Adventure Path Reign of Winter

Game Master Almonihah

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Female Aasimar Kineticist 11/ Monk 2/ Guard 1 | HP: 178/178 NL: 84/178 Burn: 6/10 Buffer: 0/2 | AC: 31(D:36) T: 26(D:31) FF: 31 CMD: 39(D:44)| F:21 R:21 Wi:17 | Resis - Acid:7, Cold:7, Elec:7, Fire: 2+(2*Burn) | Init: 7 Per: 26(LL Vis, DV 60ft)

I say its time for a tactical retreat. We need to rest up and come to this fight with our rockets ready for tag.

Fin, Kal, and Saki have haste. They can meet up with Thumper with just a move action if Thumper takes a full round to run. They can use a scroll of dimension door to get out of the camp. If they don't I have no idea how to keep Thumper alive another round.

Bulvi and Quasit seemed to have passed the bluff check so if they can just walk out, great. If not, Quasit can use the other scroll to get them out.

Maka can use her mobility to escape, and hopefully Selena can just walk out as a puddle of snow. Otherwise she has teleports.

Grand Lodge

Male Elf Ranger 6th / Zen Archer 4th / Shadowdancer 2nd / Slayer 2nd | HP:114/139 | AC:23 T:23 FF:15 | CMB:15 CMD:33 | Saves F:+16 R:+22 W:+11 (+2 vs enchantments) | Init:+9 | Per: +20| Darkvision 60’ | Movement 40’ | Gravity Bow (x1) Blend (x1)

I’m down with Maka’s tactical retreat; think we should implement it but was waiting to see if anyone else wanted to pipe in…

The Exchange

Female Human Unchained Rogue/14 |HP:92/101|AC28,F22,T18|F+7,R+16,W+6|Init+7|SPD30|PER +17|ACRO +19|APP +10|BLUFF +19|CLIMB+9|DIPLO +20|DIS DEV +24|DISG +8|ESC ART +14|INTIM +11|KN(dung)+6|KN(Local)+9|LING+6|PERF +8|SENS MOT +9|SLEIGHT +9|STLTH +19|SWIM +5|UMD+13

agreed

Dark Archive

NG Female Kitsune Sorcerer 14 (human) | Speed 30 ft. | AC 19, T 14, FF 17 | hp 78/99 | Fort +11, Ref +12, Will +14 | Init +2 | Percep +4 | CMD 20/18 | Spells per day used: lvl1 0/9 lvl2 0/8 lvl3 0/8 lvl4 0/8 lvl5 0/7 lvl6 0/6 lvl7 0/4 | Conditions: none

Sounds good to me. Given all the gunfire and the distance, I don't think that Sakitu would have heard Quasit call for a retreat.

Grand Lodge

Male Elf Ranger 6th / Zen Archer 4th / Shadowdancer 2nd / Slayer 2nd | HP:114/139 | AC:23 T:23 FF:15 | CMB:15 CMD:33 | Saves F:+16 R:+22 W:+11 (+2 vs enchantments) | Init:+9 | Per: +20| Darkvision 60’ | Movement 40’ | Gravity Bow (x1) Blend (x1)

So who’s up? Bulvi?

Grand Lodge

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Male Elf Ranger 6th / Zen Archer 4th / Shadowdancer 2nd / Slayer 2nd | HP:114/139 | AC:23 T:23 FF:15 | CMB:15 CMD:33 | Saves F:+16 R:+22 W:+11 (+2 vs enchantments) | Init:+9 | Per: +20| Darkvision 60’ | Movement 40’ | Gravity Bow (x1) Blend (x1)

@Kalchine: Fin was yelling for you and Chest Thumper to run to Sakitu; she’s gonna read her scroll of dimension door so we can escape and we need to be next to her (within touching distance)…

Grand Lodge

Male Elf Ranger 6th / Zen Archer 4th / Shadowdancer 2nd / Slayer 2nd | HP:114/139 | AC:23 T:23 FF:15 | CMB:15 CMD:33 | Saves F:+16 R:+22 W:+11 (+2 vs enchantments) | Init:+9 | Per: +20| Darkvision 60’ | Movement 40’ | Gravity Bow (x1) Blend (x1)

So, Q and Bull are clear, Fin, Kal, & CT are huddled around Saki so she can read the scroll, Maka’s doing her Ironman thing, and Selena’s in the temple tower although the rest of us aren’t sure of that…

