GM Rednal's Wrath of the Righteous (Inactive)

Game Master Rednal

The Ruins of Drezen
Citadel Drezen
Drezen Dungeon
Battle Map
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Party Loot


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Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

Sickle, Starknife and Scimitar.

Ranged... Bombs... >:)

Tarov

Np, like I said I don't turn down things, especially shiny things. xD

Julian however is the type that if there an advantage to gain he goes for it.

GM Rednal

Hmm it has the community stuff but I don't see anything that says 'Gestalt'. :/


It's with the d20pfsrd pack, I believe... *Rubs chin* Not sure why it wouldn't be loading if you've gotten it set up properly.


Female Human Paladin/Shaman 2 | HP: 20 | AC: 21 (16)/12/14 | Fort +6, Ref +6, Will +9 | BAB +2, CMB +5, CMD 18 | Init: +2 | Perception: +8 |

Yukio's using a longspear and longbow when necessary.


Male Dwarf Defender 12 [ HP: 209/209 THP: 0/0 | AC: 24, T: 12, FF: 24 | CMD: 31 | F: +17, R: +14, W: +18 (+5 vs. spells and SLAs, +3 vs. poison) | Init: +8, Per: +26 | 1: 7/7, 2: 7/7, 3: 5/5, 4: 4/4 | DDP: 0/36, GB: 12/12, MP: 5/5, P: 10/10, SM: 9/9, SR: 12/12 ]

The reason I'm reluctant to give up my Dorn-Dergar is that Tarov is built around locking down as much of an area as possible. When he uses his Defensive Focus ability, he can take AoOs on anything that provokes in a 15 ft. radius (because Dorn-Dergar + Boulder Helmet are the best combo) and I don't really want to give up that extra reach unless we get stuck in really tight tunnels.


Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

Thats fine Tarov. :) Paige, Yukio or Myself can carry it for now. I understand how BA that Dorn-Dergar is and I don't want you changing your tactics over this. We can always try and sell stuff later and enchant your weapon. >:3


Male Dwarf Defender 12 [ HP: 209/209 THP: 0/0 | AC: 24, T: 12, FF: 24 | CMD: 31 | F: +17, R: +14, W: +18 (+5 vs. spells and SLAs, +3 vs. poison) | Init: +8, Per: +26 | 1: 7/7, 2: 7/7, 3: 5/5, 4: 4/4 | DDP: 0/36, GB: 12/12, MP: 5/5, P: 10/10, SM: 9/9, SR: 12/12 ]

The intention at this point is actually to get a dwarven longaxe, instead. I realized I don't really need to be able to switch between 5ft and 10ft reach, because at level 6 I can make a reach weapon attack 5 ft, anyway. And the boulder helmet is super cool so I might as well use it. :D


Male Dwarf Defender 12 [ HP: 209/209 THP: 0/0 | AC: 24, T: 12, FF: 24 | CMD: 31 | F: +17, R: +14, W: +18 (+5 vs. spells and SLAs, +3 vs. poison) | Init: +8, Per: +26 | 1: 7/7, 2: 7/7, 3: 5/5, 4: 4/4 | DDP: 0/36, GB: 12/12, MP: 5/5, P: 10/10, SM: 9/9, SR: 12/12 ]

Woo, new level! :D

How were we handling HP, again?


Female Human Paladin/Bard 2 | HP: 18/24 | AC: 16/12/14 | Fort +10, Ref +10, Will +8 | BAB +2, CMB +5, CMD 17 | Init: +7 | Perception: +5

Paige is on Longsword duty in melee, Longbow duty out of it. Seeing as even a +1 Mace is only slightly better than a weapon with a 1d8 damage die due to the to-hit bonus, someone should definitely use it as a backup weapon/in the event we encounter something with DR/ magic or bludgeoning early on. Tarov, if you're not fond of wanting to switch between reach, then maybe Yukio should take it for the purpose of having something to hit hard in tight quarters, in case that's an issue? Paige doesn't have the issue of reach, and has all her damage type bases covered already.

As for level-up stuff:

Second level gives Paige:
Base saves of 2/2/2 to 3/3/3, +2 BAB, 11 skill points (favoured class bonus will be going to that for levels where she isn't taking a spell known), and are we rolling or taking max HP for our HD?

Bard s$~~:
Versatile Performance (Sing), letting her use her Perform (Sing) roll and any bonuses in the place of Bluff and Sense Motive.
Well Versed, for a +4 to throws made against enemy bardic performances, sonic, and language-dependent effects.
Spells known: Detect Magic, Chord of Shards (one offensive spell per spell level won't hurt)

Paladin s$+&:
Divine Grace, which means Paige's saves are now through the roof.
Lay on Hands, which means between Yukio and Paige we've got some solid healing going on.

I'll add it all in, although if there's anything spell-wise that people would rather I grab, let me know.

Oh, and if you want our updates to be that in-depth, the eleven ranks went to: Diplomacy, Climb, Knowledge (Arcana, Dungeoneering, Geography, Nature, Nobility), Perception, Perform (Sing), Profession (Soldier), and Stealth.


Male Dwarf Defender 12 [ HP: 209/209 THP: 0/0 | AC: 24, T: 12, FF: 24 | CMD: 31 | F: +17, R: +14, W: +18 (+5 vs. spells and SLAs, +3 vs. poison) | Init: +8, Per: +26 | 1: 7/7, 2: 7/7, 3: 5/5, 4: 4/4 | DDP: 0/36, GB: 12/12, MP: 5/5, P: 10/10, SM: 9/9, SR: 12/12 ]

Totally okay with Yukio taking it, if she wants it.

