DM-Camris' WRATH of the RIGHTEOUS Part 1: The Worldwound Gambit (table 2) (Inactive)

Game Master Camris

Current Tactical Map: TACTICAL OVERVIEW
Map of Kenabres: Link
Flex Time Thread: LINK

Loot Tracking: Link


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Male Aasimar Ranger (Shapeshifter) 6/Champion 1;
Stats:
HP 21/63 | AC/T/FF: 18/13/15 | CMD 23 | F +7, R +8, W +3 (+2 vs. evil) | Init +3, Per +10 | Shifter's Blessing Left: 3/7 | MP: 3/5

Jokum is indeed going to go for the Champion mythic path. First path ability will very likely be Flash of Rage (yay for the option to be a pseudo- barbarian to get around alignment requirements!). For the mythic feat, he'll probably take mythic Aspect of the Beast to make his claws a little more competitive damage-wise.

(Now I just need to figure out how to make them cold iron...:P)


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Pld7/Grd1 LG, Init +3; HP 95/108 AC 23, t 13, ff 21, Fort +9, Ref +7, Will +8 +2 on saves against insanity or confusion.hard to kill; Immune disease, fear, Senses +6, SM +8 Aura courage (10 ft.)

Dakota, I bumped that story and hit the light show for you to see and hear ;).

Dark Archive

Android HP 49/52 (nonlethal: 0) / AC 20 (11 touch, 19 flat) / CMB +8 / CMD 19 / F- +6 R- +2 W- +4 / Init- +3 / Percep- +8

Wow, Voren, I hadn't looked at dual pathing with Champion, but it is definitely what I'm going to do.

Inspired spell from Hierophant, and Fleet charge from Champion?
Exactly the mix of divine and martial I'm looking for.

Jokum, there are two ways to do this, both not very good for this level.

Cold iron weapon blanch would work, though you have to put your hands over a fire, (which may do damage), works on one claw attack (which means two vials), and costs 20 gp a vial,

The other option is Versatile Weapon as a second level ranger spell, which you get at 7th level. If you have a high enough Wisdom score to get a bonus 2nd level, spell.

A wand of this made by a wizard would cost 11,250 gp, and one made by a high enough ranger would cost 6,000 gp.

So, neither option is great.

Edit: found an Aasimar only option. If you're willing to spend two feats on it, Angelic Blood will give you a +2 on saves against effects with the evil descriptor and Con checks to stabilize, and then Angelic Flesh, the Steel aspect, gives a +1 natural armor and counts your natural weapons as cold iron.

Seeing as fifth level, and I'm assuming mythic, is close, you could use your 5th level feat and the feat from your first mythic tier to take both feats.
Now, both feats give good effects, and accomplish your cold iron goal.
Not sure if you're willing to spend the feat, however.


Male Tiefling Hedge Witch 6/Archmage 1 | AC 15/12/13 | hp: 40/51 | F +5, R +6, W +8 (+2 vs death/insanity/confusion) | CMD 15 (17 with m.o.v) | Init +6 | Perc +1 | darkvision 60ft | SM +1 | receiving healing: +2 hit points/die rolled | giving healing: +1 point

That does sound good, Iavdi!

Jokum, I have to second taking Angelic Blood and Steel Angelic Flesh. Should give you what you're looking for, gives you more bonuses, and works in a story aspect. Imagine: we hit mythic and the overwhelming energies help bring out your celestial heritage even more!

Dark Archive

Android HP 49/52 (nonlethal: 0) / AC 20 (11 touch, 19 flat) / CMB +8 / CMD 19 / F- +6 R- +2 W- +4 / Init- +3 / Percep- +8

What ability would you suggest, Voren? Mythic Spellcasting, Faith's Reach, or something else? Looking through the Champion abilities.

Yeah, I really like the flavor of the Angelic feats for Jokum.


Female Aasimar
Voren the Outsider wrote:
Yeah, the three Hierophants might be odd. But, it could work depending on the abilities we take. Some might wind up...

