From Shore to Sea (Inactive)

Game Master Scavion

Nal'Kashel


1 to 50 of 174 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Male Goblin Vivisectionist Trap Breaker 10

Discussion goes here.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

POOT DISCUSSION HERE


Elf Hp 41/41; AC 21 (Touch 16, FF 16 ); CMD 18 ; Fort+4, Ref: +10, WIll:+3; Low-light vision; Perception +8 ; Sense motive +8; Initiative +6
Spoiler:
[dice]10+13;1d4+7[/dic ]

Do we already know what we are going to play?


Male Goblin Vivisectionist Trap Breaker 10

Two of my friends may be joining us. One is going to play a Barbarian or Bloodrager. The other will likely be a Slayer or Ranger.


Male Goblin Vivisectionist Trap Breaker 10

Once everyone has the characters made, I'll throw up the introductory post.


Male Human Dungeon Master 10/ Munchkin 10

I'll try out the revised Fighter, then...

And since I can't decide... Should I give it 6 skill points per level?


Elf Hp 41/41; AC 21 (Touch 16, FF 16 ); CMD 18 ; Fort+4, Ref: +10, WIll:+3; Low-light vision; Perception +8 ; Sense motive +8; Initiative +6
Spoiler:
[dice]10+13;1d4+7[/dic ]

How strong is that fighter?, or better yet, ho much optimization for hte game?


Male Human Dungeon Master 10/ Munchkin 10

I think it's on par with Barbarians... I don't know about level of optimization. I'll either make a 2-handed build to grab the cool Str-related feats or some sort of archer... Been a while since I played one of those. I thought about making an unarmed build, but I think Rynjin is going with a Monk.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

The new MoMS is a pain in the ass to build since they clarified how the new Bonus Feats work. It's basically impossible to pull a good multi-Style character together before 10th.

Probably making a Wizard instead. Maybe a Skald, at Scavion's request.


Male Goblin Vivisectionist Trap Breaker 10
Eitylen wrote:
How strong is that fighter?, or better yet, ho much optimization for hte game?

It's a module so a ton of optimization is unnecessary. Lemmy go ahead and use 6 skill points. I just wanna see it in progress.


Male Human Dungeon Master 10/ Munchkin 10
Rynjin wrote:
The new MoMS is a pain in the ass to build since they clarified how the new Bonus Feats work. It's basically impossible to pull a good multi-Style character together before 10th.

You could use this guy...

This is just my completely unbiased suggestion, of course.


Male Human Dungeon Master 10/ Munchkin 10

QUESTION TIME!

1- Are Combat Expertise and Power Attack feats or combat options everyone can use?
2- How do we roll hp?
3- Any changes to feats progression (e.g.: TWF scaling to ITWF)?
4- Anything we should know about the campaign and/or its setting?
5- How much gold do we have, again?
6- What are two good 1st level wizard spells for Fighters? :P


Male Goblin Vivisectionist Trap Breaker 10
Lemmy wrote:

QUESTION TIME!

1- Are Combat Expertise and Power Attack feats or combat options everyone can use?
2- How do we roll hp?
3- Any changes to feats progression (e.g.: TWF scaling to ITWF)?
4- Anything we should know about the campaign and/or its setting?
5- How much gold do we have, again?
6- What are two good 1st level wizard spells for Fighters? :P

1-No, I'd like as few house rules as possible but it's up for consideration.

2- Average +1 aka d10 is 6.

3-Nah.

4- It's Golarion, specifically in the Nation of Cheliax. The summary is that for one reason or another you've been sent to a coastal village called Black Cove to investigate some disappearances. Whether the Chelaxian government sent you, a nearby village, personal reasons, or what have you is up to you all.

5- Normal wealth for a 6th level adventurer.

6- Snowball, Mount, Touch of the Sea(A swim speed may be useful), Magic Weapon to name a few.


Half-Orc Zweihander Sentinel 8; Hp: 95/105; AC 27 (FF 25, touch, 13), Saves +14, +8, +11; Init +1, Perc +6

NOt sure if I go sword and board fighter or a blaster wizard.


Male Human Dungeon Master 10/ Munchkin 10
Scavion wrote:

1-No, I'd like as few house rules as possible but it's up for consideration.

(..)

3-Nah.

Cool. This way I can test my Fighter in a neutral environment.

Scavion wrote:
6- Snowball, Mount, Touch of the Sea(A swim speed may be useful), Magic Weapon to name a few.

