Death, therefore, the most awful of evils, is nothing to us, seeing that, when we are, death is not come, and, when death is come, we are not.

Game Master Torvald Torvaldson


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When you first sent me you character link I thought the name Anglachel rang more than a few bells. The ringing was actually Ancalagon but a quick Google revealed what you had going so naturally I couldn't let you use a SWORD of all things, especially as a worshiper of Torag.


Aasimar Paladin-Hospitaler:8 AC:24/FF23/T12 HP:77 Init:+1 ECB: +13/+8 1d10+7 PAECB: +13/+5 1d10+16 Bow: +9/+4 1d8+4
Saves:
Fort+13/Ref+9/Will+13 +2 vs death effects
LOH/Channel:
LOH:10/5d6+11 Channel:9/3d6+7
spells:
Keep Watch, Hero's Defiancex2, Litany of RighteousX2,Resist Energy
Skills:
Acr:-4 App:0 Blu:6 Cli:0 Dip:13 DD:T Disg:6 EA-4 Fly:-4 HA:10 Hea:1 Int:6 Kdun:1 Khis:1 Kloc:5 Knat:5 Knob:4 Krel:5 Per:15 Rid:1 SM:6 Spl:4 Ste:-4 Sur:2 Swi:-1 UMD:T

Thanks boss, I'm using that MW greataxe as of now, until I get a badass hammer!

I was just going to use Anglachel but it was taken, then I tried Gurthang but that also was taken, so Anglachel Gurthang was born.

Is the Full Plate regular or MW?


When it's finished it will be MW. Right not it's just unusable metal. Still needs the final crafting design, leather work, and ornamentation before it will be ready for you to use.


Select from one of the following, it becomes a class skill and place one rank in it. You may assign one rank in two other skills but they do not become class skills:

Knowledge geography
Knowledge history
Knowledge local
Knowledge nature
Survival
Stealth

Also advance to second level.


Aasimar Paladin-Hospitaler:8 AC:24/FF23/T12 HP:77 Init:+1 ECB: +13/+8 1d10+7 PAECB: +13/+5 1d10+16 Bow: +9/+4 1d8+4
Saves:
Fort+13/Ref+9/Will+13 +2 vs death effects
LOH/Channel:
LOH:10/5d6+11 Channel:9/3d6+7
spells:
Keep Watch, Hero's Defiancex2, Litany of RighteousX2,Resist Energy
Skills:
Acr:-4 App:0 Blu:6 Cli:0 Dip:13 DD:T Disg:6 EA-4 Fly:-4 HA:10 Hea:1 Int:6 Kdun:1 Khis:1 Kloc:5 Knat:5 Knob:4 Krel:5 Per:15 Rid:1 SM:6 Spl:4 Ste:-4 Sur:2 Swi:-1 UMD:T

How are we doing hit points?

hp: 1d10 ⇒ 9

Are the skill points in addition to the normal 2 skill points, so Ang would get 5 skill points total?

Any campaign hints that would help with skill selection?


Anglachel Gurthang wrote:

How are we doing hit points?

Are the skill points in addition to the normal 2 skill points, so Ang would get 5 skill points total?

Any campaign hints that would help with skill selection?

HP same as you do them as DM-Full at odds; 1/2 at evens.

Skill points are in addition to what you get with a level up but must be used on the skills listed above not on any other skills. Example:

Knowledge nature; +1
Survival; make class skill +1, +3 for class skill
Stealth; +1

No campaign hints; I'm giving you the bonus points based on what you did earning the new level.


