+2; CMD:18; CMB+6
Poke Poke wrote:

Poke Poke looks at the bottle the grumpy human handed him. "Poke Poke guesses saving Grumpy multiple times isn't useful. Don't worry Poke Poke save you once again."

[Dice=splash flies]1d20+5

Calain looks quizzically at the Goblin before answering sac=rcastically. Saving someone infers placing yourself in danger for another. I didn't need your help against the Zombie and you all drew steel in a barfight that didn't require it. Hit the flies and I'll count this one.

The broad human does actually manage a smile this time. The goblin was an annoying, sneaking wretch but he hadn't betrayed them yet which was more than the Fighter had expected.

It was however, still early in the groups journey......


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Male Human Invulnerable Rager HP: 50/50 AC18/12/16, F6/R3/W2, Perception: +6, Survival +6, Init:+2; CMD:18; CMB+6

Calain takes a moment to catch his breath after yet again, throwing himself in harm's way for this lot of strangers and half orcs he barely knew.

Truly I must be crazy
He gathers his sword and stands on the bank facing the canoe.
If you are quite done sitting on your asses while we slog through the sh!+ perhaps ONE of you would prove your worth us tolerating your laziness and going up the tree?


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Male Human Invulnerable Rager HP: 50/50 AC18/12/16, F6/R3/W2, Perception: +6, Survival +6, Init:+2; CMD:18; CMB+6

Calain stares bewilderdly at the doctor and goblin as they jump in the canoe.
So glad my swimming in swap sh!t has made you both comfortable. You're welcome. Though perhaps you could have offered the boat to our wizard? Calain doesn't know much about witches. So he sees no distinction
Since her talents mean she should be free to throw her spells while we engage up close? You'll be hard pressed to stab someone in the back or sneak about if your in a boat.

He puts his gear in the back of the boat but retrieves his Great sword, leaving his Lurcine hammer with his armor. It would be too hard to use in this muddy,close terrain. Armed with his sword and a dagger in his boot, he moves a to the flank as much as the ground allows in the marching order. Since you feel like staying dry, paddle yourselves. Dwarf, would you and the wolf take point? Our bowman can shoot around us and perhaps bring up the rear with our Priest?

The typically sour but good hearted fighter was clearly low on patience. He was covered head to toe in swamp muck and would remain without his armour for a good portion of the trip, so it appread. The prospect of continuing on in his breeches clearly didn't please him.

WAHH I built a tank them baldwin took it away. NEXT LEVEL: Barbarian!! The fast movt will offset the slop and maybe Calain is getting in touch with his inner Orc...


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Male Human Invulnerable Rager HP: 50/50 AC18/12/16, F6/R3/W2, Perception: +6, Survival +6, Init:+2; CMD:18; CMB+6
baldwin the merciful wrote:

Calain as you look down at your waist you do notice several fat leeches that have attached themselves to your juicy warm flesh.

fortitude 9 save please.

** spoiler omitted **

I think we can manage some food for you.... Calain calls over his shoulder, What can we offer the boats owner in Food? He is willing to trade.

Calain was beginning to feel a little at ease and started picking at the leeches about his waist
Fort 9 save: 1d20 + 5 ⇒ (7) + 5 = 12
and then into his breeches to remove the ones getting precariously close to his.....


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Male Human Invulnerable Rager HP: 50/50 AC18/12/16, F6/R3/W2, Perception: +6, Survival +6, Init:+2; CMD:18; CMB+6

Calain was aware of his allies plight but had hi hands full (quite literally) so he attempts to keep the snake grappled and move to wards the canoe. He considered trying to down the snake but figured a river snake would be able to hold it's breath a LONG time and didn't want to risk losing his grip underwater.

CMB vs Grappled snake: 1d20 + 2 + 3 + 5 ⇒ (19) + 2 + 3 + 5 = 29
If successful he will move himself and the snake towards the boat.