If we can pull this off, not too bad considering…this was a good plan, Maka. Now that we know what we face, perhaps we can come up with a plan back at the Hut to compensate…too bad there’s not a hot bath back at the Hut, though… ;)

Grand Lodge

Male Elf Ranger 6th / Zen Archer 4th / Shadowdancer 2nd / Slayer 2nd | HP:114/139 | AC:23 T:23 FF:15 | CMB:15 CMD:33 | Saves F:+16 R:+22 W:+11 (+2 vs enchantments) | Init:+9 | Per: +20| Darkvision 60’ | Movement 40’ | Gravity Bow (x1) Blend (x1)

Checked her profile and Selena got teleport when she hit 12th level; while I’m not great with magic users, I’ll not her if she hasn’t posted after I ear super so we can move along…


Female Aasimar Kineticist 11/ Monk 2/ Guard 1 | HP: 178/178 NL: 84/178 Burn: 6/10 Buffer: 0/2 | AC: 31(D:36) T: 26(D:31) FF: 31 CMD: 39(D:44)| F:21 R:21 Wi:17 | Resis - Acid:7, Cold:7, Elec:7, Fire: 2+(2*Burn) | Init: 7 Per: 26(LL Vis, DV 60ft)

@Kal, if you could prepare the following spells please:

Lv 1 Expeditious Construction: A cheap and easy way to get cover. Help prevent us from being caught entirely in the open.

Lv 6 Transport Via Plants: Teleport but through plants. We'll want as many teleport options as we can get.

Lv 7 Fairy Ring Retreat Create an extra-dimensional meadow for us to stay in. We could rest up right in the middle of the enemy camp and still be safe. Gives us another card to play besides retreating back to the hut.

Dark Archive

NG Female Kitsune Sorcerer 14 (human) | Speed 30 ft. | AC 19, T 14, FF 17 | hp 78/99 | Fort +11, Ref +12, Will +14 | Init +2 | Percep +4 | CMD 20/18 | Spells per day used: lvl1 0/9 lvl2 0/8 lvl3 0/8 lvl4 0/8 lvl5 0/7 lvl6 0/6 lvl7 0/4 | Conditions: none

If I cast acid pit in adjacent 10 foot sections, can I create a larger pit? For example, if I cast 4 of them in a square would I get a 20x20 pit?

If so, maybe I can cast enough pits under the towers to cause at least one of them to collapse. I know that this game isn't a physics simulator so maybe it won't work. But if it does it might help a little bit.

The Exchange

Female Human Unchained Rogue/14 |HP:92/101|AC28,F22,T18|F+7,R+16,W+6|Init+7|SPD30|PER +17|ACRO +19|APP +10|BLUFF +19|CLIMB+9|DIPLO +20|DIS DEV +24|DISG +8|ESC ART +14|INTIM +11|KN(dung)+6|KN(Local)+9|LING+6|PERF +8|SENS MOT +9|SLEIGHT +9|STLTH +19|SWIM +5|UMD+13

The map is set up in 10 foot squares. The towers look to be 40 feet on a side.

Plus there's the problem of needing 4 rounds to get all the spells off, during which those guards would be shooting and/or firing up their siren. Not to mention a crumbling falling tower being pretty noticeable to the rest of the camp.

The ideal way to handle this would be to cast a sleep spell or a silence spell on them, then take them out clean and quick with a couple invisible assassins.


[Init +1, Per +24, Spd 20'] M Triaxian Druid (Season Keeper) 14th [HP 81/103, AC 19 |ff 17 |t 11, Fort +11, Ref +5, Will +14,] CMD 20

Sure thing, Maka.

If the GM allows it, you could probably just cast one acid pit. If the towers have 4 legs, melting through one would likely make it collapse. If it's a single big leg, melting a big section of it would probably make it collapse, too.

The Exchange

Female Human Unchained Rogue/14 |HP:92/101|AC28,F22,T18|F+7,R+16,W+6|Init+7|SPD30|PER +17|ACRO +19|APP +10|BLUFF +19|CLIMB+9|DIPLO +20|DIS DEV +24|DISG +8|ESC ART +14|INTIM +11|KN(dung)+6|KN(Local)+9|LING+6|PERF +8|SENS MOT +9|SLEIGHT +9|STLTH +19|SWIM +5|UMD+13
Kalchine wrote:

Sure thing, Maka.