Not sure if snowball would be all that useful, as I can't metamagic spells from Runecraft. Magic Weapons doesn't do much for me either, since the revised Fighter already treats his weapon's as magic. I think I'll go with Enlarge Person and Touch of the Sea.

BTW, I know I usually take a little bit longer than most to build my create my characters, but I already have 3 different builds at ready! XD


Male Human Dungeon Master 10/ Munchkin 10

Hey, I now have a Revised Fighter archetype, The Fist-Fighter! for all those who like to punch stuff instead of stabbing it with a sword.

All feedback is welcome. ;)


EH, don't see the point in not allowing throwing weapons to hit incorporeals.

Martial mastery should be a low level ability, I would put it before level 3.


Male Human Dungeon Master 10/ Munchkin 10
Nicos wrote:

EH, don't see the point in not allowing throwing weapons to hit incorporeals.

Martial mastery should be a low level ability, I would put it before level 3.

It doesn't?


Starting at 10th level, all weapons the Fighter wields can fully affect incorporeal creatures as
if they had the Ghost Touch enhancement for as long as the Fighter holds them.


Male Human Dungeon Master 10/ Munchkin 10

Ah, indeed... Missed that little corner-case. I'll change it to include thrown weapons.

EDIT: There... Changed it to whenever the fighter is wielding the weapon. I assume the thrown weapon is still considered to be being wielded during the attack.


Male Human Dungeon Master 10/ Munchkin 10

Even better! Changed it to affect attacks made by the Fighter, rather than his weapons. This makes it simpler to understand and affects melee, ranged and thrown weapons all the same. :)


Eh, Lemmy's rules to attribute advancement are weird in the document.


Male Human Dungeon Master 10/ Munchkin 10

Yeah... I later changed them to better mirror the gear-progression in the game. In any case, just use the ones in the One Step Beyond campaign document. Those are the same as before, since I don't think it'd be honest to change it mid-game.


Male Human Dungeon Master 10/ Munchkin 10

Possible build, check it out:

Julius:

Julius
Male half-elf fighter 6
LG Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +12
--------------------
Defense
--------------------
AC 24, touch 13, flat-footed 22 (+10 armor, +1 deflection, +2 Dex, +1 natural)
hp 52 (6d10+12)
Fort +7, Ref +7 (Situational Text), Will +6 (+2 vs. fear); +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 silversheen greatsword +13/+8 (2d6+9/19-20) or
. . mwk cold iron greatsword +13/+8 (2d6+8/19-20)
Ranged paueliel composite longbow +9/+4 (1d8+4/×3)
Special Attacks weapon training (heavy blades +1)
--------------------
Statistics
--------------------
Str 21, Dex 14, Con 14, Int 12, Wis 12, Cha 7
Base Atk +6; CMB +11; CMD 24
Feats - Custom Feat -, - Custom Feat -, - Custom Feat -, - Custom Feat -, Combat Reflexes, Cornugon Smash, Intimidating Prowess, Power Attack
Traits auspicious tattoo (shoanti), elven reflexes
Skills Acrobatics +11 (+7 to jump), Intimidate +12, Knowledge (dungeoneering) +10, Knowledge (engineering) +5, Knowledge (history) +5, Knowledge (nature) +10, Knowledge (religion) +7, Linguistics +6, Perception +12, Sense Motive +10, Spellcraft +5, Stealth +8, Swim +9; Racial Modifiers +2 Perception
Languages Abyssal, Aquan, Celestial, Common, Draconic, Elven, Sylvan, Undercommon
SQ armor training 1, elf blood
Other Gear +1 full plate, +1 silversheen greatsword, mwk cold iron greatsword, paueliel composite longbow (+4 Str), amulet of natural armor +1, belt of giant strength +2, ring of protection +1, 1,305 gp
--------------------
Special Abilities
--------------------
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades

:)


Elf Hp 41/41; AC 21 (Touch 16, FF 16 ); CMD 18 ; Fort+4, Ref: +10, WIll:+3; Low-light vision; Perception +8 ; Sense motive +8; Initiative +6
Spoiler:
[dice]10+13;1d4+7[/dic ]

Eh, no big 4.


Male Human Dungeon Master 10/ Munchkin 10

Ah, right... Well, even better! That means I have higher ability scores and more gold. XD


Male Human Dungeon Master 10/ Munchkin 10

Yay! 2nd character build!

