GM Armadillephant's Fallout Extravaganza

Game Master Loup Blanc

Life in the Wastes is a constant struggle. Let's see if our heroes have what it takes to survive...
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Male Human Paladin 1

lol me too I just got a promotion at work, out of the blue too! and so yeah lots of changes coming up!


Male Human Paladin 1

Updated the loot sheet to reflect all that we have found in the vault thus far. Minus the ammo from the 10mm that Gergg snagged. ;)

Everyone has editing rights I believe and so it is open for your perusal and it will make loot separation easier later. I do this in a number of games and it's been the best way to keep track of items and sell said extra stuff~

Let me know of anything I can do to make it better. If you take somethig please post an update in the loot sheet itself or here in OOC so we know :) Thanks!

I have those who are(maybe) carrying said items on the sheet marked with an x under their name in line with the item on the sheet. Kora is thus far carrying most of the items we've found unless someone else posted they snagged it up before he did. Either way hopefully this works out. :)


**RESERVED FOR FALLOUT or TECH**
Kora Kirion - Junior Paladin wrote:
lol me too I just got a promotion at work, out of the blue too! and so yeah lots of changes coming up!

Congrats man!

I've been busy at work, although nothing as good as a promotion. Today kind of been hectic in both gaming and real life. It started out by someone rear ending me at low speed so little damage and no injuries but more bureaucracy that I don't need. Tomorrow, I have work, car dealership, body shop, and Krav Maga. Fri, Sat, and Sun - a Krav Maga seminar in which we defend ourselves against armed assailants in a real life Theater, Office, and School with either unarmed techniques or a legal size to carry concealed knife. Although, I need to check legality. Perhaps it is more legal to carry the knife into the building, unconcealed, than if you were a civilian CCH\CCW license holder carrying a concealed handgun? The knife is designed and knife techniques are designed to help trap the firearm, disarm, or severely injure\kill the assailant.


M Half-elf Gunslinger (Siege Gunner) 1/ Alchemist (Grenaider) 1

Hey arma there is a 3.5 feat called open minded. It gave 4skill points +1/lvl anyway we could take that or get it as a perk. I am totally willing to go back and rebuild a feat again or just take it next lvl if you will let us.


M Half-elf Gunslinger (Siege Gunner) 1/ Alchemist (Grenaider) 1

So I just ran across the ageis and I swear now I'm torn between a bomber and a spacemarine


GameMaster Armadillephant GameMaster

Uhm, let's just do max hit points for simplicity and keeping you folks alive out there :) Remember, you only got double at 1st level--everything after that is normal.

As for speed, I'm happy to pause here--in fact, I was kind of planning on it. Lots of updates to be made.

Congrats to Kora for the promotion, and no worries to anybody based on hectic life. I know how it is--I'll be going crazy in the upcoming days (more so than I am already, at least).

Darius: There's a perk for that.

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

I still can't get anything to show up when I click the Weapons doc links. It takes me to the Google page and says the file name, but the majority of the screen is just gray.

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

So does Ninja-2/Ranger(Deep Walker)-2 make sense or is it redundant?

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

OK, how about:

Ranger 2 (Deep Walker): Sucks the good benefits don't kick in until level 3, but when they do...
Rogue 1: For trapfinding and such.
Ninja 1: For poison use.

I'll probably just keep adding Rogue/Ranger levels each time we level up from this point forward. I don't feel like messing around with the ninja's ki pool nonsense, so I'll just take the single-level dip.

Do the ninja and rogue sneak attacks stack to make it 2d6, or do they combine and just count as 1d6?


M Half-elf Gunslinger (Siege Gunner) 1/ Alchemist (Grenaider) 1

Can't stack ninja and rogue they are the same class. Ninja is like antipaladin its subclass that's so different they gave it its own chart even though its a archetype.

Deepwalkers okay I think the two I recommend are better cause they stack and end up providing some awesome perks I have done one before but deepwalker is great too. Go with which ever is fun for you and just do rogue lvls til hou can get into duelist or something. Which would be awesome as it gives ac bonuses and init bonuses.