If the GM allows it, you could probably just cast one acid pit. If the towers have 4 legs, melting through one would likely make it collapse. If it's a single big leg, melting a big section of it would probably make it collapse, too.

I'm not sure it would collapse. It would still have 3 legs and be partially stabilized by the wire fence attached to it on either side. Wobbly and unstable sure, but maybe not falling over.

Grand Lodge

Male Elf Ranger 6th / Zen Archer 4th / Shadowdancer 2nd / Slayer 2nd | HP:114/139 | AC:23 T:23 FF:15 | CMB:15 CMD:33 | Saves F:+16 R:+22 W:+11 (+2 vs enchantments) | Init:+9 | Per: +20| Darkvision 60’ | Movement 40’ | Gravity Bow (x1) Blend (x1)

If we bring one of the towers down, I assume it would bring all available troops to that spot, including all the spotlights; if we do that, it’d best served as a distraction and not a point of attack…

If we have to go the brute force route, we might want to start with the troops in the trenches outside the fence; IIRC from our last encounter, they were the troop swarm type and I was able to disperse ‘em with a volley of arrows. We might try to disperse all of the first and work our way in…

Hoping Fin’s recon can find something; seems like the position of the graveyard appears to make it a point of emphasis, so perhaps it’ll lead to a way in…

I’ll try get my scouting post in soon…


I suggest taking some time, crafting some single use items, and having a few plans. Also, can teleport into the cathedral, and hopefully not be noticed by the outside guards at all. A plan to distract by attacking a corner tower might be handy though.

Also, let us casters copy scrolls for goodness sake. I can always make you a copy afterwards.


Male Shapeshifting Griffon RoW maps Technomancer 20 | LP Maps
Sakitu wrote:

If I cast acid pit in adjacent 10 foot sections, can I create a larger pit? For example, if I cast 4 of them in a square would I get a 20x20 pit?

If so, maybe I can cast enough pits under the towers to cause at least one of them to collapse. I know that this game isn't a physics simulator so maybe it won't work. But if it does it might help a little bit.

I like the clever thinking, but I've always interpreted the fact that Create Pit and the like are to be cast on a "horizontal surface" to mean that it can't intersect structures or other things attached to the ground. Otherwise it's a low-level (and slightly more annoying) Passwall.

...also destroying certain things might cause you problems down the line...


To my understanding, the pit spells create extra dimensional spaces. I'd imagine therefore, the if you opened a pit and there was a pole in the pit's area, the opening would open around the pole giving the impression of a pole floating in midair above a pit while the pole is actually still sitting on the ground under the opening to the extra dimensional space.

Dark Archive

NG Female Kitsune Sorcerer 14 (human) | Speed 30 ft. | AC 19, T 14, FF 17 | hp 78/99 | Fort +11, Ref +12, Will +14 | Init +2 | Percep +4 | CMD 20/18 | Spells per day used: lvl1 0/9 lvl2 0/8 lvl3 0/8 lvl4 0/8 lvl5 0/7 lvl6 0/6 lvl7 0/4 | Conditions: none

GM, that makes total sense. And even though the ground under the tower is a horizontal surface, it's not really visible or accessible.

Selena, I don't understand. The whole point of pit spells is to create them under a creature so that they fall into it. So I would expect the pole in your example to fall into the pit just like a creature would.

Now, though, we get to the splitting hairs of "how much surface need to be visible vs. covered by the thing sitting on it?". For me that's where we would get into silly arguments about impossible physics in a completely fictitious and physically implausible world.


Sakitu wrote:


Selena, I don't understand. The whole point of pit spells is to create them under a creature so that they fall into it. So I would expect the pole in your example to fall into the pit just like a creature would.

The difference you miss is that the pole is connected and actually penetrates the ground, thus if the pit was going to let the pole drop it would need to cut the pole in half or alter the portal shape to flow down the pole and get under it. Either case is completely broken. A creature however, is standing on the ground, above it and disconnected from the ground, thus a pit portal can just flow across the ground and seep between the creature's feet and the ground. Big difference. This does beg the question of what happens when a creature has their leg stuck in a hole in the ground when the pit us opened.

Dark Archive

NG Female Kitsune Sorcerer 14 (human) | Speed 30 ft. | AC 19, T 14, FF 17 | hp 78/99 | Fort +11, Ref +12, Will +14 | Init +2 | Percep +4 | CMD 20/18 | Spells per day used: lvl1 0/9 lvl2 0/8 lvl3 0/8 lvl4 0/8 lvl5 0/7 lvl6 0/6 lvl7 0/4 | Conditions: none

Right. I was imagining the pole sitting on the ground, not sticking into it. But you're right, poles are usually in the ground.

