Defense of Brookside

Game Master caster4life

The farming hamlet of Brookside has suffered some violent and mysterious attacks.

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Dwarf 9HD Sentinel (3) Wounds (0) NL (36) HP (93) AC (33/13/30) Saves (13/9/7, +2 Hardy) Initiative (+4) MF (2/4) Grapple (+15) CMD (27+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (2/2) prayer (1/1)

Thanks. For retraining this means I’ll find someone who can train him in our downtime? Also how much gold will it cost?


Brookside Campaign Journal

I'll let you swap for free since the retraining is intended to correct something, not to take options that are the most powerful at teach level. But yeah at least a little RP finding someone to train you is desirable.


HP: 42/42 | Arcane Reservoir 7/11 | AC: 15 / T: 15 / FF: 11 | Fort: +4, Ref: +8, Will: +9 | M. Touch: +2, R. Touch: +8 | CMB: +2, CMD: 17 | Init: +12, Perception: +9 (Low-Light-Vision) |
Active Effects:
Brookside GM wrote:

The buckler is made of metal but you can retrain the shifter level if you like.

Yes we are doing resonant powers for ioun stones but I will roll whether or not they exist. You might have to prompt/remind me when it happens, though.

AoO timing: Yes vicious stomp seems more like the aoo might happen while the target is prone but aoos are still just weird. Your aoo on someone for leaving a threatened square definitely happens while they're still in the threatened square, for example.

AoO: Actually its clear, yes.

Leaving a threatened square provokes, so thats when it happens, while they are attempting to leave.

Trip Buddy Monk and Trip Buddy Rogue could set it up like this:

Monk uses Greater Trip.
Victim provokes for being tripped, from both Monk and Rogue.
Monk damages victim in melee, Rogue uses Opportunist Ability to take an AoO on the Victim.
Victim provokes from Monk via Paired Opportunists, for getting hit in melee.
Victim falls prone, provoking from Monk via Vicious Stomp.
Victim provokes from Rogue via Paired Opportunists, for falling prone.
Victim attempts to stand, provoking from both Monk and Rogue.

(there's more shenanigans that could be done...just saying these AoO chains can get pretty funky.)


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 83/83, AC: 24:17:19, CMD: 25 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+7 when bluff/SM involved); Status: -
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +7, Disg +21, Escape A +11, Heal +19, Kn(arc, nobles) +9, Kn(loc) +15, Kn(nat) +12, Kn(plan) +16, Kn(rel) +13, Kn(others) +8, Ling +7, Perc +18, Sense M +7, Stealth +25, Surv +5, Swim +6

You know, the only time I've ever seen anyone actually use a teamwork feat was in a solo campaign. With a cohort. And it was Stealth Synergy.

They're very nice feats, but in my experience getting people to coordinate their builds is like herding cats.


Brookside Campaign Journal

Sounds delicious, Turion. Let's make that combo together for some game when neither of us are too busy with a young child.

Yeah teamwork feats are insanely good, like target of opportunity. "Hey does your ranged archer to fires deadly arrows want one more arrow per round?" But it's so hard to get people to take them. That's why inquisitors and hunters and folks like that are the ones who have fun with them.


HP: 42/42 | Arcane Reservoir 7/11 | AC: 15 / T: 15 / FF: 11 | Fort: +4, Ref: +8, Will: +9 | M. Touch: +2, R. Touch: +8 | CMB: +2, CMD: 17 | Init: +12, Perception: +9 (Low-Light-Vision) |
Active Effects:

Some Feats are worth bringing up so people can accomodate them in their builds.

I had, for example, some success convincing people to pick up Outflank as well as Paired Opportunists - they also synergize nicely for a +8 if the target is flanked...

@Brookside: Definitely up for that. Lots of fun to be had. I also had a whole tribe of Barbarians who were all up for Broken Wing Gambit with Paired Opportunists. Hit me! - No, hit me! - Come on mate, dare to hit me!
No matter who you tried to hit, they would gang up and bring the pain...
Either way, it's one thing I really kinda miss - coordinated builds - since for most recruitments you are not certain who will get picked, or there are already pre-defined characters, it's hard to coordinate with things like that.


Wildstrider 1 / Nature Fang 8 / VMC Cleric|HP 68/68|AC 25/FF20/T18|Saves 10:13:13|CMD 26|Init 5|Percept 16(Lowlight)|Panache 3/3|Conditions: None
Skills:
Acro+11|Apra+1|Bluff+12|Climb+1|Diplo+15|Disg-2|EscapeA+9|Fly+9|HandAnml+9| Heal+8|Intim+14|Kn(geo)+8|Kn(loc)+8|Kn(nat)+8|Ling+6|Perc+15|Prof(Shep)+8|R ide+9|SenseM+14|SplCft+5|Stealth+9|Surv+8|Swim+1

You don't lose you dex bonus to AC from being prone.


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 83/83, AC: 24:17:19, CMD: 25 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+7 when bluff/SM involved); Status: -
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +7, Disg +21, Escape A +11, Heal +19, Kn(arc, nobles) +9, Kn(loc) +15, Kn(nat) +12, Kn(plan) +16, Kn(rel) +13, Kn(others) +8, Ling +7, Perc +18, Sense M +7, Stealth +25, Surv +5, Swim +6

Correct. Last round he bluffed Kazador, but this turn he went for a full attack instead, so Kazador keeps his DEX bonus to AC.