M Human (Wasteland Scavenger) Cleric (undead lord - undead subdomain) 2 / Monk (Zen Machinegunner)

Is there a role we haven't filled? I'm keen not to duplicate anyone else, that's all. We've got stealthy types and people who can tank and heal - do we need someone who can do AoE damage, or act as a party face?


M Half-elf Gunslinger (Siege Gunner) 1/ Alchemist (Grenaider) 1

Well I'm turning into a space marine and we still need a primary medic/buffer. Both kora and I will be able to heal but not well. As for aoe once we get big guns we should be fine there.


**RESERVED FOR FALLOUT or TECH**

We really do not have a traditional diplomat, mostly stick diplomats (aka diplomats with guns). Arma stated we are good for healing. We do not really have "AoE" specialist, however as Terry levels, he will be able to AoE.


M Half-elf Gunslinger (Siege Gunner) 1/ Alchemist (Grenaider) 1

This is true terry. And I just ran across warlock in the pfsrd and drooled but I'm stick alchemist even if arcane bolt would make and awesome stormbolter.

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

Ninja and rogue no stacky? Ok then... How about:

Urban Barbarian 1 to get controlled rage
Rogue 1
Ranger 2 (some archetype)


M Half-elf Gunslinger (Siege Gunner) 1/ Alchemist (Grenaider) 1

Nice. That could be good but I think rogue 2 rng1 bar1 would be better. That way you get all your sneak attack and talents which means if you snipe a bit or set up flank in melee you will be a scary sob cause the sa will help rip through dr and if we can get you a deathclaw fist or something that ingores dr while we pin ppl down you can sneak around and rip them to bits from behind.


GameMaster Armadillephant GameMaster

All good plans for Gergg. I'd say that the setup he has now is pretty good, though. It'll give him limited Dex boosts, good saves (except for Will, which isn't all that common here), a fair amount of combat ability, and plenty of skills. Keep in mind you can do multiple archetypes, so he could do Deep Walker and Skirmisher (since that only replaces spells).

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

Deep walker was appealing if we're going to be vault diving and using subway tunnels since it basically bumps up all the useful skills when I'm underground. Of course those dont kick in until level 3, though, which is why I thought ranger 2 would be my best bet... get those boosts asap and then diversify. Plus, I figure the guys with the big guns will do most of the heavy lifting in combat for the time being at least. I'll have my updated stats up by tomorrow afternoon if all goes according to plan.


M Half-elf Gunslinger (Siege Gunner) 1/ Alchemist (Grenaider) 1

True true.

Arma did you get my pistol on that document?


GameMaster Armadillephant GameMaster

Sounds good Gergg. Darius, haven't gotten to it yet as I've been mad busy at home and school, but it should be up either this evening or over the weekend, along with other rules.


Male Human Paladin 1

Kora Kirion - Brotherhood of Steel - Rank of Junior Paladin
Patrol Assigned to: Delta Bunker: Repo Squad
Current Mission Parameters: Search and Retrieve old tech and return it to Delta bunker for archiving, R&D.

Beginning Party Loot Sheet

Human Paladin (Hospitlar) 2 / Machinesmith 2

Karma: Neutral (Good tendencies)
Medium Humanoid (human)

Faction Popularity:

Reavers (Raider Faction): Disliked (Outright Hostile due to BOS affiliation)
Supermutants: Unknown (Hostile due to BoS affiliation)
Ghouls: Unknown

Init +4; Senses Perception +3
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Defense
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Armor AC: 12 DR: 24 (Power Armor + Helmet)
Outside of heavy Armor AC 18

HP 33 (1d10+1)

Fort +6, Ref +7, Will +4

Special: Radiation resistance +13 (Full Suit Power Armor Bonus)

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Offense
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AER9 Laser Rifle +4 (3d10 19-20/x2) Microfusion Cells x7 (24 Shots per cell = 168 total)
Ripper +4 (1d12+2 19-20/x3) Small energy cells x6 (30 shots per cell = 180 attacks)

Speed 30 ft.

