Ascension - Thieve's Guild (Inactive)

Game Master bbangerter

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Stats:
HP = 70, F +9, R +2, W +12, Init +4; Darkvision 90', Scent; Perc. +14, Bluff +23, SM +16, Stealth +8

Got my stat block posted on my profile. I will be cleaning it up over the next few days but the gist is there for review.

still have some equipment purchasing to do as well but its very minor.


@Sorad
You've spent 31 skill points of 25 available.

Ignoring your mundane items you've spent 9086g


GM Ascension wrote:

@Vaek

You've overspent on ability scores
Str 12 2 pts
Dex 18 (16 +racial) 10 pts
Con 14 5 pts
Int 10 0 pts
Wis 8 -2 pts
Cha 17 (16 +1 level 4 bonus) 10 pts
Total spent 25 pts

Ignoring skill points and saves till those are fixed.

+8 to hit with your melee weapon instead of +7.

You've spent 6350 so far.

Correction, I hadn't noticed you'd taken the alternate racial trait of dual talent. That actually leaves you 1 point left over to spend.

Str 12 2 pts
Dex 18 (15 +racial + level 4 bonus) 7 pts
Con 14 5 pts
Int 10 0 pts
Wis 8 -2 pts
Cha 17 (15 +dual talent) 7 pts


Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7
Sicsivicus wrote:

Got my stat block posted on my profile. I will be cleaning it up over the next few days but the gist is there for review.

still have some equipment purchasing to do as well but its very minor.

Is there supposed to be two Pearls of Power? If so, your gold is off.

Love your equipment loadout...Quite descriptive of your characters personality :)


Male Human Ninja/6 - 17/61
Stats:
Max HP 61, Attack +9, AC 20, Fort +4, Reflex +9, Will +4 (+2 vs Divination): Init: +4. Perception +8, Bluff: +13, Diplomacy +8, Sense Motive: +7, Stealth: +12
GM Ascension wrote:

Correction, I hadn't noticed you'd taken the alternate racial trait of dual talent. That actually leaves you 1 point left over to spend.

Str 12 2 pts
Dex 18 (15 +racial + level 4 bonus) 7 pts
Con 14 5 pts
Int 10 0 pts
Wis 8 -2 pts
Cha 17 (15 +dual talent) 7 pts

I have increased my Wisdom to 9, and gave a +1 to my wisdom based abilities. I also purchased Bracers of Armor +1 (1,000) and a Necklace of Natural Armor (2000)

Adjusted backstory to work with Sicvicus' story.


Stats:
HP = 70, F +9, R +2, W +12, Init +4; Darkvision 90', Scent; Perc. +14, Bluff +23, SM +16, Stealth +8

^ nice story add Vaek!

Anthony Krast wrote:
Sicsivicus wrote:

Got my stat block posted on my profile. I will be cleaning it up over the next few days but the gist is there for review.

still have some equipment purchasing to do as well but its very minor.

Is there supposed to be two Pearls of Power? If so, your gold is off.

Love your equipment loadout...Quite descriptive of your characters personality :)

Thanks for the props Anthony. and the heads up on the duplicate Pearls of Power.


Wizard - Bladesinger/6; AC: 16 (20BS); HP: 32/32; Init: +4; Perc: +3; Bladesong Used 0/2; Spell Slots Used 1st 4/4, 2nd 2/3 3rd 0/3

Thanks for input...I will adjust Maeltheron appropriately this evening EST.


Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7
Vaek wrote:


I have increased my Wisdom to 9, and gave a +1 to my wisdom based abilities.

The ability modifier for 8 and 9 are both -1.


Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7
GM Ascension wrote:

@Sorad

You've spent 31 skill points of 25 available.

Ignoring your mundane items you've spent 9086g

I think its 30. I think you may be forgetting the 5 Favoured Class points?


Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7

Hey guys, I realize that I might seem a bit pushy pointing out things about your characters, but im just trying to help. I will also be making a few character stat suggestions. I wrestled with wether or not I should do that since it really is the ultimate intrusion on other peoples creative process, but I figured if you dont agree or dont want to change your characters you simply wont. At best you get a "better" character, at worst you will think im a real munchkin. I guess I can live with that. With that said:

Maeltheron::

- Curveblade damage should be 1d10 + 5 (4 for Str and 1 for +1 weapon)

- Your bow is only Mighty +2. Is that an oversight or just a money issue?

- If im reading the sneak attack range increase ability correctly, you should only be at 40 feet at level 5.

- I dont see Cyclops in your Languages. Dont you wanna be a member of the club :)?

- Suggestion: Since you are going with the curve blade and sniping, might I suggest making your stats

Str: 14 (5 pts)
Dex: 20 (17 base +2 race +1 level 4)(13 pts)
Con: 10 (12 base -2 race)(2 pts)
Int: 10 (8 base +2 race)(-2 pts)
Wis: 12 (2 pts)
Cha: 10 (0 pts)

You can also dump charisma to 7, getting a Con of 12 and 1 point left over to put in either Wisdom or Int.

I know its an old, kinda overused "Trick" but grabbing two levels of fighter would net you three more feats (since you dont need to purchase martial proficiency for the blade), one of which could be used for weapon finesse. With the increased Base Attack, your Curve blade would be at +10 to hit. It would also get you a better fortitude save and 4 more HP...Oh and survival as a Class Skill if you want. There might even be a good Fighter Archetype to trade Bravery for. With the higher starting intelligence you would have lost 7 skill points in the process and 1d6 sneak attack and Uncanny Dodge. One of the remaining two feats you gained could be spent on Extra Talent, meaning you would still have two Talents. And theres still a Feat left over.

Sicsivicus::

- Arent you missing your Domain spells? With your level and Wisdom you should have 3 level 1 spells and 2 level 2 spell (as listed), then theres the domain spells on top.

- Suggestions: Im gonna assumed you dont intend to pursue Ranger any further than the two levels and will level as a Cleric? If so, Improved Shield Bash is strictly speaking better than Two Weapon Fighting for you combat style feat. With a shield spike its more damage than the dagger and gives you +2 AC. Combat Style also functions in Medium Armor in Pathfinder so a Breastplate would be another +2 AC.

Vaek::

- You have both Lamellar Leather and Bracers of armor listed, but they dont stack.

- You are missing a Trait. One of your Traits is actually an alternate Racial Feature.

- You havnt spent your 5 Skill Points from the human Racial Feature, Skilled.

- Your Will Save should be +3 (1 base - 1 Wisdom + 2 Iron Will)

- I dont see Cyclops in your Languages. Dont you wanna be a member of the club :)?

- Suggestions: Much like Maeltheron, your stats can be shuffled around a bit for "better" results.

Str: 12 (2 pts)
Dex: 19 (16 base +2 race +1 level 4)(10 pts)
Con: 14 (5 pts)
Int: 10 (0 pts)
Wis: 8 (-2 pts)
Cha: 16 (14 base +2 race)(5 pts)

It basically just grabs another "free" stat point from going to 8 Wisdom, which does nothing as far at stat bonuses goes, then used that point to "move" 1 from Charisma into Dex.

Leandric Fizzwinkle::

...Nothing to see here folks, move along...

Sorad Dvorak::

*Crickets*


Stats:
HP = 70, F +9, R +2, W +12, Init +4; Darkvision 90', Scent; Perc. +14, Bluff +23, SM +16, Stealth +8

@ Anthony - I have no problems with positive critism of my build...ever and appreciate the time anyone takes to look it over.

I havent chosen spells yet.

I also havent decided how far to take Ranger. At least one more level to get the favored terrain/city that will be more than usefull. I'll take a second look at those combat feats. I just never pictured Sic as carrying a shield.

Thanks again.


Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7
Sicsivicus wrote:

. I just never pictured Sic as carrying a shield.

Yeah I had a suspicion you were going for a look more than power. I mean why offhand a dagger when you can have a short sword instead.


