Dragons of the West (Inactive)

Game Master Matt, Garnished Game Designer

Guide to Characters and Places of Kotei + Battle Map


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Female Human 蛇女 -Ninja 2 (HP 19/19 | AC:21 | T:14 | FF:17 | CMD 16 | Fort +2 | Ref +7 | Will -1 | Init +4 | Perc: +4 | Speed 30 ft.)

Spirit of Kotei:

Some time either before or immediately after our village building, Vem is going to approach the monks of the monastery with a question.

"Vem has heard stories when she was a girl that certain sects of monks can fight with their bare hands as dangerous ad a weapon. Vem is curious to learn such an ability, can she be taught she wonders?"

-Posted with Wayfinder


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Let us all assume that you can have taken any action within the year that fits. So yes, assume you had a year of crafting if you so require.

I am also on my iPad at the moment so I'll be updating the major gameplay post tonight.


M

So...how is everyone?


Female Human 蛇女 -Ninja 2 (HP 19/19 | AC:21 | T:14 | FF:17 | CMD 16 | Fort +2 | Ref +7 | Will -1 | Init +4 | Perc: +4 | Speed 30 ft.)

Good :) Just waiting on the post.

-Posted with Wayfinder


Female Human Sorcerer (Celestial) Lv. 2 - AC 12/15MA - HP 15/15 - F+1,R+1,W+4 - Perc.+5, SM+5 - Init.+2

Likewise. :)
Hey, Zayne, there's an unanswered comment Jez made to you in the gameplay thread.
It's entirely possible your character wouldn't have responded any more, but I do want to make sure you saw it.


Female Human 蛇女 -Ninja 2 (HP 19/19 | AC:21 | T:14 | FF:17 | CMD 16 | Fort +2 | Ref +7 | Will -1 | Init +4 | Perc: +4 | Speed 30 ft.)

The Dojo:

Vem will point to Zayne.

"Come Odd One, Vem wants to practice fighting unarmed."

Initiative: 1d20 + 4 ⇒ (10) + 4 = 14

-Posted with Wayfinder


M

If you are referring to "I suppose I got my wish." I assumed that was the end of the conversation, or at least an adequate stopping point. By then I thought we were about to move on to the next day but that never happened.

The Dojo:
Zayne nods and starts 5 feet from Vem. You notice that he too leaves his weapon behind and takes up a Kenpo stance. Can't become too reliant on one type of weapon.

Initiative: 1d20 + 2 ⇒ (1) + 2 = 3


Female Human Sorcerer (Celestial) Lv. 2 - AC 12/15MA - HP 15/15 - F+1,R+1,W+4 - Perc.+5, SM+5 - Init.+2

That works! :)


Female Human 蛇女 -Ninja 2 (HP 19/19 | AC:21 | T:14 | FF:17 | CMD 16 | Fort +2 | Ref +7 | Will -1 | Init +4 | Perc: +4 | Speed 30 ft.)

The Dojo:
Lol this is about to become attack of opportunity mayhem.

Vem reacts first this time to Zayne, and lashed out with two kicks.

Unarmed Strike: 1d20 + 2 ⇒ (4) + 2 = 6

Unarmed Strike: 1d20 + 2 ⇒ (20) + 2 = 22

Unarmed Strike Crit Confirm: 1d20 + 2 ⇒ (7) + 2 = 9

Damage: 1d3 + 1 + 1d6 ⇒ (2) + 1 + (3) = 6

-Posted with Wayfinder


M

The Dojo:
Why does everyone else get criticals. Ugh. Also can you even take an AoO unarmed and without improved unarmed combat. Obviously I don't get one now cause I am flatfooted but what about later? Also shouldn't your attack be at a -2(-4 from untrained weapon, -2 from TWF)?

Zayne staggers slightly as Vem's foot cracks him in the side of the head.

Trip: 1d20 + 7 ⇒ (17) + 7 = 24

He catches her foot and slams her to the ground hard.

AoO for getting up near me: 1d20 + 1 ⇒ (10) + 1 = 11
Damage: 1d3 + 4 ⇒ (2) + 4 = 6


Female Human 蛇女 -Ninja 2 (HP 19/19 | AC:21 | T:14 | FF:17 | CMD 16 | Fort +2 | Ref +7 | Will -1 | Init +4 | Perc: +4 | Speed 30 ft.)