Special Training Brotherhood Training (Smite Evil) (1/day)

Mechanical and Mental abilities Sense Ill Intent (Detect Evil) (At will)

Paladin Advanced Mechanical abilities (CL 0):

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Statistics
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Str 14 +2, Dex 14 +2, Con 12 +1, Int 18 +4, Wis 8 -1, Cha 14 +2

Base Atk +2; CMB +4; CMD 16

Feats
Point Blank Shot You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Rapid Shot When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.

Template
Wasteland Tinkerer: Most people see the heaps of metal and rubble strewn across the Wastes as garbage, but to a mechanic like you, it’s a veritable treasure trove! With the right materials, you can craft some very high-quality goods... even if they blow up every now and then.
--Master Tinker: +1 Disable Device and Knowledge (engineering) checks; automatically proficient with any weapon you craft
--Craftsman: +2 to all Craft and Profession checks to craft armor, weapons, and ammunition

Traits [/b
]Mathematical Prodigy (Knowledge [engineering])
Reactionary +2 Initiative

[b]Skills
.............................AB RK CS MS(10 SP 4+4+1+1(x2= Currently 20) SP Per level)
Class Skills

Athletics (Str) +2 +1 +3 = +6
Appraise (Int) 4 + 1 + 3= +6
Craft: (Heavy Weapons) (Int) +4+1+3+2+1 = +11
Craft:.(Energy Weapons) (Int) +4 +1 +3 +2 +1 = +11
Craft.(Power Armor) (Int) +4 +1 +3 +2+1 = +11
Disable Device (Dex) +4 +1 +3 +1 = +9
Fly (Dex)
Heal.(Wis) -1 +2 +3 = +4
Knowledge (engineering) (Int) +4 +1 +3 +1 +1= +10
Knowledge(geography) (Int) +4 +1 +3 +1 = +9
Knowledge (nature) (Int) +4 +1 +3 +1 = +9
Knowledge (religion) (Int) +4 +1 +3 +1 = +9
Perception (Wis) -1+1+3= +3
Profession.(Scribe) (Int) -1 +2 +3 +2 = +6
Ride (Dex) +2+1+3 = +6
Spellcraft (Int)
Use Mechanical Device (Cha) +2+1+3 = +6

Non-Class Skills
Escape Artist.(Dex)............+2 +1 +0 = +3
Use Computer.(Int).............+4 +2 +0 = +6

Languages Common, French, Latin, Sign Language, Spanish
SQ aura of good, variant channeling (protection variant channeling [±1 sacred ac])

Gear
Ripper - 100 Caps
Power Armor - DR 20 - Weight 45 (25) lb's - Free
(+2 STR, -2 AGL, +10 Radiation Resistance)
Power Armor Helmet - DR 4 - Weight 5 lb's - 110 Caps
(+3 Radiation Resistance)

I will work out the details on which once I here about whether the Medical armor was acceptable or not. ;)

Laser Rifle - Free
Microfusion Cells - 7x 3 caps = 21 Caps
Small Energy Cells - 6x 2 caps = 12 caps

Scribe Robes - 6 Caps

Tools-
Artisan's Tools (-0 to craft checks) - 5 Caps
Crowbar - 2 Caps

Consumables -
1x Pure Water = 20 caps
1x Apples, Fresh = 5 Caps
1x Stim Pack's = 25 Caps

Total Caps = 300 Max for Paladin 300 used. 0 caps left over.

--------------------

Class Abilities Paladin (Hospitlar):

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Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Sense Ill Intent (Detect Evil) (At will) (Sp) You can use detect evil at will.
Modified Pipboy Shielding (Protection Variant Channeling) (±1 Sacred) AC bonus/penalty
Brotherhood Trained (Smite Evil) (1/day) (Su) +2 to hit, +2 to damage, +2 deflection bonus to AC when used.
Resolve of Steel (Divine Grace) Add Cha Bonus to all Saving Throws.
Nanite Healing (Lay On Hands) (3/day) Cure 1d6 damage to those touched per standard action, 1d6 damage cured to self per swift action.