Also note that fighting defensively gets you a +2 dodge bonus to AC and CMD, which I think raises Kazador's CMD vs Trip attempts to 32.

When I've got a martial character I always try to get at least 3 ranks in Acrobatics, for that little extra bonus to AC if I have to fight defensively or take total defense. Plus it's just good to have a little bit in Acrobatics in case you need to roll to avoid falling prone after a jump or a fall.


Dwarf 9HD Sentinel (3) Wounds (0) NL (36) HP (93) AC (33/13/30) Saves (13/9/7, +2 Hardy) Initiative (+4) MF (2/4) Grapple (+15) CMD (27+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (2/2) prayer (1/1)

Man, learning a lot from this fight! Going to need to pump up Acrobatics then when I get a chance.


HP: 42/42 | Arcane Reservoir 7/11 | AC: 15 / T: 15 / FF: 11 | Fort: +4, Ref: +8, Will: +9 | M. Touch: +2, R. Touch: +8 | CMB: +2, CMD: 17 | Init: +12, Perception: +9 (Low-Light-Vision) |
Active Effects:

Aye.
One of my favorite Martials ever was a Swordlord Fighter.
Cautious warrior(+1 AC if fighting defensively), Crane Style(with Style Master to start in it) for +1 AC if fighting defensively, and lowering penalty to -2, then using Steel Net to increase AC by 2 and lower penalties by 2...(and Defensive Parry already increases the AC by 2 for a full attack). (and +1 from acrobatics)
In sum: no penalty to attack (-2, lowered by 2), but +7 dodge AC for fighting defensively.
(+8 if also wielding a dueling dagger in off-hand, and increasing by +1 at Levels 11, 15, 19)

Was a conceited noble daughter from patriachal Brevoy pulling a Mulan :)


Dwarf 9HD Sentinel (3) Wounds (0) NL (36) HP (93) AC (33/13/30) Saves (13/9/7, +2 Hardy) Initiative (+4) MF (2/4) Grapple (+15) CMD (27+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (2/2) prayer (1/1)
Túrion Alagostor wrote:

Aye.

One of my favorite Martials ever was a Swordlord Fighter.
Cautious warrior(+1 AC if fighting defensively), Crane Style(with Style Master to start in it) for +1 AC if fighting defensively, and lowering penalty to -2, then using Steel Net to increase AC by 2 and lower penalties by 2...(and Defensive Parry already increases the AC by 2 for a full attack). (and +1 from acrobatics)
In sum: no penalty to attack (-2, lowered by 2), but +7 dodge AC for fighting defensively.
(+8 if also wielding a dueling dagger in off-hand, and increasing by +1 at Levels 11, 15, 19)

Was a conceited noble daughter from patriachal Brevoy pulling a Mulan :)

That sounds amazing. Might have to steal your build at some point!


HP: 42/42 | Arcane Reservoir 7/11 | AC: 15 / T: 15 / FF: 11 | Fort: +4, Ref: +8, Will: +9 | M. Touch: +2, R. Touch: +8 | CMB: +2, CMD: 17 | Init: +12, Perception: +9 (Low-Light-Vision) |
Active Effects:

By all means, Kaz.

I have actually been hoping to recreate her for a pbp game someday :)
I think this comes close - was supposed to be for an eastern campaign.
Tried to go for the unarmored duelist there - girl in silk robes messing your s**t up in 1v1...(With all Mental stats eventually contributing to AC, extra disarming during full attacks(plus gauntlets of skilled maneuver and a countering blade), parrying(and riposting) - via flamboyant arcana and duelist)

Made use of some special rules though.(e.g. no spells, so VMCs were slightly altered) - the original had no VMC and no monk.

Built to Level 7 here, and you will see that Kazador seems to outclass her in almost every aspect :)
This specific variant is a late-bloomer but has a good number of options(all social skills excellent etc with further boosts from trait and class features...unarmed striking with sneak attack(it was expected to disarm and have your weapon stored as guest in a house)...boni for performance combat(public duels)...)


Wildstrider 1 / Nature Fang 8 / VMC Cleric|HP 68/68|AC 25/FF20/T18|Saves 10:13:13|CMD 26|Init 5|Percept 16(Lowlight)|Panache 3/3|Conditions: None
Skills:
Acro+11|Apra+1|Bluff+12|Climb+1|Diplo+15|Disg-2|EscapeA+9|Fly+9|HandAnml+9| Heal+8|Intim+14|Kn(geo)+8|Kn(loc)+8|Kn(nat)+8|Ling+6|Perc+15|Prof(Shep)+8|R ide+9|SenseM+14|SplCft+5|Stealth+9|Surv+8|Swim+1

Let easiest way I know of to do a very metal stat dependant martial is warrior poet into duelist. Add a dip into spear fighter if you feel like you're short on feats for two extra feats.