The Dojo:
I think you only take the -4 with unarmed if trying to deal lethal damage. I tried researxhing that very thing before I posted but my resources are limited while at work. And you can take a swing at me as an AoO with your fist, which will in turn provoke it's own AoO lol.

Vem will stand dodging Zayne's attack and lash out again with another kick.

Unarmed Strike: 1d20 + 4 ⇒ (15) + 4 = 19

Damage: 1d3 + 1 ⇒ (2) + 1 = 3

AoO for AoO: 1d20 + 4 ⇒ (16) + 4 = 20

Damage: 1d3 + 1 ⇒ (2) + 1 = 3

-Posted with Wayfinder


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M

The Dojo:
So apparently neither of us is considered armed because neither of us has improved unarmed strike and therefore cannot take AoO. So yeah. At least we are learning. Not sure what to do about the previous attacks either cause I made my attack assuming a -4. That puts me at a 15 to hit, which, since you're prone (-4AC vs melee) would hit you but I couldn't have made the opportunity attack. Your call.

After taking several hits, Zayne decides to attack decides to be more cautious. Combat expertise so AC is 20

Attack: 1d20 + 5 ⇒ (8) + 5 = 13 FUUUUUUUUUUUUUUUUUUU
Damage: 1d3 + 4 ⇒ (3) + 4 = 7


Female Human 蛇女 -Ninja 2 (HP 19/19 | AC:21 | T:14 | FF:17 | CMD 16 | Fort +2 | Ref +7 | Will -1 | Init +4 | Perc: +4 | Speed 30 ft.)

The Dojo:

Well let's see, you wouldn't get the AoO on me for standing. But you tripped me thinking you would, and that trip roll was good enough to hit me for sure. So let's have the fight play out like it has so far for cinematic purposes. You tripped me, and as I was standing up you hit me since your trip check was good enough to hit me in the first place. That puts me currently at x/11(awaiting damage), and you at 3/12.

Vem sticks to her kicks relying on their extra strength to put down Zayne.

Unarmed Strike: 1d20 + 2 ⇒ (5) + 2 = 7

Damage: 1d3 + 1 ⇒ (2) + 1 = 3

Unarmed Strike: 1d20 + 2 ⇒ (7) + 2 = 9

Damage: 1d3 + 1 ⇒ (3) + 1 = 4

-Posted with Wayfinder


Male Human World Walker Druid 2 Init +4; Hp 17/17; AC: 18; Touch: 12; FF: 16, Fort: 4; Ref: 2; Will: 5; CMB: +4; CMD: 16; Perception +7; Sense Motive +2

Zayne could do it at -4/-8 for two attacks.
Vem takes only -2/-2 for her two attack thanks to Two-Weapon fighting feat.
And yea you need Improved Unarmed Strike for AoO while unarmed.


M

The Dojo:
You're at 5/11 if we keep the AoO of mine from you getting up.

Zayne sways back away from the first kick and sidesteps the next. Not going to fall for that again. While Vem is off balance, Zayne strikes with his own kick.
Still using Combat Expertise. AC 20

Attack: 1d20 + 5 ⇒ (11) + 5 = 16 so close.
damage: 1d6 + 4 ⇒ (2) + 4 = 6


Female Human 蛇女 -Ninja 2 (HP 19/19 | AC:21 | T:14 | FF:17 | CMD 16 | Fort +2 | Ref +7 | Will -1 | Init +4 | Perc: +4 | Speed 30 ft.)

The Dojo:

Feet of Fury: 1d20 + 2 ⇒ (14) + 2 = 16

Damage: 1d3 ⇒ 2

Feet of Fury: 1d20 + 2 ⇒ (20) + 2 = 22

Feet of Fury Crit Confirm: 1d20 + 2 ⇒ (17) + 2 = 19

Damage: 2d3 + 2 ⇒ (3, 1) + 2 = 6
I think she actually put you down. :)

-Posted with Wayfinder


1 person marked this as a favorite.
M

The Dojo:
You wouldn't get the crit but yes. You did it.

just to see: 1d20 + 5 ⇒ (7) + 5 = 12
just to see: 1d20 + 5 ⇒ (16) + 5 = 21
just to see: 1d20 + 5 ⇒ (18) + 5 = 23
just to see: 1d20 + 5 ⇒ (14) + 5 = 19
just to see: 1d20 + 5 ⇒ (5) + 5 = 10
just to see: 1d20 + 5 ⇒ (20) + 5 = 25
just to see: 1d20 + 5 ⇒ (6) + 5 = 11
just to see: 1d20 + 5 ⇒ (5) + 5 = 10
just to see: 1d20 + 5 ⇒ (1) + 5 = 6

well shit, average of 10.2. I could have swore my average for rolls was lower. I guess I just suck at combat rolls.