I wouldn't worry too much about that; Lisandra will be taking strictly healer based abilities, whereas I suspect you and Iavdi will be mixing it up more. Her first ability will Faith's Reach, which will turn all her cure spells into 30' range spells, which will help her to heal in a more versatile manner as per the Reach feat. Lisandra won't be dabbling in other paths, she is pretty much a straight up Divine character.

Dark Archive

Android HP 49/52 (nonlethal: 0) / AC 20 (11 touch, 19 flat) / CMB +8 / CMD 19 / F- +6 R- +2 W- +4 / Init- +3 / Percep- +8

Also, how do people feel about Leadership?
It would fit Iavdi's character.

I know it's a bit in the future, but I like to think, ahead.

Would honestly recruit a crafter/knowledge support wizard, and just have the followers defend whatever base we take.

Dark Archive

Android HP 49/52 (nonlethal: 0) / AC 20 (11 touch, 19 flat) / CMB +8 / CMD 19 / F- +6 R- +2 W- +4 / Init- +3 / Percep- +8

Lisandra: I have decided to cross Champion and Hierophant anyway, so not too much stepping on toes.


Female Aasimar
lavdi wrote:
Also, how do people feel about Leadership?

Normally I'm for it (and Lisandra would benefit the most from it with 20 Chr), but in a group this size, it could get messy with all those cohorts about.

Dark Archive

Android HP 49/52 (nonlethal: 0) / AC 20 (11 touch, 19 flat) / CMB +8 / CMD 19 / F- +6 R- +2 W- +4 / Init- +3 / Percep- +8
Lisandra Elsinore wrote:
lavdi wrote:
Also, how do people feel about Leadership?
Normally I'm for it (and Lisandra would benefit the most from it with 20 Chr), but in a group this size, it could get messy with all those cohorts about.

True. If I did decide to take it, which is a while away, I'd leave them at home with the crafter cohort.

Edit: just realized my Cha is 7 xD

Not worth it.


Female Aasimar

Crafter cohorts aren't really all that necessary with Mythic. My tabletop Planescape game is mythic; the Magus in the group took Crafting Mastery, and basically builds what the players need... besides, I designed their cohorts anyway XD

I suppose if I could make a cohort for Lisandra, it'd probably be some kind of meat shield to protect her; she is kinda squishy in hindsight.

Dark Archive

Android HP 49/52 (nonlethal: 0) / AC 20 (11 touch, 19 flat) / CMB +8 / CMD 19 / F- +6 R- +2 W- +4 / Init- +3 / Percep- +8

True. I think we'll be fine without it.
Plus, the money we pay will go to the crusades!


Female Aasimar

Sorry, all this talk of badgers reminded me of Weird Al's movie UHF, specifically this scene:

We don't need no stinking badgers!


Male Tiefling Hedge Witch 6/Archmage 1 | AC 15/12/13 | hp: 40/51 | F +5, R +6, W +8 (+2 vs death/insanity/confusion) | CMD 15 (17 with m.o.v) | Init +6 | Perc +1 | darkvision 60ft | SM +1 | receiving healing: +2 hit points/die rolled | giving healing: +1 point

It's probably good that you're taking those things like Faith's Reach, Lisandra. As an arcane caster, I can't take things like that.

Iavdi, mythic spellcasting is rather nice. I can't really say what you should take since it's your build and this is my first mythic campaign. However, I can provide you some links that can help you.

The link I provided Arthas, again, talks about mythic and includes the paths in separate links. However, at the end of each path and it's abilities, there are several builds listed. These list recommended abilities for the character build you have in mind.

Here is a guide that talks and rates the content from Mythic Adventures. Not everything is there (since it was made before the other books came out), but it should help you out.

However, I am doing some looking at some abilities and here's some of my thoughts.

Thoughts:
Mythic Spellcasting: The guide above suggests that this be avoided at low levels. But my thought is that you can take it whenever since (in my opinion) we shouldn't be fighting mythic enemies right away after we get our first tier (should build to those fights).

Faith's Reach: Useful for divine casters. I'm not sure if we need more after Lisandra takes it. But, it wouldn't hurt.