Grapple Rules:
As a standard action, you can attempt to grapple a foe, hindering his combat options. If you do not have Improved Grapple, grab, or a similar ability, attempting to grapple a foe provokes an attack of opportunity from the target of your maneuver. Humanoid creatures without two free hands attempting to grapple a foe take a –4 penalty on the combat maneuver roll. If successful, both you and the target gain the grappled condition (see the Appendices). If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails). Although both creatures have the grappled condition, you can, as the creature that initiated the grapple, release the grapple as a free action, removing the condition from both you and the target. If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold. If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds. Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple).

Move
You can move both yourself and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus.


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Male Human Invulnerable Rager HP: 50/50 AC18/12/16, F6/R3/W2, Perception: +6, Survival +6, Init:+2; CMD:18; CMB+6
baldwin the merciful wrote:
The group extricates themselves from the hallway and into Mrs. Turner's room. One by one they munch a grape and step through the magic portal, leaving the inn guests to fend from themselves in burning building. Ulfrec and Calain are the lasts to be whisked away.

Damn, Calain was going to bravely start cutting his way through the walls to try and save everyone....now he's gonna be angsty because of the guilt

Watching the others dissappear into the room and out of the portal, Calain waved his Lucerine hammer attempting to keep the creature at bay and being forced to back up from the heat and flames.

Everyone was screaming. The walls began to heave and flex as the heat built up within the building and the smoke became thick enough to effect vision down the hallway.

With no physical target before him that he could hit and a rapidply closing magical doorway behind him, the Smith grabs a chews a grape and steps into the portal, weeping openly as the inn patrons helplessly wail as their accommodations burn around them.

It had been his first full day home...


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Male Human Invulnerable Rager HP: 50/50 AC18/12/16, F6/R3/W2, Perception: +6, Survival +6, Init:+2; CMD:18; CMB+6

Calain might not have liked the Goblin but he wasn't the kind to let an ally be harmed.
He Moves up to DR Yes, drawing his Lurcerine Hammer as part of the move (allowing him to threaten Poke Poke's square)

Goblin, DR, back through me, the others have a way out.

Calain will allow his allies to withdraw through his space (since you don't block your own allies) and ready his attack action to attack the smoke should it attempt to follow the Goblin.

Readied Attack, Power Attack: 1d20 + 6 - 1 ⇒ (11) + 6 - 1 = 16
2 hand damage: 1d12 + 4 + 3 ⇒ (8) + 4 + 3 = 15

AOO if the creature comes within his reach, PUSHING ASSAULT: 1d20 + 6 - 1 ⇒ (14) + 6 - 1 = 19
2 hand damage: 1d12 + 4 ⇒ (6) + 4 = 10


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Male Human Invulnerable Rager HP: 50/50 AC18/12/16, F6/R3/W2, Perception: +6, Survival +6, Init:+2; CMD:18; CMB+6

Yes I did. But I'm not one to tell an adult not to risk themself, otherwise I'd never let you do anything.

Calain backs down the hall a little, in case the goblin blows himself up in the process...


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Male Human Invulnerable Rager HP: 50/50 AC18/12/16, F6/R3/W2, Perception: +6, Survival +6, Init:+2; CMD:18; CMB+6

Calain hears the alarm and the Good Doctor shouting "Guards" and knew what was coming.

He drinks one of his potions of CLW before they come in, since there was no telling what was going to erupt once more swords came in.
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
Calain hadn't pulled a weapon yet and plenty of people had seen the other man start the fight.
Weapons away. All of you. If the thug wants a fist fight with me, I'll oblige OUTSIDE.


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Male Human Invulnerable Rager HP: 50/50 AC18/12/16, F6/R3/W2, Perception: +6, Survival +6, Init:+2; CMD:18; CMB+6
Poke Poke wrote:
"Yes and more sharpy things. Maybe we should eat some word book. See if we can find something out about it. Beside Poke Poke needs to review weapon warranties and defective suits."

Calain sighs and pulls his two daggers and offers them in exchange for Poke, Poke's

You shouldn't need these but I've nothing better to do for the next few hours. Take him and when you return the edges to your own blades will be fine once again. We're quite sweet with coin right now thanks to Mrs Turner, so I'll not charge you to fix the blades. Just don't get yourself looked up while you look around my home town. We'll need a body to test for traps if this job gets to snooping.