Aasimar Paladin-Hospitaler:8 AC:24/FF23/T12 HP:77 Init:+1 ECB: +13/+8 1d10+7 PAECB: +13/+5 1d10+16 Bow: +9/+4 1d8+4
Saves:
Fort+13/Ref+9/Will+13 +2 vs death effects
LOH/Channel:
LOH:10/5d6+11 Channel:9/3d6+7
spells:
Keep Watch, Hero's Defiancex2, Litany of RighteousX2,Resist Energy
Skills:
Acr:-4 App:0 Blu:6 Cli:0 Dip:13 DD:T Disg:6 EA-4 Fly:-4 HA:10 Hea:1 Int:6 Kdun:1 Khis:1 Kloc:5 Knat:5 Knob:4 Krel:5 Per:15 Rid:1 SM:6 Spl:4 Ste:-4 Sur:2 Swi:-1 UMD:T

knowledge local (class skill)
knowledge nature
survival


BTW, you don't have the MW full plate yet.


Aasimar Paladin-Hospitaler:8 AC:24/FF23/T12 HP:77 Init:+1 ECB: +13/+8 1d10+7 PAECB: +13/+5 1d10+16 Bow: +9/+4 1d8+4
Saves:
Fort+13/Ref+9/Will+13 +2 vs death effects
LOH/Channel:
LOH:10/5d6+11 Channel:9/3d6+7
spells:
Keep Watch, Hero's Defiancex2, Litany of RighteousX2,Resist Energy
Skills:
Acr:-4 App:0 Blu:6 Cli:0 Dip:13 DD:T Disg:6 EA-4 Fly:-4 HA:10 Hea:1 Int:6 Kdun:1 Khis:1 Kloc:5 Knat:5 Knob:4 Krel:5 Per:15 Rid:1 SM:6 Spl:4 Ste:-4 Sur:2 Swi:-1 UMD:T

i know


The quenching liquid is really completely up to you to decide on.

I was trying to lead you to the family's tears but the well water works just as well. It's more thematic than anything and will have subtle influences on what powers your hammer/earthbreaker has.


Aasimar Paladin-Hospitaler:8 AC:24/FF23/T12 HP:77 Init:+1 ECB: +13/+8 1d10+7 PAECB: +13/+5 1d10+16 Bow: +9/+4 1d8+4
Saves:
Fort+13/Ref+9/Will+13 +2 vs death effects
LOH/Channel:
LOH:10/5d6+11 Channel:9/3d6+7
spells:
Keep Watch, Hero's Defiancex2, Litany of RighteousX2,Resist Energy
Skills:
Acr:-4 App:0 Blu:6 Cli:0 Dip:13 DD:T Disg:6 EA-4 Fly:-4 HA:10 Hea:1 Int:6 Kdun:1 Khis:1 Kloc:5 Knat:5 Knob:4 Krel:5 Per:15 Rid:1 SM:6 Spl:4 Ste:-4 Sur:2 Swi:-1 UMD:T

I never would have considered the tears because I would think (perhaps incorrectly) that you have to have a large enough quantity of the same liquid to fully immerse the weapon.

So should Ang just gather the well water and head back to the Hallls? I don’t want to get way off track here.


I'm in super-sandbox mode with this so I only have a vague (VERY vague) outline of events.

Korim quote from previous post-
"I sense that Torag has given you new strength and with it I task you to aid the villages nearby our Hall. Take what equipment you wish, but wear no armor and carry no shield. Your mind, your heart, and your skill at arms will provide you everything you need.

Look for a liquid most pure, for that is what we will use to perform the final quench on your hammer.

When you hear Torag's whisper return to the Halls and I will have your new armor ready for you, and more tasks to perform of course."

That was certainly vague, but that is the nature of the sandbox: I'm not going to beat your head in or force anything on you (for the most part).

Take well water and head back to the Halls, continue to visit the surrounding villages, it doesn't really matter. You do know that Korim gave you the full plate and that must symbolize that you have taken another step in your Paldinic journey. Have you heard Torag's whisper?