Crusader: This is from the Champion path. Since you brought up Leadership, thought you'd like to see this:

pfsrd.com wrote:

Your prowess and ability draw countless followers to your banner. You gain followers as if you had the Leadership feat. In addition, you add your tier to your leadership score when determining the number of followers you gain. Whenever you are within 100 feet of such followers, each follower can use the surge ability once per day without needing to expend mythic power.

The followers use the same die type as your surge ability.

If you have or gain the Leadership feat, you gain followers from both this ability and the Leadership feat (in effect doubling the number of followers gained).

So this should be useful if you decide take Leadership. I noticed it says CHA 12 on your alias.

Blowback: This is from the Champion path. Pretty good. Attack at full BAB and have a chance to knock them back? Should help out when the cards are set up.

Impossible Speed: This is from the Champion path. Your speed increases by 30 feet. Always. And you can activate the ability to move 10 feet per tier for one hour. Very helpful for you to close the gap on the enemy.

Mounted Maniac: This is from the Champion path. This is very, very useful for mounted characters.

Fleet Warrior: Champion. This would make your Fleet Charge obsolete (at least, according to the guide). But, it does sound awesome.

Penetrating Damage: Champion. Should help out overcoming the enemy's DR. However, the guide marks this as red.

Precision: Champion. The guide says that this should go hand in hand with Fleet Warrior.

Shatter Spells: Champion. As the guide says: Punch magic in the face! Basically, your natural attacks/unarmed strikes can destroy magical effects. Awesome!

Empathic Healer: Hierophant. Allows you to heal damage from others and take the damage yourself. Voren might take this.

Heathen Slayer: Hierophant. This should help when fighting against the worshippers of demon lords.

Mythic Domain: Hierophant. Useful for clerics and oracles. Unfortunately, you have to decide which class it'll affect.

Overwhelming Grace: Hierophant. Give your allies bonuses when you heal them past full hp. Possible Voren ability.

Relentless Healing: Hierophant. Bring back the recently killed. Should help with party survivability. Definite Voren ability.

Sustained by Faith: Hierophant. Not going to need that ring. Provides the same effects.

Abundant Healing: Put excess healing to other allies when you heal someone to full. Voren will take.

These are just some thoughts on some of the abilities, mainly from the Champion path. But I can go on and on. There are so many options and choices and so many builds to go with. In the end, it all comes down to you. I don't know what abilities Jokum is going to take. But, there shouldn't be much overlap.

Dark Archive

Android HP 49/52 (nonlethal: 0) / AC 20 (11 touch, 19 flat) / CMB +8 / CMD 19 / F- +6 R- +2 W- +4 / Init- +3 / Percep- +8

Oh! Not sure where I read my Charisma as 7.

Leadership is suddenly back in. Would anyone be opposed to Iavdi selecting it at 7th?


Female Halfling Bard 4 HP 28/33-AC 20/25 T15/20 FF 17-saves F+4 R+8 W+8-Atk: melee +8-ranged +7-Init +3 BarPer 8/13
Arthas Sword of Ragathiel wrote:
Dakota, I bumped that story and hit the light show for you to see and hear ;).

"The Rebirth of Radiance", yes, you can be sure Dakota has already something in mind about that. ;-)


Female Halfling Bard 4 HP 28/33-AC 20/25 T15/20 FF 17-saves F+4 R+8 W+8-Atk: melee +8-ranged +7-Init +3 BarPer 8/13
Voren the Outsider wrote:


So, let's break it down:

- Voren: Dual pathing Hierophant/Archmage
- Iavdi: Hierophant
- Dakota: Trickster w/ path dabbling to Marshal
- Karthak: Guardian (I'm assuming from what you said about being a defender and his campaign trait)
- Lisandra: Hierophant
- Arthas: ? (His campaign trait is the same as Karthak's, so it's assumed that he'll be a Guardian. However, Arthas can find some good stuff for paladins in the Champion and Marshal paths.)
- Jokum: ? (His campaign trait implies that he'll go for the Champion path. Though, he can find some use from the Marshal path.)

Hmmm, so many Hierophants, Guardians, Champions, only one Trickster, very little Marshal? I'm thinking Dakota might take the mythic feat Dual Path and heavily mix Trickster with Marshal...