Female Human 蛇女 -Ninja 2 (HP 19/19 | AC:21 | T:14 | FF:17 | CMD 16 | Fort +2 | Ref +7 | Will -1 | Init +4 | Perc: +4 | Speed 30 ft.)

Don't feel too bad, Vem's dice have been on fire lately lol.

-Posted with Wayfinder


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Male Human Ranger 2 20hp/20hp | AC 18, T 14, FF 14 | F +4, R +7, W +1 | Init. +7 | Perception +6

The Dojo:

Seeing the new method of combat going on in the dojo, Braeth can't help but be interested by what he sees as a common tavern brawl. Albeit one going on between powerful martial fighters. He moves towards Vem and says.

"I'm still a bit miffed about our last encounter. What would you say to a rematch, fists only?"

Just hope I'm not digging my pride's own grave here... he thinks after opening his mouth


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Male Human World Walker Druid 2 Init +4; Hp 17/17; AC: 18; Touch: 12; FF: 16, Fort: 4; Ref: 2; Will: 5; CMB: +4; CMD: 16; Perception +7; Sense Motive +2

10Gp that Vem gets another crit


Male Human Ranger 2 20hp/20hp | AC 18, T 14, FF 14 | F +4, R +7, W +1 | Init. +7 | Perception +6

I'll take that bet my good man, I've got a good feeling about this match


1 person marked this as a favorite.
Female Human 蛇女 -Ninja 2 (HP 19/19 | AC:21 | T:14 | FF:17 | CMD 16 | Fort +2 | Ref +7 | Will -1 | Init +4 | Perc: +4 | Speed 30 ft.)

The Dojo:

Vem lines up against Braeth and readies herself.

Initiative: 1d20 + 4 ⇒ (13) + 4 = 17

-Posted with Wayfinder


1 person marked this as a favorite.
M

This is turning into a fantasy fight club but not nearly as awesome as you might think.


1 person marked this as a favorite.
Male Human Ranger 2 20hp/20hp | AC 18, T 14, FF 14 | F +4, R +7, W +1 | Init. +7 | Perception +6

The Dojo:

Initiative: 1d20 + 7 ⇒ (16) + 7 = 23

Seeing his chance to move first, Braeth goes for a powerful haymaker to the right side of Vem's jaw before she is ready for it
Attack: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d3 + 2 ⇒ (3) + 2 = 5
As the strike finds it's mark, Braeths gives a grim smirk of satisfaction at finally being able to show Vem he is not as helpless as in their last battle

Careful now Braeth, it's thoughts like this that got you beat in the last match. Focus, visualize and strike thats all I've gotta do


Are people not ok with this dojo fighting? I'm rather happy everyone is capable of keeping themselves busy during downtime!


M

We have almost caught up to the gameplay page in number of posts.


Unnamed

It's not for thorrpe but if people are having fun rock on


Male Human (multi-ethnic) "神託" [Oracle (Dual Cursed)] 2 | AC 15 T 8 FF 15 | HP 16/16 | F +2 R -2 W +3 | Init -2

Spirit: I updated Mhar. I hope I got everything right. Please let me know. I chose Seductive Channel because, frankly, it's the only way I see to boost Mhar's healing capacity by Channel. Extra Channel is tempting, but I get a guaranteed extra +4/channel with Seductive Channel, whereas with Extra Channel I get an extra... 2d6 per day. Seductive Channel <link!> technically requires a deity; if it's illegal, let me know and I'll likely go with Extra Channel instead.

For the record, my other Channel Choices were: alignment channel (we've seen no outsiders), channel smite (hahahahahah! Mhar swings a weapon!), elemental channel (we've seen no elementals), improved channel (no elementals, outsiders, or undead), ki channel (I think none of us currently uses ki?), and turn undead (we've seen no undead); I think everything else required more healing dice than I currently have. The only other feat that comes to mind that Mhar may wish to take is Scribe Scroll. I chose this one, because... I don't know of anyone who could use it? Let me know if I'm wrong.