HP: 42/42 | Arcane Reservoir 7/11 | AC: 15 / T: 15 / FF: 11 | Fort: +4, Ref: +8, Will: +9 | M. Touch: +2, R. Touch: +8 | CMB: +2, CMD: 17 | Init: +12, Perception: +9 (Low-Light-Vision) |
Active Effects:

Aye, Warrior poet is fine, but was from 2018 :) My build predates the existance of it. Also, GM back then ruled that Osyluth Guile would not stack up with another instance of Cha-to-AC.
Since she was primarily a duelist it seemed the most flavorful choice to have one "focused" opponent, and she was fighting defensively all the time, anyway.

Plus I always wanted a martial that would go "Oh, a Headband of Mental Superiority...that will make me nigh untouchable in combat. What? No, of course, the mind is of equal importance in a duel as actual physical prowess..."
I mean, once you afford the +6 variant, that not only supercharges her skills, it also provides +9 dodge AC(3 of which to a single target, admittedly).


Dwarf 9HD Sentinel (3) Wounds (0) NL (36) HP (93) AC (33/13/30) Saves (13/9/7, +2 Hardy) Initiative (+4) MF (2/4) Grapple (+15) CMD (27+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (2/2) prayer (1/1)

Kaz has taken 74 Wounds and is down to 10HP. Meaning that even minimum damage will take Kazador out.

Kaz did 18 + 24 + 20 + 17 = 79

Assuming that the Captain is Con16 with FCB...that is 10HP per level. So 84HP. If my assumption is correct, then the fight will likely come down to whether or not he hits his next attack.

The fight is a lot more interesting when it doesn’t end in a 2-round knockout.


Dwarf 9HD Sentinel (3) Wounds (0) NL (36) HP (93) AC (33/13/30) Saves (13/9/7, +2 Hardy) Initiative (+4) MF (2/4) Grapple (+15) CMD (27+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (2/2) prayer (1/1)

And now I feel like a jerk after complaining earlier when I’m the one getting the crit. :p


Wildstrider 1 / Nature Fang 8 / VMC Cleric|HP 68/68|AC 25/FF20/T18|Saves 10:13:13|CMD 26|Init 5|Percept 16(Lowlight)|Panache 3/3|Conditions: None
Skills:
Acro+11|Apra+1|Bluff+12|Climb+1|Diplo+15|Disg-2|EscapeA+9|Fly+9|HandAnml+9| Heal+8|Intim+14|Kn(geo)+8|Kn(loc)+8|Kn(nat)+8|Ling+6|Perc+15|Prof(Shep)+8|R ide+9|SenseM+14|SplCft+5|Stealth+9|Surv+8|Swim+1

Is the guard going to die? That's a lot of damage...


Dwarf 9HD Sentinel (3) Wounds (0) NL (36) HP (93) AC (33/13/30) Saves (13/9/7, +2 Hardy) Initiative (+4) MF (2/4) Grapple (+15) CMD (27+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (2/2) prayer (1/1)

Nope.

“If a creature’s nonlethal damage is equal to his total maximum hit points (not his current hit points), all further nonlethal damage is treated as lethal damage. This does not apply to creatures with regeneration. Such creatures simply accrue additional nonlethal damage, increasing the amount of time they remain unconscious.”

Now if it was a Scythe that hit...then maybe one Nonlethal Hit could be lethal. But then again that is a Scythe.


Wildstrider 1 / Nature Fang 8 / VMC Cleric|HP 68/68|AC 25/FF20/T18|Saves 10:13:13|CMD 26|Init 5|Percept 16(Lowlight)|Panache 3/3|Conditions: None
Skills:
Acro+11|Apra+1|Bluff+12|Climb+1|Diplo+15|Disg-2|EscapeA+9|Fly+9|HandAnml+9| Heal+8|Intim+14|Kn(geo)+8|Kn(loc)+8|Kn(nat)+8|Ling+6|Perc+15|Prof(Shep)+8|R ide+9|SenseM+14|SplCft+5|Stealth+9|Surv+8|Swim+1

Ah ok that's good. I've killed people accidentally with non-lethal before, but it was at low level where the hit point buffer is a lot narrower.


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Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 83/83, AC: 24:17:19, CMD: 25 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+7 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +7, Disg +21, Escape A +11, Heal +19, Kn(arc, nobles) +9, Kn(loc) +15, Kn(nat) +12, Kn(plan) +16, Kn(rel) +13, Kn(others) +8, Ling +7, Perc +18, Sense M +7, Stealth +25, Surv +5, Swim +6

There's a brawler in my CotCT campaign who used saps from about level 3 to level 7, and he killed so many people with non-lethal damage that eventually we started asking him to just punch them instead, on the grounds that there was a better chance we'd get a prisoner out of it.

He once punched a gazebo to death in one full attack. Ditto for that weird elephant statue construct thing.

These days his schtick is punching through superior masonry walls in one or two rounds and yelling "Ohhhhhhh, yeahhhhh!" As he emerges on the other side.