If the goblin accepts the two fine daggers, Calain will take out a stone he keeps in his pack and settle in for some work. He needed some quiet time anyway and he wouldn't get that with the goblin and drug addicted elf around.


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Male Human Invulnerable Rager HP: 50/50 AC18/12/16, F6/R3/W2, Perception: +6, Survival +6, Init:+2; CMD:18; CMB+6

Calain didn't recognise the guard, for he had left his his father to Orctown not long after it was settled and the death toll in these times meant a regular rotation of soldiers and guardsmen.

The Oath was not unfamiliar to him however and he took it without hesitation. He almost asked then and there where to sign up for service, for he intended to break into the already cornered Smith market by garnering a reputation as warrior first.

To simply open up a shop, with his father's pedigree, a man who was known for cheap reliable farm tools, would commit him to mediocrity and he had every intention of vastly outstripping his father's legacy.

For now he kept quiet, the execution would be soon and after things had calmed down he could sort his next move, he still had a bit of his savings (subconsciously checking his coinpouch in case the goblin had filched it) and could enjoy being back a day or two.

The man speaks true, do not be afraid to swear, Goblin, for even YOUR kind are given free reign here as long as your words are genuine. This is one of the few places where pure necessity gives all races the chance to lift themselves above the sins of their ancestors.


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Male Human Invulnerable Rager HP: 50/50 AC18/12/16, F6/R3/W2, Perception: +6, Survival +6, Init:+2; CMD:18; CMB+6

FYI everyone.

Calain's typical tactics:

If you haven't played with me before I normally LOVE making AOO focused 2 handed Trip Monkeys.

I am NOT doing that this game. I have never REALLY committed to a Reach focused AOO Smasher so I am giving that a go.

Typical tactics for Calain will be to ready an attack to hit the 1st enemy that comes within 10ft. Then AOO them as they leave the 10ft square to close to adjacent.

The AOO will be using Pushing Assault. Since AOO's interrupt the triggering action the creature will be knocked back 5ft remaining in the 10ft away square.

This will prevent the enemy getting an attack on Calain and allow him to 5ft step back the next Rd and repeat.

He has combat reflexes so he can handle multiple opponents and AOO's (3 per Rd).

If an enemy manages to close within the 5ft, Calain will 1 handed Cestus attack if he can't step back.


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Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Chain of Light it is then!


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Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12
baldwin the merciful wrote:

This room contains four crypts, each featuring an intricately carved, knightly figure. You sense that this area was previously corrupted by evil and that the crypts contained spectres.

** spoiler omitted **

The crypts contain the remains of the three dead paladins. Each paladin wore some useful items that the evil priests have left intact. Each crypt contains a suit of masterwork full plate armor, a masterwork shield, a masterwork great healm, and the following items:

Crypt 1:

+2 holy flaming longsword

Crypt 2:
+3 axiomatic greatsword

Crypt 3:

+1 keen adamantine longsword

an amulet of negative energy protection (9 charges remaining and it acts like a death ward spell CL 10)

rod of resurrection (5 charges, as a resurreciton spell CL 15)

NOW it's time to rest up.

You Sir, are trying to distract me from my Longsword that ignores armor completely. But I am onto you.

Helping to collect all the gear together Duncan as both a Blacksmith and a Warrior cannot help but admire the exquisite craftsman ship that had obviously gone into forging and Subsequently enchanting the 3 exquisite blades.

The Holy, Flaming Longsword in particular tugged at the inherent greed in his dwarven heart, but he laid the weapon aside in the pile, along with the rest.
These weapons don't belong down here. They need ta go back into the hands of Rightous Paladins who would wield them. I'll not take from these. Karnog and Grundsdi, make yer choices but I promise ye, Give me time and a Forge and I'll reshape that Large Starmetal Glaive inta a Warhammer and Axe to yer liking with the etchings o Torag and Imoedae on opposite sides o their hilts and Mastercraft them ta boot. With enough gold I can even make the metal Impervious, which will sort out the issue of it being soft and losing it's egde.

Impervious, 3000gold:
An impervious weapon is warded from damage and decay. A metallic weapon cannot rust and a wooden weapon cannot rot or warp, even by magical or supernatural means. An impervious weapon gains double the normal bonus to its hardness and hit points for each point of its enhancement bonus. The break DC for an impervious weapon and the wielder’s combat maneuver defense against sunder maneuvers against the impervious weapon each gain a bonus equal to twice the weapon’s enhancement bonus.