:D


Aasimar Paladin-Hospitaler:8 AC:24/FF23/T12 HP:77 Init:+1 ECB: +13/+8 1d10+7 PAECB: +13/+5 1d10+16 Bow: +9/+4 1d8+4
Saves:
Fort+13/Ref+9/Will+13 +2 vs death effects
LOH/Channel:
LOH:10/5d6+11 Channel:9/3d6+7
spells:
Keep Watch, Hero's Defiancex2, Litany of RighteousX2,Resist Energy
Skills:
Acr:-4 App:0 Blu:6 Cli:0 Dip:13 DD:T Disg:6 EA-4 Fly:-4 HA:10 Hea:1 Int:6 Kdun:1 Khis:1 Kloc:5 Knat:5 Knob:4 Krel:5 Per:15 Rid:1 SM:6 Spl:4 Ste:-4 Sur:2 Swi:-1 UMD:T

Yes, he keeps whispering "level up" over and over again!


Aasimar Paladin-Hospitaler:8 AC:24/FF23/T12 HP:77 Init:+1 ECB: +13/+8 1d10+7 PAECB: +13/+5 1d10+16 Bow: +9/+4 1d8+4
Saves:
Fort+13/Ref+9/Will+13 +2 vs death effects
LOH/Channel:
LOH:10/5d6+11 Channel:9/3d6+7
spells:
Keep Watch, Hero's Defiancex2, Litany of RighteousX2,Resist Energy
Skills:
Acr:-4 App:0 Blu:6 Cli:0 Dip:13 DD:T Disg:6 EA-4 Fly:-4 HA:10 Hea:1 Int:6 Kdun:1 Khis:1 Kloc:5 Knat:5 Knob:4 Krel:5 Per:15 Rid:1 SM:6 Spl:4 Ste:-4 Sur:2 Swi:-1 UMD:T

Skills took dungeoneering, history and nobility. Climb and perception for normal two.

Feat= greater mercy which gives +1d6 on LOH if no mercies are used

Can Ang buy magic items? Not that he has a ton of money.
He could afford +1 to armor

Did Korim discover how to open ivory tube?


Ang can buy magic items at the Halls including upgrades to his armor at book.

More tube info to come! :D


Also, I'm hoping you were planning on divine bond with your hammer as I plan edit that ability and have the hammer level as you level.

OK?


Aasimar Paladin-Hospitaler:8 AC:24/FF23/T12 HP:77 Init:+1 ECB: +13/+8 1d10+7 PAECB: +13/+5 1d10+16 Bow: +9/+4 1d8+4
Saves:
Fort+13/Ref+9/Will+13 +2 vs death effects
LOH/Channel:
LOH:10/5d6+11 Channel:9/3d6+7
spells:
Keep Watch, Hero's Defiancex2, Litany of RighteousX2,Resist Energy
Skills:
Acr:-4 App:0 Blu:6 Cli:0 Dip:13 DD:T Disg:6 EA-4 Fly:-4 HA:10 Hea:1 Int:6 Kdun:1 Khis:1 Kloc:5 Knat:5 Knob:4 Krel:5 Per:15 Rid:1 SM:6 Spl:4 Ste:-4 Sur:2 Swi:-1 UMD:T

What? Ang wanted a pair of pet hamsters! Lenny and Squiggy!


I had actually considered either a massive riding badger or a nasty regular badger.

There is also the Agathion, Angelic, and Archon bond variants.

Let me know if you'd rather do a non-weapon bond and we can do that instead.

Let me know when you are ready to advance.


Aasimar Paladin-Hospitaler:8 AC:24/FF23/T12 HP:77 Init:+1 ECB: +13/+8 1d10+7 PAECB: +13/+5 1d10+16 Bow: +9/+4 1d8+4
Saves:
Fort+13/Ref+9/Will+13 +2 vs death effects
LOH/Channel:
LOH:10/5d6+11 Channel:9/3d6+7
spells:
Keep Watch, Hero's Defiancex2, Litany of RighteousX2,Resist Energy
Skills:
Acr:-4 App:0 Blu:6 Cli:0 Dip:13 DD:T Disg:6 EA-4 Fly:-4 HA:10 Hea:1 Int:6 Kdun:1 Khis:1 Kloc:5 Knat:5 Knob:4 Krel:5 Per:15 Rid:1 SM:6 Spl:4 Ste:-4 Sur:2 Swi:-1 UMD:T