Armor Proficiency - Light, Meduium, Heavy and Power Armor
Weapon Proficiency- Light, Martial and BOS Bonus: Energy Weapon- Laser Rifle

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Class Abilities Machinesmith (Wondermaker):

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Crafter (Ex)
A machinesmith adds half his class level (minimum 1) to all Craft skill checks.

Prototypes (Su)
Machinesmiths can forge steel and manufacture ordinary items superior than those made by mundane masters at their craft. But their true power comes from being able to imbue prototypes they make with mobius energy. Machinesmiths spend their time creating magically imbued prototypes that can mimic certain spells. A machinesmith prepares them by manufacturing a small, hand-held prototype, and then activates them by imbuing the prototype with mobius energy before activating it. When a machinesmith creates a prototype, he infuses the machine with a tiny fraction of his own magical power. Prototypes behave in some ways like spells, and as such their effects can be dispelled by effects like dispel magic, or resisted with spell resistance, using the machinesmith's level as the caster level. Feats, traits, and other abilities that alter or improve spells do not otherwise affect prototypes. Prototypes known may be used in the creation of magic items as if they were spells.

A machinesmith can create only a certain number of prototypes of each level per day. His base daily allotment of prototypes is given on Table: Machinesmith. In addition, he receives bonus prototypes per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When a machinesmith imbues a prototype with mobius energy, he infuses the machine with magic siphoned from his own magical aura. A prototype immediately becomes inert if it leaves the machinesmith's possession, reactivating as soon as it returns to his keeping—a machinesmith cannot pass out his prototypes for allies to use. A prototype, once created, remains potent for 1 day before becoming inert, so a machinesmith must re-make his prototypes every day. Making a prototype takes 1 minute of work—most machinesmiths prepare many prototypes at the start of the day or just before going on an adventure, but it's not uncommon for a machinesmith to keep some (or even all) of his daily prototype slots open so that he can prepare prototypes in the field as needed. If the machinesmith is interrupted while preparing a prototype, they must succeed in a Concentration check, or the prototype slot is used up. Although the machinesmith doesn't actually cast spells, he does have a prototype list that determines what prototypes he can create. A machinesmith can utilize spell-trigger items if the spell appears on his prototype list, but not spell-completion items (unless he uses Use Magic Device to do so). When a prototype is released, it exactly duplicates the spell upon which it is based. The machinesmith uses his level as the caster level to determine any effect based on caster level. Creating prototypes consumes raw materials, but machinesmiths regularly collect odd bits and pieces of scrap in their travels, making the cost of these materials insignificant—comparable to the valueless material components of most spells. They only require their trusty set of artisan's tools and blueprint book to construct a prototype.

If a spell normally has a costly material component, that component is expended during the consumption of that particular prototype. A machinesmith can prepare any prototype found within his blueprint book. Blueprints are the directions for creating prototypes, akin to inscribed spells or scrolls, which only machinesmiths can decipher. To learn or use a prototype from a blueprint, a machinesmith must have an Intelligence score equal to at least 10 + the prototype's level. The DC for a saving throw against a machinesmith's prototype is 10 + the prototype level + the machinesmith's Intelligence modifier. A blueprint book may hold any number of prototype blueprints. The machinesmith must refer to his blueprint book, as a wizard refers to their spellbook, whenever he prepares a prototype but not when he consumes it. A machinesmith begins play with two 1st level prototype blueprints of his choice, plus a number of additional blueprints equal to his Intelligence modifier. At each new machinesmith level, he gains one new blueprint of any level that he can create. Adding a blueprint to his collection requires the same costs and time requirements as a wizard adding that same spell to their spellbook. A machinesmith can study a wizard or magus's spellbook to learn any blueprints that are equivalent to a spell the spellbook contains. A wizard or magus, however, cannot learn spells from a blueprint. A machinesmith does not need to decipher arcane writings before copying them.

Machinesmith Trick
2nd level – Repair Flesh (Sp): The machinesmith learns to use his repair ability on living creatures to recover their hit points. However using this ability only heals half the normal damage.