Re: Dojo: Mhar simply can't apply. The result is one of two things: "Whoah! Mhar rolled 7 natural twenties, while the other one rolled 7 natural ones! In a row! WELP! Pay up, everyone" or "Initiative is rolled, Mhar loses, attack is rolled and it hits Mhar, Mhar attacks and it misses <repeat the last two phrases until battle ends>". That said, it's actually very educational. I'm learning a lot about combat rules I either didn't know, or had forgotten. I'm enjoying the character interaction, and it's fascinating to see people attempt different things (and often fail, but at least try and end up interesting). Numbers of posts in one area or the other don't bother me, particularly, though I can understand the worry. All this is, for me, building the world, history, and characters. It's pretty cool. I favorited Zaynes post because... it was funny. I, personally, am enjoying. :)


AC, HP, Saves, Ki pool:
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 Armor) // HP 18/18 // Fort +2, Ref +7, Will +0 // Ki 3/3
Equipment:
In use: shuriken (20); masterwork wakizashi (2); piecemeal armor // Not in use: bedroll; flint and steel; mirror (small/steel); rations (x6); torch (x10); Backpack, Common; Belt Pouch; 19.44 gp
Skills and Similar:
Skills: Acrobatics +9, Climb +6, Disable Device +9, Knowledge (Local) +6, Knowledge (Nobility) +6, Perception +5, Sleight of Hand +9, Stealth +11, Swim +6, Use Magic Device +7 // Init: +4
Mhar "Mharo" the Spirit Dragon wrote:

Spirit: I updated Mhar. I hope I got everything right. Please let me know. I chose Seductive Channel because, frankly, it's the only way I see to boost Mhar's healing capacity by Channel. Extra Channel is tempting, but I get a guaranteed extra +4/channel with Seductive Channel, whereas with Extra Channel I get an extra... 2d6 per day. Seductive Channel <link!> technically requires a deity; if it's illegal, let me know and I'll likely go with Extra Channel instead.

For the record, my other Channel Choices were: alignment channel (we've seen no outsiders), channel smite (hahahahahah! Mhar swings a weapon!), elemental channel (we've seen no elementals), improved channel (no elementals, outsiders, or undead), ki channel (I think none of us currently uses ki?), and turn undead (we've seen no undead); I think everything else required more healing dice than I currently have. The only other feat that comes to mind that Mhar may wish to take is Scribe Scroll. I chose this one, because... I don't know of anyone who could use it? Let me know if I'm wrong.

Re: Dojo: Mhar simply can't apply. The result is one of two things: "Whoah! Mhar rolled 7 natural twenties, while the other one rolled 7 natural ones! In a row! WELP! Pay up, everyone" or "Initiative is rolled, Mhar loses, attack is rolled and it hits Mhar, Mhar attacks and it misses <repeat the last two phrases until battle ends>". That said, it's actually very educational. I'm learning a lot about combat rules I either didn't know, or had forgotten. I'm enjoying the character interaction, and it's fascinating to see people attempt different things (and often fail, but at least try and end up interesting). Numbers of posts in one area or the other don't bother me, particularly, though I can understand the worry. All this is, for me, building the world, history, and characters. It's pretty cool. I favorited Zaynes post because... it was funny....

Ninjas get ki at level 2 . 1/2 level + charisma. Maybe Jian/Vem could find it useful? But it's your choice.


Female Human 蛇女 -Ninja 2 (HP 19/19 | AC:21 | T:14 | FF:17 | CMD 16 | Fort +2 | Ref +7 | Will -1 | Init +4 | Perc: +4 | Speed 30 ft.)

The Dojo:

Vem answers with two kicks to Braeth.

Unarmed Strike: 1d20 + 2 ⇒ (3) + 2 = 5

Damage: 1d3 + 1 ⇒ (3) + 1 = 4

Unarmed Strike: 1d20 + 2 ⇒ (12) + 2 = 14

Damage: 1d3 + 1 ⇒ (2) + 1 = 3

-Posted with Wayfinder


**INACTIVE(WIP)** 雷刃 Human Male Adult Gestalt Samurai/Unchained Monk (Unchained Sohei) (L:1 | HP:11/11 | AC: | FF: | T: | F:+| R:+4 | W:+0 | Initiative:+7 | Perception:+0 | CMB:+6 | CMD:20 | Speed:30')
Spoiler:

I am good with it, just busy lately at work and at home. Last night, I saw the pre-screening of The Transformers. Personally, I think it was the best, and longest Transformers movie yet. The movie is 165 minutes long.