Pld7/Grd1 LG, Init +3; HP 95/108 AC 23, t 13, ff 21, Fort +9, Ref +7, Will +8 +2 on saves against insanity or confusion.hard to kill; Immune disease, fear, Senses +6, SM +8 Aura courage (10 ft.)

I haven't read them yet, but the idea of Marshal could work for Arthas.

Dark Archive

Android HP 49/52 (nonlethal: 0) / AC 20 (11 touch, 19 flat) / CMB +8 / CMD 19 / F- +6 R- +2 W- +4 / Init- +3 / Percep- +8

You did take the Guardian trait, so.

I think it could work.


Male Tiefling Hedge Witch 6/Archmage 1 | AC 15/12/13 | hp: 40/51 | F +5, R +6, W +8 (+2 vs death/insanity/confusion) | CMD 15 (17 with m.o.v) | Init +6 | Perc +1 | darkvision 60ft | SM +1 | receiving healing: +2 hit points/die rolled | giving healing: +1 point

Again, it's up to Camris if we're restricted by our traits or not.

Dark Archive

Android HP 49/52 (nonlethal: 0) / AC 20 (11 touch, 19 flat) / CMB +8 / CMD 19 / F- +6 R- +2 W- +4 / Init- +3 / Percep- +8

It was a suggestion, actually. The traits are supposed to emulate the paths, I assume.

Sorry if that seemed rude, just trying to be helpful!


Male Tiefling Hedge Witch 6/Archmage 1 | AC 15/12/13 | hp: 40/51 | F +5, R +6, W +8 (+2 vs death/insanity/confusion) | CMD 15 (17 with m.o.v) | Init +6 | Perc +1 | darkvision 60ft | SM +1 | receiving healing: +2 hit points/die rolled | giving healing: +1 point

It's no problem, Iavdi. No offense taken, I'm sure.

Dakota is getting quite a lot of stories. Radiance, the current events, Voren's backstory (imagine the play that would make :)). Can't wait to see how they're told!


Pld7/Grd1 LG, Init +3; HP 95/108 AC 23, t 13, ff 21, Fort +9, Ref +7, Will +8 +2 on saves against insanity or confusion.hard to kill; Immune disease, fear, Senses +6, SM +8 Aura courage (10 ft.)

Yeah I think the trait doesn't lock you in to a path.


Female Halfling Bard 4 HP 28/33-AC 20/25 T15/20 FF 17-saves F+4 R+8 W+8-Atk: melee +8-ranged +7-Init +3 BarPer 8/13

Aaaand... here I go guys. See you in two days!


Iavdi wrote:
Camris, would there be reasonable enough time to craft?

There won’t be any opportunity to do any crafting that takes more than 4 hours a day in a portable crafting toolbox (though a mini forge on a wagon might work) during Module 2. There will be a lengthy period that you can craft in module 3. Beyond that, it may be several long periods of continuous action before you can do any kind of decent crafting.

You’ve come from 1st to 4th level, and had no opportunity to craft. Much of the rest of the adventure path will no doubt be similar.
It’s really up to you to decide if it’s a wasted effort or not.
Don’t forget, aside from Crafting, you will be dipping into the Mass Combat Rules, as well as the Kingdom Building Rules (probably in module 3).

Lisandra wrote:
Speaking of feats Camris, are you at all opposed to the Divine Protection feat?

I think it’ll be alright. You can take it.

Voren wrote:
Yeah, Camris. Are we able to take feats and spells from ACG?

Yes you can.

But.
If you start to abuse my Demon Lords, I will get to dip into the Book of Vile Darkness. (smiles).

Voren wrote:
It doesn't seem like we're restricted on paths by traits. But it's Camris's final say. Also, in the handbook, for each trait, it says what to do if more than one character has the same trait (usually, it's related by family). Though, from what I'm seeing, Camris isn't making that a requirement.

It does say that you are restricted to the path set by the Campaign Trait you take, but I don’t see any reason to do so, so I am not enforcing that. It’s possible you might be missing a benefit down the line if you don’t stick by it though; I’ve only read through module 2.