Blacksmith Check to work out if he can forge 3 meduim weapons vs 2 out of the Large Glaive:Craft Weapons: 1d20 + 12 ⇒ (11) + 12 = 23

He Draws the Mighty Glaive from his haversack one more time and pass it THROUGH a metal dagger once again to highlight his point.

We need ta get home, get some ale and rest an re-equip before our next move. So think it over in the meantime. Making these weapons might well be the Greatest thing I'll forge in me life...


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Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Duncan makes solid contact with the Vrock as he explodes through the air on the back of Grungsdi's mighty toss. And his gleaming blade, Gutbuster, bites deep into the demon's shoulder.

The Combined Holy and Outsider Bane Energies both burn and rip deep into the evil flesh, the blade's colour, switching back and forth between bright white and deep red in a moment as the sword parts flesh.
Oh how the creature howled. A loud an unearthly scream that would echo throughout the unholy place.

It was able to turn it's body aside in midair, while Duncan's movement continued forward, AND down.
It seemed his acrobatic talents were confined to ground based tumbles, for he landed on his backside, HARD and the air was blasted from his lungs. He coughed up a little blood though if it was from his lungs or the bottom of his lip, which he was pretty sure he'd bitten in the landing, he was not sure.

I am gonna assume Duncan is prone,

Gutbuster's white glow faded, it's Holy enchantment was spent, leaving only the reddish glow of the Bane quality from his spell. His sword would still harm the Demon, though not nearly as much as before.

They had almost reached their limits, this trip.
Duncan only had a Divine Power and 1 more blessing of Fervor to cast.
Considering what they had faced so far he figured they'd need those just to get out of this place, as the underground network was vast and there was no guarantee the way would still be clear behind them.

Goddess of Valor and mercy,
keeper of peace,
to know you is to live,
and to serve you is to be free.
Through the intercession of Saint Lymirin, the archangel,
be our protection in battle against all evil.
Help us to overcome war and violence
and to establish your law of love and justice. IN YOUR NAME


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Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Ah, but then I wouldn't get to RP about cowardly Mages being afraid of the dark after the fight is over. ;)


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Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Duncan' heart flew upon hearing the proclamation.

He knew his sword brothers would surely not desert him. He and Grungsdi were the edge of the axe and Karnog was the stone that kept the edge sharp and true.
Despite his almost constant reservations about the 2 humans with questionable morals they kept as company, Fate had a sense of irony it seemed, for he felt the Dark elf was truly the most trustworthy non-dwarf in the party.), he knew that with the 3 sturdy dwarves, brutally rolling forward that Desmond and Kalim would follow in their wake.

if he died in this fight, it would be among his friends, fighting for a holy cause. It would be a good death.


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Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Aww, thanks Witch. I never knew ye cared. Yer alright as well, desipite bein a godless heathen. Ye keep adventurin wit goodly dwarves an we'll make a hero outta ye yet.

Duncan takes up his spot behind Desmond and once again walks 5ft up sideways along the walls to avoid any pressure traps that might be in the floor and to gain a height advantage should any foe be skulking along that side.

Lead the way sneak.


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Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12
baldwin the merciful wrote:
Duncan Redhammer wrote:
Duncan learned his lesson years ago when he put on an armor that had the markings of a different god cause it had a much better enchant......and then promptly lost all his spellcasting cause his god was angry with him.
Did I do that to you?

Absolutely.


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Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

So awesome when the DM uses an attack that should never miss but rolls a 1

Duncan screams in Rage as the worm attempts to bite him, but it's attack is clumsy and just barely catches the dwarf.
Activates Dwarven Seething feat as an IMMEDIATE Action, allowing him to apply his racial +4 to AC against this creature, taking his AC from 36 to 40 and negating the hit.
Duncan designates this as his target for Ring of Focused foe- free action. Duncan's Raw AC vs this creature is now 42

On his turn.
Duncan Reaches back with his sword and chops at the Massive Target hoping to inflict some damage before he dies in glorious service to save his friends.

