Baldwin the Merciful's - CoT Campaign (Inactive)

Game Master baldwin the merciful

This is Council of Thieves AP. Westcrown, City of Twilight, once was the center of Aroden's faith, but now it symbolizes despair. By day, the city remains a vibrant center of trade; but, by night only those with a death wish venture out.


7,301 to 7,350 of 12,180 << first < prev | 142 | 143 | 144 | 145 | 146 | 147 | 148 | 149 | 150 | 151 | 152 | next > last >>

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

Just noticed nobody claimed the +2 Short sword?!

Grimm is not proficient but it would be a great backup for Truk or John or Lucrezia.

Or convert to cash....

Grimm will hold off shopping. If getting Duncan back asap is a priority I dunno where the cash would come from to suitably equip him. If people are happy to keep Grimm he'd be getting some new gear (after whoring of course)


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

John has his keen longsword and MW Silver mace. Lucrezia doe shave her magic bastard sword. That leaves Orsin,Truk and Grimm. Truk could use a silver hammer methinks for pummeling the undead/devils so a short sword would be a suitable back-up.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

I'm not a big fan of the golf-bag-of-weapons approach to adventuring. Truk's non-silver hammer is good enough for most things and if DR is too much of a problem, I'm good with taking a back seat for others. Go ahead and pawn it.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Understandable, although I have a feeling that resistances will grow so much that not having one would be unwise. So maybe silver gauntlets! Or just grab Andrea's mace since she rarely uses it. Maybe a silver dagger for Orsin.

Or Shocking Burst Silver gauntlets? go all Thor on things.


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

I'm cool with selling it.

I quite like the golf bag approach for Dwarves.
Since they aren't slowed by encumbrance it would make sense they be a walking armory. And it's a cool visual.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

I get that it's a cool visual for some. I won't fault you for liking it. It's just something that I've never really liked.

I mean in most fantasy movies/literature the characters don't carrying around four different weapons right? They usually have their one main weapon and then maybe a dagger (or some equivalent side arm).

I guess it's one of those tropes I've never been able to get over.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Good Rping of a character. I did go the golf-bag approach in Baldwin's dungeon crawl game with a battle oracle who had a battle-axe,warhammer and handaxe of different materials.

You could always try choking a devil to death with silver coins down the throat. ;)


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
Truk'tosh wrote:

I get that it's a cool visual for some. I won't fault you for liking it. It's just something that I've never really liked.

I mean in most fantasy movies/literature the characters don't carrying around four different weapons right? They usually have their one main weapon and then maybe a dagger (or some equivalent side arm).

I guess it's one of those tropes I've never been able to get over.

Depends on the race for me.

When I play elves I stick to a preferred blade over all others (usually scimitars) with a bow (rarely used cause my elves are always casters) and maybe a single gauntlet or cesti (the unarmored hand is for casting)

Humans vary. My rangers use whatever is at hand.
Fighters and barbs have one favorite and use it despite it being suboptimal.

My half-orcs ALWAYS use a two handed weapon.

Dwarves are my golf baggers. Weight doesn’t slow them so carry heaps.

Small races....well I am an optimiser. I don't play small races (unless it's a gnome sorcerer, but rarely)


Evil GM

STR Ranger take it as an accomplishment that Duncan made an impact on the group but play the character you want. Duncan died don't feel obligated to resurrect him. You've already created a mechanically similar character as Duncan, but you should play what you want, not what others desire.

That is my .02.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Andrea would like, in a Rp sense, to bring back Duncan even if is just in a NPC role(Grumm needs help at the forge). Please feel free to play Grimm all you ant.


Evil GM

Everyone can level up to 8th the next day.

Grimm your tab line mentions that you are 6th level currently but I think you didn't change it when you moved up to 7th. You currently have a 5 BAB and that is 7th level inquisitor.


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

yay, another level.

Now, do i take it as ranger or try my idea for arcane archer?

Hmmm.....


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Okay some breakdowns of treasure

Sale of the coians,gems,items there for the purpose of selling.
1938 GP 11 PP 29 SP/7= 311 gp 1 PP 4 Sp each

Sale of these items
Ring of Swimming(unclaimed) 1,500
2 +2 Flails 8,016(!) (From the armored knights, if they were +1 flails they are still worth 4,016)
+1 chain shirt (550)
+1 Animalbane Heavy X-Bow (25+1,000+1,000)2,025
+1 Heavy Repeating Crossbow(1,000+200) 1,200

13,291 Gp/7=1898 GP each.