Stats:
HP = 70, F +9, R +2, W +12, Init +4; Darkvision 90', Scent; Perc. +14, Bluff +23, SM +16, Stealth +8

Indeed! and Im contemplating on getting a battle axe too


Wow Anthony, that's quite a bit of useful information for everyone. Way to be!

@Ascension I fixed my skills from 31 to 30, hadn't realized I had dropped an extra one in there. Anthony was correct about the favored class bonus. It's also worth pointing out that your calculation for my gold is a bit off; I should have 1,574 left over now after buying a couple of potions.


Wizard - Bladesinger/6; AC: 16 (20BS); HP: 32/32; Init: +4; Perc: +3; Bladesong Used 0/2; Spell Slots Used 1st 4/4, 2nd 2/3 3rd 0/3

GM Ascension:
Maeltheron should be all ready to go. I took your advice on some things, but not others. I am building to an Assassin Prestige Class next level. Therefore, I did not want any other multi-classing before that, but thanks for the input. BAB for 5th level Rogue is only +3. So, it has all been adjusted accordingly. I am taking Weapon Finesse for the next feat so that the Dex modifier can go to the Curve Blade. The only thing that I am a little unclear on is the amount of money that I have left to spend. Can you clarify that for me based upon what I am showing as left over from the 10,000 on my sheet? Thanks.


Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7

So about the whole item creation feats not allowing item discounts at character creation, what happens when my character emideatly turns around within the first few minutes of play and asks him to make me something? I mean its basically the same end result.

I guess my real question is, how long do we have to wait to use item creation feats?


You could save some of your money and start making items - if you have the free time to do so. Remember each 1000gp worth an item is takes a day of crafting time.


Stats:
HP = 70, F +9, R +2, W +12, Init +4; Darkvision 90', Scent; Perc. +14, Bluff +23, SM +16, Stealth +8

Ok, I did some recrunching (you guys are pretty slick on getting an extra ability point here and there, thanks) and switched out Two weapon fighting for Quick draw. Except for choosing spells and cleaning up my profile Im ready for a full review and open to more advice.


Anthony Krast wrote:


I guess my real question is, how long do we have to wait to use item creation feats?

I guess I didn't quite answer your question. It will be pretty quick. After 2-3 encounters. So it won't be like a dungeon crawl where you might run 8-12 encounters to finish it, then head back to town for a long break. It will more likely be a couple of encounters, a couple of days break, sometimes interspersed with road travel (where no crafting could be done) or sometimes ship travel where all the travel time is free crafting time.


Anthony Krast wrote:
GM Ascension wrote:

@Sorad

You've spent 31 skill points of 25 available.

Ignoring your mundane items you've spent 9086g

I think its 30. I think you may be forgetting the 5 Favoured Class points?

Yea, I was thinking he put those into HP, but that comes from toughness feat instead.


@Maeltheron
Touch AC should be 15 (+5 dex)
You have your HP listed as 45 (5d8+4 + 5 - favored class)
The amount is right, but the listing confused me. Should just be 5d8 + 5.
Longbow damage should be increase by 1 from 1d8+2 to 1d8+3 (+2 str +1 magic).

You've overspent at 11396.5
+1 comp longbow str 14 2600g
+1 elven curved blade 2380g
arrows (40) 2g
silver arrows (10) 1.5g
cold iron arrows (10) 1g
dagger 2g
mithral chain shirt 1100g
alchemists fire (3) 60g
amulet of natural armor +1 2000g
cloak of elvenkind 2500g
disguise kit 50g
mwk thieve's tools 100g
blue whinnis poison (5) 600g


@Anthony
Looks good. With the change to mundane items you have 2088g left over instead of 2011.

You have a listed speed of 30 with your fused eidolon form. Since you are fused though I'm thinking the lame curse affect still applies. Looking into it more though.


@Leandric
Fort should be +6 (+4 cleric +2 con)
Will should be +7 (+4 cleric +3 wis)

No gear listed yet.