Wildstrider 1 / Nature Fang 8 / VMC Cleric|HP 68/68|AC 25/FF20/T18|Saves 10:13:13|CMD 26|Init 5|Percept 16(Lowlight)|Panache 3/3|Conditions: None
Skills:
Acro+11|Apra+1|Bluff+12|Climb+1|Diplo+15|Disg-2|EscapeA+9|Fly+9|HandAnml+9| Heal+8|Intim+14|Kn(geo)+8|Kn(loc)+8|Kn(nat)+8|Ling+6|Perc+15|Prof(Shep)+8|R ide+9|SenseM+14|SplCft+5|Stealth+9|Surv+8|Swim+1

Why'd he bother with the sap? You can do Non-lethal with unarmed strikes without penalty. It's one of my favorite things about unarmed strike builds.


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 83/83, AC: 24:17:19, CMD: 25 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+7 when bluff/SM involved); Status: -
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +7, Disg +21, Escape A +11, Heal +19, Kn(arc, nobles) +9, Kn(loc) +15, Kn(nat) +12, Kn(plan) +16, Kn(rel) +13, Kn(others) +8, Ling +7, Perc +18, Sense M +7, Stealth +25, Surv +5, Swim +6

The saps had silver threads woven into them for bypassing DR. Eventually his class abilities made that unnecessary.


Wildstrider 1 / Nature Fang 8 / VMC Cleric|HP 68/68|AC 25/FF20/T18|Saves 10:13:13|CMD 26|Init 5|Percept 16(Lowlight)|Panache 3/3|Conditions: None
Skills:
Acro+11|Apra+1|Bluff+12|Climb+1|Diplo+15|Disg-2|EscapeA+9|Fly+9|HandAnml+9| Heal+8|Intim+14|Kn(geo)+8|Kn(loc)+8|Kn(nat)+8|Ling+6|Perc+15|Prof(Shep)+8|R ide+9|SenseM+14|SplCft+5|Stealth+9|Surv+8|Swim+1

Ah, that makes sense.


HP: 42/42 | Arcane Reservoir 7/11 | AC: 15 / T: 15 / FF: 11 | Fort: +4, Ref: +8, Will: +9 | M. Touch: +2, R. Touch: +8 | CMB: +2, CMD: 17 | Init: +12, Perception: +9 (Low-Light-Vision) |
Active Effects:

That...and...
I had a Rogue.
With a merciful heavy Mace(in the form of a Fish).
And Sap Master/Sap Adept.
And Underhanded.
And a Glove of Storing.
Many a people were quite surprised.


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 83/83, AC: 24:17:19, CMD: 25 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+7 when bluff/SM involved); Status: -
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +7, Disg +21, Escape A +11, Heal +19, Kn(arc, nobles) +9, Kn(loc) +15, Kn(nat) +12, Kn(plan) +16, Kn(rel) +13, Kn(others) +8, Ling +7, Perc +18, Sense M +7, Stealth +25, Surv +5, Swim +6

Magnus' current favorite is to get the entire Jabbing Master feat tree going through Martial Flexibility and proceed to dish out hundreds upon hundreds of damage per round. A couple of times I've wondered whether he's got the mechanics straight, but I don't know enough about it to actually tell.

It was maybe a little dispiriting last session when I ate two hits and a crit from a scythe-wielding devil, dropping me from full to 1 hp, and then Magnus five-foot stepped and obliterated that one and the one behind it before I got a chance to deliver some payback. Nobody had even touched them before that.

But I didn't complain too much, partly because I was on the verge of death, but also because it was the end of a four hour battle and everyone was tired and wanted to be done.


HP: 42/42 | Arcane Reservoir 7/11 | AC: 15 / T: 15 / FF: 11 | Fort: +4, Ref: +8, Will: +9 | M. Touch: +2, R. Touch: +8 | CMB: +2, CMD: 17 | Init: +12, Perception: +9 (Low-Light-Vision) |
Active Effects:

Hundred of Damage does indeed not sound right for Jabbing Style...;

The two styles I wanted to play with, I did not get to.
I had one character going for Spring-Heeled Style, but the game folded.
Another 2 characters were built for Outslug Style, but did not get picked back then(and I am currently not following recruitments until routine settled in and I am certain I have sufficient time).


Brookside Campaign Journal

No update tonight, sorry folks.


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 83/83, AC: 24:17:19, CMD: 25 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+7 when bluff/SM involved); Status: -
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +7, Disg +21, Escape A +11, Heal +19, Kn(arc, nobles) +9, Kn(loc) +15, Kn(nat) +12, Kn(plan) +16, Kn(rel) +13, Kn(others) +8, Ling +7, Perc +18, Sense M +7, Stealth +25, Surv +5, Swim +6

Perhaps "hundreds upon hundreds" is a bit of an exaggeration. It's usually in the low 200's per round if he's hasted and manages to land all of his six attacks. It's more common to land 3-5 hits, which still adds up.

And when he's attacking a wall it's hard to miss, hence the occasional Mr. Kool-Aid impression.