Remaining items for people to look over. Includes what items people have been claimed.

Spoiler:

Bag of holding Type 1
Handy Haversack
+1 returning dagger
+1 Lt mace
+1 Sh sword
msw dagger
+1 Cloak of Resistance
+1 Ring of Protection (John)
+2 Ring of Protection (Truk)
Ring of Climbing (John)
Ring of Swimming (John)
Grey Bag of Tricks
Key Ring of Sealing. Seals lock
leather armor +1
2 javelins are javelins of lightning. (1 John 1 Lucrezia)
a leather pouch containing ix bloodstones worth 50 gp each,
a masterwork bolas,
+2 Ring of Protection (Andrea)
60 Mithril crossbow bolts (25 to Shadow,25 to Lucrezia)
Efficant Quiver
Wayfinder Dusty Rose Ioun Stone(850 gp) +1 Init to a Pathfinder (Orsin)
6 vials Truecolor dye
Pipes of Sounding (Orsin)
Minor Coin purse of holding. 500 coins or 10 lbs small items (Ziz)
4 Finger bones. Minor artifact 4 temp hp (John)
Book with hidden storage inside.
Golembane scrab
+2 ROP (Grimm)
+1 ROP
+2 short sword
crossbolts
gold and black holy symol of bat head
masterwork hand cross bow
wayfinder (empty}
Consumables
scroll of demensional anchor, dismissal
oil of magic vestment +2
Scroll of Restoration
Potion of Lesser Restoration
Scroll of Breath of Life

The Morrowfall

There is an unclaimed Ring of Protection +1 and Cloak of Resistance +1. So anyone who wants one can claim them.


Evil GM

They are +2 Flails, $8,316 total for the resale of the both.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Leveling up.
Wisdom+1

Becoming 1st level Holy Vindicator(Got a special scene in mind for this.)
HP gained: 1d10 + 2 ⇒ (7) + 2 = 9
2 Sp gained+3=5 (2 base,1 human,1 INT,1 favored class)
+1 BaB +1 Fort/Will
+1 Know-Religon
+1 Spellcraft
+2 Profession-Madam
+1 Perception

Special Abilities
Channel Energy: Holy Vindicator levels stack with cleric levels
Vindicator's Shield: As standard action, channel energy into shield for (+4) sacred bonus. lasts for 24 hours or until struck in combat.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

I'm torn.

I was going to take a couple monk levels but after the mass blinding, I'm thinking we need more support still.


Evil GM
Truk'tosh wrote:

I'm torn.

I was going to take a couple monk levels but after the mass blinding, I'm thinking we need more support still.

Monk requires lawful alignment

Barbarian requires any non-lawful alignment.
Your CG


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

Yeah, Truk's going to be a martial artist.

It's a monk archetype that removes the alignment restriction.

Martial Artist

It's the same archetype Sunny had.


Evil GM

Where's the logical progression for martial artist from your current classes and where would you have picked this training up at? I'd have a problem accepting that build sorry. Little too min-max for my taste.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

I mentioned Truk spending time training with monks in his backstory and Truk mentioned being a skilled wrestler with Lucrezia.

And what's min max about taking monk levels? I can't even use half of the class features.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Andrea would like to claim the Handy Haversack along with the Ring of Protection +2 as permenant magic items.


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

Well, Lucrezia can at least attest to Truk's wrestling skills.

Now, as for Lucrezia own progression, what are your thoughts on her suddenly/spontaneously picking up some arcane skills? Potential class was Bard, archetype Detective if I still want to pick a class to fulfill the arcane requirement for Arcane Archer.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

You could train with Orsin for bard stuff. Plus perhaps go back to the Limehouse for lessons from Robhal.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

My thinking was this level representing Truk coming into his previous unarmed combat training (as mentioned in his history).

If that's not viable for some reason he could train with Mathalen.


Evil GM

Lucrezia the arcane archer is a prestige class focusing on bow usage, as long as, you pick up a level of arcane magic that's a natural fit for your character. You spend quite a bit of time with a wizard and a bard, so that makes sense.