Can you list the ranks you've taken in each skill?


Male Gnome Cleric 5

Actually, skills still need to be done, that skill list is still from the old character who's profile I used for Leandric. Been pretty short on time for it but I'll finish it today.


Wizard - Bladesinger/6; AC: 16 (20BS); HP: 32/32; Init: +4; Perc: +3; Bladesong Used 0/2; Spell Slots Used 1st 4/4, 2nd 2/3 3rd 0/3

I will swap the Mithral Chain shirt for a MW Chain Shirt (250 GP) and take the AC penalties at -1 for Dex and Str based skills. That leaves me at 10546.50.

I will take out four Blue Whinnis Doses at 120 GP each. That will leave me at 10066.5.

I will take off Alchemist's Fire and Disguise Kit, leaving me at 9956.5.

Maeltheron should now be complete.


Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7
Maeltheron Timmerond wrote:

I will swap the Mithral Chain shirt for a MW Chain Shirt (250 GP) and take the AC penalties at -1 for Dex and Str based skills. That leaves me at 10546.50.

I will take out four Blue Whinnis Doses at 120 GP each. That will leave me at 10066.5.

I will take off Alchemist's Fire and Disguise Kit, leaving me at 9956.5.

Maeltheron should now be complete.

Getting rid of the natural armor amulet and keeping the mithril would net you the same total AC, remove the armor check penalty and the Ac would be "better" since Dex applies to Touch.


Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7

Btw, if anyone is having trouble making their Gold sufficient, ive got 2k+ just lying around id be willing to lend you. Would even be an excuse for a Character relation, since I dont really have much in the way of those yet.


Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7
GM Ascension wrote:

@Anthony

Looks good. With the change to mundane items you have 2088g left over instead of 2011.

You have a listed speed of 30 with your fused eidolon form. Since you are fused though I'm thinking the lame curse affect still applies. Looking into it more though.

Here is a qoute from a guy in a rather massive Synthesist post. Noone in the post corrects his "ruling" so thats what ive been working from.

"Eidolons and speed: reading the rules it seems to be quite clear here, but I've seen some people miscalculate what a synthesist's speed is so I'll make sure everyone's on the same page as me.

The Fused Eidolon text does NOT say you use the eidolon's base speed. It DOES say that you gain its evolutions. Thus, a half-elf synthesist who takes the quadruped form should have a base speed of 50ft. He starts with a base speed of 30ft, and each Limbs [Legs] evolution increases that by 10ft.

This makes the 30ft base-speed races 10ft faster as synthesists than their eidolons would be as ordinary summoners, because eidolons start at a base speed of 20ft before evolutions."

So basically since my base speed is 20 instead of 30 like his example, id simply use the listed Eidolon speed, ie. 30.


Wizard - Bladesinger/6; AC: 16 (20BS); HP: 32/32; Init: +4; Perc: +3; Bladesong Used 0/2; Spell Slots Used 1st 4/4, 2nd 2/3 3rd 0/3

@Anthony: The Mithral does not increase your AC, just is lightweight and offers a -2 AC Adj. Therefore, swapping it for Amulet of Natural Armor WILL decrease my AC by 1...not an option.


Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7

Isnt the Max Dex of a Chainshirt 4? Meaning without the Mithril you would lose 1 point of Dex armor. I know they changed armor around from 3.5, but I coulda sworn Chain Shirt stayed the same.


Wizard - Bladesinger/6; AC: 16 (20BS); HP: 32/32; Init: +4; Perc: +3; Bladesong Used 0/2; Spell Slots Used 1st 4/4, 2nd 2/3 3rd 0/3

Ahhhhh...correct...That changes everything...damnit!

It really blows taking a character that advanced in another PbP and making it fit to the new GM's creation rules.


Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7
Maeltheron Timmerond wrote:

Ahhhhh...correct...That changes everything...damnit!

It really blows taking a character that advanced in another PbP and making it fit to the new GM's creation rules.

