Baldwin the Merciful's: Razor Coast (Inactive)

Game Master baldwin the merciful

The Razor Coast has drawn men to madness and slaughter since the world was young. Tulita natives, born from the same fire as this jagged coast, claim the Razor existed long before the world’s other lands. It is a crucible of flame cooled by the ocean’s caress and its mountains, reefs, and lightless depths teem with as many terrors as lustrous spoils. The Razor bucks the trappings of civilization in much the same manner the storm-tossed sea spurns the men who dare mount her. This is no place for the weak-willed. Untested souls are food for its storms, its fickle gods, its ancient spirits, and the evil predations of unfathomable creatures. No less dangerous are the men who make the coast their home and whose dark desires put most horrors to shame.


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Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

If Torgue has unarmed strike, he could.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

The -4 part to flying creatures is only if the gravity elemental uses its HOLD ability. .

Tome of Horrors wrote:
HOLD: As a full-round action a gravity elemental can cause all corporeal creatures in its area of effect to become too heavy to move. Creatures in the gravity elemental’s gravity field must succeed on a Fortitude save or gain the held condition until the gravity elemental releases them or they break free. A flying creature has a –4 penalty applied to the save; failure means it is unable to remain airborne and must land. The check DC is Strength-based. The gravity elemental can maintain this ability each round as a full-round action. The area of effect and save DC depend on the size of the elemental. If the gravity elemental maintains this ability, on successive rounds a held creature can break free by succeeding on a Strength check with a DC equal to the initial Fortitude save. Any land-bound creature two size categories smaller less than the elemental has its speed automatically reduced by half, even if the Strength check is successful. This ability only works on creatures with weight and mass; incorporeal and gaseous creatures are immune to this power.

Round 8

Inspire Courage Active: +2 attack/damage/save vs fear and charm

Astrianna screeches as the monstrous birds begin to attack, and she swats at them her her bow. "Cockatrices?! DISSGUSTING! Ugh! Don't let the beggers peck on you, you'll turn to stone if they gang up on you! Sweet Shelyn's bathwater they smell worse than Torgue."

The bard is about to fire off an arrow at one of the flying birds when Chell summons her gravity elemental. Her emerald eyes go wide, and she momentarily stares in disbelief.

"What..? Did you just summon...? What is that thing going to do to the ship?" She asks before knocking an arrow and firing it at one of the cockatrices above Embri's head.

Free action: Maintain Inspire Courage (9/16)

Standard Action:Attack Cockatrice G12

Longbow, inspired, point-blank!: 1d20 + 6 + 2 + 1 ⇒ (9) + 6 + 2 + 1 = 18

damage inspired, point-blank!: 1d8 + 1 + 2 + 1 ⇒ (7) + 1 + 2 + 1 = 11


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

Torgue pauses and sniffs his arm.

Nah..


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

Round 8

3pp? S+**. Didn't see that. I'm sorry. I assumed it was alright since you didn't comment on it when I posted about it in Discussion. Then again I did post just this morning. For the record then can I use the Positive Energy Elemental?

When I posted I didn't see the birds. Since these birds are small size they must be in the square above their targets so I will put the elemental at G11, 10ft above Astrianna. It has perfect flight so it can hover without making a fly check. That should get all three of the cockatrice in the Gravity Field (5ft aura) and not effect us. Depending on the height and position of the baddies on the galley it might affect a few of them too.

I am using the hold function of Gravity Field which says "Hold: As a full-round action a gravity elemental can cause all corporeal creatures in its area of effect to become too heavy to move. Creatures in the gravity elemental’s gravity field must succeed on a Fortitude save or gain the held (=helpless) condition until the gravity elemental releases them or they break free. A flying creature has a –4 penalty applied to the save; failure means it is unable to remain airborne and must land."

I did read it wrong. Its a fort save to resist being held and a strength check to break free if held. -4 to the fort save. If they fail, they fall and become helpless though they will be out of the aura then.

Also Round 1/5 for Summon


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Astrianna, are you opening to an AoO, bird is above Embrianna, but still threatening you.I think.

Sorrin drops the grappling hook, and drawing a scimitar... attacks the fell beast.

A little help!

atk, scimitar, inspired: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30
dmg, scimitar, inspired: 1d6 + 6 + 2 ⇒ (2) + 6 + 2 = 10

crit, scimitar, inspired: 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27
dmg, scimitar, inspired: 1d6 + 6 + 2 ⇒ (5) + 6 + 2 = 13


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Maybe? I'm not sure honestly, I thought they were 5ft above but he does say eye/ear level. I'll let Baldwin decide and take the AoO if there is one.


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

I'm saying, draw and swing... So you you don't draw an AoO, especially from these nasties. Looking out for you, dear.