He saw the fire in the eyes of the king and tried to aid with his own Strike. Taking a Standard action to Make a single Attack and call Iomedae!

1 hand power attack, cornugan smash: 1d20 + 16 ⇒ (9) + 16 = 25
Damage: 1d10 + 2 + 4 + 6 ⇒ (9) + 2 + 4 + 6 = 21
A Hit triggers Cornugan Smash as a free action.
I can't find this creatures stats to GM please roll, the check is 10+ Target HD+Wis Modifier

Intimidate: 1d20 + 23 ⇒ (11) + 23 = 34
If the hit struck allies who Saw the hit and heard Duncan's yell get a +2 Sacred bonus to Attack Rolls, Saving throws and skill checks for 1 minute


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Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Duncan FINALLY frees his blade.
Making a point to clean it using the dead creature wings.

Speaking to the sheath he remarks as he really sheaths the sword, Righto, it's clean. Ye satisfied? Now next time ye let me have me damned sword when I wants it. That fight coulda gone alot worse. Ye hold me blade again and next time I'll feed ye to a dragon.

The prideful magical item shoots back, You'll do no such thing Dwarf, I have and will continue to serve faithfully, however some discipline IS required on part. It's not very hard to maintain your weapon.

The dwarf is ready to move


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Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12
baldwin the merciful wrote:

RA Initiative RD 7: Update

coloxus demon - suggestion on Grung
Karnog - hits twice
Desmond - mumbles
Kalim - Resonating word of power
Felic - stabs self
Grung - failed Will save and sat down
Nym - casts acid lightening

Grung: you have your action to go.

Duncan I'm going to bring you in at the end of the next round, round 8. The party has been in a brutal combat for 7 rounds and I have to give them one more chance to destroy it. I'd hate to have the kill stolen.

Duncan continues to fumble with his sword in his Scabbard.

Leggo a me blade ye drurned stupid sheath, can't bloody well fight wit ye stuck ta me sword. Leggo I tell ye.

The sheath is quick to retort, And I told you, you filthy excuse for a Priest that if you kept sheathing your weapon without first cleaning it there would be consequences. I am NOT a butchers block for you to stick gore encrusted cleavers into.

Duncan continues to tug and pull while strongly considering the implications of feeding the holy relic to a rust monster...


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Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Holy Crap. I TOTALLY misread the Christmas Hiatus post from Baldwin and thought he was terminating the game completely. I only checked my inbox today because someone on the board requested in my Google drive to edit one of my guides

If it's still cool for me to jump back in I'll catch up on all these posts and resume if you will still have Duncan.


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Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Ohhhh, it might be fuzzy but I bet the dwarf with features similar to Duncan is actually Grimm. DM foreboding....


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Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Yep. I am typing from the future....


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Male Human Ranger 1

Hi Guys,

Just Dotting to follow along.....


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M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush
baldwin the merciful wrote:

RD 8: Initiative Order update

Feli -
Hill Giants - attacked and missed des
Des - hit for 83 HP
Grimm - double kills his hill giant

I was sure you said he was still clinging to life. Did I just waste a round killing a corpse?


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M Elf Hexcrafter 5 (AC18/12/16), 51/51HP, F7/R4/W7+9vs enchantment, Per+10/ +2Thrasher, Init+4

Fort: 1d20 + 7 ⇒ (3) + 7 = 10
I am feeling tired myself but If time is an issue, we can press on. Resting while you make your submission sounds good , since you are known there.


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That's sorta where I am at right now.

The warpriest doesn't really pull ahead in any way.

Swift Spells Vs Judgement (point for WP-just. Judgement is FREE on top of spells and lasts All combat)

Bane/Gtr Bane vs Sacred Weapon Inquisitor. Same duration. WAY better effect

Bonus feats vs Teamwork Feats+Solo Tactics Inquisitor. Teamwork feats have Huge payoffs. That's why multiple chars have to take them. Inquisitor bypasses that restriction and can even reselect their most recent feat.

Skills Inquisitor of course!

Spellist? Inquisitor easy. Gets early access to alot of powerful spells the WP has to wait 2 more levels for. An access to some of the best Paladin Spells like Litany spells.