HP: 42/42 | Arcane Reservoir 7/11 | AC: 15 / T: 15 / FF: 11 | Fort: +4, Ref: +8, Will: +9 | M. Touch: +2, R. Touch: +8 | CMB: +2, CMD: 17 | Init: +12, Perception: +9 (Low-Light-Vision) |
Active Effects:

Well, at the time you get 6 attacks, I think that's not entirely unreasonable for an optimized character...and the wall stuff can be pretty nice. Not mine, but a friend of mine played a minotaur Barbarian that would essentially do that with raw Strenght. Like, not attack, just break.
"There's a wall surrounding the fortress, with the main entrance guarded by..." - "Whats the Break DC?" - "Pardon?" - DC to break the wall?" - "A DC 50 - thats a solid wall, so the entrance..." - "I gore it!" - "You what?" - *Rolls a natural 20*(needed a 16 or so, he had some nifty modifiers but 50 was still high at that point)

We would regulary break through walls because "Doors can be trapped"(Minotaur was replacement for a rogue that got killed by a trap - we had other means of trap detection, but a requirement for the replacement was bypassing locked doors and objects) - almost got into trouble when we made a new back exit from a tavern out of habit because it was the direct way towards our inn.


Brookside Campaign Journal

Fyrtor and Kaz are now level 9 with everyone else one small plot point behind. That's mostly just because those two got themselves involved in a bunch down in the fighting ring.


Wildstrider 1 / Nature Fang 8 / VMC Cleric|HP 68/68|AC 25/FF20/T18|Saves 10:13:13|CMD 26|Init 5|Percept 16(Lowlight)|Panache 3/3|Conditions: None
Skills:
Acro+11|Apra+1|Bluff+12|Climb+1|Diplo+15|Disg-2|EscapeA+9|Fly+9|HandAnml+9| Heal+8|Intim+14|Kn(geo)+8|Kn(loc)+8|Kn(nat)+8|Ling+6|Perc+15|Prof(Shep)+8|R ide+9|SenseM+14|SplCft+5|Stealth+9|Surv+8|Swim+1

Yay! Now I have to finally decide what to do with my next level.


Dwarf 9HD Sentinel (3) Wounds (0) NL (36) HP (93) AC (33/13/30) Saves (13/9/7, +2 Hardy) Initiative (+4) MF (2/4) Grapple (+15) CMD (27+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (2/2) prayer (1/1)

Ok. So...as per PMs retraining Shifter to Unchained monk of the lifting hand.

Bonus Feats: Improved Grapple, Savage Slam

When armored he loses his Wis to AC and flurry. But that’s fine...it just represents him being trained to fight unarmored. Which fits his brawling background and new training.

And with the Improved Grapple, it fits a dwarf much better than Trip. Given that dwarfs are short, weigh as much as humans, and are just as strong, they’d be natural wrestlers. So instead of using speed to knock someone down, Kazador will instead grapple and slam them. I don’t know when it will see use, but it is just amazingly characterful.

——-

Sentinel (3) His real ‘class’

Fighter 4: Fort (2) Ref (1.3) Will (1.3)
Brawler 1: Fort (.5) Ref (.3) Will (.3)
Monk 1: Fort (.5) Ref (.3) Will (.3)
Sentinel 3: Fort (1.5) Ref (1) Will (1)

Fort: 2+2+0.5+0.5+1.5=6.5 (rounds down to 6)
Ref: 2+1.3+0.3+0.3+1 = 5 (+1 this level)
Will: 0+1.3+0.3+0.3+1 = 3 (+1 this level)

HP: +6 (Class) +3 (Con) = +9

Lvl 9 Feat: Extra Traits - Without a past (+1 Bluff and class skill, and linguistics to forge documents), Ease of Faith (+1 Diplomacy and class skill)

Skills +2 Bluff (+4 Total), +2 Linguistics (Druidic, Terran) And Diplomacy goes up to +7

Class: Divine Boon 1 (Battlefield Protector (Sp) sanctuary 3/day, shield of faith 2/day, prayer 1/day) and Symbolic Weapon 2 (+2 Sacred bonus hit and damage with hammers)


Wildstrider 1 / Nature Fang 8 / VMC Cleric|HP 68/68|AC 25/FF20/T18|Saves 10:13:13|CMD 26|Init 5|Percept 16(Lowlight)|Panache 3/3|Conditions: None
Skills:
Acro+11|Apra+1|Bluff+12|Climb+1|Diplo+15|Disg-2|EscapeA+9|Fly+9|HandAnml+9| Heal+8|Intim+14|Kn(geo)+8|Kn(loc)+8|Kn(nat)+8|Ling+6|Perc+15|Prof(Shep)+8|R ide+9|SenseM+14|SplCft+5|Stealth+9|Surv+8|Swim+1

I'm vacillating between extra traits for blade of Mercy and taking enforcer, or doing something more caster focused like taking rime spell.

Suggestions are also great for anyone with ideas.


Wildstrider 1 / Nature Fang 8 / VMC Cleric|HP 68/68|AC 25/FF20/T18|Saves 10:13:13|CMD 26|Init 5|Percept 16(Lowlight)|Panache 3/3|Conditions: None
Skills:
Acro+11|Apra+1|Bluff+12|Climb+1|Diplo+15|Disg-2|EscapeA+9|Fly+9|HandAnml+9| Heal+8|Intim+14|Kn(geo)+8|Kn(loc)+8|Kn(nat)+8|Ling+6|Perc+15|Prof(Shep)+8|R ide+9|SenseM+14|SplCft+5|Stealth+9|Surv+8|Swim+1

I feel compelled to note this as I'm looking at options. Bloodreader is super good, and completely metagaming. Hmm I'll look at this guy and decide how many HD he must have.