Molly Ada:

Molly Ada
Female merfolk fighter 6 (Pathfinder RPG Advanced Race Guide 194)
NG Medium humanoid (aquatic)
Init +7; Senses low-light vision; Perception +11
--------------------
Defense
--------------------
AC 26, touch 16, flat-footed 22 (+7 armor, +2 deflection, +4 Dex, +3 natural)
hp 52 (6d10+12)
Fort +9, Ref +9, Will +8 (+2 vs. fear)
--------------------
Offense
--------------------
Speed 25 ft., swim 30 ft.
Melee silversheen cestus +12/+7 (1d4+2/19-20)
Ranged starfall (+1 pauliel composite longbow / str +2) +14/+9 (1d8+4/19-20/×3) or
. . paueliel composite longbow +14/+9 (1d8+3/19-20/×3) or
. . paueliel longbow +14/+9 (1d8+1/19-20/×3)
Special Attacks weapon training (bows +1)
--------------------
Statistics
--------------------
Str 15, Dex 20, Con 15, Int 12, Wis 8, Cha 16
Base Atk +6; CMB +8; CMD 25 (can't be tripped)
Feats - Custom Feat -, - Custom Feat -, - Custom Feat -, Manyshot, Point-blank Shot, Precise Shot, Rapid Shot, Weapon Finesse
Traits indomitable faith, reactionary
Skills Acrobatics +14 (+10 to jump), Bluff +9, Climb +6, Intimidate +11, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (history) +5, Knowledge (nature) +9, Linguistics +5, Perception +11, Sense Motive +8, Stealth +11, Swim +10
Languages Aquan, Celestial, Common, Draconic, Elven, Sylvan, Undercommon
SQ amphibious, armor training 1
Other Gear +1 breastplate, starfall (+1 pauliel composite longbow / str +2) (+2 Str), silversheen cestus, paueliel composite longbow (+2 Str), paueliel longbow, boots of striding and springing, bracers of falcon's aim, traveler's any-tool, 235 gp
--------------------
Special Abilities
--------------------
Amphibious (Ex) You can survive indefinitely on land.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Swimming (30 feet) You have a Swim speed.
Traveler's any-tool Acts as masterwork tools for most Craft or Profession skills.
Weapon Training (Bows) +1 (Ex) +1 Attack, Damage, CMB, CMD with Bows


Male Human Dungeon Master 10/ Munchkin 10

QUESTION!

May I use the following items:

Amulet of Mighty Fists, Lesser (neck): Works like a normal AoMF, but costs half the price and its enhancements do not apply to natural weapons or off-hand attacks. This item can be upgraded into a normal AoMF by paying the price difference.
Price: Half that of a normal AoMF with the same enhancements.

- - -

Gloves of Flying Daggers (hands): These gloves affect thrown weapons hurled by the character, giving those weapons an enhancement bonus equal to that of the gloves themselves. They can be enhanced and enchanted just like a magic thrown weapon, transferring all its properties to the actual thrown weapons used by the character. Despite their name, Gloves of Flying Daggers affect all thrown weapons that could normally be enhanced themselves, not just daggers.
Price: Same as a dagger with the same enhancements


Male Goblin Vivisectionist Trap Breaker 10

Yeah


Male Human Dungeon Master 10/ Munchkin 10

Awesome!

Just reviewing... Right now I have 3 builds:

Julius the brute half-elf.
Molly, the archer merfolk
And now... Ferro, the fist-fighter.

Ferro:
Ferro
Garuda-blooded aasimar (plumekith) fighter 6 (Pathfinder RPG Advanced Race Guide 84)
LG Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +12
--------------------
Defense
--------------------
AC 24, touch 22, flat-footed 14 (+1 armor, +2 deflection, +5 Dex, +5 dodge, +1 natural)
hp 52 (6d10+12)
Fort +9, Ref +9, Will +8 (+2 vs. fear)
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 35 ft.
Melee gloves of flying daggers +12/+12/+7 (1d3+4/19-20) or
. . unarmed strike +12/+12/+7 (1d8+5)
Ranged shuriken +7/+2 (1d2)
Spell-Like Abilities (CL 6th; concentration +5)
. . 1/day—see invisibility
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 15, Int 13, Wis 17, Cha 8
Base Atk +6; CMB +6 (+10 grapple); CMD 28 (30 vs. grapple)
Feats - Custom Feat -, - Custom Feat -, - Custom Feat -, - Custom Feat -, Combat Reflexes, Greater Grapple, Improved Grapple, Improved Unarmed Strike, Weapon Finesse
Traits indomitable faith, quain martial artist
Skills Acrobatics +14, Climb +4, Intimidate +7, Knowledge (dungeoneering) +9, Knowledge (engineering) +5, Knowledge (history) +2, Knowledge (planes) +9, Knowledge (religion) +6, Perception +12, Sense Motive +14, Stealth +14, Survival +3 (+5 to avoid becoming lost), Swim +4
Languages Celestial, Common, Sylvan
SQ armor training 1, truespeaker
Combat Gear potion of fly (2), potion of touch of the sea (CL 10th) (2); Other Gear gloves of flying daggers, shuriken (5), clear spindle ioun stone, amulet of mighty fists +1, bracers of armor +1, feather step slippers, wayfinder, 1,697 gp
--------------------
Special Abilities
--------------------
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flurry of Blows: Make an extra attack per turn with an unarmed strike, natural attack or monk weapon.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Feather step slippers Ignore difficult terrain as though affected by feather step.
Greater Grapple Maintaining a grapple is a move action, allowing you to make 2 checks a round.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ioun stone (clear spindle) Sustains bearer without food or water.
Truespeaker Learn two languages for each rank you put in Linguistics.
Wayfinder (1 @ 0 lbs) With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone.