Combined Skills Pal+Machinesmith:

Appraise (Int), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge(geography) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (nobility) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int) Use Mechanical Device (Cha)

Prototype Use Per Day:

Choose 2+4 (Int Bonus) of blueprints/Prototypes
Gain 1 New Blueprint Per level, Must buy or create blueprints to gain more otherwise.

1st Level Spells
Hold Portal, Servant Drone, Feather Fall, Alarm, Transcribe, Guardian Drone

SERVANT DRONE
School transmutation; Level machinesmith 1
Casting Time 1 standard action
Components V,S,M (small clockwork device shaped like a humanoid with numerous tool-shaped appendages)
Range close (25 ft. + 5 ft./2 levels)
Effect one servant drone
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no
This spell animates a Small-sized humanoid construct to assist the machinesmith with tasks. The machinesmith can direct the drone to perform a task as a move action. The drone is capable of accomplishing any simple task or using any Dex- or Str-based skill known by the machinesmith, gaining a +1 competence bonus to all skill checks.
The servant drone may be targeted by spells and mundane attacks. It has AC 12 and 5 hp + 1 per caster level. It has a base movement speed of 30 feet. It is considered an object and is immune to nonlethal damage and critical hits. It is considered a magic item for purposes of saving throws with all saves equal to 2 + caster level.

So Far this is what I have come up with, still on the fence post about being a Wondermaker (Meaning I have can have upto 3 greatworks with Machinesmith) but none of my Greatworks will ever be master grade so it's debateable...

And Yeah my craft skills are insane >.>;


Male Human Paladin 1

Is ammunition a seperate craft skill or does it fall under the weapons category arma? Like If I can craft a minigun I can craft bullets or do I need a separate skill?

Just asking so I can move sp around to accommodate that :)


Male Human Paladin 1

@Darius: What Flyers are you talking about? please link me to the oblivion or web page you speak of! :D


M Half-elf Gunslinger (Siege Gunner) 1/ Alchemist (Grenaider) 1

I can do your ammo or terry can as part of gunsmithing we can make guns and ammo without craft checks. And. its at the top


Male Human Paladin 1

@Arma

Would choosing a Mechanus be too much for you to keep track of? If so I can choose a different greatwork, up to you~


GameMaster Armadillephant GameMaster

Crafting ammunition would fall under Craft (ammunition), but like Darius said, it's also something anyone with the Gunsmithing feat can do without checks.

As for the Mechanus, I don't have an issue.


**RESERVED FOR FALLOUT or TECH**

I am about 50% or more done. Some of the things are a little more difficult to transfer to Fallout.


Female Human (vanilla) Wasteland Sovereign 1 [Machinesmith(CombatEngineer/Bombadier)/Scholar]

Dang! This filled up quick! Sorry for my delay, gents. So here's my hopefully relevant replies.

I kind of assumed Deidre to be a good CHA character (despite only having a CHA of 12) because she would have dealt with a lot of different people working with the Followers. She'd certainly have an edge when dealing with people and her Fast Talker Scroll Scoundrel ability effectively treats her CHA as being +4 (+1 for being 12 and +3 for the ability). But, she's a jack of all trades, and you could certainly be another type of CHA based character, Winter. In fact, I always think it's cool when encounters are won without violence from the party and mainly from a savvy member tricking the enemy into killing themselves. I usually have a ton of fun playing Bard for that reason so that's what I would suggest for you. Well, I'd actually like to mainly see you indoctrinate people into ghouldom (Undead Lord/Drige Singer) :). But I understand :(

Here's a good suggestion that you may like, Gergg: UrbanBarb/ChameleonRogue. The Barb gives you Trap Finding and Trap Sense which would normally be replaced by the Chameleon, and the Chameleon grants you a Favored Terrain (which you could pick Underground if you wanted Deep Walker) and also gives you disgusting bonuses to Stealth. :)

Come on, Winter..... you could have feral ghouls under your command! Haha.


Male Human Paladin 1

Terry PM coming your way!