Male Human World Walker Druid 2 Init +4; Hp 17/17; AC: 18; Touch: 12; FF: 16, Fort: 4; Ref: 2; Will: 5; CMB: +4; CMD: 16; Perception +7; Sense Motive +2

zomg I want to see transformers this weekend!


Male Human Ranger 2 20hp/20hp | AC 18, T 14, FF 14 | F +4, R +7, W +1 | Init. +7 | Perception +6

The Dojo:

Braeth sidesteps the first strike and utilizes an elbow block to deflect the second before retaliating with another strike at Vem's stomach this time
Gut Punch: 1d20 + 3 ⇒ (1) + 3 = 4 Damn natural ones...
but Vem manages to easily evade the strike


Male Human (multi-ethnic) "神託" [Oracle (Dual Cursed)] 2 | AC 15 T 8 FF 15 | HP 16/16 | F +2 R -2 W +3 | Init -2
Jian Min wrote:
Ninjas get ki at level 2 . 1/2 level + charisma. Maybe Jian/Vem could find it useful? But it's your choice.

That's a good point, but that's what I meant by "currently uses" - if we had a couple of monks or another ninja or a combination, I'd definitely reconsider it. However, currently that's: one character instead of 5-14 (variable?); and level two (which we're not at yet). As it stands, I'm pretty sure Vem'd be happy about the extra healing, too, especially if she's ever crit'd by someone with falchion. I could be wrong, though... :)


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M

lol, seductive channeling


Male Human (multi-ethnic) "神託" [Oracle (Dual Cursed)] 2 | AC 15 T 8 FF 15 | HP 16/16 | F +2 R -2 W +3 | Init -2
Zayne Iwatani wrote:
lol, seductive channeling

I know, right?!? "Gee, I wonder what channeling feat will make me heal a lot better... I know, SEDUCTIVE CHANNELING!" I mean... really? I must admit, if it only added your CHA modifier to healing or only did the other thing, it'd probably be far too weak or uninteresting for most builds. But... 'dat combo. o.O

I have no spells or skills to make use of its rider function, but the extra +4 to each channel effect is pretty solid at this level.

Of course, now I certainly expect all of you to totes RP this whole thing*. "Oh wow! Those scars! That complete inability to lift a single pencil on his own! That tendency to trip over his own two feet! Accidentally dumping water everywhere! How hot!"**

Regardless, the way it fluffs out is probably something about the interaction of the spiritual forces that haunt Mhar reaching into the depths of another's soul to produce the healing in their flesh. Also, Mhar becomes half-way decent at Aid Another, if we need to bluff NPCs... though it'd have to be truthful bluffs. :/

* No, I don't. Please. Kthnxbai.
** In case it wasn't clear, these are words that should probably never be uttered in Mhar's general direction, by the way. :D


AC, HP, Saves, Ki pool:
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 Armor) // HP 18/18 // Fort +2, Ref +7, Will +0 // Ki 3/3
Equipment:
In use: shuriken (20); masterwork wakizashi (2); piecemeal armor // Not in use: bedroll; flint and steel; mirror (small/steel); rations (x6); torch (x10); Backpack, Common; Belt Pouch; 19.44 gp
Skills and Similar:
Skills: Acrobatics +9, Climb +6, Disable Device +9, Knowledge (Local) +6, Knowledge (Nobility) +6, Perception +5, Sleight of Hand +9, Stealth +11, Swim +6, Use Magic Device +7 // Init: +4
Mhar "Mharo" the Spirit Dragon wrote:
Zayne Iwatani wrote:
lol, seductive channeling

I know, right?!? "Gee, I wonder what channeling feat will make me heal a lot better... I know, SEDUCTIVE CHANNELING!" I mean... really? I must admit, if it only added your CHA modifier to healing or only did the other thing, it'd probably be far too weak or uninteresting for most builds. But... 'dat combo. o.O

I have no spells or skills to make use of its rider function, but the extra +4 to each channel effect is pretty solid at this level.