Female Aassimar (Lawbringer) Fighter 5/ Spellbreaker 1 - Hp: 62 - AC: 32( 29 FF, 15 touch) - CMD: 24 - Saves: +10,+7,+10 - Darkvision 60 ft - Perception +12 , S motive +12- Init +2

I will recycle this character mainly because I'm lazy and I already had the Alias and the idea of the build. the background is still missing .


Male Goblin Vivisectionist Trap Breaker 10

Okay so my friend's Ranger is pretty much done. Built mostly to be an Archer with a little bit of Switch Hitter thrown in. Just waiting on Rynjin, Lemmy to decide which character to bring, and my other friend who may be joining us. Gonna find out tonight.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Still not completely sure what I want to play. I'm thinking Bard, since that would benefit this party a lot. Maybe Sound Striker, unless anyone knows of a good Bard archetype other than that that doesn't give up Inspire Courage? There's like six trillion Bard archetypes and I really don't want to dig through them all.


Male Human Dungeon Master 10/ Munchkin 10

I just noticed HL lists custom feats (i.e.: Combat Prowess) as "custom feat" in my character sheet... ¬¬'

Also, I'll pick my build based on what the party already has. Probably the 2 handed guy, though.


Male Human Dungeon Master 10/ Munchkin 10

New Fighter archetype: Warlord - For those who prefer to lead, rather than follow.

Share your thoughts. :)


Male Goblin Vivisectionist Trap Breaker 10

I dig it. I have several characters that would be great written up as a Warlord.


Male Human Dungeon Master 10/ Munchkin 10

I'm glad you like it. It seems like such a great archetype to give to Fighters... I just couldn't resist. :)

BTW, I reduced its skill points to 4 + Int per level because I received a few messages saying that it "sounds like too much". While I disagree with that assessment, I'll leave it at 4 skill points for now, so that players can more easily convince their friends/GMs to let them use the homebrew.

For our games (or at very least, the ones where I'm the GM), just consider it to have 6 + Int skill points per level.


Male Human Dungeon Master 10/ Munchkin 10

Warlord Molly A.:

Molly Ada
Female merfolk fighter 6
NG Medium humanoid (aquatic)
Init +7; Senses low-light vision; Perception +11
--------------------
Defense
--------------------
AC 26, touch 16, flat-footed 22 (+7 armor, +2 deflection, +4 Dex, +3 natural)
hp 52 (6d10+12)
Fort +9, Ref +9, Will +8 (+2 vs. fear, possession and mind-control)
--------------------
Offense
--------------------
Speed 25 ft., swim 30 ft.
Melee silversheen cestus +12/+7 (1d4+2/19-20)
Ranged starfall (+1 pauliel composite longbow / str +2) +13/+8 (1d8+3/19-20/×3) or
. . paueliel composite longbow +13/+8 (1d8+2/19-20/×3) or
. . paueliel longbow +13/+8 (1d8/19-20/×3)
--------------------
Statistics
--------------------
Str 15, Dex 20, Con 15, Int 12, Wis 8, Cha 16
Base Atk +6; CMB +8; CMD 25 (can't be tripped)
Combat Prowess Impose Will, Trick Shot, Bonus feat [Force of Personality].
Feats Force of Personality, Manyshot, Point-blank Shot, Precise Shot, Rapid Shot, Weapon Finesse
Traits indomitable faith, reactionary
Skills Acrobatics +14 (+10 to jump), Bluff +9, Climb +6, Intimidate +11, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (history) +5, Knowledge (nature) +9, Linguistics +5, Perception +11, Sense Motive +8, Stealth +11, Swim +10
Languages Aquan, Celestial, Common, Draconic, Elven, Sylvan, Undercommon
SQ amphibious, armor training 1
Other Gear +1 breastplate, starfall (+1 pauliel composite longbow / str +2) (+2 Str), silversheen cestus, paueliel composite longbow (+2 Str), paueliel longbow, boots of striding and springing, bracers of falcon's aim, traveler's any-tool, 235 gp
--------------------
Special Abilities
--------------------
Amphibious (Ex) You can survive indefinitely on land.
Command Voice (Ex) (15 rounds/day): Give your allies the benefits of Bravery and a +2 competence bonus to attack and damage rolls.
Impose Will (Su) (DC 16): Use Command as a supernatural ability.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Swimming (30 feet) You have a Swim speed.
Traveler's any-tool Acts as masterwork tools for most Craft or Profession skills.
Trick Shot (Ex): Make a bull rush, disarm, grapple, sunder and trip as a ranged attack once per turn.
Unity (Ex): +1 to Reflex saves and AC when within 5ft from an ally.

Could I describe Molly as more of half-sea serpent and less of half-fish sort of merfolk, to explain her "strong tail" ability? Seeing a fish deftly flopping around seems silly to me. :P


Male Human Dungeon Master 10/ Munchkin 10

Next on "Lemmy's Super Fighting Archetype Inspiration Show" is a Runecraft specialist! Stay tuned. ;)


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Forgot about this. Will build the Bard later.


Male Human Dungeon Master 10/ Munchkin 10
Rynjin wrote:
Forgot about this. Will build the Bard later.

Wait... Weren't you going to build a Wizard or Skald?


Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7

I REALLY wanna play this character now...

I'm actually surprised by how much I like the Warlord archetype! I didn't think I had it in me to create something that cool! XD

Scavion, you can save my homebrew as a .pdf to make sure I don't change anything mid-campaign. :)


Male Goblin Vivisectionist Trap Breaker 10
Molly A. wrote:

I REALLY wanna play this character now...

I'm actually surprised by how much I like the Warlord archetype! I didn't think I had it in me to create something that cool! XD

Scavion, you can save my homebrew as a .pdf to make sure I don't change anything mid-campaign. :)

No you can't be a Warlord first Lemmy.

You have to be a Fist-Fighter so we can properly test all the important archetypes.


Male Human Dungeon Master 10/ Munchkin 10
Scavion wrote:
Molly A. wrote:

I REALLY wanna play this character now...

I'm actually surprised by how much I like the Warlord archetype! I didn't think I had it in me to create something that cool! XD

Scavion, you can save my homebrew as a .pdf to make sure I don't change anything mid-campaign. :)

No you can't be a Warlord first Lemmy.

You have to be a Fist-Fighter so we can properly test all the important archetypes.

I guess I'll be a Paragon, then. XD


Male Goblin Vivisectionist Trap Breaker 10

Theyre banned in my game. Breaks my immersion.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Lemmy wrote:
Rynjin wrote:
Forgot about this. Will build the Bard later.
Wait... Weren't you going to build a Wizard or Skald?

Skald wouldn't benefit the majority of this party, since it's Rage rather than a more Archer/Spellcaster friendly attack/damage buff.


Male Human Dungeon Master 10/ Munchkin 10

I think the current Paragon is much better... But still, since Rynjin is going with a Bard, there is not much of a point in me going with a Warlord, since their bonuses to attack/damage don't stack (though I suppsoe we could benefit from having twice as many rounds). :(

And it was the perfect opportunity to play the merfolk Warlord too... T_T

I guess I'll go with the 2-handed build, then...


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

It's hard to keep up with all the homebrew classes you're makin'.

Warlord gives Competence bonuses too?


Male Human Dungeon Master 10/ Munchkin 10
Rynjin wrote:
It's hard to keep up with all the homebrew classes you're makin'.

I'll take that as a compliment. XD

Rynjin wrote:
Warlord gives Competence bonuses too?

To attack and damage? Yup. It's specifically made so it doesn't stack with Bardic Performance (though the bonuses against fear and charm do stack).

1 to 50 of 174 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / From Shore to Sea Discussion All Messageboards

Want to post a reply? Sign in.