ready to go


Aasimar Paladin-Hospitaler:8 AC:24/FF23/T12 HP:77 Init:+1 ECB: +13/+8 1d10+7 PAECB: +13/+5 1d10+16 Bow: +9/+4 1d8+4
Saves:
Fort+13/Ref+9/Will+13 +2 vs death effects
LOH/Channel:
LOH:10/5d6+11 Channel:9/3d6+7
spells:
Keep Watch, Hero's Defiancex2, Litany of RighteousX2,Resist Energy
Skills:
Acr:-4 App:0 Blu:6 Cli:0 Dip:13 DD:T Disg:6 EA-4 Fly:-4 HA:10 Hea:1 Int:6 Kdun:1 Khis:1 Kloc:5 Knat:5 Knob:4 Krel:5 Per:15 Rid:1 SM:6 Spl:4 Ste:-4 Sur:2 Swi:-1 UMD:T

What kind of hammer is being crafted?

Warhammer (1 Handed) or Dwarves Longhammer (2 Handed) or something else?

Would prefer the Longhammer so long as Ang doesn't have to burn a feat to have proficiency.


Stats like an earth breaker but looks like one of the following potentially:

https://www.globalgear.com.au/media/catalog/product/cache/1/image/9df78eab3 3525d08d6e5fb8d27136e95/f/i/filiwarhammer1.jpg

http://www.calimacil.com/media/catalog/product/cache/7/image/800x/b375b677f c5d771d26d7159015cbce5b/w/h/whole.png

https://www.filepicker.io/api/file/8j3tyhlZRAyxrbEXlXan

http://pre01.deviantart.net/9d27/th/pre/i/2012/351/5/1/speed_model___warham mer_by_metonymic-d5obk24.jpg


Aasimar Paladin-Hospitaler:8 AC:24/FF23/T12 HP:77 Init:+1 ECB: +13/+8 1d10+7 PAECB: +13/+5 1d10+16 Bow: +9/+4 1d8+4
Saves:
Fort+13/Ref+9/Will+13 +2 vs death effects
LOH/Channel:
LOH:10/5d6+11 Channel:9/3d6+7
spells:
Keep Watch, Hero's Defiancex2, Litany of RighteousX2,Resist Energy
Skills:
Acr:-4 App:0 Blu:6 Cli:0 Dip:13 DD:T Disg:6 EA-4 Fly:-4 HA:10 Hea:1 Int:6 Kdun:1 Khis:1 Kloc:5 Knat:5 Knob:4 Krel:5 Per:15 Rid:1 SM:6 Spl:4 Ste:-4 Sur:2 Swi:-1 UMD:T

Earthbreaker and Longhammer have same basic stats. 2d6dam x3crit


Except the longhammer gives you reach.


No CHA checks because Torag is not interested in conversation and witty banter. He desires hard service and valor! :D


It's one of the better images I could find of a damascus steel war hammer.

You are thinking more: https://i.ytimg.com/vi/fv5vgY7odkU/maxresdefault.jpg


Q. So Ang was supposed to venture into the woods to see what the goblins were up to, has he done that yet? How will he know when he has paid his debt?

A. He could ask the gnomes/Zarbuzel if his debt is fulfilled. Welcome to the sand box and the world of you won't know till you know. What would a paragon of good do?

Q. Can Ang buy items at market whenever he is in town? Probably buy some gear and head back to the woods. Would like to look in a different area as goblins in current area are likely more alert at this point.