AC- 3 points difference. But offset by the fact that the Inquisitor can use a teamwork feat for extra shield bonuses.

Stalwart vs Sacred Armor.
Both nice abilities but I'll take ignoring Fort and Will saves any day.

Fervor vs Monster Lore.
Fervor is just a cap on how many swift spells you get or crap LOH/Channel. Monster Lore lets you KNOW the best way to kill stuff and later can help you use your slaying abilities.

Domain vs Blessings.
Domain all day every day. Some blessings are good (Destruction) but the domain versions are generally better. Like Destruction (Rage) for example.


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Are there gonna be sample builds?

I am playing around with a Steelblooded Primalist with Sky high saves, AC, 2 handed charger/tripper.

Unstoppable:
Race-Skilled Human
Str 16 (2 stat bumps here)
Dex 12
Con 14 (2 stat bumps here)
Int 13
Wis 12
Cha 13 (1st stat bump here)
Traits- Fates Favored, Community Minded

1-Destined Bloodline, Bloodline Power-Destined Strike, Bloodrage,Indomitable StancePower Attack, H-Skill Focus: Perception
2-Armored Swiftness
3-Blood SanctuaryCombat Expertise
4-Blood Casting, Bloodline Power-Fated BloodRager +1, Eschew Materials
5-Armor Training +1Improved Trip
6-Bloodline Feat-Intimidating Prowess
7-Bloodline Spell (Shield), Blood Deflection, Combat Reflexes
8-Fated BloodRager +2, Bloodline Power-Lesser Beast Totem, Reckless Abandon, Skill Focus: Survival
9-Armor Training +2, Bloodline Feat-Weapon Focus (Nodachi) , Eldritch Heritage- Touch of Rage
10-Bloodline Spell (Blur)
11-Greater Bloodrage, Quicken SLA (Touch of Rage)
12-Fated BloodRager +3, Bloodline Feat- Improved Initiative, Bloodline Power-Beast Totem, Greater Beast Totem
13-Bloodline Spell (Protection from Energy), Armor Training +3, Dazing Assault
14-Indomitable Will
15-Bloodline Feat- Leadership, Improved Eldritch Heritage-Strength of the Beast (+4 Inherent to Strength)
16-Fated BloodRager +4, Bloodline Spell (Freedom of Movt), Bloodline Power-Come and Get Me, Guarded Stance, Skill Focus: Diplomacy
17-Armor Training +4,Tireless Bloodrage , Greater Eldritch Heritage- Power of Giants
18-Bloodline Feat-Lightning Reflexes
19-(Strength of the Beast +6 Inherent to Strength), Raging Brutality
20-Fated BloodRager +5,Mighty Bloodrage, Bloodline Power-Superstition, Witchunter

By level 20

Defence:
Basically the premise is to use Base 10 +5 Fullplate (+14)/Dex+belt(+4)(/Fated Bloodrager (+6)/Guarded Stance (+4)/Amulet (+5)/Ring(+5)/+4 Beast Totem/+1 Ioun Stone for a good AC of 53 (a Good AC is considered your level+20)
-6 for Reckless Abandon
-4 Come and Get Me
for 43 AC (so still good)

Attack
Strength- Base Str16 (18 from levels)+6Belt/+6 Inherant to Str(Feats)/+8 Mighty Bloodrage/+5 Str (+5 Furious, Keen Courageous) = Str 43 (+16 to hit) When Raging and ups to 49 (+19 to hit) when using Power of Giants

Attack Bonus BAB20+ 7(Weapon Enhancement)+ 16 (Total Strength bonus when Raging)= 43 just in a rage
+6 Reckless Abandon
+1 Weapon Focus
-5 Dazing Assault
-6 Power Attack
so still an attack bonus of 39 just when raging.
If he uses his Touch of Rage Power from Eldritch Heritage he adds another +8 to attack for 1+2 rounds as a swift action 3/day

