
Yorikata __ |

Another level of unchained rogue/sylvan trickster.
Weapon focus (Dagger) as feat.
Perception as Rogue's Edge skill. (Still not enough to make 30)
Besides that, maxing out the usual skills and adding some disguise.

Lanneth |

Sorry all, too much went on last night for me to get to a level upgrade. I'll try to get on it later today.

Lanneth |

Witch 5th level
hp: +6
Spell: 3rd Level:Ray of Exhaustion, Water Walk
Skills: Arcana, Local, Nature, Planes, Perception, Religion, Spellcraft, Survival, Use Magic Device, Herbalist, History
Feat: Extra Hex: Flight
Speak with Familiar
Yes, I've spent way to many feats on Hexes, but there's just so many good ones!!!!

Lanneth |

Hats off to you Man.
Chemistry was probably my least favorite portion of my Engineering degree.
Going back to School would be interesting... After so many years of working, I'm not quite sure how I would react to it any more.

Yorikata __ |

weeapon focus dagger.
I would have gone for something RP funny like the kitsune realistic likeness feat. But as the AP doesn't offer itself for those shenanigans, I went for pure combat prowess.

Yorikata __ |

I suggest you assume the do ready actions to attack the ape. This way they get in a standard attack, get attacked only with a standard attack by the ape and get in a full attack afterwards.
Instead of running into an AoO because of the ape's reach, and then getting in a standard attack, followed by a full attack of the ape.
Also it would play nicely into my setup.
Additional boon: You could do that now, without needing to bot them, as the could add the readied action rolls after the fact.

Lanneth |

Note: I’ll be traveling unexpectedly this week, so I may not be able to post frequently.
Bot me as needed.

Balder The Cursed |

balder I will allow you right now to have put on Usgroth's Armor if Gran't' isn't wearing it you could also have the War Hammer would stay large since you can use it.
You keep the dmg dealt but your AC would go way up
I think I missed these in the threads, what armor is that and is that a special warhammer or should I just equip a large size warhammer?

DM Raltus |
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So I built Balder on Hero Lab, because he has the ability to wield Large size weapons the War Hammer stayed Large.
Hero Chieftain Uskroth wore a suit of armor that blessed
him with enlarged size and great strength.
USKROTH’S ARMOR PRICE
11,350 GP
SLOT armor CL 5th WEIGHT 100 lbs.
AURA faint transmutation
This battered, well-used suit of +1 half-plate
automatically resizes itself to match the size
of its wearer. Once per day on command,
the armor can bestow upon its wearer
the effects of righteous might for
5 rounds. The wearer’s alignment
determines the DR gained from
this ability. A good wearer gains
DR 5/evil, an evil wearer gains
DR 5/good, and a wearer who
is neither good nor evil chooses
which DR to gain the first time
she activates this ability—once chosen, it
cannot be changed.
CONSTRUCTION REQUIREMENTS COST 6,350 GP
Craft Magic Arms and Armor, righteous might
SLOT none CL 20th WEIGHT 10 lbs.
AURA strong transmutation
Agrimmosh appears to be a simple stone blacksmith’s
hammer engraved with Minderhal’s holy symbol. It functions
as a +2 impactUE warhammer that automatically resizes itself
to match the size of its wielder. Once per day as a full-round action, the wielder of Agrimmosh c an u se t he h ammer to
cast heightened enlarge person (Fortitude D C 23 negates).
This effect lasts for 20 minutes. Whenever the wielder
of Agrimmosh confirms a critical hit against a creature of
the humanoid type, the target creature must succeed at a
DC 23 Fortitude save or shrink by one size category, as by
heightened reduce person. This effect lasts for 20 minutes.
In addition, Agrimmosh has other powers that are
currently dormant. When the Hammer of Unmaking is struck
against Minderhal’s Forge in the Cathedral of Minderhal (see
Pathfinder Adventure Path #93: Forge of the Giant God),
these powers are reawakened, and Agrimmosh gains the
following abilities.
Whenever the wielder of Agrimmosh successfully strikes
a creature with the hammer, as an immediate action he can
attempt a targeted dispel check against the struck creature,
as dispel magic, to end a single ongoing transmutation effect
that alters the target’s size. Other ongoing spells and effects
are unaffected. The wielder uses the hammer’s caster level
as his own when attempting such a dispel check.
Agrimmosh a lso g ains 3 c harges, w hich r enew a t t he
beginning of each day. The wielder can expend the listed
number of charges to activate one of the following spelllike
abilities as a full-round action; expending an extra
charge to activate the spell-like ability reduces the casting
time to a swift action instead. Regardless, the wielder of
Agrimmosh can activate only one of the weapon’s spell-like
abilities per round.
• Heightened enlarge person (1 charge, DC 23; this replaces
Agrimmosh’s 1/day enlarge person ability)
• Heightened mass enlarge person (2 charges, DC 23)
Lastly, Agrimmosh can be used in conjunction with
Minderhal’s Forge at the Cathedral of Minderhal to resize
magic armor and weapons. More details on this ability can be
found in Pathfinder Adventure Path #93.
DESTRUCTION
If Agrimmosh is heated in Minderhal’s Forge at the Cathedral
of Minderhal for 10 years and then quenched in the blood of
a slain rune giant, it loses all of its magical abilities and is
destroyed, shattering into a thousand pieces.
A lot to read

Lanneth |

This is totally frustrating. The clues on this ship are either obviously being missed, or we are on rails and can't get the clue until PLOT says we can.