Imagine we each take up a 5ft square (2d) and 5ft cube (3d), they occupy the next cube above us. 5ft higher than we are.


Evil GM

They are small size and they are overhead to avoid any confusion. For some reason I was thinking their reach was like a tiny creature.


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7
Astrianna Sparacello wrote:


"What..? Did you just summon...? What is that thing going to do to the ship?" She asks before knocking an arrow and firing it at one of the cockatrices above Embri's head.

"As long as any object has more mass outside the...nevermind. It's good against fliers and missles. Master Robillard told me about it. It won't hurt the ship."


Evil GM

Updated map with template Grav field

*It gets two for the three cockatrices.

I really wasn't paying attention to the request this morning. I'll have to look at the other 3PP item you want to use chell at another time. I doubt that I'll want to start going that route, then someone else wants an exception.

save: 1d20 - 2 - 4 ⇒ (3) - 2 - 4 = -3
save: 1d20 - 2 - 4 ⇒ (6) - 2 - 4 = 0

the strength save threw as opposed to a fort save. the small creature has a 6 ability score so that a -2 str, then -4 penalty for the element type.

Both the birds try to land in the nearest free hex (two creatures can occupy the same hex)and this draws an AOO from Torgue, Jenkie, Sorrin and the Capt. Neither the capt or Jenkie have weapons in hand so they will not take the AOO.


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

Torgue lashes out with a meaty fist at the flying chicken.
POW!Inspired: 1d20 + 9 ⇒ (8) + 9 = 171d3 + 5 ⇒ (1) + 5 = 6


Evil GM

AOO on Astri for shooting within a threatened hex.

bite: 1d20 + 9 ⇒ (14) + 9 = 23;dam: 1d4 - 2 ⇒ (3) - 2 = 1
Plus make a DC 12 fort save failure means
dex damge: 1d4 ⇒ 3
as you skin starts to petrify.

Astri releases the arrow and strike the small bird.

Sorrin injures one of the birds 23 HP

RD 8 update

Astri - hit for 11 HP
Bri -
Torgue - drops his bow
Archers - dead
Sorrin - 23 HP on one bird
Chell - elemental appears and attacks. Chell casts wind wall.
Capt/jenkie -
Smugglers/chimera -
Cireladwen - hits the man in the crows nest for 12 HP he is down.
galley crew -
land crew -


Evil GM

Torgue hits with his AOO on one of the cockatrices.


Evil GM

Jenkie drinks a potion clw

clw: 1d8 + 1 ⇒ (4) + 1 = 5

The Captain grabs coil of rope that has a grappling hook then tosses it.

grappling hook, ranged: 1d20 + 7 - 6 ⇒ (4) + 7 - 6 = 5

vs. AC 5, 10 ft range increments 30ft to foredeck

The rope catches...barely.


Evil GM

RD 8: barge

Two more flaming arrows go flying towards the galley is located.

perception sound: 1d20 + 12 ⇒ (12) + 12 = 24

perception sound: 1d20 + 12 ⇒ (5) + 12 = 17

50%: 1d100 ⇒ 38
50%: 1d100 ⇒ 4

The arrows again fall harmlessly in the water.


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CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Fortitude save: 1d20 + 1 ⇒ (6) + 1 = 7

'Tis what I get for not checking the threatened squares. Edit: By the way Sorrin, I understood why it was threatened after you pointed it out the first time, I just wasn't going to retconn my action. Baldwin gets out the beatin' stick when you retcon...

Astrianna gets pecked by one of the damnable creatures as she skewers it with an arrow, the bard hissing as part of her arm turns to stone. "Damn! Kill those blighters! Chell, I'll need a restoration prayer when you get the time..."


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

Chicken fricassee coming up!


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7
Chell Silves wrote:
Move to get potion (cure moderate 2d8+7) and hand it to Jenkie.

"Next time can we scout the cove?" she says fumbling for the scroll she made yesterday.


Evil GM

RD 9: Galley Crew

The three non-slumbering men on the deck join continue to fire down on the boarding crew: (they are unaware of the wind wall)

random: 3d7 ⇒ (1, 2, 5) = 8
1 Sorrin, 2 Bri, 3 Torgue, 4 Chell, 5 Astri, 6 jenkie, 7 Capt

@Sorrin
bow: 1d20 + 9 ⇒ (10) + 9 = 19;dam: 1d8 + 2 ⇒ (5) + 2 = 7

the arrow aimed at sorrin gets sucked into the gravity

@Bri
bow: 1d20 + 9 ⇒ (16) + 9 = 25;dam: 1d8 + 2 ⇒ (1) + 2 = 3
the arrow aimed at Bri gets sucked into the wind wall

@Astri
bow: 1d20 + 9 ⇒ (11) + 9 = 20;dam: 1d8 + 2 ⇒ (2) + 2 = 4

the arrow aimed at Astri is shot (F:12/13) and slips behind the wind wall and by the gravity elemental.