Male Human Paladin 1

Kora is updated now just doing some final revisions :)


Male Human Paladin 1

So looking at the Mechanus it will start with 50 hp. It won't have our high end DR though and will be relying primarily on it's AC to avoid damage. So it's going to be way more susceptible to damage then we are.

I don't know how the rules would allow it to have DR but at the first upgrade it'll gain DR 5/Adamantium so three more levels until it gains. DR :)

Also it starts off as a Medium construct so I won't be able to ride until it becomes large which will come at the first upgrade as well.

It'll be neat though to have a companion (Other than you guys of course~!). I have always loved having Dogmeat and its the first thing I do is hunt him down at Lvl 1, granted I almost die but he's my go to companion. :)


GameMaster Armadillephant GameMaster

So you're going with a quadrupedal automaton as your Mechanus?

Dang. There goes the AI motorbike... *sigh*


M Half-elf Gunslinger (Siege Gunner) 1/ Alchemist (Grenaider) 1

Okay I have most of my random conversion stuff done and everything put together I should be able to get it posted here in a day or so. Just hard to get it done and work on the plus side I have gotten a lot of overtime this week and tips have been good.


**RESERVED FOR FALLOUT or TECH**

I am running behind slightly because of my seminar. I should be able to "painfully" catch up Sunday or Monday. I am still around 60% completed.


GameMaster Armadillephant GameMaster

Don't sweat it, guys. I'm willing to wait a while for everyone to get ready.

I know it's a massive overhaul, and I'm still working on the Weapons Doc.


M Half-elf Gunslinger (Siege Gunner) 1/ Alchemist (Grenaider) 1

Yeah buddy hey arma you mind if I try a hand at a prestige class for aegis and see what you think when I'm done?? Its gonna be 40k/fallout flavored. Heheh


GameMaster Armadillephant GameMaster

Can you qualify for it already? I'm not against it down the line.

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

I added a plasma pistol and 25 energy cells, but I haven't yet updated my cap count to reflect the purchase or the caps we got from Ian when we took Tyra back to town. I'll go back through and find the weapon pricing link some time.


M Half-elf Gunslinger (Siege Gunner) 1/ Alchemist (Grenaider) 1

Oh heck no and it will taoe atleast a month to put together lol. I was just making sure I didn't waste my time out the gate lol.


Male Human Paladin 1

There is some neat Psionic classes out there but since i'm unfamiliar with them I haven't looked into it much. =/


M Half-elf Gunslinger (Siege Gunner) 1/ Alchemist (Grenaider) 1

Done with my updates will be posting it as I can allday today bout 1/2 through so far


**RESERVED FOR FALLOUT or TECH**

I am guessing I will done by tomorrow.


M Half-elf Gunslinger (Siege Gunner) 1/ Alchemist (Grenaider) 1

I should be finished by morning. I decided sleep was more important than update since I had to work.


Male Human Paladin 1

Im pretty much down just finishing the mechanus and that won't take long at all.


**RESERVED FOR FALLOUT or TECH**

Arma, how do you want to Force Fields (aka Inertia Barrier)?

Kora, how do you want to integrate our stories, please send me a pm?


**RESERVED FOR FALLOUT or TECH**

I am now working on the last piece - skills and then I will review for correctness and be ready.


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M Human (Wasteland Scavenger) Cleric (undead lord - undead subdomain) 2 / Monk (Zen Machinegunner)

I've "done" Winter in his new role as an undead lord/zen machinegunner, which seems like an unusual combination (to put it mildly).

Two questions - how will cleric spells work, and would rapid shot stack with flurry of bullets?


Male Human Paladin 1

sadly rapid shot won't stack with flurry of blows. i built a zenith archer before and the flurry stands alone. but you can trade it for weapon focus or deadly shot or other to hit enhancing feats. Like deadly aim would be a good one as well.


M Human (Wasteland Scavenger) Cleric (undead lord - undead subdomain) 2 / Monk (Zen Machinegunner)

Thanks, Kora - swapped it out for Deadly Aim.


GameMaster Armadillephant GameMaster

Terry--I'm fine with basically looking at as is, being an extra layer of protection against harm. That is to say, it adds 5 to your DR against relevant attacks.

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