A. You can buy items. Depending on what they are/cost it will take more down time to fill the request.


Aasimar Paladin-Hospitaler:8 AC:24/FF23/T12 HP:77 Init:+1 ECB: +13/+8 1d10+7 PAECB: +13/+5 1d10+16 Bow: +9/+4 1d8+4
Saves:
Fort+13/Ref+9/Will+13 +2 vs death effects
LOH/Channel:
LOH:10/5d6+11 Channel:9/3d6+7
spells:
Keep Watch, Hero's Defiancex2, Litany of RighteousX2,Resist Energy
Skills:
Acr:-4 App:0 Blu:6 Cli:0 Dip:13 DD:T Disg:6 EA-4 Fly:-4 HA:10 Hea:1 Int:6 Kdun:1 Khis:1 Kloc:5 Knat:5 Knob:4 Krel:5 Per:15 Rid:1 SM:6 Spl:4 Ste:-4 Sur:2 Swi:-1 UMD:T

Any DM guidance for Ang as far as interacting with evil folks? I kind of feel compelled to attack.

From Paladin class description:

Code of Conduct
A paladin must be of lawful good alignment and loses all class features except proficiencies if she ever willingly commits an evil act.

Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.

Associates: While she may adventure with good or neutral allies, a paladin avoids working with evil characters or with anyone who consistently offends her moral code. Under exceptional circumstances, a paladin can ally with evil associates, but only to defeat what she believes to be a greater evil. A paladin should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should she feel it is doing more harm than good. A paladin may accept only henchmen, followers, or cohorts who are lawful good.

Ang's Oath:

I stand ready, a weapon forged in fire to serve Torag and protect his people.

My word will be my bond. When I give my word, I will defend my oath to the death. Traps lie in idle banter or thoughtless talk, and so I will watch my tongue.

I will be truthful, honorable, and forthright, but my allegiance is to Torag. I will do what is necessary to serve him, including misleading others if need be.

I will respect the forge, and never sully it with half-hearted work. My work reflects the depth of my faith, and I will not allow flaws save in direst need.

Against Torag’s enemies, I will show no mercy. I will not allow their surrender, except when strategy warrants. I will defeat them, yet even in the direst struggle, I will act in a way that brings honor to Torag.


I don't read anything that says you have to attack creatures you detect as evil that have not done anything evil? Unless you view your oath as allowing evil beings to exist is committing an evil act.

Your oath calls out for 'misleading others if need be' which is in direct violation of the 'act with honor (not lying, not cheating, not using poison, and so forth)' from the PH.

If you detect evil people in Umok or other areas will you attack them?

You weren't to compelled to attack the neutral owlbear and yet you did.

It's your call and your interpretation of your vows/oaths/divine calling.


Aasimar Paladin-Hospitaler:8 AC:24/FF23/T12 HP:77 Init:+1 ECB: +13/+8 1d10+7 PAECB: +13/+5 1d10+16 Bow: +9/+4 1d8+4
Saves:
Fort+13/Ref+9/Will+13 +2 vs death effects
LOH/Channel:
LOH:10/5d6+11 Channel:9/3d6+7
spells:
Keep Watch, Hero's Defiancex2, Litany of RighteousX2,Resist Energy
Skills:
Acr:-4 App:0 Blu:6 Cli:0 Dip:13 DD:T Disg:6 EA-4 Fly:-4 HA:10 Hea:1 Int:6 Kdun:1 Khis:1 Kloc:5 Knat:5 Knob:4 Krel:5 Per:15 Rid:1 SM:6 Spl:4 Ste:-4 Sur:2 Swi:-1 UMD:T

I knew owlbear was neutral. Attacked it cause I viewed it as a possible threat that was nearby to Umok.

I am perfectly happy not attacking Rej, just don’t want to be un-paladinic.

The oath I grabbed a lot of from some web site on Torag Paladins. So blame them for the inconsistency with the general pathfinder guidance. But I actually agree with the oath more than the general guidance. Don’t think a paladin should have to be honest to an evil creature if it disadvantages him.