Remember the map and hexes are not too scale. the galley is just under the 50 ft in length, and the sloop is 35 feet or so. The map key has each hex as 20 feet but that does not convert well for melee combat. In reality the elemental doesn't cover as mush ground as stated last round.


Evil GM
Astrianna Sparacello wrote:

[dice=Fortitude save]1d20+1

'Tis what I get for not checking the threatened squares. Edit: By the way Sorrin, I understood why it was threatened after you pointed it out the first time, I just wasn't going to retconn my action. Baldwin gets out the beatin' stick when you retcon...

My battles are complex and quick moving enough to add in recon action. :-)


Evil GM

RD 8: cockatrice

the last bird nips at Bri again,

bite: 1d20 + 9 ⇒ (1) + 9 = 10;dam: 1d4 - 2 ⇒ (2) - 2 = 0
Plus make a DC 12 fort save failure means
dex damge: 1d4 ⇒ 4

it misssed


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

AoO, scimitar, inspired: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21
dmg, scimitar, inspired: 1d6 + 6 + 2 ⇒ (3) + 6 + 2 = 11

We are scouting the cove... I think we're finding out a lot, don't you?


Evil GM

The men on the galley start to yell to move...something funny with the air and their arrows

RD 8: Land enforcers
1 Sorrin, 2 Bri, 3 Torgue, 4 Chell, 5 Astri, 6 jenkie, 7 Capt
random: 4d7 ⇒ (7, 4, 5, 3) = 19

@ Capt
crossbow: 1d20 + 8 ⇒ (13) + 8 = 21;damage: 1d8 + 2 ⇒ (6) + 2 = 8

@ Chell
crossbow: 1d20 + 8 ⇒ (15) + 8 = 23;damage: 1d8 + 2 ⇒ (2) + 2 = 4
@ Astri
crossbow: 1d20 + 8 ⇒ (20) + 8 = 28;damage: 1d8 + 2 ⇒ (2) + 2 = 4
@Torgue
crossbow: 1d20 + 8 ⇒ (14) + 8 = 22;damage: 1d8 + 2 ⇒ (5) + 2 = 7

the bolts get picke up and deflected from the wind shield. The mean on the beach scream.


Evil GM

sorrin actually killed one of the cockatrices as it was trying to land.


Evil GM

RD 8 actions remaining:

Cireladwen and Bri

Perception checks:

Perception Checks:
perception, Chell: 1d20 + 8 ⇒ (8) + 8 = 16
perception, Sorrin: 1d20 + 5 ⇒ (11) + 5 = 16
perception, Bri: 1d20 + 6 ⇒ (12) + 6 = 18
perception, Torgue: 1d20 + 8 ⇒ (16) + 8 = 24
perception, Astri: 1d20 + 6 ⇒ (15) + 6 = 21
perception,Cireladwen: 1d20 + 8 ⇒ (7) + 8 = 15

Everyone on the sloop feels the ship roll slightly the roll begins from the starboard stern part of the ship. (Basically the rear where the capt and sorrin are located.) The fog cloud obscures and conceals your vision.


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

Wow. That was way more effective than I thought. Also, the potion I gave Jenkie was Cure Moderate.

Extra health from the Cure Moderate Potion for Jenkie: 1d8 + 6 ⇒ (6) + 6 = 12

Only Chell's long tenure on ships kept her stable as the ship rolled. "I think we need to get off the ship," she says looking panicked at Sorrin.


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

Whoa, something happening to the ship?


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Can your gravity-friend deposit us there? Never mind that, Torgue... Captain cast a rope, go. Go, go, go...!

Take this grapnel with you. Everyone, MOVE!


Evil GM

Actually the end of the rope the captain was hanging on would have been pulled out of his grip by the gravity.


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Chell, can you move your little friend?


Female Elf Expert 1/Fighter 6 (Hp:54/54) //AC: 19/15/15//F+6 R+7 W+6//Init +4, Perception +11/

1d20 + 9 ⇒ (7) + 9 = 16 to hit 1d8 + 5 ⇒ (2) + 5 = 7 damage.
1d20 + 9 ⇒ (8) + 9 = 17 to hit 1d8 + 5 ⇒ (3) + 5 = 8 damage /rapid shot

Cireladwen continued shooting at the next enemy she could see, working so she could have a clear landing space.


Evil GM

UPDATED RD 8/9( MAP

*use this map and the coordinates, I adjusted the hexes so that it's a bit more in scale.