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 83/83, AC: 24:17:19, CMD: 25 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+7 when bluff/SM involved); Status: -
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +7, Disg +21, Escape A +11, Heal +19, Kn(arc, nobles) +9, Kn(loc) +15, Kn(nat) +12, Kn(plan) +16, Kn(rel) +13, Kn(others) +8, Ling +7, Perc +18, Sense M +7, Stealth +25, Surv +5, Swim +6

GM, Khaz is staying at the townhome with Melia. Janus and Fyrman got a smaller place together. And I don't think we know where it is in relation to the one Melia got, or how far apart they are.

For that matter, Melia never actually gave Khaz directions to their new digs. Her thought was that they'd go check it out together after a quick trip to the bookstore, but by the time she got back he was gone. She left word for him (and a key) at the Homely Hearth, but if he didn't go back there he'd have no idea where to find the place.


Brookside Campaign Journal

Khaz figures out how to get there and is DEFINITELY sleeping in in the morning.

Also, I forgot to award 1200 xp to Mel for great RP of her dream and what is about to happen with the dream. That makes her level 9 as well. Turion will be there right quick.


Dwarf 9HD Sentinel (3) Wounds (0) NL (36) HP (93) AC (33/13/30) Saves (13/9/7, +2 Hardy) Initiative (+4) MF (2/4) Grapple (+15) CMD (27+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (2/2) prayer (1/1)

Btw. I made a change. Not taking monk, instead taking Brawler 2, for the bonus feat. Why?

https://aonprd.com/FeatDisplay.aspx?ItemName=Dirty%20Fighting

“Benefit: When you attempt a combat maneuver check against a foe you are flanking, you can forgo the +2 bonus on your attack roll for flanking to instead have the combat maneuver not provoke an attack of opportunity. If you have a feat or ability that allows you to attempt the combat maneuver without provoking an attack of opportunity, you can instead increase the bonus on your attack roll for flanking to +4 for the combat maneuver check.

Special: This feat counts as having Dex 13, Int 13, Combat Expertise, and Improved Unarmed Strike for the purposes of meeting the prerequisites of the various improved combat maneuver feats, as well as feats that require those improved combat maneuver feats as prerequisites.”

Meaning that this opens up *many* possibilities for doing fun stuff in combat. Now Kazador will be able to Trip/Disarm/Grapple without provoking. Either by flanking or via martial flexibility.

Simplified the character too, so now he is “just” Weapon Master Fighter(4)/Brawler(2)/Sentinel(3).


Wildstrider 1 / Nature Fang 8 / VMC Cleric|HP 68/68|AC 25/FF20/T18|Saves 10:13:13|CMD 26|Init 5|Percept 16(Lowlight)|Panache 3/3|Conditions: None
Skills:
Acro+11|Apra+1|Bluff+12|Climb+1|Diplo+15|Disg-2|EscapeA+9|Fly+9|HandAnml+9| Heal+8|Intim+14|Kn(geo)+8|Kn(loc)+8|Kn(nat)+8|Ling+6|Perc+15|Prof(Shep)+8|R ide+9|SenseM+14|SplCft+5|Stealth+9|Surv+8|Swim+1

Dirty fighting is a favorite feat of mine :) I've decided to go with the more martial option. I'll be taking additional traits for blade of Mercy, and sharp wits. And my Slayer Talent will be rogue talent combat trick enforcer. I decided to keep the overprotective drawback. It's a deep part of Fyrtor's character and though he's come a long ways I think it'd hurt to lose that. I won't be quite as over the top about it though in the future.


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 83/83, AC: 24:17:19, CMD: 25 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+7 when bluff/SM involved); Status: -
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +7, Disg +21, Escape A +11, Heal +19, Kn(arc, nobles) +9, Kn(loc) +15, Kn(nat) +12, Kn(plan) +16, Kn(rel) +13, Kn(others) +8, Ling +7, Perc +18, Sense M +7, Stealth +25, Surv +5, Swim +6

Mel has taken a level of Warpriest, which I settled on mostly to reflect the events in Kazad Gravr. That said, the fact that it provides a major bonus to her saves is not incidental.

Level report: took a level of Warpriest.

Gained 8 hp (5 from the hit die, +3 from CON) to a new total of 83.

Feat: Iron Will.

BAB: Both Unchained Rogue and Warpriest are 3/4 BAB classes, so her BAB is now .75 * 9 = 6.75, for no effective increase because it rounds down.

Saves:

Fortitude: 2 base + 2.7 from Rogue, + 0.5 from Warpriest, +3 CON, +1 competence (ioun stone), + 1 trait = +10

Reflex: 2 base + 4 Rogue + 0.33 Warpriest + 5 DEX + 1 competence (ioun stone) = +12

Will: 2 base + 2.7 Rogue + 0.5 Warpriest + 1 WIS + 2 Iron Will + 1 competence (ioun stone) = +9 (+11 vs enchantment)

So effectively I got +3 Fort and +5 Will this level. The Glitterdust on the ramparts in Kazad Gravr was bad. Hopefully it such things will be less likely to cripple her now.

