The third largest city in Varisia, Riddleport is also the most notorious. It is here that the machinations of an ancient race, once again boil up out of the Darklands and into the light. The sinister plots of the subterranean underwriters manifest!
Male Elf Rogue 3 | Init +8 | Perc +6, low-light vision | AC 18/14/14 | DR/1 Bludgeoning | HP 14/15 | F +1 R +6 W +1; +2 vs charm and compulsion | CMB +2, CMD 16 | acid splash at will | mwk rapier +7 (1d6+4/18-20)
Skills:
Acrobatics +10, Bluff +7, Climb +4, Disable Device +10, Escape Artist +10, Intimidate +7, Perception +6, Perform (sing) +5, Perform (string) +5, Sense Motive +6, Sleight of Hand +9, Stealth +10, Swim +4
Waife, you tease~!
It'll be good to finally have versatile performance to round out my social skills. I'm thinking I might take a fighter level at third to round out my combat skills (taking both deadly aim at power attack) so I can finally invest in some spell focus feats to give my casting a much needed boost or start looking at the prerequisites for arcane archer...
That's the plan, at any rate. I'm always open to suggestions.
Nice. I'll be taking a fighter level, possibly with the Cad archetype. I just love the fluff, and it gives a Disarm bonus down the road. That means no Heavy Armor Proficiency though...mechanically, it's not worth it, but I have a hard time envisioning Ethaniel in full plate. Will have to think on it for another day.
I should mention that I'll be out of town next week. I assumed my hotel would have wi-fi, but I have just learned that it will not (rather irritated about that). I may still be able to post regularly, but I'm not sure yet; I wanted to give you a heads up in case there is some kind of interruption in my activity in this game.
Male Dwarf (Ancient Enmity, Lorekeeper, Deep Warrior) Barbarian (Invunlerable Rager) 2
+5 actually. My campaign trait extends morale bonuses for 1d4 number of rounds, unless those don't effect me during unconsciousness... then that would mean I'm 1hp from death.
The darkness spell only lowers the light level by one so his radius is only down to dim light which means you are able to make a stealth roll against those with normal vision but those with low light and dark vision will see every thing. That is unless he moves into a darker area. This is why the tieing saw you regardless of your crazy high stealth. Now that none of you are trying to hide within the dim light you can all be seen but have concealment against those with normal vision.
Under the description of Hex it says using one is a Standard Action unless otherwise noted. So you can either use a run action this round or a single move and a standard action.
If you are all happy to do so, when you level up you can outfit yourself to 1000gp as per a 2nd level character but with the limitations of 25% max cap for weapons, armor. If you are not happy with the limitation then we can just do it the old fashion way of random treasure builds which may yield less useful items. Let me know your thoughts please.
If you are all happy to do so, when you level up you can outfit yourself to 1000gp as per a 2nd level character but with the limitations of 25% max cap for weapons, armor. If you are not happy with the limitation then we can just do it the old fashion way of random treasure builds which may yield less useful items. Let me know your thoughts please.
Happy with that. I'll just subtract my current gear value to work out what I have and start shopping. Would request, if possible that perhaps Tippy and I be able to spend a bit more on our weapons since we'll both be TWF. They cost more so we'll have to skimp on misc. items. Say 30% on wpns/armor? If not I'm cool, just asking.
Female Human Witch 2 (AC 12/12/10, HP 16/16, Conditions: Nil)
DM_Waife_the_BiPolar wrote:
@Ascaria
Under the description of Hex it says using one is a Standard Action unless otherwise noted. So you can either use a run action this round or a single move and a standard action.
Oh, sorry. I did not remember that running was a full-round action (which of course does make a lot of sense). In that case, I'll run without hexing. Iscarel will have to do without it. :-)
I don't mean to rain on parades guys but I know it's annoying when I have to undo what appeared to be a successful action due to rules or circumstances like concealment but it's all information I have already mentioned in this thread or in the gameplay thread. Sorry if it frustrates you as it makes me feel bad.
Furthermore, for clarity, I really appreciate the way some of you are breaking down the bonuses to attacks and damage. That way I don't need to try break it down myself and I see exactly whats going on. If the rest of you don't mind doing the same that would be fantastic.
Male Elf Rogue 3 | Init +8 | Perc +6, low-light vision | AC 18/14/14 | DR/1 Bludgeoning | HP 14/15 | F +1 R +6 W +1; +2 vs charm and compulsion | CMB +2, CMD 16 | acid splash at will | mwk rapier +7 (1d6+4/18-20)
Skills:
Acrobatics +10, Bluff +7, Climb +4, Disable Device +10, Escape Artist +10, Intimidate +7, Perception +6, Perform (sing) +5, Perform (string) +5, Sense Motive +6, Sleight of Hand +9, Stealth +10, Swim +4
Sure, that should fine. Keep in mind that a lot of this information has been spoilered, though, and the bulk of us were totally oblivious to the battlefield down here, including the fact that there's difficult terrain (which seems strange in an urban environment. What is it?) There's really no problems on my part though, I'm enjoying having to put that little more thought into my actions.