Seems pretty sweet to me.
You could have Power Attack, Reckless Abandon and Dazing Assault on ALL THE TIME and still hit just about anything in the bestiary with a moderate roll (I can't remember the Average AC per CR exactly though)

all the while maintaining a Good AC of 42.
Damage
Damage wise I won't crunch the numbers but with a STR of 43 when raging and two handing an effetively +7 enhancement keen weapon, I am sure the numbers are fine.
If he uses his Touch of Rage Power from Eldritch Heritage he adds another +8 to damage rolls for 1+1d4 rounds as a swift action 3/day
Very late in the build he gets Raging Brutality to add more mega damage at the expense of Bloodrage rounds. (Belt of Physical Perfection +6 on top on 16 Con is 9 damage extra per hit)

Saves
Fort Save is rediculous and Will is still ok.
Weak base will but adding +6 to the normal bonuses because of Fated Bloodrager helps ALOT. as well as the normal bonus to will from raging and the courageous enchant.
This I believe is his weakest area

I think this could be played around with a bit with the following
Fortuitous enchantment, (get an iterative on AOO's)
steadfast personality
arcane strike, (+5 to damage with a swift)
riving strike,
blooded arcane strike,
raging Brutality (16 Con plus belt adds +9 dmage per hit)
horn of the criosphinx. (He is a pouncer!!!)


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No worries dude.
If I can't convince you, that's fine, it's your guide.

We'll simply have to agree to disagree.


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M Elf Hexcrafter 5 (AC18/12/16), 51/51HP, F7/R4/W7+9vs enchantment, Per+10/ +2Thrasher, Init+4
Zalen Trafalgar, Quell Cleric wrote:

"Odd you say right at home in the Church of Quell, he was a bit aloof and didn't seem to want to go to the outskirts to fulfill your promise to your captain. If memory serves he tried to get Sath or was it Darius to join him on some sight-seeing. The potential weakening of your party in dangerous part of town you may recall." He sits there refectively for a brief second, "Certainly not characteristics of community and helping a fallen sailor's family. Charity for the poor and destitute did not ring in his spirit." He lets his insightful words sink in. " Of course, I wish I can help more with Harok but every spare coin I have for that endeavor takes away from the my aid to people in this community. I have limited resources both monetarily and in manpower."

Finally he states, "If the dragoon leadership permit it, I will seek audience, but their agenda may not warrant such a meeting."

One the voyage over here, he was the ships surgeon and worked tirelessly to keep the crew healthy and the passengers we were carrying. He has the personality of a doorknob, but that man cares alot for others, help him find a connection and you'll find him worth saving. His skills alone make him worth the effort. I am far too much of a bastard to put myself in danger for anyman, but don't let MY character flaws color your perception. See for yourself. I only ask that you try and if he leaves me looking like a fool for your efforts I'd kill him myself.

That was all Hawkins was going to get. Adriel's limited generosity was exhausted on the man. He'd sought a valuble member on the community to impeach on his behalf.
The padre had a better chance than some unknown adventurer.


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Undone wrote:

My problem with the deadly stroke build is as follows

1) Deadly stroke is level 12+ minimum. Before that you suffer from a very weak build overall.

2) Deadly stroke for all it's waiting and build up is still worse than a lance.

3) Deadly stroke takes more feats than a lance.

It's not that the build is bad it's that the build isn't quite as good as the lance build considering the lance build does more damage (triple is more than double) and given the level 11+ tactics of having access to dimensional pounce if you want it.

I think the we are a different points of view comparing DEBUFFS.

I value Debuffs cause they benefit the whole party.

Pre level 12?
1 He still can drop Shaken, Flatfooted and can buy a Sickening Weapon.
2 Doesn't have to drop money on that mount (whose saves suck btw)
3 His saves are significantly higher than any of your builds

But a lance build is just a problematic cause you are dealing with mounts. Narrow frame feat helps a bit, but it's still problematic indoors.
plus unlike Cavaliers your Divine Commander DOES have to deal with that pesky HEAVY ARMOR ceheck penalty to ride checks.

Teamwork feats are the best part of this build.

And your example of 3x Spirited charge vs 2x Deadly Stroke is innacurate.

You gave up Blessings and don't have Smite.

