Galford Dao |
That's the second PC Galford has have to witness death. Poor thing.
Irnk, Prodigal of Old Deadeye |
"Wait Irnk! We need to heal you more... you are clearly still wounded and we cannot have you fall again. I do not think any one of us could take another loss." even yours she adds in her mind.
Oooh, Sick Burn!
;D
Irnk, Prodigal of Old Deadeye |
Actually, Irnk would still miss. If Galford had the skeleton flanked with Irnk, he would be too close to Irnk for Irnk's trait bonus on his attack to affect the roll, so the sum total bonus would only be plus one, rather than plus two.
Irnk, Prodigal of Old Deadeye |
Apex, as Irnk and Galford are flanking the skeleton, I don't see a way you could use burning hands without hitting them. But remember, Goblins are Fire Proof! ;)
That joke never gets old...
Though something tells me if he survives long enough, Irnk is going to invest in some protection/resistance/immunity to fire.Irnk, Prodigal of Old Deadeye |
Second level: Paladin, Favored Class
+1 BAB
+1 Fort
+1 Will
+11 HP
+2 +Int +Favored Class skill points (4 total)
+2 Acrobatics
+1 Intimidate
+1 Sense Motive
+1 Smite Evil damage
'Lay on Hands' class feature
Corsario |
Two things:
You have done such a good work roleplaying your characters that I want to give you something like a trait representing what you have learned so far in the adventure:
Sound good?
Second thing: What do you think about Mythic Powers? Would you like to give it a try?
Sybil Vekker |
+1 bab
+1 fort
+1 rflx
+8 hp
+7 skill points (Appraise, Diplo, disable device, k. local,perception, stealth, profession merchant).
Discovery (Precise bomb: Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect)
+1 bomb/day
+1 formula (Comprehend language.)
Perfect recall (mindchemist ability): At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus of +9 (5 + 2 + 2) using this ability. The mindchemist can also use this ability when making an Intelligence check to remember something.
This ability replaces poison use.
Thanks for the extra ability!
Also, I have read the mythic rules but never played them. However, from what I have read on the forums, it seems that they are quite unbalancing. Also, I do not particularly feel that our characters fit the mythic type, as such, I would not be really interested in trying them.
Corsario |
One vote against, what do the others say?
Ps. I am mastering another campaign using them, and they are working for us. But as you say they are not for all.
Irnk, Prodigal of Old Deadeye |
I'm going to have to agree with Sybil. I don't feel that Mythic really fits for this AP. Certainly not at this point at least.
Also, the simple fact that Mythic, combined with Diehard, which you have effectively given Irnk, gets scary. Particularly given that Irnk now has 'Lay on Hands'...
Corsario |
I hear you, forget mythic then. :P
So, will you explore the rest of the cavern (after getting the loot from the skeleton champion) or will you go out by the way you came?
Galford Dao |
Galford here. Will level later as I got some extra work to do.
Also I vote against Mythic. This feels more 'real' we are heroes who can bleed and experience near death.
Also I have tried Mythic... It is unbalancing to say the least.
Corsario |
Sorry for the delay. I will "hand weave" the rest of the caverns, and only tell you what you find after clearing it, how you get back to Sandpoint and what waits for you there. Then you can say goodbye to Avan and we move on to the next part of the adventure.
I'll make my post over the weekend.
Galford Dao |
+1 BAB
+0 Fort
+1 Ref
+0 Will
+8 HP
+2 Con bonus
Total: 10
+8 Skill points
+2 Int Bonus
+1 Favored Class Bonus
Total: 11
Ranks:
+1 Linguistics (Goblin, Celestial
+1 Perception
+1 Stealth
+1 Knowledge (Nature)
+1 Knowledge (Local)
+1 Knowledge (Geography)
+1 Knowledge (Religion)
+1 Disable Device
+1 Acrobatics
+1 Escape Artist
+1 Sleight of Hand
Evasion,
rogue talent: Bleeding Attack (Ex): A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.
Corsario |
No problem. Thanks for your patience, as I haven't been able to post. I will continue Wednesday.
Corsario |
Sorry, I am swamped with stuff, but I am still around, just give me a couple of days
Corsario |
I have to confess I did. I need to get organized.
But don't worry, I am here for the long haul. You are a great group.