Epik |
Epik level up:
HP: 1d10 + 2 + 56 ⇒ (2) + 2 + 56 = 60
Feat: Extra Lay on Hands
Skills:
+1 Diplomacy
+1 Bluff
+1 Sense Motive
Magma Iron Clan |
Next Level Stonechild
+2 to STR and Con
+3 Fort, Ref, Will
Magic stone 3/day
STR 24
Con 22
HP 1d6 + 6 + 49 + 3 ⇒ (2) + 6 + 49 + 3 = 60
Skill Points 8
Craft Armor +1
Craft Weapon +1
Heal +2
Perception +2
Appraise +2
Feat
Toughest +3 HP
PS everybody at 5th level gets a feat
Magma Iron Clan |
Next Level Stonechild
+2 to STR and Con
+3 Fort, Ref, Will
Magic stone 3/day
STR 24
Con 22
HP 1d6 + 6 +49 +3Skill Points 8
Craft Armor +1
Craft Weapon +1
Heal +2
Perception +2
Appraise +2Feat
Toughest +3 HPPS everybody at 5th level gets a feat
XP 12970
Nemoris |
Not for nothing, but you guys should all be using the app from HeroLab....$30 and it makes life so simple. I just send Tike the file, and we are done ;)
If you don't have dndsheets going that's nice and easy (and more importantly free) too, I updated both of my levels in about 10 minutes, typing it up here took longer :)
DM Fflash |
Level 5 Stats:
Hitpoints: 1d10+2+44
+1 to fort save
Skills
Favored Class: Fighter +1 skill, 2 + Int (2) = 5+1 Craft, Bowmaking
+1 Intimidate
+2 Ride
+1 SurvivalFeat: Zen Archery
Bonus Fighter Feat: Retrain feats, losing Power Attack and adding Far Shot, and for my bonus feat, take Weapon Specialization (Longbow)
I'm still showing you 2 skill points short ... total of 33/35 ranks: here's what I have. What am I missing?
Climb 1
Craft, bow 5
Handle An 1
Intim 5
Know Dung 1
Know Nat 1
Know Rel 1
Perc 1
Prof Flet 3
Ride 5
Stealth 1
Surv 5
Swim 1
DM Fflash |
Epik level up:
HP: 1d10+2+56
Feat: Extra Lay on Hands
Skills:
+1 Diplomacy
+1 Bluff
+1 Sense Motive
Epik: favored class bonus: hps, skill pts, or 1 pt in one of the energy resistances?
At 5th level you gain a divine bond: mount or weapon?
The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.
Once per day, as a full-round action, a paladin may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the paladin's level. The mount immediately appears adjacent to the paladin. A paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.
At 11th level, the mount gains the celestial template and becomes a magical beast for the purposes of determining which spells affect it. At 15th level, a paladin's mount gains spell resistance equal to the paladin's level + 11.
Should the paladin's mount die, the paladin may not summon another mount for 30 days or until she gains a paladin level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.
Epik |
Epik will take the 1 HP ... total 61 now.
He will take the weapon divine bond.
Nemoris |
Nemoris wrote:Level 5 Stats:
Hitpoints: 1d10+2+44
+1 to fort save
Skills
Favored Class: Fighter +1 skill, 2 + Int (2) = 5+1 Craft, Bowmaking
+1 Intimidate
+2 Ride
+1 SurvivalFeat: Zen Archery
Bonus Fighter Feat: Retrain feats, losing Power Attack and adding Far Shot, and for my bonus feat, take Weapon Specialization (Longbow)I'm still showing you 2 skill points short ... total of 33/35 ranks: here's what I have. What am I missing?
Climb 1
Craft, bow 5
Handle An 1
Intim 5
Know Dung 1
Know Nat 1
Know Rel 1
Perc 1
Prof Flet 3
Ride 5
Stealth 1
Surv 5
Swim 1
Matched my charactersheet minus an extra rank in know rel (which I need 2 of for my prestige class next level) I'll put the last point into Acrobatics if that's alright!
As far as arrows go, I've only rolled 15 attacks since we found the barrel and stocked up. Even if I don't recover any of the misses, it's going to take me a long time run out (and every time we stop fighting I can make ~30 arrows an hour with a roll of 10, for 4.5 silver).
I don't mind tracking it, but it may not be terrible to just craft up 60-120 arrows (and pay 1-2 gold) every time we finish up a chapter.