To move between three core classes - barbarian - cleric - monk simply doesn't work in the game. To me it looks like cherry picking the choicest parts of classes. Writing it in your background and wrestling with someone in bed doesn't make it available.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

Can I take monk later then? How about fighter?

If I'd have known there was going to be a restriction on multiclassing I would have been a monk from the beginning. Can I do a small rebuild? I'd like to swap furious focus for improved unarmed strike.

I'm sure Grimm can attest to improved unarmed strike being entirely non-min-maxed.


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15

There is an unclaimed Ring of Protection +1 and Cloak of Resistance +1. So anyone who wants one can claim them.

Zizmort will take these is they are extra :)


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

I was mainly thinking of Bard just so that I could still at least wear light armor without worrying about any spell failure. Either that or just try to avoid all spells with somatic components.

Detective Archetype:

Detective

Piecing together clues and catching the guilty with sheer cleverness, the detective is skilled at divining the truth.

Bardic Performance: A detective gains the following types of bardic performance.

Careful Teamwork (Su): A detective uses performance to keep allies coordinated, alert, and ready for action. All allies within 30 feet gain a +1 bonus on Initiative checks, Perception, and Disable Device checks for 1 hour. They also gain a +1 insight bonus on Reflex saves and to AC against traps and when they are flat-footed. These bonuses increase by +1 at 5th level and every six levels thereafter. Using this ability requires 3 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance. This ability is language-dependent and requires visual and audible components. This performance replaces inspire courage.

True Confession (Su): At 9th level, a detective can use performance to trick a creature into revealing its secrets. Using this ability requires a successful Sense Motive check to see through a Bluff or notice mental compulsion. After 3 continuous rounds of performance, the target must make a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier). Success renders the target immune to this power for 24 hours. On a failed save, a liar inadvertently reveals the lie and the truth behind it. A creature under a charm or compulsion reveals the nature of its enchantment and who placed it (if the creature knows) and gains a new saving throw to break free from the enchantment. This ability is language-dependent and requires audible components. Using this power requires only 2 rounds of performance at 15th level, and 1 round of performance at 20th level. This performance replaces inspire greatness.

Show Yourselves (Ex): At 15th level, a detective can use performance to compel creatures to reveal themselves when hiding. All enemies within 30 feet must make a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier). If they fail, they must cease using Stealth, unlock and open doors between themselves and the detective, and dismiss, suppress, or dispel if necessary magical effects that grant invisibility or any other form of concealment from the detective. As long as they can hear the performance, affected creatures may not attack or flee until they have eliminated every such effect, though they are freed from this compulsion immediately if attacked. Creatures in the area must make this save each round the bard continues his performance. This ability is language-dependent and requires audible components. This performance replaces inspire heroics.

Eye for Detail (Ex): A detective gains a bonus equal to half his level on Knowledge (local), Perception, and Sense Motive checks, as well as Diplomacy checks to gather information (minimum +1). This ability replaces bardic knowledge.

Arcane Insight (Ex): At 2nd level, a detective can find and disable magical traps, like a rogue's trapfinding ability. In addition, he gains a +4 bonus on saving throws made against illusions and a +4 bonus on caster level checks and saving throws to see through disguises and protections against divination (such as magic aura, misdirection, and nondetection). This ability replaces well-versed.

Arcane Investigation: In addition, a detective's class spell list includes the following: 1st—detect chaos/evil/law/good; 2nd—zone of truth; 3rd—arcane eye, speak with dead, speak with plants; 4th—discern lies; 5th—prying eyes, stone tell; 6th—discern location, find the path, greater prying eyes, moment of prescience. A detective may add one of these spells or any divination spell on the bard spell list to his list of spells known at 2nd level and every four levels thereafter. This ability replaces versatile performance.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

I think Ziz will be buried under the cloak. Maybe use the ring as an anklet or something. :)

In regards to Truk wanting a monk level. I think it is as he says, a flavor things rather than cherry-picking. Taking a monk level actually makes him weaker somewhat since he gives up rage powers and spell casting ability.

My choice for making Andrea a Holy Vindicator is very much a flavor/RP choice for example. I am giving up spells for some extra martial prowness and AC bonus 5/day(at the cost of any healing and turning). So Truk being able to punch harder isn't overwhelmign I belive especially since we are encountering creatures and situations that are punch-resistant as it were.