On the plus side, dumping the amulet means you got another 1k gold to buy back the poison and stuff :)


Wizard - Bladesinger/6; AC: 16 (20BS); HP: 32/32; Init: +4; Perc: +3; Bladesong Used 0/2; Spell Slots Used 1st 4/4, 2nd 2/3 3rd 0/3

Ok, I added back in the Blue whinnes for 480GP, The Alchemists's Fire for 60GP, and the Disguise Kit for 50 GP. That puts me at 10555.5.

I will subtract the Amulet of Natural Armor (2000GP), and add Mithral Chain Shirt (1100GP), and subtract MW Chain Shirt (250GP). That leaves me at 9405.5 total. I will add 594.5 to my Gold.

Again, that should do it - DONE!


Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7
Maeltheron Timmerond wrote:

Ok, I added back in the Blue whinnes for 480GP, The Alchemists's Fire for 60GP, and the Disguise Kit for 50 GP. That puts me at 10555.5.

I will subtract the Amulet of Natural Armor (2000GP), and add Mithral Chain Shirt (1100GP), and subtract MW Chain Shirt (250GP). That leaves me at 9405.5 total. I will add 594.5 to my Gold.

Again, that should do it - DONE!

Sadly it seem theres a whole mess of other things wrong I just noticed.

All the wrongness:

Just kidding, lolololololol


Wizard - Bladesinger/6; AC: 16 (20BS); HP: 32/32; Init: +4; Perc: +3; Bladesong Used 0/2; Spell Slots Used 1st 4/4, 2nd 2/3 3rd 0/3

@Anthony: That is funny stuff...you are certainly luck that I have such a sarcastic sense of humor as well. LOL!


Anthony Krast wrote:


Here is a qoute from a guy in a rather massive Synthesist post. Noone in the post corrects his "ruling" so thats what ive been working from.

"Eidolons and speed: reading the rules it seems to be quite clear here, but I've seen some people miscalculate what a synthesist's speed is so I'll make sure everyone's on the same page as me.

The Fused Eidolon text does NOT say you use the eidolon's base speed. It DOES say that you gain its evolutions. Thus, a half-elf synthesist who takes the quadruped form should have a base speed of 50ft. He starts with a base speed of 30ft, and each Limbs [Legs] evolution increases that by 10ft.

This makes the 30ft base-speed races 10ft faster as synthesists than their eidolons would be as ordinary summoners, because eidolons start at a base speed of 20ft before evolutions."

So basically since my base speed is 20 instead of 30 like his example, id simply use the listed Eidolon speed, ie. 30.

That is quite the thread. It's a pity SKR didn't comment on this one specifically, but there are quite a few things he didn't respond to in that thread.

I'm going to rule against this interpretation, based on the following:

Movement speed is a physical characteristic, and better fits coming from the eidolon providing the physical attributes. Given the summoner is also contained within the suit and

The rules don't specify where the speed comes from. The poster you quoted reads this as it comes from the summoner. It could just as easily be read as it comes from the eidolon - since it doesn't actually specify.

Given that it doesn't actually specify then it should fall back to this rule from the synthesist description.

prd wrote:
In all other cases, this ability functions as the summoner’s normal eidolon ability...

The normal bipedal eidolon of course has a speed of 30'. After which we then apply all affects that adjust this speed whether that be the lame curse or a haste spell. Lame curse therefore drops you to 20'.


Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7

All I could find was this.

FaQ:
Remember also that the summoner is wearing the eidolon like a biological, all-encompassing "suit," and the eidolon's shape limits what the summoner can do. If the eidolon doesn't have arms, the summoner can't use his own arms to manipulate objects, make attacks, cast somatic spells, or anything else requiring arms--while fused, the summoner's limbs are trapped within the armless eidolon-suit, and he isn't able to use them to manipulate things. The summoner isn't able to extend his own body parts outside of the eidolon-suit; if he wants to be able to manipulate things with arms, the eidolon needs arms (though tentacles are sufficient for simple tasks).