Female Elf Expert 1/Fighter 6 (Hp:54/54) //AC: 19/15/15//F+6 R+7 W+6//Init +4, Perception +11/

L24 was my target.


Evil GM

Cir you hit another smuggler with two arrows.


Evil GM

remember the summoned creature acts on Chell's initiative.


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

Just some pre-round banter I think. Also, the effect also ends on chell's init. 2 things.

1. Is one of the live bird bats in the water?
2. Did you see that Jenkie gets more health or was your roll all he needed?

Chell looks up from the murky water, "What? Oh right."


Evil GM

RD 8: DMPC Bri

She will slumber hex the cockatrice.

will: 1d20 + 2 ⇒ (18) + 2 = 20

It made it's save.


Evil GM

Chell yes one one of the living birds is in the water P:23
Your roll put him up to full health...he thanks you.


Evil GM

RD 9 update

Astri -
Bri -
Torgue -
Archers - dead
Sorrin -
Chell -
Capt/jenkie -
Smugglers/chimera -
Cireladwen -
galley crew -
land crew

RD 9 Map


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

Last post today. See you guys in the morning.

The spot of pure darkness rockets up and away and settles at about the height of the galley's mast offering itself as a target for those bandits still foolish enough to fire at it. It then turns to the bandits on the fore deck and compresses the air around them.

Crush damage: 2d4 ⇒ (2, 3) = 5

Move to L28 as high as the mizzenmast and use Crush ability. DC 12 Fort for half.

As for Chell, A strange feeling washes over the others centered on the priestess. Astrianna's song seems to come them more strongly, as if she were singing in their ear, only to them. It gives them goose bumps and spurs them to greater glory. "Use that power well."

Standard cast Moment of Greatness. For one roll you can double the morale bonus from any source, ie Inspire Courage. That means +4 attack or damage. Then use move to get grappling hook and rope if I can.


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

HP 72/76(79/86 when raging)
AC 19/T11/FF19 (-2 when raging)
Saves F10/R3/W4
Weapon in hand:Greatclub
Rage used 0/16
Effects:Bardsong +2 hit/damage

Torgue draws his greatclub as part of a move and shoves past Embri to take a whack at the chicken harassing her. Come here, you little varmint.

Greatclub,Power attack,inspired: 1d20 + 10 ⇒ (6) + 10 = 161d10 + 12 ⇒ (8) + 12 = 20


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

Okay, one more. Forgot about what Astrianna asked. Cancel the actions. Move is to get a scroll and the standard is to cast Lesser Restoration on Astrianna. 5ft step to her if necessary.

Retoration: 1d4 ⇒ 4 :sweet


Evil GM

lesser restoration is a 3 round action.

Restoration, Lesser:

School conjuration (healing); Level alchemist 2, cleric/oracle 2, druid 2, inquisitor 2, paladin 1

CASTING

Casting Time 3 rounds
Components V, S

EFFECT

Range touch
Target creature touched
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

Lesser restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

How about showing off some of that Bard versatility and inspiring competence - Acrobatics, Climb, etc... - to help board without falling into the drink? @Baldwin - does Gravity Elemental help hinder jumping onto the other ship?


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

Well s%!+. Leave it to pathfinder to nerf the good spells. Moment of Greatness it is then.


Evil GM

RD 9 update

Astri -
Bri -
Torgue -
Archers - dead
Sorrin -
Chell - spell moment of greatness, GE eventually moves.
Capt/jenkie -
Smugglers/chimera -
Cireladwen -
galley crew -
land crew


Evil GM

The gravity will hinder climbing right now if you are in it' radius.


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps
Chell Silves wrote:
Well s*~&. Leave it to pathfinder to nerf the good spells. Moment of Greatness it is then.

Not a huge Bard guy, but... The attack/damage bonus is not a morale bonus, it's a competence bonus. Save against charm/fear is morale. I don't believe, you would get the effect/mileage you're looking for. As always, I could be wrong.


Evil GM

Inspire Courage (Su):
A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Inspire Competence (Su):
A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).

MoG:

Each creature affected by this spell is given the potential for greater success and glory. If the affected creature is benefiting from a morale bonus of any type, it can double that morale bonus on one roll or check, before making the roll. Once an affected creature uses this spell’s effect, the spell is discharged for that subject.

As Sorrin mentioned, the MoG spell probably won't give you the effect you are looking for but that is how character learn sometimes - trial and error.


Evil GM
Chell Silves wrote:
Well s+!@. Leave it to pathfinder to nerf the good spells. Moment of Greatness it is then.

Lesser Restoration was a 3 RD spell in 3.5 also. I think this is one of those spells like summoning monsters that players/dm don't read read closely since they tend to be the exception to the normal standard action spell.

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