HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
It is doubled, I just missed 3 times before the smite took effect
HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Before you cross that bridge, level up to 7 please.
One hint: Flying is really helpful. And not being able to survive a fall from 200ft (for 20d6 damage) into water where the swim DC is 20 is not helpful.
HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Yes then I forgot, I am a bad PC. I will do it "Right now" haha
HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
I will look tongiht, I was thinking Leadership lol
HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
You have a really limited number of LoH for that. You can do that two times for two rounds using up all your potential healing (assuming your profile is up to date). But if you make that two rounds count it can be great.
HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
It is Channel Energy and yes you are right, I realize it is a standard action but I think over all it will be thematic for Herm since I don't know what else to take.
He doesn't have mercies to get those feats and I think being able to get bane of whatever weapon I use will be helpful.
HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Lay on Hands (3d6 hit points, 5/day) (Su) As a standard action (swift on self), touch channels positive
energy and applies mercies.
Paladin Channel Positive Energy 4d6 (2/day, DC 15) (Su) Positive energy heals the living and harms
the undead; negative has the reverse effect.
From the CRB: Channel Positive Energy (Su): When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.
LoH you get 1d6 for every 2 level pally -> 3d6
Channel you get like a cleric of your level for 4d6
HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Yes I see that now, I can always "retrain" it out lol.
Herm can use a LOH to activate an aura in 10' everyone gets +1 to AC, CMD and Saves, plus stablizies instantly
Jominda opened the door and started initiative.
She threw a bomb and flew away and is now over the river, where the beast can't follow.
Same for Harrold. Herm is somewhere in front of the door. Either directly, or some steps away, as you never wrote that you moved in any direction since the door was opened.
But closing the doow now might be difficult with the beast standing in the way.
"We can just go in quick and hit fast and maybe we can beat it" Herm says
I really like playing with you in this game, therefore I have to object here. The adventure is a bit railroady here, but you can't see the railroad, as the checks to see the plan are around 35.
Also the end is stupid, as it assumes, you use the remote control to steer Thomas to fight the last golem. If you walk in this room and get into a fight with the thing on your own you're dead. I don't even need to roll for that. So please take Kendra's advice and do a really thorough check on your options.
Waxwood knows everything about the inside and is eager to help you with everything you want to try.
HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
I remember how this ends and I didn't want to make it so that Herm had any idea of what was going on.
He would Charge in and try to take it on and I was trying to play that out without using any Out of Game Knowledge, Kendra just needs to be a bit more assertive and Herm will follow her like he did her father.
No disrespect to Kendra and her Controller, Herm knew and followed your father and helped him out he will do the same with Kendra if she asks
Yes, Kendra is growing to respect Herm a lot, and sees his value. But she is also worried about him, therefore she doesn't want him just jumping in when the last monster was so tough already.
She is trying to come up with a plan, but she isn't the type to boss everyone around; she thinks that with proper thought the best course of action can be devised, and everyone will agree on it without her needing to boss people about.
HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Which is fair, Herm was brash as a younger man and your father and basically Boot camp tempered that a bit but it is a hard habit to kick.
Flesh Golem's magic immunity: A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds (no save).
Alchemist Bomb is (SU).
"On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. "
"Supernatural Abilities (Su)
Supernatural abilities are magical but not spell-like. Supernatural abilities are not subject to spell resistance and do not function in areas where magic is suppressed or negated (such as an antimagic field). A supernatural ability’s effect cannot be dispelled and is not subject to counterspells. See Table: Special Ability Types for a summary of the types of special abilities."
A bomb is an SU ability that deals fire damage, hence golem is slowed.
Female Human Alchemist (8) - Init+4, Save +7/+9/+5, AC19/12/17, HP 51, Perc. +11
Just as a reminder: Even though the avatar of the count looks pristine, in game he looks like s$@%. He could really use some healing. I would provide some, but I never could bring myself to take the discovery to be able to share my extracts.
HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
I am good with pushing forward to the next day, 500pp or 250?
HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Herm is going to make his Master work full plate +1, which is only 1150 difference.
Other than that I am not sure what he needs right now