(Note: It is a matter of flavor and player's preference whether the synthesist floats immobile within the eidolon-suit and its limbs move at his mental command, if the synthesist moves his own arms and the eidolon-suit's arms echo this movement, or if the eidolon-suit is more form-fitting and the flesh-enveloping limbs move in direct response to the synthesist's own movements.)

Note: This clarifies an earlier FAQ error where the summoner's weapon attacks counted toward the number of attacks on the table.

—Sean K Reynolds, 08/03/11

Basically it seems they have left the question of speed entirely up to flavor/fluff/crunch...kinda sucks. So basically any interpretation can be right, although, my Eidolon having a limp because I do is kinda...weird.


Anthony Krast wrote:


All I could find was this.

** spoiler omitted **

Basically it seems they have left the question of speed entirely up to flavor/fluff/crunch...kinda sucks. So basically any interpretation can be right, although, my Eidolon having a limp because I do is kinda...weird.

Yea, officially there is the fluff statement in that FAQ, then the FAQ that talks about effects that are applied to the fused form persisting on the summoner if the eidolon is dismissed/killed/banished (which by implication the reverse would also hold, if the summoner is poisoned or something, then summons the eidolon, then the fused form is still poisoned). Neither really address the cross-implications with other classes and how they interact. Seems paizo could easily write any entire pamphlet on the intricacies of the synthethist.

Fluff wise you could play it a a bad servo in one leg of the eidolon suit. Or you could counter it with a additional limbs (legs) evolution beyond the free one from the bipedal. I'm not ultra concerned with saying 'now your eidolon has 4 visible legs' and would have no objection to still being truly bipedal in look. The 'evolution' then just becomes a repair to the servo's.

FYI, I also posted a question in the rules forums. If someone can show me a rules reason this should work I'll happily revert my decision. But given the other thread never really addressed it I expect the question will just result in a list of different peoples interpretations of how it should work. You are welcome to post your own viewpoint in the thread though just to give some different perspective.


Male Human Ninja/6 - 17/61
Stats:
Max HP 61, Attack +9, AC 20, Fort +4, Reflex +9, Will +4 (+2 vs Divination): Init: +4. Perception +8, Bluff: +13, Diplomacy +8, Sense Motive: +7, Stealth: +12

Added Regional Recluse as a trait. Will be adding non-magical items shortly.


Vaek wrote:
Added Regional Recluse as a trait. Will be adding non-magical items shortly.

That trait isn't from one of the allowed source books - or really mimicked by one of them either.

There are traits that each individually give
+1 perception
+1 survival
+1 stealth
There are not any traits that I can think of that grant bonus languages.
Not sure which of the options you were looking to pick up from regional recluse.


Male Human Ninja/6 - 17/61
Stats:
Max HP 61, Attack +9, AC 20, Fort +4, Reflex +9, Will +4 (+2 vs Divination): Init: +4. Perception +8, Bluff: +13, Diplomacy +8, Sense Motive: +7, Stealth: +12

Primarily looking for the bonus to perception, and felt the Survival bonus was nice, should I be bleeding out.


Male Gnome Cleric 5
GM Ascension wrote:
There are not any traits that I can think of that grant bonus languages.

There are two traits that give bonus languages, Leandric has one of them, but they are both racial, one being for Gnome and one being for Ru-Shi type Dhampirs.

Leandric is almost done. Just can't decide on the last (lvl 1) feat and on gear. Have some ideas the problem is whether they're useful or not. For instance, I was thinking about guns, but they're pretty pointless without at least 5 levels of Gunslinger, which I won't take. Without that they are overcosted crossbows.


Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7
Leandric Fizzwinkle wrote:
GM Ascension wrote:
There are not any traits that I can think of that grant bonus languages.

There are two traits that give bonus languages, Leandric has one of them, but they are both racial, one being for Gnome and one being for Ru-Shi type Dhampirs.