Aasimar Paladin-Hospitaler:8 AC:24/FF23/T12 HP:77 Init:+1 ECB: +13/+8 1d10+7 PAECB: +13/+5 1d10+16 Bow: +9/+4 1d8+4
Saves:
Fort+13/Ref+9/Will+13 +2 vs death effects
LOH/Channel:
LOH:10/5d6+11 Channel:9/3d6+7
spells:
Keep Watch, Hero's Defiancex2, Litany of RighteousX2,Resist Energy
Skills:
Acr:-4 App:0 Blu:6 Cli:0 Dip:13 DD:T Disg:6 EA-4 Fly:-4 HA:10 Hea:1 Int:6 Kdun:1 Khis:1 Kloc:5 Knat:5 Knob:4 Krel:5 Per:15 Rid:1 SM:6 Spl:4 Ste:-4 Sur:2 Swi:-1 UMD:T

Divine Bond with Hammer, how is that going to work?

Are the powers that you are giving the hammer the divine bond? Or do I get to add onto the given powers with additional temporary powers?

Level 5 Paladin: +13hp, +1 BAB, +1 level 1 spell, divine bond, feat: Power Attack, 2 skills


The powers I have enumerated for your hammer are permanent bonuses. You can use the divine bond to boost it form there per the description of the ability. I may alter/limit/boost the divine bond ability as power continue to accrue to your hammer. Open to suggestions/desires.


Aasimar Paladin-Hospitaler:8 AC:24/FF23/T12 HP:77 Init:+1 ECB: +13/+8 1d10+7 PAECB: +13/+5 1d10+16 Bow: +9/+4 1d8+4
Saves:
Fort+13/Ref+9/Will+13 +2 vs death effects
LOH/Channel:
LOH:10/5d6+11 Channel:9/3d6+7
spells:
Keep Watch, Hero's Defiancex2, Litany of RighteousX2,Resist Energy
Skills:
Acr:-4 App:0 Blu:6 Cli:0 Dip:13 DD:T Disg:6 EA-4 Fly:-4 HA:10 Hea:1 Int:6 Kdun:1 Khis:1 Kloc:5 Knat:5 Knob:4 Krel:5 Per:15 Rid:1 SM:6 Spl:4 Ste:-4 Sur:2 Swi:-1 UMD:T

Loot = 35,820 + 1307 on hand = 37,127 gold

Proposed magic item purchases:

Upgrade to: Cloak of Resistance +2 = 3,000
Upgrade to: Belt of STR +4 = 12,000
Upgrade to: Ring of Protection +2 = 6,000
New item: Bracers of Merciful Knight = 15,600
(treat as 4 paladin levels higher for LOH and 1/day can add lesser restoration to LOH)

527 gold left


Hero's defiance is pretty nice!


Aasimar Paladin-Hospitaler:8 AC:24/FF23/T12 HP:77 Init:+1 ECB: +13/+8 1d10+7 PAECB: +13/+5 1d10+16 Bow: +9/+4 1d8+4
Saves:
Fort+13/Ref+9/Will+13 +2 vs death effects
LOH/Channel:
LOH:10/5d6+11 Channel:9/3d6+7
spells:
Keep Watch, Hero's Defiancex2, Litany of RighteousX2,Resist Energy
Skills:
Acr:-4 App:0 Blu:6 Cli:0 Dip:13 DD:T Disg:6 EA-4 Fly:-4 HA:10 Hea:1 Int:6 Kdun:1 Khis:1 Kloc:5 Knat:5 Knob:4 Krel:5 Per:15 Rid:1 SM:6 Spl:4 Ste:-4 Sur:2 Swi:-1 UMD:T

Using both my spells for "just in case" scenarios.
Clint is traveling this weekend which is why he hasn't posted.


Sorry for not posting on this campaign earlier. Got the first two flying to Chicago, but took a nap and then had to drive to Elkhart, IN. Great Grand Canyon pics BTW; looked like a fun trip!