So you a tripling 1d8(lance)+1handed damage (1xstr mod)+ 2handed PA+Spell
vs
Doubling 2d6(Greatsword)+2handed damage (1.5 str mod)+ 2handed PA+Spell+(1/2 Char level Destruction Blessing)+Char level (Smite)

My hit has way more mod numbers to double ;)
And I get a better to hit (CHA to Attack), better AC (Deflection) and BYPASS DR.

Two Handed seems to be pretty good but it's your guide so if I can't convince you that's my problem.


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plaidwandering wrote:
Quote:

His trick is to auto intimidate a foe he power attacks. Has a very high mod for this check because he adds his str mod (Intimidating Prowess)

so he can drop SHAKEN on the first hit.
If he was out of range to move+Attack he could have Dazzling Display to make EVERYONE in range Shaken. Your party will love you for it.

When he got Shatter Defences at 6, he treats Shaken foes as FLAT FOOTED. That means no dex to thier AC (helping you to hit) and they can't AOO you, feel free to move or try manuveres

I don't think this works quite like this. You have to hit it once to get the free action shaken from cornugon smash

Shattered Defenses:

Quote:
Benefit: Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks until the end of your next turn. This includes any additional attacks you make this round.

So now, you have to hit it again while it was shaken to get it flat footed to your attacks. This is not flat footed period. It can still AOO you or others. The important thing is that you have to hit it a second time before the flat footed kicks in.

This means by the time you have it flat footed to your attacks, you are there and can full attack. Now maybe 2x is better than your iteratives, but if so, not by much. That's a big investment for circumstantially marginally increasing what you would do without it.

Here is how it works.

Scenario One:
Rd1. The Warpriest can Swift Action (insert buff spell). He closes to melee range and POWER ATTACKS his foe using Cornugon Smash and a big F###ing Sword!
Free Intimidate Check, with a Massive Mod. Check Succeeds
Foe is NOW Shaken IN ROUND 1.

Shattered Defenses:

Quote:
Benefit: Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks until the end of your next turn. This includes any additional attacks you make this round.

Shatter defences DOES trigger because it makes no mention of where the source of the shaken comes from. It only states a shaken foe DONE!, hit by you this round DONE!

you have made the foe Shaken and Flatfooted in RD1.

Rd2. You are now fighting a foe who is SHAKEN and he was already flat footed. If you successfully hit him again, you reset the duration of Flatfooted till the next of your next turn.

Also further hits get you more free action intimidate checks which add to the duration of SHAKEN.

The only way it fails is if your Intimidate check was a failure, so you need the Intimidating Prowess to add your strength to the check. 1's are NOT an auto fail on skill checks.

After the first hit you get him flatfooted to you. Flatfooted Opponents cannot make AOO's on you (though they could still AOO your allies)

This is a trick I found when trying to find a way for Rogues to full attack SA without a flank. We went through alot of back and forth and the overwhelming response was that RAW it works.

There is precedent for this.
Say for example you trip a foe.
We know you cannot 'triplock' a foe with an AOO when he stands up by tripping in the same round because he already had the tripped condition.

This means a feat that says a foe who IS SHAKEN (which he is as soon as the attack hit) gains that status immediately. NOT at the end of the round. Immediately. So they are a shaken foe hit by YOU this round. Shatter Defences triggers.

When you trip someone they are tripped immediately, NOT at the end of the round. Immediately.

Now as to whether the feats are worth it? You just dropped a -2 to attacks, saves, skill checks (a good benefit for the whole party) and removed his DEX to AC making him easier to kill.

Now obviously the value of losing DEX varies but this will be between 0 to +5 or more. Varies I know but the REAL value is you need it for DEADLY STROKE.

Imagine using Vital Strike. Alot of people follow this chain if they have a big str score and a big weapon.

DEADLY STROKE takes a round to setup but it DOUBLES EVERYTHING.
this is a 3/4 BAB class so the most iteratives you ever get is 3 and that 3rd one ALMOST NEVER connects.

I would rather get a DOUBLE DAMAGE hit with my highest iterative (AND CON bleed, which means a creature loses it's HD worth of HP every other round, while it's fort saves are dropping) over a full attack with a 3/4 bab class anyday.

Want to NOVA?
Stack SMITE, DF and Destruction Blessing and DOUBLE THAT with a deadly stroke. WORTH. IT.

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