The Exchange

Female Human Unchained Rogue/14 |HP:92/101|AC28,F22,T18|F+7,R+16,W+6|Init+7|SPD30|PER +17|ACRO +19|APP +10|BLUFF +19|CLIMB+9|DIPLO +20|DIS DEV +24|DISG +8|ESC ART +14|INTIM +11|KN(dung)+6|KN(Local)+9|LING+6|PERF +8|SENS MOT +9|SLEIGHT +9|STLTH +19|SWIM +5|UMD+13

I've been trying to hint that Quasit doesn't know that Selena has a Teleport spell. I assume at some point Quasit will be made aware of this fact.

Now that we've been inside and seen the area by the ruined church, Selena should be able to teleport herself and 4 other people to the center of the compound, which gets most of us back inside and potentially out again if things again go pear-shaped.

I think the best way to do this is for Selena, Kalchine, Maka, Bulvi and Quasit to teleport in, then for Sakitu and Findurel to fly in high overhead and cast a couple greater invisiblity spells for the final approach and landing. Then we use the ruin as our cover and our base as we explore the compound. We go at night for concealment purposes.

Big gestures and distractions will only heighten the alert status of all the soldiers, in my opinion. We should save our big spells for fighting the real monsters in there, not the hundreds of mooks in the towers and trenches, if we can help it.


Problem: Quasit absolutely knows that Selena has a teleport spell as she argued against using it to approach the ice fortress.

The Exchange

Female Human Unchained Rogue/14 |HP:92/101|AC28,F22,T18|F+7,R+16,W+6|Init+7|SPD30|PER +17|ACRO +19|APP +10|BLUFF +19|CLIMB+9|DIPLO +20|DIS DEV +24|DISG +8|ESC ART +14|INTIM +11|KN(dung)+6|KN(Local)+9|LING+6|PERF +8|SENS MOT +9|SLEIGHT +9|STLTH +19|SWIM +5|UMD+13
Selena Snoe Yelizaveta wrote:
Problem: Quasit absolutely knows that Selena has a teleport spell as she argued against using it to approach the ice fortress.

Ah, I'd forgotten that. My mistake.


Female Aasimar Kineticist 11/ Monk 2/ Guard 1 | HP: 178/178 NL: 84/178 Burn: 6/10 Buffer: 0/2 | AC: 31(D:36) T: 26(D:31) FF: 31 CMD: 39(D:44)| F:21 R:21 Wi:17 | Resis - Acid:7, Cold:7, Elec:7, Fire: 2+(2*Burn) | Init: 7 Per: 26(LL Vis, DV 60ft)

Kal can turn Thumper into a little statue, put the statue in his pocket, then turn into a bird and fly to the chapel.


Female Aasimar Kineticist 11/ Monk 2/ Guard 1 | HP: 178/178 NL: 84/178 Burn: 6/10 Buffer: 0/2 | AC: 31(D:36) T: 26(D:31) FF: 31 CMD: 39(D:44)| F:21 R:21 Wi:17 | Resis - Acid:7, Cold:7, Elec:7, Fire: 2+(2*Burn) | Init: 7 Per: 26(LL Vis, DV 60ft)

Maka is with Bulvi, and I got the impression he was in the room with the skeleton guy and the front door.

Grand Lodge

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Male Elf Ranger 6th / Zen Archer 4th / Shadowdancer 2nd / Slayer 2nd | HP:114/139 | AC:23 T:23 FF:15 | CMB:15 CMD:33 | Saves F:+16 R:+22 W:+11 (+2 vs enchantments) | Init:+9 | Per: +20| Darkvision 60’ | Movement 40’ | Gravity Bow (x1) Blend (x1)
Quasit* wrote:
Findurêl wrote:
”So, Q, we leave at dark tonight? Anything, besides finish up sleeping, anything we need to do till then?”
"I dunno. Not really. Make spell boxes if you want. Think up jokes about a man with a wooden leg." says Quasit.

Fin: ”There once was a man with a wooden leg named Smith…”

Q: ”What was the name of his other leg?” (Cue rimshot)


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[Init +1, Per +24, Spd 20'] M Triaxian Druid (Season Keeper) 14th [HP 81/103, AC 19 |ff 17 |t 11, Fort +11, Ref +5, Will +14,] CMD 20

I have a space pirate product and I'm constantly trying to figure out how to make a magic item/companion that's a pig leg.