I've always been fuzzy on the vision/concealment rules, but I'm really impressed to see myself getting a lot out of my low-light-vision. You wouldnt get that at most tables. No sir.
More to the point, yes, I'd factored in the bonuses for a charge, so my attack roll should equal 17. I've no problems with you resolving our actions for us in circumstances like these. Ferinstance making this charge attack into a simple move action.
Male Elf Rogue 3 | Init +8 | Perc +6, low-light vision | AC 18/14/14 | DR/1 Bludgeoning | HP 14/15 | F +1 R +6 W +1; +2 vs charm and compulsion | CMB +2, CMD 16 | acid splash at will | mwk rapier +7 (1d6+4/18-20)
Skills:
Acrobatics +10, Bluff +7, Climb +4, Disable Device +10, Escape Artist +10, Intimidate +7, Perception +6, Perform (sing) +5, Perform (string) +5, Sense Motive +6, Sleight of Hand +9, Stealth +10, Swim +4
'doh! I only just noticed Ascaria cast her fortune hex on my last round, also. Stupid, stupid!
Just to break down my bonuses, I've inspire courage active (with, I believe, 3 rounds remaining) 16 strength and a +1 to damage from my arcane strike feat.
Female Human Witch 2 (AC 12/12/10, HP 16/16, Conditions: Nil)
@Waife:
I just noticed, that you cast light when autopiloting Ascaria although I had not prepared that spell for today. I'll lose the prepared detect magic spell instead if that's ok with you.
Male Elf Rogue 3 | Init +8 | Perc +6, low-light vision | AC 18/14/14 | DR/1 Bludgeoning | HP 14/15 | F +1 R +6 W +1; +2 vs charm and compulsion | CMB +2, CMD 16 | acid splash at will | mwk rapier +7 (1d6+4/18-20)
Skills:
Acrobatics +10, Bluff +7, Climb +4, Disable Device +10, Escape Artist +10, Intimidate +7, Perception +6, Perform (sing) +5, Perform (string) +5, Sense Motive +6, Sleight of Hand +9, Stealth +10, Swim +4
I'm hoping my hit chance improves, soon. If it werent for Ascaria I probably wouldnt have landed a single hit this fight. A combination of my decent strength score, magic weapons, inspire courage and (eventually) good hope should improve my chances enough to add power attack to my repitoire.
Male Elf Rogue 3 | Init +8 | Perc +6, low-light vision | AC 18/14/14 | DR/1 Bludgeoning | HP 14/15 | F +1 R +6 W +1; +2 vs charm and compulsion | CMB +2, CMD 16 | acid splash at will | mwk rapier +7 (1d6+4/18-20)
Skills:
Acrobatics +10, Bluff +7, Climb +4, Disable Device +10, Escape Artist +10, Intimidate +7, Perception +6, Perform (sing) +5, Perform (string) +5, Sense Motive +6, Sleight of Hand +9, Stealth +10, Swim +4
I'm personally a big fan of the system. Lets characters be reasonably competant at the little things without breaking anything major or spreading themselves too thin, and just gives skill classes like the bard a big boost.
Male Elf Rogue 3 | Init +8 | Perc +6, low-light vision | AC 18/14/14 | DR/1 Bludgeoning | HP 14/15 | F +1 R +6 W +1; +2 vs charm and compulsion | CMB +2, CMD 16 | acid splash at will | mwk rapier +7 (1d6+4/18-20)
Skills:
Acrobatics +10, Bluff +7, Climb +4, Disable Device +10, Escape Artist +10, Intimidate +7, Perception +6, Perform (sing) +5, Perform (string) +5, Sense Motive +6, Sleight of Hand +9, Stealth +10, Swim +4
For the record I don't actually plan on keeping the gold, or robbing Grumm of anything. I also wouldnt mind getting my hands on that shortbow, but I'm half considering of steering clear of bows until Iscarel gets over his own grudge/guilt towards his people.
Male Elf Rogue 3 | Init +8 | Perc +6, low-light vision | AC 18/14/14 | DR/1 Bludgeoning | HP 14/15 | F +1 R +6 W +1; +2 vs charm and compulsion | CMB +2, CMD 16 | acid splash at will | mwk rapier +7 (1d6+4/18-20)
Skills:
Acrobatics +10, Bluff +7, Climb +4, Disable Device +10, Escape Artist +10, Intimidate +7, Perception +6, Perform (sing) +5, Perform (string) +5, Sense Motive +6, Sleight of Hand +9, Stealth +10, Swim +4
Now that you're stabilized, you stay stable, and either magical healing or 8 hours rest should have you on your feet. As to which you'll get... We should be back at the Goblin as soon as Waife pops back in. :)