Dark Archive

Android HP 49/52 (nonlethal: 0) / AC 20 (11 touch, 19 flat) / CMB +8 / CMD 19 / F- +6 R- +2 W- +4 / Init- +3 / Percep- +8

Okay, cool. No crafting for me.

What about Leadership?


Male Tiefling Hedge Witch 6/Archmage 1 | AC 15/12/13 | hp: 40/51 | F +5, R +6, W +8 (+2 vs death/insanity/confusion) | CMD 15 (17 with m.o.v) | Init +6 | Perc +1 | darkvision 60ft | SM +1 | receiving healing: +2 hit points/die rolled | giving healing: +1 point

Iavdi, you can take crafting feats. In module 3, it's somewhat going to play out like in Kingmaker and we'll be using downtime rules and I think that would continue a bit into the other modules. So that gives us more time for crafting. But, before then, I would imagine that we can craft at certain points, most likely when we rest or do various other things.

Camris, you're... thinking about digging up BoVD? Oh, man. I have that book. Some of that stuff is intense. Also, the traits do come in in the third module. I found this out from reading forums and threads. I won't spoil it.

Again, I don't know everything about WotR. I just know some of the things (mostly from forums and threads) and I won't metagame with that knowledge.

EDIT: Also, I apologize if Voren is coming across as kind of a weenie. He's not very confident in himself because of his race, his class, and the way most other people treat him. Also, from what I understand, Mendev doesn't like tieflings or witches. Though, it may not mean witch hunts in the traditional sense. Here's what the wiki says on the entry:

Quote:
During the Third Mendevian Crusade the demons once again changed tactics, opting for infiltration, subversion, and corruption of the armies opposing them. Things in general went poorly for the crusaders during this war, but more importantly, the demons were able to undermine the unity of their opponents and create suspicion in their ranks. Witch hunts against suspected demon cultists and other traitors became commonplace, particularly around the northern city of Kenabres, where a group of fanatical inquisitors led a great purge of Mendevian forces where hundreds were burned at the stake.

Also, the Shudderwood is also on the border of Ustalav, whose people are naturally superstitious.

The plan is that he pretty much starts out stuttering, scared, and with not much confidence. But, as the campaign goes on, he becomes more confident and grows to a somewhat leader. One of the heroes that Crusaders need.


Iavdi: Leadership is OK to take.

Voren: I've heard that the villains later in the adventure path are underpowered. If that happens, I'll probably just template them. Call the Book of Vile Darkness plan B, since I don't want to encourage non-pathfinder material.


Male Tiefling Hedge Witch 6/Archmage 1 | AC 15/12/13 | hp: 40/51 | F +5, R +6, W +8 (+2 vs death/insanity/confusion) | CMD 15 (17 with m.o.v) | Init +6 | Perc +1 | darkvision 60ft | SM +1 | receiving healing: +2 hit points/die rolled | giving healing: +1 point

Okay. Good to hear. Just do what you feel is best to give us a good adventure!


Male Tiefling Hedge Witch 6/Archmage 1 | AC 15/12/13 | hp: 40/51 | F +5, R +6, W +8 (+2 vs death/insanity/confusion) | CMD 15 (17 with m.o.v) | Init +6 | Perc +1 | darkvision 60ft | SM +1 | receiving healing: +2 hit points/die rolled | giving healing: +1 point

Looks like Voren will have to learn the inflict wounds spells to heal Iavdi.

Dark Archive

Android HP 49/52 (nonlethal: 0) / AC 20 (11 touch, 19 flat) / CMB +8 / CMD 19 / F- +6 R- +2 W- +4 / Init- +3 / Percep- +8

I'm not gonna make you do that, Voren.
She has inflict light as an oracle spell known, and she gets four of those per day.
Ill just commission a wand of inflict light from someone.


Male Tiefling Hedge Witch 6/Archmage 1 | AC 15/12/13 | hp: 40/51 | F +5, R +6, W +8 (+2 vs death/insanity/confusion) | CMD 15 (17 with m.o.v) | Init +6 | Perc +1 | darkvision 60ft | SM +1 | receiving healing: +2 hit points/die rolled | giving healing: +1 point

No, it's okay. I'm just saying that I have that option.