Balder The Cursed |

So I built Balder on Hero Lab, because he has the ability to wield Large size weapons the War Hammer stayed Large.
** spoiler omitted **
** spoiler omitted **...
Wow those are some cool artifacts. Who did we get it off of?
I have to attune to it to be able to use all the abilities right?

Lanneth |

Yep, we missed that clue, I knew that.
We may catch it again if we really do a full search of the boat.
But so far in two days we have had:
Boat Rail Breaks,
Drakes attack & Steals only the key horse.
Whole ship Poisoned.
Monster in Hull attacks.
Ya, you have to expect PCs would be very paranoid at this point.

DM Raltus |

That is the point too, something is going on, Raag has already said nothing like this has happened before.
@ Balder you got them at the end of book one.
Since Dain is the only one who made a Perception check in the Cargo hold, everyone still can, you just have to play it out like you are piecing things together, not Ohh right a door.

Lanneth |

DM Raltus.... Just so you know, if you read water walk, we are actually walking an inch or two above the liquid. So we aren't actually touching the water, in case that matters in the future with monsters.

DM Raltus |

Bow (Spell craft DC 13)
Potion (Spell craft DC 13)
Wand (Spell craft DC 13)
Wand (Spell craft DC 13)
Tanglefoot bag
Acid (2)
Short Sword (Appraise DC 20)
Locket (Spell craft DC 20)
Arrows 15
Chain Shirt (Appraise DC 25)
potion of cure serious wounds,
wand of cat’s grace (8 charges),
wand of invisibility (6 charges),
mithral chain shirt,
+1 longbow with
mwk short sword,
true love locket containing a picture of Skreed Gorewillow

Yorikata __ |

This attack from Yorikata was instead of the CDG.
It was not my intention to kill her*.
I now took a look what the damage dealt so far was, and found that she got only two hits so far. A shot from Dain for 10 and a crit from Grant for 25. That's a 55 damage total with Yorikata's stab.
Is she dead-dead? Or only dying dead?
*In game Yorikata will of course never admit, that.

Yorikata __ |

Slumber hex is powerful against stupid creatures. In every group of bandits, one can kick the other who fell asleep. It's losing two actions then. Besides you can only CdG if you can either take the AoO, or noone is around to hinder you. And it's a full action, you you need to stand next to the one to be killed to start with. It is tremendously powerful vs. single opponents with weak saves though.

Lanneth |

Slumber hex is much like having a brawler in the party... It makes encounters with small numbers of creatures very easy for a party and hard on the DM.
But there are very simple ways around it a Foxy pointed out.
Things like a hoard of kobolds would roll right over the slumber hex, as would Intelligent creatures.
It also don't help that I've been playing a LONG time and enjoy building optimized characters.... So things that are clearly more powerful pretty much jump off the page when I look at them.
Normally I rein that in at least a little bit, but given I'm filling the Divine and Arcane caster rolls in the party... I decided to let my inner min-maxer lose on this one.
If anything becomes a problem, just let me know and I'll change Lanneth.
As for burning the witch....
Possible if you catch me, as I still only have a bad AC...
Speaking of that... So if I"m going full witch, Can I get my hands on a broom of flying someplace down the line? After all what witch doesn't fly around on their broom?
Not that this would help in dungeons, which I'm guessing there will be lots of down the line.

Yorikata __ |

Flying hex at 5th level. Buy a standard broom for flavor.
Also I noticed you're holding back already. You didn't use all the evil eye preparations I gave you. Optimaized for killer team! Move up, evil eye, slumber hex, coup de grace. Add persistent hex for second try on same target, and everyone is dead.
I just don't have proficiency in a a high crit modifier light weapon like the kerambit or the fighting fan to further optimize that. ;)
But Balder coud take over the CDG role with a scythe.

Yorikata __ |

But you see how anyone would need a minimum DC46 fort save, vs scythe CdG? Once you're past that Balor's will save for Slumber Hex, there is only a save vs. death on a nat 20.
And being the harbinger of deat, with a scythe and a black hooded cloak would be pretty cool. ;)

Lanneth |

Oh I have fly hex. I just haven't seen a need to use it yet.
If only protection from arrows was on a witches spell list, that would make flying even more effective.

Lanneth |

I'll be on the road traveling starting tomorrow and not returning until Tuesday of next week. I will try to post if I can, but I have no idea of internet access throughout all this trip. As such feel free to bot me for the next 6 days if I don't respond within 24 hours.

Balder The Cursed |

Hey everyone. Sorry for going missing again. Real life i kicking me in the nads.
I'm overwhelmed with work, which is chewing up a lot of my time. Family issues, which isn't so much distracting each day but emotionally is talking a bit of a toll, and currently looking for a new place to stay as I've been crashing on the floor on a camping mattress since January so I'm perpetually tired all the time. Hopefully a move will help me get some kinda equilibrium again.
And I hate having to go silent and leave you guys hanging all the time, so I think it best to count me out of the game till further notice. Might be able to come back in in a couple months as I was really enjoying the games I'm currently in, but I'm always too mentally exhausted to post and read through the posts.
I've been agonizing over posting this for the past two weeks but think it's for the best for now.
Sorry again. Hope everyone understands.
Best
-S