Heroes of Legend vs. Mythic


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Galahad0430 wrote:
drbuzzard wrote:
Galahad, I'm already disinclined to allow prestige classes (see above), but putting the Aldori Swordlord Prestige class on top of the fighter archetype of the same name is not going to fly.
They are made to go together. I realize I did it the most cheesy way :) If I do them as they are intended (i.e. on the same side of gestalt), would that be acceptable? That means I don't double up on defensive parry and I lose the fighter feats of levels 8-13.

Yes, it is the doubling up that I have an issue with. One following the other is acceptable.


Joseph Bonkers wrote:


1: can I take the Oblivious drawback without gaining an extra trait just because? (minor, but really fits his concept)

Yes.

Quote:


2: He has some troubles with the racial specific options :( Can I use any of the following?
He is a Human alchemist with a focus on bombs.
Alchemical Trapper is koblold only, but lets me place bombs on the ground as mines (minor, lets me have another option)
Rocket Bombs are goblin only but can turn your bombs into missiles >:) (Cool! this one I care about the most)

Lastly, Breadth of Experience is a dwarf only feat, but I had been using it on him and reflavoring it as College Experience.

Would it be ok if I used any of these? If not, I would probably take Racial Heritage: Goblin and get the rocket bomb discovery.

Considering you can take any race you like including goblin, the answer is no. You get the results of what race you pick.

OK, I will allow the College Experience once since it doesn't really have major impact.

Quote:


Next question. Firearms. The Explosive Missile discovery looks like a fun one. Are firearms allowed, and if so, how prevalent?

No firearms. I'm not a fan of the PF rules for them.


I could probably manage by tomorrow, it would help if we have a bit of time at the start that gives some leeway time. What adventure and who is in the party so I can look over my prepared spells/formula again to adjust.

Sovereign Court

OK, here he is again:

Darryl Vilani:

Darryl Vilani
Male human fighter (aldori swordlord) 8/ Swordlord 5/monk (master of many styles) 2/swashbuckler 11/gestalt (Pathfinder Player Companion: Inner Sea Primer, Pathfinder RPG Advanced Class Guide 56, Pathfinder RPG Ultimate Combat 59)
LG Medium humanoid (human)
Init +14; Senses Perception +18
--------------------
Defense
--------------------
AC 35, touch 24, flat-footed 23 (+9 armor, +2 deflection, +8 Dex, +4 dodge, +2 shield)
hp 95 (13d10+13)
Fort +10, Ref +20, Will +10 (+5 competence vs enchantment, +3 vs. fear); +4 vs. effects that cause you to lose your grip on weapons
Defensive Abilities charmed life 5/day, defensive parry, evasion, nimble +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee +2 dueling aldori dueling sword +28/+23/+18 (1d8+15/17-20+11 Precision) or
. . dagger +25/+20/+15 (1d4+5/17-20+11 Precision) or
. . dagger +25/+20/+15 (1d4+5/17-20+11 Precision) or
. . gauntlet (from armor) +14/+9/+4 (1d3+1) or
. . unarmed strike +14/+9/+4 (1d6+1)
Special Attacks deeds (bleeding wound, derring-do, dodging panache, evasive, kip-up, menacing swordplay, opportune parry and riposte, precise strike, subtle blade, swashbuckler’s grace, swashbuckler initiative, superior feint, targeted strike, ), disarming strike, panache (3), stunning fist (3/day, DC 16), swashbuckler weapon training +2,
--------------------
Statistics
--------------------
Str 13, Dex 26, Con 12, Int 22, Wis 10, Cha 10
Base Atk +13; CMB +14 (+18 dirty trick, +35 disarm, +18 reposition, +18 trip); CMD 38 (42 vs. bull rush, 42 vs. dirty trick, 56 vs. disarm, 46 vs. grapple, 42 vs. reposition, 54 vs. sunder, 52 vs. trip)
Feats Aldori Dueling Mastery[ISWG], Blind-fight, Combat Expertise, Combat Reflexes, Cornugon Smash, Crane Riposte[UC], Crane Style[UC], Crane Wing[UC], Dazzling Display, Dodge, Exotic Weapon Proficiency (aldori dueling sword), Extra Panache[ACG], Hurtful, Improved Disarm, Improved Unarmed Strike, Power Attack, Shatter Defenses, Slashing Grace[ACG], Stunning Fist, Violent Display, Weapon Focus (aldori dueling sword)
Traits bruising intellect, fate's favored
Skills Acrobatics +24, Appraise +8, Bluff +18, Climb +12, Diplomacy +2, Disguise +2, Escape Artist +24, Fly +8, Heal +2, Intimidate +24 (+28 to demoralize with Aldori dueling sword), Knowledge (dungeoneering) +24, Knowledge (nobility) +14, Perception +18, Ride +8, Sense Motive +23, Spellcraft +21, Stealth +24, Survival +12, Swim +12
Languages Aklo, Common, Dwarven, Elven, Giant, Goblin, Sylvan
SQ adaptive tactics, counterattack, deft strike, display weapon prowess, fuse style, shatter confidence, steel net, swashbuckler finesse
Combat Gear quick runner's shirt; Other Gear celestial armor, +2 dueling aldori dueling sword, dagger, dagger, belt of incredible dexterity +4, cape of free will +2/+3,gloves of dueling, headband of vast intelligence +4, ring of feather falling, ring of protection +2, seducer's bane, stagger-proof boots, stone of good luck (luckstone),swarmbane clasp, bedroll, flint and steel, masterwork backpack, silk rope (50 ft.), sunrod (4), waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 95 gp, 9 sp
--------------------
Special Abilities
--------------------
Adaptive Tactics (Ex) Use Sense Motive to gain +2 attack or AC vs. creature struck last round. (DC 10+BAB)
Aldori Dueling Mastery Gain combat benefits when using Aldori dueling swords
Blind-Fight Re-roll misses because of concealment, other benefits.
Cape of free will +2/+3 Spend 1 power as immediate action to reroll failed Will save.
Charmed Life (5/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Combat Expertise -3/+4 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (9 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Crane Riposte When you deflect an attack, you may make an attack of opportunity
Crane Style Penalty when fighting defensively reduced to -2 and dodge bonus increases by 1.
Crane Wing May deflect one attack per round while fighting defensively or using total defense
Dazzling Display (Aldori dueling sword) Intimidate check to demoralize can affect those within 30' who see you.
Defensive Parry +3 (Ex) +1 bonus to AC against melee attacks after making a full attack.
Disarming Strike (Ex) At 5th level, when an Aldori swordlord successfully disarms an opponent using an Aldori dueling sword, the swordlord also deals normal damage to the target, but without the normal Strength bonus to damage. This ability replaces weapon training 1.
Display Weapon Prowess +4 (Ex) Bonus to Dazzling Display, perf. combat, & dueling parry and resolve.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fate's Favored Increase luck bonuses by 1.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Gloves of dueling These supple gloves grant the wearer a +4 bonus to her CMD against disarm attacks, attempts to sunder her wielded weapons, and effects that cause her to lose her grip on her weapons (such as grease). The wearer doesn't drop held weapons when panicked or stunned. If the wearer has the weapon training class feature and is using an appropriate weapon, her weapon training bonus increases by +2.
Hurtful Make melee attack against creature you have just demoralized as free action.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Panache (3)(Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Quick runner's shirt (1/day) As swift action, take an extra move action to move on your turn.
Ring of feather falling Feather fall activates if you fall more than 5 ft.
Seducer's bane +5 to save vs enchantment If save, then caster believes you failed.
Shatter Confidence (Ex) Intimidate to suppress morale bonuses on target after crit, disarm, repos, sunder, or if shaken.
Slashing Grace (Aldori dueling sword) Treat chosen weapon as 1-handed piercing weapon and can had Dex instead of Str to dmg.
Stagger-proof boots (1/day) Stand up from prone w/o AoO. Move up to 30 ft. as immediate action 1/day.
Steel Net (Ex) When fighting defensively as a full-round action with an Aldori dueling sword, the swordlord's penalties on all attacks in a round are reduced by 2, and the dodge bonus to AC is increased by 2 for the same round.
Stunning Fist (3/day, DC 16) You can stun an opponent with an unarmed attack.
Swarmbane clasp Weapon/natural att. deal full dam to swarms, and immune to the distraction ability of swarms.
Swashbuckler Finesse At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having Weapon Finesse.
Violent Display Use Dazzling Display as immediate action after critical hit or sneak attack.