In terms of class features, I got a free Weapon Focus with Ostara's favored weapon, the Longbow. I already had that, as a Combat Trick from Rogue, and I'm unlikely to specialize in another weapon, so I haven't quite decided what to do with it. My original plan was to take Vital Strike instead so I could use Bullseye Shot together with Vital Strike when face with difficult-to-hit opponents. But now that we come to it, I'm not sure that actually makes sense. We're not doing much fighting any more, and somehow in the year I've had it, I've never used Bullseye Shot even once. So I'm contemplating retraining both of those into other rogue talents -- perhaps Skill Focus? As a Phantom Thief, I can take Skill Focus as a rogue talent as many times as I like.

Skills; ah, it hurt to give up all those skill points from Rogue. I only get 4 this level and they are going into the following spots:

+1 Heal
+1 Knowledge (Planes)
+1 Diplomacy
+1 Disguise

The Heal and Knowledge (Planes) govern Healer's Hands, so investing in those is extremely important. Incidentally, I now cannot fail to Treat Deadly Wounds -- it's DC 20, so with a +19 I succeed on a natural 1.

The Diplomacy and Disguise are my concession to the fact that we've moved on and done a fair bit of intrigue stuff since Kazad Gravr.

Background skills: +1 Craft (bows) and +1 Knowledge (Nobility).

In terms of Warpriest Blessings, Ostara offers the following: Community, Cooperation, Good, Plant and Protection. I'm definitely taking Protection. For the other I'm leaning towards Good, but Community is not without its appeal. Cooperation would grant teamwork feats that I don't have to people for 1 round, so no; and Plant just doesn't really make sense for Mel, as it revolves around melee attacks (which she rarely makes).

And, of course, she now gets spells. This is deeply weird, because she was never meant to be a spellcaster. I'm flavoring them as blessings from Ostara, and contemplating asking the GM to assign me my spells each day according to what Ostara thinks Mel should get. Though he's got a lot else to do, so if he didn't want to do that, that'd be understandable.

I'm super excited about this Ears of the City spell, though! It's perfect for the kind of thing we're doing now, and uses one of Mel's best skills. Pity I had to roll a 4 on the very first dramatic use. :eye_roll:


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 83/83, AC: 24:17:19, CMD: 25 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+7 when bluff/SM involved); Status: -
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +7, Disg +21, Escape A +11, Heal +19, Kn(arc, nobles) +9, Kn(loc) +15, Kn(nat) +12, Kn(plan) +16, Kn(rel) +13, Kn(others) +8, Ling +7, Perc +18, Sense M +7, Stealth +25, Surv +5, Swim +6

After some consideration, I'm taking that background skill point out of Knowledge (Nobility) and putting it into Profession (Sailor), to reflect the training Brolin gave us on the way back from Kazad Gravr.

I've decided on Protection and Community for her Blessings.


Brookside Campaign Journal

Level up is always fun! Especially when you're multiclassing. Makes things pretty interesting, feature-wise.

Mel: I'd say you should probably stick to doing your own spell selection. But you can flavor the spells as chosen by Ostara every day after praying, if you like. Which would alter your spell choices a little in some interesting ways. Your spell choices might be a little more optimized because Ostara can choose things Tinalles knows but Melia doesn't. But on the other hand, Ostara might give some spells she wants Melia to have that Melia might not choose for herself. So it could be a bit different feel but about the same power level on average. Though in practice I imagine it will be pretty much the same much of the time.


HP: 42/42 | Arcane Reservoir 7/11 | AC: 15 / T: 15 / FF: 11 | Fort: +4, Ref: +8, Will: +9 | M. Touch: +2, R. Touch: +8 | CMB: +2, CMD: 17 | Init: +12, Perception: +9 (Low-Light-Vision) |
Active Effects:

Multiclassing is harsh on full casters, though :)
So I hope you forgive me if I'll stick to my Agenda.
Nasty timing, though :) You all already get to level and I'm sticking behind ;)

All that said: Dirty Fighting is how Nelly got Improved Trip and goes for Greater Trip - as well as how she gets the free +4 for flanking(because her attempts never provoke, being part of the attack). So yeah, fun for the whole team, there ;)


Ongoing effects: Reduce Animal(not represented in Stats currently). HP: 63/63 | 1 Heropoint(Brolin/Mel) | AC: 25 / T: 12 / FF: 23 | Fort: +10, Ref: +7(Evasion), Will: +4(Devotion) | CMB: +13, CMD: 25 | Init: +2, Perception: +8 |

*looks longingly at Table*
+1 HD, +1 BaB, +2 Natural Armor, +1 Str/Dex, +1 Ability Score(Con), Multiattack...