Dark Archive

Android HP 49/52 (nonlethal: 0) / AC 20 (11 touch, 19 flat) / CMB +8 / CMD 19 / F- +6 R- +2 W- +4 / Init- +3 / Percep- +8

You just used the words "will have to", and I don't want my race to be a defining factor in a decision like that.


Male Tiefling Hedge Witch 6/Archmage 1 | AC 15/12/13 | hp: 40/51 | F +5, R +6, W +8 (+2 vs death/insanity/confusion) | CMD 15 (17 with m.o.v) | Init +6 | Perc +1 | darkvision 60ft | SM +1 | receiving healing: +2 hit points/die rolled | giving healing: +1 point

Sorry about that. I was thinking that since I was a healer, I should be able to heal everyone. Again, I apologize.


Female Halfling Bard 4 HP 28/33-AC 20/25 T15/20 FF 17-saves F+4 R+8 W+8-Atk: melee +8-ranged +7-Init +3 BarPer 8/13

Hello melee fighters, it would be helpful to know your to hit bonus, AC and average damage and if you use Power Attack or not. I find that information useful in order to decide who will get Dakota's assistance via Aid Another (that's a +4 to hit bonus, plus another +2 for -possibly- flanking, or a +4 AC bonus). Thank you for your cooperation!

Dark Archive

Android HP 49/52 (nonlethal: 0) / AC 20 (11 touch, 19 flat) / CMB +8 / CMD 19 / F- +6 R- +2 W- +4 / Init- +3 / Percep- +8

I'm at +7 with my longsword with 6.5 average damage.

Martial Flexibility (oracle archetype) allows me to get a combat feat for a minute three times a day, and Power Attack is one I do plan on using regularly.

Ac is 22 (13 touch, 19 flat).


Male Dwarf Inquisitor 06 Guardian 01 HP 71/71 | AC 21 (23) T 12 FF 20 (22) | CMB +9 CMD 12 | F+10 R+5 W+10 | Init +4 | Perc +12

A suggestion if I may: in situations like the one we are currently in the enemy needs to com at us, therefore it's better to wait charging and soften the opposition a bit before charging in.

Karthak hits with +6 with his dwarven waraxe, and has +7 to hit with his heavy mace. He has AC 20 with shield, 11 touch, 19 flat footed.

Can increase stuff through judgement if needed

Dark Archive

Android HP 49/52 (nonlethal: 0) / AC 20 (11 touch, 19 flat) / CMB +8 / CMD 19 / F- +6 R- +2 W- +4 / Init- +3 / Percep- +8

Just noticed the squares are ten feet, not five feet.

Hmm....not sure if that changes things.


Male Aasimar Ranger (Shapeshifter) 6/Champion 1;
Stats:
HP 21/63 | AC/T/FF: 18/13/15 | CMD 23 | F +7, R +8, W +3 (+2 vs. evil) | Init +3, Per +10 | Shifter's Blessing Left: 3/7 | MP: 3/5

Jokum's AC is 17/13/14, and though he's a switch hitter technically he ends up in melee quite a bit. His attacks are:

Greatsword: +8 to hit, average damage of 11
Ranseur: +8 to hit, average damage of 9
Claws (for full attacks against non-DR foes): +7 each, average 5 damage each

He doesn't use power attack. :)


Pld7/Grd1 LG, Init +3; HP 95/108 AC 23, t 13, ff 21, Fort +9, Ref +7, Will +8 +2 on saves against insanity or confusion.hard to kill; Immune disease, fear, Senses +6, SM +8 Aura courage (10 ft.)

Sister in law just got engaged will try to type up something tonight


Male Tiefling Hedge Witch 6/Archmage 1 | AC 15/12/13 | hp: 40/51 | F +5, R +6, W +8 (+2 vs death/insanity/confusion) | CMD 15 (17 with m.o.v) | Init +6 | Perc +1 | darkvision 60ft | SM +1 | receiving healing: +2 hit points/die rolled | giving healing: +1 point

Let's see Voren's AC is 15/12/13 (though it's now 19 due to mage armor potion). His attacks (if he finds himself within melee):

+1 morningstar: +3 to hit, average damage of 4

Obviously not going to have Power Attack.