You can adjust the character once we get started and you see your team. The first couple of fights will be non mythic to get you warmed up before you get dropped into the soup.


Galahad, signature deed is legal for swashbuckers even though Hero Lab doesn't seem to realize that. If you are taking 11 levels of swashbuckler , you should consider it.


jsut checking in, is there a discussion or game play thread yet?


I'll get one made today.


Monkeygod wrote:

Question:

If I'm a Hunter/Shaman, can I somehow grant my animal companion the benefits of a my spirit? Ie, the familiar stats and abilities?

At 16th level, a Nature Shaman can do this as they get an animal companion then, so I was wondering if with Gestalt, you would allow me a way to do this at our level instead.

Yes, but the natural armor bonus does not stack from the two different tables.


drbuzzard wrote:
You can adjust the character once we get started and you see your team. The first couple of fights will be non mythic to get you warmed up before you get dropped into the soup.

Not to mention that in six days I can see the final version of my class. I'll probably need to do some tweaks then.

Sovereign Court

drbuzzard wrote:
Galahad, signature deed is legal for swashbuckers even though Hero Lab doesn't seem to realize that. If you are taking 11 levels of swashbuckler , you should consider it.

I was going to ask, but the forums were unclear and I didn't see an FAQ.


It seems logical to me since the class is a gunslinger hybrid. The odd part is even though Hero Lab doesn't let you select it as valid, it does allow you to choose swashbucklers stuff if you to take it anyway.


OK, I have completed the basic character. You can find him here.

He is an Arcanist//Fighter/Kensai build. He uses buffs to boost himself (and others), and can grant +9ac to adjacent allies via the bodyguard Feat (+2 for aid another, +4 for benevolent armor, +3 gloves of Arcane striking).

He has +20 Initiative (without even using Improved Initiative!), and a Faerie Dragon Familiar (called Jeeves)

He still needs to be cleaned up a bit (possessions need finalizing, abilities need breaking up, skills need expanding).

I have added extra spells to his spell list by "purchasing" scrolls which are then added (otherwise e.g. he would only know 4 2nd level spells - and he can put 5 into his spellbook!)

I want to add scrolls and small stuff to his possessions, and at some point I will be cross transferring spells (on the assumption that spells learned as an arcanist would (if applicable) be transferred to the Magus spellbook and vice-versa)


OK, characters seem to be shaping up and we'll get the first table launched.

Irra Sarusek Gnome Bard (Sound Striker)13|Oracle (Heavens) 13
Aramus Half-elf fighter (Duelist) 13|cavalier (Daring) 13
Arvaldo Gnome Kinetecist 13|Rogue (Unchained, Carnivalist) 12/Shadowdancer 1
Gale Stormborn Slyph Shaman 13|Slayer 13
Mi'al Aasimar Paladin (Oath of Vengeance) 13|Monk (Sohei)
Rogard Skybeard Dwarf Druid 13|Alchemist (Beastmorph, Vivisections) 13

report to
[http://paizo.com/campaigns/GestaltAcademyOfSecretsTable1/gameplay]Table 1[/url]


drbuzzard wrote:

OK, characters seem to be shaping up and we'll get the first table launched.

Irra Sarusek Gnome Bard (Sound Striker)13|Oracle (Heavens) 13
Aramus Half-elf fighter (Duelist) 13|cavalier (Daring) 13
Arvaldo Gnome Kinetecist 13|Rogue (Unchained, Carnivalist) 12/Shadowdancer 1
Gale Stormborn Slyph Shaman 13|Slayer 13
Mi'al Aasimar Paladin (Oath of Vengeance) 13|Monk (Sohei)
Rogard Skybeard Dwarf Druid 13|Alchemist (Beastmorph, Vivisections) 13

report to
Table 1

Sweet! The link is broken though.