I went to the doctor because I thought I had a wart on my wooden leg.

He said it's knot.

Then he told me to leaf.


Male Human (Ulfen) Fighter 14, HP:132/133, AC: 31, FF: 29, Touch: 12, CMB +17 CMD 32, Fort +12, Ref +6, Will +7/12, DR3/-, Cold Resistance 2, Initiative +2, Warrior Spirit 4/4

Since I missed hitting level 13 somehow time to level up.

Hit Points: 1d10 + 2 + 1 + 1 ⇒ (4) + 2 + 1 + 1 = 8
BAB +1
Weapon Trainning (Heavy Blades +3. Firearms +2)
Feat: Exotic Weapon Proficiency (firearms)

Skills:
Linguistics: +2 (Auran, Terran), Survival +1, Perception +1

Grand Lodge

Male Elf Ranger 6th / Zen Archer 4th / Shadowdancer 2nd / Slayer 2nd | HP:114/139 | AC:23 T:23 FF:15 | CMB:15 CMD:33 | Saves F:+16 R:+22 W:+11 (+2 vs enchantments) | Init:+9 | Per: +20| Darkvision 60’ | Movement 40’ | Gravity Bow (x1) Blend (x1)
Kalchine wrote:

I have a space pirate product and I'm constantly trying to figure out how to make a magic item/companion that's a pig leg.

I went to the doctor because I thought I had a wart on my wooden leg.

He said it's knot.

Then he told me to leaf.

Bazinga!


Female Aasimar Kineticist 11/ Monk 2/ Guard 1 | HP: 178/178 NL: 84/178 Burn: 6/10 Buffer: 0/2 | AC: 31(D:36) T: 26(D:31) FF: 31 CMD: 39(D:44)| F:21 R:21 Wi:17 | Resis - Acid:7, Cold:7, Elec:7, Fire: 2+(2*Burn) | Init: 7 Per: 26(LL Vis, DV 60ft)

So, bit of a reach here, but could Bulvi use a rank of linguistics to learn Russian?


Male Human (Ulfen) Fighter 14, HP:132/133, AC: 31, FF: 29, Touch: 12, CMB +17 CMD 32, Fort +12, Ref +6, Will +7/12, DR3/-, Cold Resistance 2, Initiative +2, Warrior Spirit 4/4

I was thinking about it but... I mean it's not like the Triaxian where we had someone to talk to. If GM Almonihah oks it I would.

Also what gun should I start wielding for ranged fights?


Male Shapeshifting Griffon RoW maps Technomancer 20 | LP Maps

Using Linguistics to pick up Russian would be fine, if you're fine with roleplaying having only a very basic grasp of the language. :D


Male Human (Ulfen) Fighter 14, HP:132/133, AC: 31, FF: 29, Touch: 12, CMB +17 CMD 32, Fort +12, Ref +6, Will +7/12, DR3/-, Cold Resistance 2, Initiative +2, Warrior Spirit 4/4

Pidgeon Russian got it, no philosophical debates or discussions about Russian literature.

The Exchange

Female Human Unchained Rogue/14 |HP:92/101|AC28,F22,T18|F+7,R+16,W+6|Init+7|SPD30|PER +17|ACRO +19|APP +10|BLUFF +19|CLIMB+9|DIPLO +20|DIS DEV +24|DISG +8|ESC ART +14|INTIM +11|KN(dung)+6|KN(Local)+9|LING+6|PERF +8|SENS MOT +9|SLEIGHT +9|STLTH +19|SWIM +5|UMD+13

I think it's bedtime for all us Bonzos. We'll try again around midnight tomorrow, teleporting into the ruined church then using that as a base for exploring the various features in the inner compound.

Grand Lodge

Male Elf Ranger 6th / Zen Archer 4th / Shadowdancer 2nd / Slayer 2nd | HP:114/139 | AC:23 T:23 FF:15 | CMB:15 CMD:33 | Saves F:+16 R:+22 W:+11 (+2 vs enchantments) | Init:+9 | Per: +20| Darkvision 60’ | Movement 40’ | Gravity Bow (x1) Blend (x1)

Sounds good. So Selena can teleport 5 of us (including herself), is that right? And two us will have to fly, invisible?