Nemoris |
Yup, that works fine for the normal arrow process. At some point in time, I assume you'll be making other arrows or buying them or enchanting them. Those are the ones you gotta be straight with.
Ah, yep, I've got all of those on the inventory list (well, both 'special' arrows I have right now)!
Malcolm Reigns |
I would be interested in the dagger we reclaimed and the gem of returning, mainly just so I have a magical weapon available I can throw every round for when we go up against the demon if no one has a problem with that
Malcolm Reigns |
Not to be that guy, but DC 28 on a level 2 spell seems impossible. Now I rarely play casters but I thought DC's were calculated by (10 + Spell level + Ability Modifier) So the base save on a blindness spell is 12 and to get a +16 ability modifier means we are going up against someone with a 42 or 43 Int. This is only if I am correct on how you come up with the DC, sorry I don't play casters, maybe you add is caster level in pathfiner, not sure.
Just wondering if you misread the DC from the spot check or something. Like I said, not trying to be that guy, just wanted to ask if that was correct or a mistake.
Granted a 10 fails either way I am sure, just worried if we are going up against something with a DC 28 anything, I might just eat a bullet and call it a day :)
DM Fflash |
Here's something I've been toying with for years, literally. Wanted to get your thoughts votes: (change, dont change, dont care)
The game is written for the old Greyhawk setting. We're using Pathfinder stuff and we've integrated/mixed the 2, albeit poorly. There's much more lore on Pathfinder (specifically deities and the like) and I was wondering if a complete conversion to Pathfinder/Golarion stuff would be apropos.
Big impacts for you guys if we choose to do this: languages, geographical reference, and gods. I'd retroactively swap out things like the Church of St. Cuthbert for the Church of Iomedae and the other Temples for similar-minded gods. New stuff wont be an issue.
Why do you ask? Because, I personally am playing in multiple games ... and this is the only one that's not Golarion. I may help me keep my mind straight. If this seems awkward and painful for you, let me know.
I'm not set on doing it and even if you all vote change, I may not, but wanted your opinion.
Thanks!
Nemoris |
Here's something I've been toying with for years, literally. Wanted to get your thoughts votes: (change, dont change, dont care)
I'm not set on doing it and even if you all vote change, I may not, but wanted your opinion.
Thanks!
I'm totally fine with 'change', not terribly religious myself, fairly sure I don't worship anything.
Edit: My character that is :)
Malcolm Reigns |
That works for me.
Fiendish Heritage Roll - 1d100 ⇒ 46
edit: luckiest roll ever!
Epik |
Golarion is fine by me.
DM Fflash |
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Pathfinder updates:
Cauldron will be in the Screaming Jungle in Garund notable for it's constant screaming monkeys and carnivorous plants (and dinosaurs :)).
Sasserine will become the wise-woman led city of Osibu
Churches in Cauldron:
- St. Cuthbert will become Iomedae, the cult that Epik has been working with will become the Mendevian Crusaders sect, recruiting and training warriors for battle in the Worldwound.
- Kord becomes Cayden Cailean
- Pelor becomes Sarenrae
- Wee Jas becomes Pharasma
Items you own/priests you've met:
- Triel's armor now has the symbol of Zon-Kuthon on it.
- Skaven's spellbook now has the symbol of Norgorber on it.
- Shensen the monk/druid now worships Erastil
Most of that info is available for you to look through/read. I have a paladin code for Epik along with an optional feat and a new spell gained that I'll post shortly. Since the rest of you don't worship anyone specifically (except maybe Nowzai). I encourage others to pick a faith, though... loosely or tightly, as it will make the game more engaging.
Epik |
15615 XP
Nowzai al'Nazari |
Nowzai's level up to 6th...
+ 1d6 + 1 ⇒ (6) + 1 = 7 hit points (+1 favored class)
+8 skill points (2 wiz, 5 int, 1 human)
+1 Craft (bookbinding)
+1 Knowledge (arcana)
+1 Knowledge (dungeoneering)
+1 Knowledge (engineering)
+1 Knowledge (history)
+1 Knowledge (the planes)
+1 Knowledge (religion)
+1 Spellcraft
+1 to BAB and all saves
+1 damage on acid dart, +1 round on summoner's charm
+1 2nd and 3rd level spell per day
New spells TBD