Try this


Oops, was still editing, fixed it.


We'll get the second table going as soon as the rest are ready.


Ok here is the avatar, I replaced Violent Display with Signature Deed (bleeding attack).


Btw, Aramus, anytime you'd like to duel... :)


Raphael is ready!
This is his "oracle" Character Sheet
Tomorrow I will put in the Alias the unchained summoner part, and the information about Mu'aqquibat the Protector, his female angelic eidolon.


Darryl Vilani wrote:
Btw, Aramus, anytime you'd like to duel... :)

Of course, my fine fellow! Blade against blade, wit to wit, there's nothing greater in all the world. Except a fine drink afterwards! Of course, I'd have to make sure I'm still able to parry your attacks...


Aramus, how are you getting a +8 dex bonus when you have armor on that only allows a maxiumum dex bonus of +7?


Aramus, The Brazen Fool wrote:
Darryl Vilani wrote:
Btw, Aramus, anytime you'd like to duel... :)
Of course, my fine fellow! Blade against blade, wit to wit, there's nothing greater in all the world. Except a fine drink afterwards! Of course, I'd have to make sure I'm still able to parry your attacks...

:) I'm a tricksy duelist...


Btw, I would bet on Lucian against you guys any day. You wouldn't survive the first round ;)


CampinCarl9127 wrote:
Aramus, how are you getting a +8 dex bonus when you have armor on that only allows a maxiumum dex bonus of +7?

Heck, he has chainmail, the max dex bonus is only +4 actually (+2 for chainmail, +2 for it being mithral). His archetype gives up armor training.


So how many do we have ready for table 2 now?


Ready!


Ready!
(Just need to change the profile "cruch", but I have everything written down in paper).


Is this closed now?


I don't believe we are up to 12 people yet, so I expect we still have room. Last count I think we had a space or two left.


halfway through my build now. thanks again for the hero lab tips. huge help.


I played a home game with gestalt characters before Hero Lab had the option. Damn, I hated that.


Huh. I never found it that bad, yet I continuously see posts about it in gestalt games. Maybe I'm just strange. It's a little wierd.


I bet! not so bad at first level. Submitting stat block to get in and will finish gear first thing tomorrow. THen I'll work on a more concise sheet.

Syndir Apep:

Unnamed Hero
Male human (Keleshite) dragon disciple 8/monk (master of many styles) 13/sorcerer 5/gestalt 13 (Pathfinder RPG Ultimate Combat 59)
LN Medium humanoid (human)
Init +6; Senses blindsense 30 ft.; Perception +23
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 16 (+1 Dex, +5 natural, +1 untyped bonus)
hp 127 (13d12+39)
Fort +11, Ref +10, Will +12; +2 vs. enchantments, +4 to avoid being knocked prone
Defensive Abilities improved evasion; Immune disease, poison; Resist fire 10; SR 23
--------------------
Offense
--------------------
Speed
Melee unarmed strike +12/+7 (2d8+3)
Special Attacks breath weapon, claws (2, 1d6 plus 1d6 fire, treated as magic weapons, 7 rounds/day), dragon bite, stunning fist (5/day, DC 20)
Dragon Disciple Spell-Like Abilities (CL 0th; concentration +0)
1/day—dragon form
Sorcerer Spells Known (CL 11th; concentration +15)
5th (4/day)—feeblemind (DC 19), spell resistance, teleport
4th (7/day)—fear (DC 18), fire shield, phantasmal killer (DC 18), secure shelter
3rd (7/day)—countless eyes[UM] (DC 17), dispel magic, fireball (DC 17), fly, fly
2nd (7/day)—bull's strength, burning arc (DC 16), darkvision, invisibility, resist energy, steal breath[ARG] (DC 16)
1st (7/day)—burning hands (DC 15), enlarge person (DC 15), feather fall, mage armor, mage armor, windy escape[ARG]
0 (at will)—dancing lights, detect magic, light, mage hand, message, prestidigitation, read magic, resistance, root[UM]
Bloodline Draconic
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 12, Int 14, Wis 18, Cha 18
Base Atk +9; CMB +16; CMD 25 (29 vs. trip)
Feats Alertness, Arcane Strike, Combat Casting, Combat Reflexes, Crushing Blow[UC], Dragon Ferocity[UC], Dragon Roar[UC], Dragon Style[UC], Eschew Materials, Great Fortitude, Improved Initiative, Improved Unarmed Strike, Snake Fang[UC], Snake Sidewind[UC], Snake Style[UC], Spell Penetration, Stunning Fist, Toughness
Traits anatomist, suspicious
Skills Acrobatics +10 (+14 to avoid being knocked prone), Bluff +10, Climb +2, Fly +8, Intimidate +10, Knowledge (arcana) +12, Perception +23, Sense Motive +27, Spellcraft +16, Stealth +12, Swim +2, Use Magic Device +12
Languages Common, Draconic, Kelish
SQ abundant step, bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), fuse style, high jump, ki pool (10 points cold iron, lawful, magic, silver), maneuver training, slow fall 60 ft., wholeness of body (13 hit points)
Other Gear monk's robe, 127,000 gp
--------------------
Special Abilities
--------------------
Abundant Step (Su) Use 2 Ki as a move action, to dimension door self.
Anatomist +1 to confirm critical hits.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Blindsense (30 feet) (Ex) Sense things and creatures without seeing them.
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Breath Weapon (1/day, DC 18) (Su) 1/day, Breath Weapon deals 8d6 Fire damage, DC 18.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Crushing Blow (-4) Stunning Fist reduces target's AC
Dragon Bite (Ex) Bite atacks deal 1d6 damage
Dragon Ferocity +1, 1d4+3 rds Gain bonus on unarmed attacks, and you can cause opponents to be shaken
Dragon Form (I, 1/day) (Sp) Use Form of the Dragon I as a spell-like ability 1/day
Dragon Roar Gain +1 use of Stunning Fist per day, and you can emit a concussive roar
Dragon Style +2 vs sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fire Claws (7 rounds/day) (Su) As a free action, gain 2 claw attacks (+1d6 Fire) that bypass DR as magic weapons.
Fuse Style (3 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
High Jump (+13/+33 with Ki point) (Ex) +13 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (10/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Maneuver Training (Ex) CMB = other BABs + Monk level
Slow Fall 60 ft. (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Snake Fang If opponent misses you, make an attack of opportunity as an immediate action
Snake Sidewind Gain a bonus to avoid being knocked prone, and use Sense Motive check to confirm critical hits
Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks
Spell Resistance (23) You have Spell Resistance.
Stunning Fist (5/day, DC 20) You can stun an opponent with an unarmed attack.
Wholeness of Body (13 hit points) (Su) Use 2 ki as a standard action to heal own wounds.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Look OK, but you do realize that the dragon claws don't count as unarmed strikes right?

You need feral combat training for any of those feats to to work.


^yep no problem. The claws are a minor ability in my view and I'd probably just use them for utility in lieu of a knife. I'll take a look at that feat though, thanks for the heads up.


I just saw this, is it still open? I'd love to try out an unchained monk/rogue or fighter.


CampinCarl9127 wrote:
Btw, I would bet on Lucian against you guys any day. You wouldn't survive the first round ;)

You would need 20s to hit me....


So, just saw the ACG errata. GM, are you going to implement it? It is pretty big.


Darryl Vilani wrote:
CampinCarl9127 wrote:
Btw, I would bet on Lucian against you guys any day. You wouldn't survive the first round ;)
You would need 20s to hit me....

Ohhh boy, you need to look at my build far closer. Ring of invisibility, first attack is against FF, and that would put your AC down to a much easier 21. After that you take a -6 AC against my attacks from debilitating strike. I average 60.5 damage with a sneak attack (not including a crit, which I am very good at doing), which is already over half your health. With a feint (honeyed words will give me two tries, and since our feint/sense motives scores are almost equally matched that means I will most likely win between two rolls) you're flat footed against the rest of my attacks. Assuming one of my next five attacks hit, you're down. At that point the invisibility isn't even really needed, just a feint and full attack. Yeah, I'd put money on Lucian ;)


Darryl Vilani wrote:
So, just saw the ACG errata. GM, are you going to implement it? It is pretty big.