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15

You might want to think about your casting stat. Since you progress casting levels, the 14 int may may wizard more attractive. Plus the addition of a familiar. Just a thought.


Female Half Elf Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

Well, i still wouldn't be able to get an intelligent familiar for a while though and i have no idea what school to pick.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Universal always works, plus you can read out of that spellbook we got from The Knot.

Items claimed from list
+1 Ring of Protection (Ziz)
+1 Cloak of Resistance (Ziz)

Claiming the Haversack along with the ROP+2. So here is the new list.

Spoiler:

Bag of holding Type 1
Handy Haversack (Andrea)
+1 returning dagger
+1 Lt mace
+1 Sh sword
msw dagger
+1 Cloak of Resistance (Ziz)
+1 Ring of Protection (John)
+2 Ring of Protection (Truk)
Ring of Climbing (John)
Ring of Swimming (John)
Grey Bag of Tricks
Key Ring of Sealing. Seals lock
leather armor +1
2 javelins are javelins of lightning. (1 John 1 Lucrezia)
a leather pouch containing ix bloodstones worth 50 gp each,
a masterwork bolas,
+2 Ring of Protection (Andrea)
60 Mithril crossbow bolts (25 to Shadow,25 to Lucrezia)
Efficant Quiver
Wayfinder Dusty Rose Ioun Stone(850 gp) +1 Init to a Pathfinder (Orsin)
6 vials Truecolor dye
Pipes of Sounding (Orsin)
Minor Coin purse of holding. 500 coins or 10 lbs small items (Ziz)
4 Finger bones. Minor artifact 4 temp hp (John)
Book with hidden storage inside.
Golembane scrab
+2 ROP (Grimm)
+1 ROP (Ziz)
+2 short sword
crossbolts
gold and black holy symbol of bat head
masterwork hand cross bow
wayfinder (empty}
Consumables
scroll of demensional anchor, dismissal
oil of magic vestment +2
Scroll of Restoration
Potion of Lesser Restoration
Scroll of Breath of Life

Andrea examines the gold and black holy symbol of bat head to see if she knows what it is

Know-Religon: 1d20 + 11 ⇒ (2) + 11 = 13


Male human bard 7/pathfinder savant 5: 83/83 hp, Init +2, AC 24 [touch 14, flat-footed 23], Fort +10, Ref +12, Will +11; Perception +5

Could Lucrezia's arcane bonded object be her bow? At CL 5 she'd be able to customize it as if using Craft Magic Arms and Armor.

Orsin's a Pathfinder Now!

Pathfinder Savant Hit Die: 1d6 + 1 ⇒ (5) + 1 = 6

+1 ability score increase (Cha 17 -> 18)
+3 skill ranks total (Perform [sing], Spellcraft, Use Magic Device)
+1 to base Will save
Adept activation
Master scholar

No spellcasting this level. :(


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

The description says a weapon can be used so it looks ok.


Male human bard 7/pathfinder savant 5: 83/83 hp, Init +2, AC 24 [touch 14, flat-footed 23], Fort +10, Ref +12, Will +11; Perception +5

Also, thank you Andrea for keeping such an accurate account of all the loot!


Still watching. ;)

Actually...if Truk does take Martial Artist he doesn't actually have to give up anything. He'll just have to watch when he rages and when he 'style'/'Bruce Lee' punches the snot out of things. :)

Sunny actually WAS said class.

*Catches up with main thread*

(O_o) Does this mean Sunny be 'sunny' again?

Much cheers to all!


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15

Ziz doesn't get the gear. I forgot magic items don't resize.


How about turning the ring into a lil' collar? Maybe with a bell attached? ;)


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

I think Andrea was referring more to giving up a level's worth of progression in either spellcasting or rage rounds/rage powers.


*Nods* Aye, though the whole 'Not being able to Monk and RAGE!' was my angle.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Faelyn Sindrel wrote:
Ziz doesn't get the gear. I forgot magic items don't resize.

Ok.

I think Sunny's raising will be an off-screen event with both of you walking off intot he sunset together. :)


Yay for happy endings. ;)


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15

I'll take the bag of holding. Not much loot for a wizard lately. Thank you for keeping up with it Andrea!


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Done


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
, wrote:
How about turning the ring into a lil' collar? Maybe with a bell attached? ;)

I like the creativity.


Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15

Spellcraft: 1d20 + 17 ⇒ (17) + 17 = 34
For the MorrowFall


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Imsomnia ho! One last treasure post before I go senseless.

Lucrezia, the quiver would be an excellent fit for you.

Spoiler:

Bag of holding Type 1 (Faelyn)
Handy Haversack (Andrea)
+1 returning dagger
+1 Lt mace
+1 Sh sword
msw dagger
+1 Cloak of Resistance (Fiosa)
+1 Ring of Protection (John)
+2 Ring of Protection (Truk)
Ring of Climbing (John)
Ring of Swimming (John)
Grey Bag of Tricks
Key Ring of Sealing. Seals lock
leather armor +1
2 javelins are javelins of lightning. (1 John 1 Lucrezia)
a leather pouch containing six bloodstones worth 50 gp each,
a masterwork bolas,
+2 Ring of Protection (Andrea)
60 Mithril crossbow bolts (25 to Shadow,25 to Lucrezia)
Efficant Quiver
Wayfinder Dusty Rose Ioun Stone(850 gp) +1 Init to a Pathfinder (Orsin)
6 vials Truecolor dye
Pipes of Sounding (Orsin)
Minor Coin purse of holding. 500 coins or 10 lbs small items (Ziz)
4 Finger bones. Minor artifact 4 temp hp (John)
Book with hidden storage inside.
Golembane scrab
+2 ROP (Grimm)
+1 ROP (Fiosa)
+2 short sword
crossbolts
gold and black holy symbol of bat head
masterwork hand cross bow
wayfinder (empty}
Consumables
scroll of demensional anchor, dismissal
oil of magic vestment +2
Scroll of Restoration
Potion of Lesser Restoration
Scroll of Breath of Life

Bag to Faelyn and Andrea has given the Cloak of Resistance +1 and ROP+1 to Fiosa. Perhaps Mathalen would like the +1 Returning dagger

Once everyone has had their say, unclaimed items will be sold off. As for consumables.

Scroll of Dimensional Anchor-Faelyn or Orsin
Scroll of Dismissal- Andrea(If Truk doesn't want it)
Scroll of Breath of Life-Andrea
Scroll of Restoration-Truk
Potion of Lesser Restore. Rolling Potion: 1d8 ⇒ 3 Enjoy your potion, Orsin. :)
Oil of Magic Vestment +2 Rolling Oil: 1d8 ⇒ 2 Oil yourself up John


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

On second thought, Truk will with cleric for now.

I still plan on picking up a monk level or two in the future but the group's support needs are still too great.

d8: 1d8 ⇒ 6

+1 Intimidate
+1 Knowledge: Religion (Satisfied?)

+1 All Saves
+1 BaB

+1 2nd level slot
+1 3rd level slot


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

I have no problems with the monk level.

If Baldwin doesn't allow it you could take a level of Unarmed Fighter would get you Imp Unarmed Strike and a Style Feat. Dragon Style is awesome.

Or if a slight rework is in order you could swap your Cleric levels for oracle of life (since you prep the same spells alot) and shoot for RAGE PROPHET!


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

Hp roll 1d8 ⇒ 3 aww that sucks.
So 3+2con+1favored.

Also learned gtr magic weapon.
8th level inquis gets to swap out an old spell
Swapped communal resistance for DEEPER DARKNESS!!
picked up some more +1
stealth,
Knowledge (arcana, religion)
Diplomacy
Intimidate
Sense motive
Heal

Got my WEAPON MASTER domain power! Learn any combat feat as a swift action for 1 round.
Hello Furious focus, Cleave or Weapon Focus or Shield Focus or Improved Trip or MOONLIGHT STALKER!!!

BAB+6/+1
+1 FORT AND WILL

The cream is I get two Judgements per use.
Tactics rd1: swift purity and justice. CAST DEEPER DARKNESS on weapon Proceed to kick a$$
Rd2: swift MOONLIGHT STALKER feat. Continue to kick ass.

7,301 to 7,350 of 12,180 << first < prev | 142 | 143 | 144 | 145 | 146 | 147 | 148 | 149 | 150 | 151 | 152 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Baldwin the Merciful's, CoT Campaign All Messageboards

Want to post a reply? Sign in.