Female Aasimar Kineticist 11/ Monk 2/ Guard 1 | HP: 178/178 NL: 84/178 Burn: 6/10 Buffer: 0/2 | AC: 31(D:36) T: 26(D:31) FF: 31 CMD: 39(D:44)| F:21 R:21 Wi:17 | Resis - Acid:7, Cold:7, Elec:7, Fire: 2+(2*Burn) | Init: 7 Per: 26(LL Vis, DV 60ft)

DM says there are trees in the graveyard that would work for Transport via Plants. Kal and Fin could teleport to the graveyard then meet us at the ruined church. Kal can turn into a nondescript tiny animal or elemental with burrowing for easy stealth. And of course Fin is Batman.


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Male Shapeshifting Griffon RoW maps Technomancer 20 | LP Maps

Hmmm... looking things over and taking into account how you guys are trying to rush the endgame here... you should probably level up now.

The Exchange

Female Human Unchained Rogue/14 |HP:92/101|AC28,F22,T18|F+7,R+16,W+6|Init+7|SPD30|PER +17|ACRO +19|APP +10|BLUFF +19|CLIMB+9|DIPLO +20|DIS DEV +24|DISG +8|ESC ART +14|INTIM +11|KN(dung)+6|KN(Local)+9|LING+6|PERF +8|SENS MOT +9|SLEIGHT +9|STLTH +19|SWIM +5|UMD+13

Well that's not ominous at all LOL

Grand Lodge

Male Elf Ranger 6th / Zen Archer 4th / Shadowdancer 2nd / Slayer 2nd | HP:114/139 | AC:23 T:23 FF:15 | CMB:15 CMD:33 | Saves F:+16 R:+22 W:+11 (+2 vs enchantments) | Init:+9 | Per: +20| Darkvision 60’ | Movement 40’ | Gravity Bow (x1) Blend (x1)

Thanks, GM! Getting to work on leveling up…

And yeah, that sounds ominous indeed…and I didn’t realize we were rushing to the end, just thinking the next step would be to find this Builder. Can anyone think of something we may have inadvertently bypassed or missed?


Well, I'm not to blame for this. I've been trying to get everyone to... how did doormonster put it "examine the room first and be patient."

Grand Lodge

Male Elf Ranger 6th / Zen Archer 4th / Shadowdancer 2nd / Slayer 2nd | HP:114/139 | AC:23 T:23 FF:15 | CMB:15 CMD:33 | Saves F:+16 R:+22 W:+11 (+2 vs enchantments) | Init:+9 | Per: +20| Darkvision 60’ | Movement 40’ | Gravity Bow (x1) Blend (x1)

No one’s to blame, just wondering what we could’ve missed; other than the barred door (which we may or may not be able to open), I can’t think of much…there was some buildings in the first area of the camp, but skipping those seemed prudent at the time. Perhaps we can check ‘em later, but I think we should probably go ahead with the builder lead since that seems most important…


I was attempting to be humorous, but apparently I didn't roll so well.

The Exchange

Female Human Unchained Rogue/14 |HP:92/101|AC28,F22,T18|F+7,R+16,W+6|Init+7|SPD30|PER +17|ACRO +19|APP +10|BLUFF +19|CLIMB+9|DIPLO +20|DIS DEV +24|DISG +8|ESC ART +14|INTIM +11|KN(dung)+6|KN(Local)+9|LING+6|PERF +8|SENS MOT +9|SLEIGHT +9|STLTH +19|SWIM +5|UMD+13

Quasit is leveled up. Took a point of Linguistics to get Russian language. Took Resiliency for the new Rogue Talent (28 temp HP if she goes below 0).


Female Aasimar Kineticist 11/ Monk 2/ Guard 1 | HP: 178/178 NL: 84/178 Burn: 6/10 Buffer: 0/2 | AC: 31(D:36) T: 26(D:31) FF: 31 CMD: 39(D:44)| F:21 R:21 Wi:17 | Resis - Acid:7, Cold:7, Elec:7, Fire: 2+(2*Burn) | Init: 7 Per: 26(LL Vis, DV 60ft)

I'll pick up my 11th level of Kineticist. Actually a big level for me.

My infusion specialization is now at 3, so I ignore the first 3 points of burn from infusions.

My internal buffer increases to 2. I can still only use one burn from my buffer per turn.