EDIT:

Camris:
Those plot hooks are now in my alias.


Female Halfling Bard 4 HP 28/33-AC 20/25 T15/20 FF 17-saves F+4 R+8 W+8-Atk: melee +8-ranged +7-Init +3 BarPer 8/13

So, for Dakota it's either make sure one of the 3/4 BAB melee fighters hit, or make sure the lowest AC (Jokum) does NOT get hit.
I'd say she'll start with the first option then switch to the second in case Jokum finds himself in trouble.
3/4 BAB melee fighters are Iavdi and Karthak if I'm not mistaken. Karthak has ways to improve his to hit / AC with swift actions (I'm playing an Inquisitor in a rl Carrion Crown AP, they're amazingly good with action economy), while Iavdi with Power Attack can increase her damage but at the cost of her accuracy. I think Dakota will stick with these two for the time being, if there are no other suggestions.

When the full BAB fighters will get to BAB +6, I'm thinking Dakota might routinely hold her action to bolster their second attack and make sure that hits too.

Lots of options here for our little halfling! ;-)

Dark Archive

Android HP 49/52 (nonlethal: 0) / AC 20 (11 touch, 19 flat) / CMB +8 / CMD 19 / F- +6 R- +2 W- +4 / Init- +3 / Percep- +8

Don't forget Iavdi's spells, Dakota.
With her prepared spells now, she has six different ways to enhance one or more attacks' to hit and damage.

With those spells, she can more than support herself and others.
She does not have a problem handing out buffs to allies if requested/necessary.


Female Halfling Bard 4 HP 28/33-AC 20/25 T15/20 FF 17-saves F+4 R+8 W+8-Atk: melee +8-ranged +7-Init +3 BarPer 8/13
lavdi wrote:

Don't forget Iavdi's spells, Dakota.

With her prepared spells now, she has six different ways to enhance one or more attacks' to hit and damage.

With those spells, she can more than support herself and others.
She does not have a problem handing out buffs to allies if requested/necessary.

Right but she has to spend a standard action to cast her spells (at least until Quickened spell becomes a valid option). Also Divine Favor will never get Iavdi as high a bonus as Dakota's Aid Another.

Anyway, perhaps it's better for Dakota to aid someone who will be surely attacking. If she Aids and then the aided character doesn't attack, Dakota's action is wasted (unless she decided to aid to AC)

Dark Archive

Android HP 49/52 (nonlethal: 0) / AC 20 (11 touch, 19 flat) / CMB +8 / CMD 19 / F- +6 R- +2 W- +4 / Init- +3 / Percep- +8

Okay, didn't think about the standard actions.
Sorry!

Dark Archive

Android HP 49/52 (nonlethal: 0) / AC 20 (11 touch, 19 flat) / CMB +8 / CMD 19 / F- +6 R- +2 W- +4 / Init- +3 / Percep- +8

Been pretty quiet lately.

Something I miss?


Female Halfling Bard 4 HP 28/33-AC 20/25 T15/20 FF 17-saves F+4 R+8 W+8-Atk: melee +8-ranged +7-Init +3 BarPer 8/13

Yup, was wondering the same thing. GM? Everything all right?

Dark Archive

Android HP 49/52 (nonlethal: 0) / AC 20 (11 touch, 19 flat) / CMB +8 / CMD 19 / F- +6 R- +2 W- +4 / Init- +3 / Percep- +8

I really like this character, all of y'all, and this game.
Hope it doesn't go under!


Male Tiefling Hedge Witch 6/Archmage 1 | AC 15/12/13 | hp: 40/51 | F +5, R +6, W +8 (+2 vs death/insanity/confusion) | CMD 15 (17 with m.o.v) | Init +6 | Perc +1 | darkvision 60ft | SM +1 | receiving healing: +2 hit points/die rolled | giving healing: +1 point

Ditto. Is everything okay?


Sorry, tax time has landed on us. I should be able to post tonight.

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Community / Forums / Online Campaigns / Play-by-Post Discussion / [GM Striker] Wrath of the Righteous 2 Discussion All Messageboards

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