Of course, now I certainly expect all of you to totes RP this whole thing*. "Oh wow! Those scars! That complete inability to lift a single pencil on his own! That tendency to trip over his own two feet! Accidentally dumping water everywhere! How hot!"**

Regardless, the way it fluffs out is probably something about the interaction of the spiritual forces that haunt Mhar reaching into the depths of another's soul to produce the healing in their flesh. Also, Mhar becomes half-way decent at Aid Another, if we need to bluff NPCs... though it'd have to be truthful bluffs. :/

* No, I don't. Please. Kthnxbai.
** In case it wasn't clear, these are words that should probably never be uttered in Mhar's general direction, by the way. :D

Random child:"Does Santa Claus exist?"

Your answer?


Male Human Ranger 2 20hp/20hp | AC 18, T 14, FF 14 | F +4, R +7, W +1 | Init. +7 | Perception +6

Just a heads up I also plan on leveling into ninja at later levels so ki channeling might be useful, never know


Male Human (multi-ethnic) "神託" [Oracle (Dual Cursed)] 2 | AC 15 T 8 FF 15 | HP 16/16 | F +2 R -2 W +3 | Init -2
Jian Min wrote:

Random child:"Does Santa Claus exist?"

Your answer?

"This is very random. Who are you, and why are you asking me about 'Santa Clause'? Related: where are your parents? What's a child doing out here in the middle of no where? Are you secretly a spirit or a dragon?"

In terms of ki channel, "you never know" and "level up later" and "in the future" are all ever-better reasons not to take it now, but instead save it for... well... later. Which was my reasoning for not taking it now. The list above was explaining my current choices, not my future choices forever. :D


Female Human 蛇女 -Ninja 2 (HP 19/19 | AC:21 | T:14 | FF:17 | CMD 16 | Fort +2 | Ref +7 | Will -1 | Init +4 | Perc: +4 | Speed 30 ft.)

The Dojo:

Vem tries two more kicks.

Unarmed Strike: 1d20 + 2 ⇒ (8) + 2 = 10

Damage: 1d3 + 1 ⇒ (3) + 1 = 4

Unarmed Strikw: 1d20 + 2 ⇒ (12) + 2 = 14

Damage: 1d3 + 1 ⇒ (3) + 1 = 4

-Posted with Wayfinder


M

Of course you can't touch Braeth but you could hit Zayne all day. Ugh.


Male Human Ranger 2 20hp/20hp | AC 18, T 14, FF 14 | F +4, R +7, W +1 | Init. +7 | Perception +6

It's all in the rolls of the dice eh? Anyway I got 2 shot last match so don't feel so down about it Zayne

The Dojo:

Braeth bobs and weaves around Vem's rapid kicks, feeling the wind of one of them as it passes by his face. Seeing an opening he plants his foot and retaliates with a strong front kick
Attack: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d3 + 2 ⇒ (3) + 2 = 5
which lands solidly in Vem's stomach winding her


Female Human 蛇女 -Ninja 2 (HP 19/19 | AC:21 | T:14 | FF:17 | CMD 16 | Fort +2 | Ref +7 | Will -1 | Init +4 | Perc: +4 | Speed 30 ft.)

The Dojo:

Vem at 1.

Unarmed Strike: 1d20 + 2 ⇒ (12) + 2 = 14

Damage: 1d3 + 1 ⇒ (2) + 1 = 3

Unarmed Strike: 1d20 + 2 ⇒ (7) + 2 = 9

Damage: 1d3 + 1 ⇒ (3) + 1 = 4

-Posted with Wayfinder


Female Human Sorcerer (Celestial) Lv. 2 - AC 12/15MA - HP 15/15 - F+1,R+1,W+4 - Perc.+5, SM+5 - Init.+2

Hey, Thorrpe, I was just peeking at the competition, :)
and I think you might have used 30pts. for your character build.
I'm pretty certain we were only supposed to use a 25-point-buy.
Maybe there's some feature of your character that I missed,
but you might want to double-check.
He looks like a pretty scary opponent! :)

Also, GM, is there a way to cast spells like acid splash or ray of frost and make them non-lethal? Thorrpe and I are considering a Mage duel for training, but I wouldn't want to risk actual character death.
What do you think?