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Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 83/83, AC: 24:17:19, CMD: 25 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+7 when bluff/SM involved); Status: -
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +7, Disg +21, Escape A +11, Heal +19, Kn(arc, nobles) +9, Kn(loc) +15, Kn(nat) +12, Kn(plan) +16, Kn(rel) +13, Kn(others) +8, Ling +7, Perc +18, Sense M +7, Stealth +25, Surv +5, Swim +6

fOR MY PART, THE wARPRIEST LEVEL IS oH GODS MY CAPS LOCK KEY IS ON.

Better?

Better. Let's try that again.

For my part, the Warpriest level is a single-level dip, partly for story, partly to boost Mel's saves (which were woefully inadequate before).

After this it's straight back to Rogue.

Oh, and I've decided what to do about my rogue talents.

The Bullseye Shot that I've never used is staying, because it feels weird and meta-gamish to retrain it. (I've never been a big fan of retraining.)

And as for the other talent, the Weapon Focus (longbow) that has been made redundant, I have decided to leave it unallocated for this level and gain no benefit from it. There is a talent I want to take in its place, but I haven't laid enough groundwork for taking it yet. So I'll just leave it hanging loose for now, and next time we level up I'll take that talent.

EDIT: I've updated the stat lines for all of Mel's aliases. Her full statblock is available in the Melira Elenariel alias, and all of them are linked to one another.


HP: 42/42 | Arcane Reservoir 7/11 | AC: 15 / T: 15 / FF: 11 | Fort: +4, Ref: +8, Will: +9 | M. Touch: +2, R. Touch: +8 | CMB: +2, CMD: 17 | Init: +12, Perception: +9 (Low-Light-Vision) |
Active Effects:

Pardon me? I don't quite follow your reasoning.

On one hand, you would leave a talent unallocated because you don't have laid enough groundwork for it.
On the other, you refuse to retrain something you never used because that would feel meta-gamish?

I think you are handicapping yourself, there. Either it's fine to gain a new aspect without worrying about the groundwork for it - or it's not a problem to replace an aspect never used with something else that fits the groundwork better. (Something Bullseye Shot does not seem to do if it's never been relevant).

Just my personal opinion - but you're not having your cake, nor eating it.

@Retraining: I think it's a great way to adapt the character to the "reality" that is emergent in actual gameplay, and often somewhat differs from the "vision" one had when working on the concept.
In Mel's case, there was a vision that Bullseye would be relevant part of how she deals with a problem. The vision was wrong if it never was relevant, so retraining simply offers an option to correct that aspect according to the reality she finds herself in.
e.g. if she focused more on her spiritual side, in terms of finding herself getting spells and picking up warpriest, maybe Deific Obedience(Ostara) would be a better fit, if the GM is willing to work one out?
(Plus the main effect would only come at levels 12, 16, 20...but the small boon and a daily routine towards Ostara, I could see working. Especially if that at-most one-hour routine is made part of how she regains her daily spells.)

EDIT: I see it's about rogue talent...my point stands though, in that sticking with a non-used choice does not make sense. You could also shift Deadly Aim to Combat Trick, and instead use that free Feat to gain Deific Obedience instead.


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 83/83, AC: 24:17:19, CMD: 25 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+7 when bluff/SM involved); Status: -
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +7, Disg +21, Escape A +11, Heal +19, Kn(arc, nobles) +9, Kn(loc) +15, Kn(nat) +12, Kn(plan) +16, Kn(rel) +13, Kn(others) +8, Ling +7, Perc +18, Sense M +7, Stealth +25, Surv +5, Swim +6

Ha! That's far from the first time I've denied myself cake, I assure you. It's something of a talent of mine.

In this instance what it boils down to is that I just really dislike re-speccing characters once they've been in play for a while.


Brookside Campaign Journal

Busy, weird weekend. Will either get an update in in the next few minutes or tomorrow morning.


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 83/83, AC: 24:17:19, CMD: 25 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+7 when bluff/SM involved); Status: -
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +7, Disg +21, Escape A +11, Heal +19, Kn(arc, nobles) +9, Kn(loc) +15, Kn(nat) +12, Kn(plan) +16, Kn(rel) +13, Kn(others) +8, Ling +7, Perc +18, Sense M +7, Stealth +25, Surv +5, Swim +6

One teeny note: that was 2 cp for two heads of garlic, not two cloves. Garlic shouldn't be expensive.


Brookside Campaign Journal

Tomorrow is my last committee meeting before my defense to make sure my committee is on board with my PhD dissertation. So I'm busy and haphazard, which means I tend to procrastinate on this game especially since intrigue does not lend itself well to 5 minute posts.


Wildstrider 1 / Nature Fang 8 / VMC Cleric|HP 68/68|AC 25/FF20/T18|Saves 10:13:13|CMD 26|Init 5|Percept 16(Lowlight)|Panache 3/3|Conditions: None
Skills:
Acro+11|Apra+1|Bluff+12|Climb+1|Diplo+15|Disg-2|EscapeA+9|Fly+9|HandAnml+9| Heal+8|Intim+14|Kn(geo)+8|Kn(loc)+8|Kn(nat)+8|Ling+6|Perc+15|Prof(Shep)+8|R ide+9|SenseM+14|SplCft+5|Stealth+9|Surv+8|Swim+1

Good luck, we can wait. Go be awesome :)

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