Elemental Overflow: At 11th level, whenever the kineticist has at least 5 points of burn, these bonuses increase to a +4 size bonus to one physical ability score of her choice and a +2 size bonus to each of her other two physical ability scores.
So +4 Dex and +2 Str/Con instead of +2 Dex/Con

I'll pick up the Pure Flame Infusion which has a hefty burn cost of 4 but let's me ignore spell resistance. Lot's of things have it at this level and it let's me bypass the common magical immunity of constructs.

Supercharge: At 11th level, when using gather power as a move action, a kineticist can reduce the total burn cost of a single wild talent by 2 points instead of 1. When using gather power for 1 full round, she can reduce the burn cost of a single wild talent by 3 points instead of 2.

Blue flame blast all day every day!

Skills: +1 Linquistics(Russian), +1 Perception, +3 Sense Motive, +1 Dance

Grand Lodge

Male Elf Ranger 6th / Zen Archer 4th / Shadowdancer 2nd / Slayer 2nd | HP:114/139 | AC:23 T:23 FF:15 | CMB:15 CMD:33 | Saves F:+16 R:+22 W:+11 (+2 vs enchantments) | Init:+9 | Per: +20| Darkvision 60’ | Movement 40’ | Gravity Bow (x1) Blend (x1)
Quasit* wrote:
Took Resiliency for the new Rogue Talent (28 temp HP if she goes below 0).

That’s a very cool talent; could definitely be a life saver…

Still looking over feats…can use my slayer talent for a combat feat…or I could take fast Stealth…decisions, decisions…

Dark Archive

NG Female Kitsune Sorcerer 14 (human) | Speed 30 ft. | AC 19, T 14, FF 17 | hp 78/99 | Fort +11, Ref +12, Will +14 | Init +2 | Percep +4 | CMD 20/18 | Spells per day used: lvl1 0/9 lvl2 0/8 lvl3 0/8 lvl4 0/8 lvl5 0/7 lvl6 0/6 lvl7 0/4 | Conditions: none

I'm all updated. Not a lot for me this time except my first level 7 spell. I picked Prismatic Spray.

Grand Lodge

Male Elf Ranger 6th / Zen Archer 4th / Shadowdancer 2nd / Slayer 2nd | HP:114/139 | AC:23 T:23 FF:15 | CMB:15 CMD:33 | Saves F:+16 R:+22 W:+11 (+2 vs enchantments) | Init:+9 | Per: +20| Darkvision 60’ | Movement 40’ | Gravity Bow (x1) Blend (x1)

Leveled up (took another level of Slayer)

Hit Points: 1d10 + 2 ⇒ (9) + 2 = 11


Female Aasimar Kineticist 11/ Monk 2/ Guard 1 | HP: 178/178 NL: 84/178 Burn: 6/10 Buffer: 0/2 | AC: 31(D:36) T: 26(D:31) FF: 31 CMD: 39(D:44)| F:21 R:21 Wi:17 | Resis - Acid:7, Cold:7, Elec:7, Fire: 2+(2*Burn) | Init: 7 Per: 26(LL Vis, DV 60ft)
Saki wrote:
I'm all updated. Not a lot for me this time except my first level 7 spell. I picked Prismatic Spray.

It's an even level so you can also swap one of your spells known for one of the same level. You could swap one of your 2nd level spells for invisibility. One of your 5th level spells for Teleport wouldn't be a bad idea either.

Dark Archive

NG Female Kitsune Sorcerer 14 (human) | Speed 30 ft. | AC 19, T 14, FF 17 | hp 78/99 | Fort +11, Ref +12, Will +14 | Init +2 | Percep +4 | CMD 20/18 | Spells per day used: lvl1 0/9 lvl2 0/8 lvl3 0/8 lvl4 0/8 lvl5 0/7 lvl6 0/6 lvl7 0/4 | Conditions: none

I forgot I can do that. I'll look into it. There are some on my list that I don't use.


Male Human (Ulfen) Fighter 14, HP:132/133, AC: 31, FF: 29, Touch: 12, CMB +17 CMD 32, Fort +12, Ref +6, Will +7/12, DR3/-, Cold Resistance 2, Initiative +2, Warrior Spirit 4/4

Hit Points: 1d10 + 2 + 1 + 1 ⇒ (4) + 2 + 1 + 1 = 8
BAB +1
Fort Save
Bravery +4 (*+5)
Bonus Feat: Quick Draw

Skills: Linguistics +1 (Terra), Perception +1, Craft +2

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