HP 44/44 AC 16(24)14(16)/12 (22); F +3 R +9 W +3 ; Init +4; Shield 2/3, Monkey Fish 2/3 Quickrunner 1/1 Skills: Appraise +11 Acro +13 Percep +10 UMD +9 Alchemy +11 Stealth+17 DD+16 SM+9 SoH+10 EA +10 Dungeon +8 Local +9 Linguistics +8 Spellcraft+9

dual talent so I get to +2's


Female Human Sorcerer (Celestial) Lv. 2 - AC 12/15MA - HP 15/15 - F+1,R+1,W+4 - Perc.+5, SM+5 - Init.+2

Ah, cool. That's a neat alternate race feature. You may want to note it in your alias profile. I still think you might have one 14 that should be a 12, even with that, but again, my math could be off. If GM doesn't give us a thumbs up for nonlethal spells, would Thorrpe still want to Mage duel?


HP 44/44 AC 16(24)14(16)/12 (22); F +3 R +9 W +3 ; Init +4; Shield 2/3, Monkey Fish 2/3 Quickrunner 1/1 Skills: Appraise +11 Acro +13 Percep +10 UMD +9 Alchemy +11 Stealth+17 DD+16 SM+9 SoH+10 EA +10 Dungeon +8 Local +9 Linguistics +8 Spellcraft+9

STR 14+2 (5)
DEX 14 (5)
Con 14 (5)
WIS 10
INT 10
CHA 16+2 (10)

25 total

And I am fine to duel either way

but tomorrow


AC, HP, Saves, Ki pool:
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 Armor) // HP 18/18 // Fort +2, Ref +7, Will +0 // Ki 3/3
Equipment:
In use: shuriken (20); masterwork wakizashi (2); piecemeal armor // Not in use: bedroll; flint and steel; mirror (small/steel); rations (x6); torch (x10); Backpack, Common; Belt Pouch; 19.44 gp
Skills and Similar:
Skills: Acrobatics +9, Climb +6, Disable Device +9, Knowledge (Local) +6, Knowledge (Nobility) +6, Perception +5, Sleight of Hand +9, Stealth +11, Swim +6, Use Magic Device +7 // Init: +4
Jezelyn "Celestial Song Dragon" wrote:

Hey, Thorrpe, I was just peeking at the competition, :)

and I think you might have used 30pts. for your character build.
I'm pretty certain we were only supposed to use a 25-point-buy.
Maybe there's some feature of your character that I missed,
but you might want to double-check.
He looks like a pretty scary opponent! :)

Also, GM, is there a way to cast spells like acid splash or ray of frost and make them non-lethal? Thorrpe and I are considering a Mage duel for training, but I wouldn't want to risk actual character death.
What do you think?

You can use a Metamagic Rod, Merciful. It's so cheap that I'm pretty sure that Shen Fei has enough money to buy at least one. Talk to him!


Male Human World Walker Druid 2 Init +4; Hp 17/17; AC: 18; Touch: 12; FF: 16, Fort: 4; Ref: 2; Will: 5; CMB: +4; CMD: 16; Perception +7; Sense Motive +2

I FOUND A WAY TO EXPLORE UNDERWATER!!!

Iridescent Spindle Ioun Stone in a Wayfinder!
It would cost at least 1000gp though. :P

EDIT: Or I just wait till level 6 and wildshape into an aquatic creature :P


AC, HP, Saves, Ki pool:
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 Armor) // HP 18/18 // Fort +2, Ref +7, Will +0 // Ki 3/3
Equipment:
In use: shuriken (20); masterwork wakizashi (2); piecemeal armor // Not in use: bedroll; flint and steel; mirror (small/steel); rations (x6); torch (x10); Backpack, Common; Belt Pouch; 19.44 gp
Skills and Similar:
Skills: Acrobatics +9, Climb +6, Disable Device +9, Knowledge (Local) +6, Knowledge (Nobility) +6, Perception +5, Sleight of Hand +9, Stealth +11, Swim +6, Use Magic Device +7 // Init: +4
Tatsuo Kasai "Simeon Gaijin" wrote:

I FOUND A WAY TO EXPLORE UNDERWATER!!!

Iridescent Spindle Ioun Stone in a Wayfinder!
It would cost at least 1000gp though. :P

EDIT: Or I just wait till level 6 and wildshape into an aquatic creature :P

Well, Wayfinder + Iridescent Spindle Ioun Stone has a price of 18500 gp, too far for our actual pockets!

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