Aasimar Paladin-Hospitaler:8 AC:24/FF23/T12 HP:77 Init:+1 ECB: +13/+8 1d10+7 PAECB: +13/+5 1d10+16 Bow: +9/+4 1d8+4
Saves:
Fort+13/Ref+9/Will+13 +2 vs death effects
LOH/Channel:
LOH:10/5d6+11 Channel:9/3d6+7
spells:
Keep Watch, Hero's Defiancex2, Litany of RighteousX2,Resist Energy
Skills:
Acr:-4 App:0 Blu:6 Cli:0 Dip:13 DD:T Disg:6 EA-4 Fly:-4 HA:10 Hea:1 Int:6 Kdun:1 Khis:1 Kloc:5 Knat:5 Knob:4 Krel:5 Per:15 Rid:1 SM:6 Spl:4 Ste:-4 Sur:2 Swi:-1 UMD:T
Torvald Torvaldson wrote:
Sorry for not posting on this campaign earlier. Got the first two flying to Chicago, but took a nap and then had to drive to Elkhart, IN. Great Grand Canyon pics BTW; looked like a fun trip!

No worries, was a great trip, 4 nights in the park with 3 down in the canyon!


Aasimar Paladin-Hospitaler:8 AC:24/FF23/T12 HP:77 Init:+1 ECB: +13/+8 1d10+7 PAECB: +13/+5 1d10+16 Bow: +9/+4 1d8+4
Saves:
Fort+13/Ref+9/Will+13 +2 vs death effects
LOH/Channel:
LOH:10/5d6+11 Channel:9/3d6+7
spells:
Keep Watch, Hero's Defiancex2, Litany of RighteousX2,Resist Energy
Skills:
Acr:-4 App:0 Blu:6 Cli:0 Dip:13 DD:T Disg:6 EA-4 Fly:-4 HA:10 Hea:1 Int:6 Kdun:1 Khis:1 Kloc:5 Knat:5 Knob:4 Krel:5 Per:15 Rid:1 SM:6 Spl:4 Ste:-4 Sur:2 Swi:-1 UMD:T

Sweet.

For Hammer, can I take straight bonus to hit/dam. Or does bonus need to be an ability?


Aasimar Paladin-Hospitaler:8 AC:24/FF23/T12 HP:77 Init:+1 ECB: +13/+8 1d10+7 PAECB: +13/+5 1d10+16 Bow: +9/+4 1d8+4
Saves:
Fort+13/Ref+9/Will+13 +2 vs death effects
LOH/Channel:
LOH:10/5d6+11 Channel:9/3d6+7
spells:
Keep Watch, Hero's Defiancex2, Litany of RighteousX2,Resist Energy
Skills:
Acr:-4 App:0 Blu:6 Cli:0 Dip:13 DD:T Disg:6 EA-4 Fly:-4 HA:10 Hea:1 Int:6 Kdun:1 Khis:1 Kloc:5 Knat:5 Knob:4 Krel:5 Per:15 Rid:1 SM:6 Spl:4 Ste:-4 Sur:2 Swi:-1 UMD:T

Also, is the hammer bonus in place of Divine Bond or in addition to it?


You can take it as +2 hit/damage if you wish and it is in addition to any divine bond abilities.


Aasimar Paladin-Hospitaler:8 AC:24/FF23/T12 HP:77 Init:+1 ECB: +13/+8 1d10+7 PAECB: +13/+5 1d10+16 Bow: +9/+4 1d8+4
Saves:
Fort+13/Ref+9/Will+13 +2 vs death effects
LOH/Channel:
LOH:10/5d6+11 Channel:9/3d6+7
spells:
Keep Watch, Hero's Defiancex2, Litany of RighteousX2,Resist Energy
Skills:
Acr:-4 App:0 Blu:6 Cli:0 Dip:13 DD:T Disg:6 EA-4 Fly:-4 HA:10 Hea:1 Int:6 Kdun:1 Khis:1 Kloc:5 Knat:5 Knob:4 Krel:5 Per:15 Rid:1 SM:6 Spl:4 Ste:-4 Sur:2 Swi:-1 UMD:T

Gotta remember divine bond, had it all last level and never used.