Leandric is almost done. Just can't decide on the last (lvl 1) feat and on gear. Have some ideas the problem is whether they're useful or not. For instance, I was thinking about guns, but they're pretty pointless without at least 5 levels of Gunslinger, which I won't take. Without that they are overcosted crossbows.

I think the game has a hard gun ban anyway.

When in doubt, Toughness or one of the +2 save feats imo.


Male Gnome Cleric 5
Anthony Krast wrote:

I think the game has a hard gun ban anyway.

When in doubt, Toughness or one of the +2 save feats imo.

If there's a ban that has changed since I even talked about MC'ing Experimental Gunslinger before. Afaik they're just a real strange and novel thing (which in turn makes them interesting for a tinkerer).

The "standard" filler feats are a bit of a waste for Leandric. His saves are pretty decent and he is supposed to be a ranged kind of guy (and actually has 15 constitution already, so HP is decent)


Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7
Leandric Fizzwinkle wrote:
Anthony Krast wrote:

I think the game has a hard gun ban anyway.

When in doubt, Toughness or one of the +2 save feats imo.

If there's a ban that has changed since I even talked about MC'ing Experimental Gunslinger before. Afaik they're just a real strange and novel thing (which in turn makes them interesting for a tinkerer).

The "standard" filler feats are a bit of a waste for Leandric. His saves are pretty decent and he is supposed to be a ranged kind of guy (and actually has 15 constitution already, so HP is decent)

When you say ranged, do you mean crossbow or spells? Magical heritage trait with Command or Hold Person can be pretty nifty with the Bouncing spell Metamagic feat


Guns are allowed, but rarely seen.


Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7
GM Ascension wrote:
Guns are allowed, but rarely seen.

Ah, must just have gotten too used to GMs banning guns (campaign specific not balance)


Male Human Ninja/6 - 17/61
Stats:
Max HP 61, Attack +9, AC 20, Fort +4, Reflex +9, Will +4 (+2 vs Divination): Init: +4. Perception +8, Bluff: +13, Diplomacy +8, Sense Motive: +7, Stealth: +12

I am not sure if we have an actual "tank" in our group. Perhaps this goes with out saying, but just wanted to remind everyone. Since this is a Multiple PC group world. The DM can't pull punches if we get in over our heads. There are times that we are likely going to need to flee. Plus against other PC's they are likely to go for the healer first anyways.

I know my character is not built as a DPS machine, in fact would prefer to do everything possible to only be in combat were we have a large advantage. Hopefully, we all have a means of escape in some fashion or another in the event the combat turns against us. I know I have my invisibility (vanishing trick) as well as a Token Tree.

And it may not be a bad idea to save up money, to ensure you can pay for a Resurrection so you don't have to use your freebie.

It won't surprise me if we end up working with the Rebellion group, And perhaps even the Merchant group "escorting" their caravan's, until they figure out that every time we escort it, the valuables are stolen by rotten thieves. I suspect we are less likely to work with the Mageocracy, as their goals are less likely to align with ours.

So let's pick our battles carefully, since it isn't the traditional style of campaign. And hopefully, we can always keep our guild's location secret. I would guess that will be an eventual storyline hook for one of the other groups.

Now let's have some fun.


Stats:
HP = 70, F +9, R +2, W +12, Init +4; Darkvision 90', Scent; Perc. +14, Bluff +23, SM +16, Stealth +8

You bring up a good point Vaek. Our monk and summoner (with his eidolon armor on) could qualify as tanks but not in all situations understandably. Picking our fights is a sound tactic and we should also concentrate our fire to take out the most dangerous opponents one at a time whenever posible. Sic has a couple of tricks for bolting when the proverbial crap hits the fan but we'll also have to make sure none of us run until everybody is able to do so.


Male Gnome Cleric 5

Eventually we'll have tanks beyond compare in the form of golems (assuming we'll reach that level) and before that animated objects. It's still a fair bit into the future though (first things come lvl 7)

By the way, while he can heal Leandric isn't a healer. He can patch up people when needed but he's better off providing control and some buffs.

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