After looking at the stuff in a fairly cursory fashion, seeing that it is mostly nerfs, and realizing that we're trying to overcome monsters turned to '11', don't use the errata.

I expect that might be trickier once Hero Lab updates.


aceDiamond wrote:
I just saw this, is it still open? I'd love to try out an unchained monk/rogue or fighter.

i'm kind of a first come first served sort. If you get a character ready to roll, you can be in. It depends on if I have six ready ones before you.

Table 2 will launch tomorrow. One might consider that a deadline.


I'm throwing my hat in the ring here with this character. He's an elven fighter/wizard specializing in rays. I still need to finish up a few things but should be done tonight.

Would you consider adding a Weapon Group to include Rays?


Laurel Treekeeper wrote:


Would you consider adding a Weapon Group to include Rays?

I don't think so.


Lucian Threl wrote:
Darryl Vilani wrote:
CampinCarl9127 wrote:
Btw, I would bet on Lucian against you guys any day. You wouldn't survive the first round ;)
You would need 20s to hit me....
Ohhh boy, you need to look at my build far closer. Ring of invisibility, first attack is against FF, and that would put your AC down to a much easier 21. After that you take a -6 AC against my attacks from debilitating strike. I average 60.5 damage with a sneak attack (not including a crit, which I am very good at doing), which is already over half your health. With a feint (honeyed words will give me two tries, and since our feint/sense motives scores are almost equally matched that means I will most likely win between two rolls) you're flat footed against the rest of my attacks. Assuming one of my next five attacks hit, you're down. At that point the invisibility isn't even really needed, just a feint and full attack. Yeah, I'd put money on Lucian ;)

Will Saves.


Oh yeah, casters would destroy Lucian if they could act before he goes invisible. However, Darryl is not a caster.


Lucian Threl wrote:
Darryl Vilani wrote:
CampinCarl9127 wrote:
Btw, I would bet on Lucian against you guys any day. You wouldn't survive the first round ;)
You would need 20s to hit me....
Ohhh boy, you need to look at my build far closer. Ring of invisibility, first attack is against FF, and that would put your AC down to a much easier 21. After that you take a -6 AC against my attacks from debilitating strike. I average 60.5 damage with a sneak attack (not including a crit, which I am very good at doing), which is already over half your health. With a feint (honeyed words will give me two tries, and since our feint/sense motives scores are almost equally matched that means I will most likely win between two rolls) you're flat footed against the rest of my attacks. Assuming one of my next five attacks hit, you're down. At that point the invisibility isn't even really needed, just a feint and full attack. Yeah, I'd put money on Lucian ;)

Invisibility does nothing as I have Blind Fight, I also have Improved Uncanny Dodge, so no FF. In addition, my initiative is +14 to your +5 so going first is very rare for you. Also, you do not have Improved feint so it is a standard action for you and it only works for your next attack, not all of them. Since the odds are that I would get the first attack, my AC would be 45 (after a full attack it goes up to 50), you would be shaken, and you would have all morale bonuses suppressed for 5 rounds. In addition, every time I hit you, you become FF until the end of my next round.

I am very familiar with DEX based builds and the Aldori swordlord is the best one on one duelist there is.


drbuzzard wrote:
Darryl Vilani wrote:
So, just saw the ACG errata. GM, are you going to implement it? It is pretty big.

After looking at the stuff in a fairly cursory fashion, seeing that it is mostly nerfs, and realizing that we're trying to overcome monsters turned to '11', don't use the errata.

I expect that might be trickier once Hero Lab updates.

It didn't really affect my character at all, but it definitely hit some others. I was hoping you would say that. :)


Improved Two Weapon Feint.

I survive your attack, then feint and kill you in one round. Not bad though!

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