I will take as +2 hit/dam.


Aasimar Paladin-Hospitaler:8 AC:24/FF23/T12 HP:77 Init:+1 ECB: +13/+8 1d10+7 PAECB: +13/+5 1d10+16 Bow: +9/+4 1d8+4
Saves:
Fort+13/Ref+9/Will+13 +2 vs death effects
LOH/Channel:
LOH:10/5d6+11 Channel:9/3d6+7
spells:
Keep Watch, Hero's Defiancex2, Litany of RighteousX2,Resist Energy
Skills:
Acr:-4 App:0 Blu:6 Cli:0 Dip:13 DD:T Disg:6 EA-4 Fly:-4 HA:10 Hea:1 Int:6 Kdun:1 Khis:1 Kloc:5 Knat:5 Knob:4 Krel:5 Per:15 Rid:1 SM:6 Spl:4 Ste:-4 Sur:2 Swi:-1 UMD:T

Shadows are tough! Especially as a solo adventurer and when three damage rolls completely deplete your strength. And no save!


Yeah, I really didn't think that all the way through. Completely underestimated their relative strength. Do you want to continue?


Aasimar Paladin-Hospitaler:8 AC:24/FF23/T12 HP:77 Init:+1 ECB: +13/+8 1d10+7 PAECB: +13/+5 1d10+16 Bow: +9/+4 1d8+4
Saves:
Fort+13/Ref+9/Will+13 +2 vs death effects
LOH/Channel:
LOH:10/5d6+11 Channel:9/3d6+7
spells:
Keep Watch, Hero's Defiancex2, Litany of RighteousX2,Resist Energy
Skills:
Acr:-4 App:0 Blu:6 Cli:0 Dip:13 DD:T Disg:6 EA-4 Fly:-4 HA:10 Hea:1 Int:6 Kdun:1 Khis:1 Kloc:5 Knat:5 Knob:4 Krel:5 Per:15 Rid:1 SM:6 Spl:4 Ste:-4 Sur:2 Swi:-1 UMD:T

Dead is dead. Though I did find the plot/story to be one of my favorites. Probably for the best as posting for two campaigns is much more manageable than three.


Just finished studying Ang's character sheet, can't remember why I chose a Hospitaler, probably the extra heals but it seems kind of overkill!

Now I'm gonna read back through all the posts since it has been a couple years.


Over 2 years! Hard to believe we have been doing this on-line hijinks for SO long.

Yes, I think you took Hosp for the healing because it's just a solo. If you think you need to rebuild you can, but you definitely have to rest less. :D


Upon further review (and post reading), you aren't wrong; this campaign is awesome!


Just read up through post 150, definitely some of our best work.


I'm at 401. Feel like this could be a book....


Aasimar Paladin-Hospitaler:8 AC:24/FF23/T12 HP:77 Init:+1 ECB: +13/+8 1d10+7 PAECB: +13/+5 1d10+16 Bow: +9/+4 1d8+4
Saves:
Fort+13/Ref+9/Will+13 +2 vs death effects
LOH/Channel:
LOH:10/5d6+11 Channel:9/3d6+7
spells:
Keep Watch, Hero's Defiancex2, Litany of RighteousX2,Resist Energy
Skills:
Acr:-4 App:0 Blu:6 Cli:0 Dip:13 DD:T Disg:6 EA-4 Fly:-4 HA:10 Hea:1 Int:6 Kdun:1 Khis:1 Kloc:5 Knat:5 Knob:4 Krel:5 Per:15 Rid:1 SM:6 Spl:4 Ste:-4 Sur:2 Swi:-1 UMD:T

Just finished re-reading. Picked up on some recent treasure as well including the gloves of swimming and climbing which Ang will definitely equip.


Did our other campaigns die?

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