Second level bumps Tarov's saves to +3/+0/+3, +2 BAB, 8 more skill points, and HP to be declared once I get info on it. :3

Warder stuff:

  • Armiger's Mark: allows me to impose a to-hit penalty on enemies if they try to beat on anybody but me.
  • 1 new Maneuver: Encouraging Roar.
  • 1 new Stance: Eyes of the Crane.

    Cavalier stuff:

  • Aid Allies: increases my base bonus from Aid Another to +3. With a second level in Cavalier, this brings the total to +5. :D

    The only skill I didn't take a second point in was Climb. Threw that point into Swim. It'll probably be my floating skill point from now on. Maybe start grabbing more languages with Linguistics next level? We'll see!


  • It was listed in the recruitment thread. XD "HP: Max per hit-dice"

    Things're looking fine so far, though. ^^


    Male Dwarf Defender 12 [ HP: 209/209 THP: 0/0 | AC: 24, T: 12, FF: 24 | CMD: 31 | F: +17, R: +14, W: +18 (+5 vs. spells and SLAs, +3 vs. poison) | Init: +8, Per: +26 | 1: 7/7, 2: 7/7, 3: 5/5, 4: 4/4 | DDP: 0/36, GB: 12/12, MP: 5/5, P: 10/10, SM: 9/9, SR: 12/12 ]

    Puts me to a nice beefy 36 HP. :)

    Alias profile is updated, Tarov is good to go!


    Female Human Paladin/Bard 2 | HP: 18/24 | AC: 16/12/14 | Fort +10, Ref +10, Will +8 | BAB +2, CMB +5, CMD 17 | Init: +7 | Perception: +5

    Oh, right. It was so long ago I forgot about that.


    Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

    Julians Advancement

    SP to allocate 9

    Saves to +4 +8 +4 BAB +1

    Magus -

    AC rises to 18 while weilding scimitar
    Spellstrike
    Gains an additional 1st lvl spell slot

    Alchemist -

    Discovery: Chose Infusion, may create Infusions that can be used by others~ Booyah, increased party healing~ Can give people True Strike Extracts and Shield. :3

    Poisoning - Can apply poison to weapons without harming themselves.

    Alchemical Weapon - Infuse ammunition or weapon with a single harmful alchemical property


    Female Human Paladin/Shaman 2 | HP: 20 | AC: 21 (16)/12/14 | Fort +6, Ref +6, Will +9 | BAB +2, CMB +5, CMD 18 | Init: +2 | Perception: +8 |

    Yukio, Level 2 Shaman/Paladin

    +10 HP
    +1 BAB
    +3 Ref (+3 DG), +4 Fort (+3 DG, +1 lvl), +4 Will (+3 DG, +1 lvl)
    +1 CMB/CMD (+1 BAB)

    Features (Paladin)
    Divine Grace (+3 to saves from cha)
    Lay on Hands (4/day, 1d6 hp healed)

    Features (Shaman)
    +1 lvl 0 spell slot, +1 lvl 1 spell slot
    Hex: Healing (1/person/day, 1d8+2 healed)

    Skills (+9 ranks = 4 class + 2 int + 1 race + 1 perform + 1 favored)
    Applied to same skills as level 1.

    Corrections
    Replaced bonus feat with Skill Focus (Religion)
    Added divine favor as SLA (from Touched by Divinity trait)


    Both of you look pretty good - just to doublecheck, Julian, what points are going into your saves?


    Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

    Oh that is just the level 2 saves for magus/alchemist combo.

    Points?


    Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

    I am slowly updating him but he has a +5 dex +3 reflex from alchemist then +1 will/fort and +3/+3 from magus. So +4/8/4


    Yeah, that looks right. ^^ I've had the odd problem with people counting saves improperly in the past (stacking them instead of taking the highest total - admittedly, Gestalt can be a bit confusing), so I've been paying more attention to that lately.


    Female Human Paladin/Shaman 2 | HP: 20 | AC: 21 (16)/12/14 | Fort +6, Ref +6, Will +9 | BAB +2, CMB +5, CMD 18 | Init: +2 | Perception: +8 |

    Re: the morningstar, Yukio will grab it for now since it seems no one else will use it.


    Male Dwarf Defender 12 [ HP: 209/209 THP: 0/0 | AC: 24, T: 12, FF: 24 | CMD: 31 | F: +17, R: +14, W: +18 (+5 vs. spells and SLAs, +3 vs. poison) | Init: +8, Per: +26 | 1: 7/7, 2: 7/7, 3: 5/5, 4: 4/4 | DDP: 0/36, GB: 12/12, MP: 5/5, P: 10/10, SM: 9/9, SR: 12/12 ]

    Sounds good. I don't even have Power Attack until level 3, so I won't really need to worry about boosting my to-hit just yet. :)


    Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

    Fine by me.


    Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

    Mad Loot:

    Masterwork Backpack
    10 days of trail rations
    flint and steel
    set of caltrops
    2x flasks of oil
    bundle of 12 arrows,
    potion of cure light wounds
    potion of lesser restoration.

    a torn bedroll
    three candle stubs (each of which can burn for about 30 minutes)
    a bent fishhook
    10 feet of badly frayed hemp rope
    1x copper brooch depicting a bat perched on a mushroom.

    2x potions of cure light wounds
    1x a knotted gold ring
    1x masterwork warhammer

    two holy waters

    garb of crusaders of Iomedae.
    2x chain shirts, particularly well-made.
    1x potion of cure light wounds
    1x scroll of cause fear
    129 GP.

    2x glaives
    2x spiked gauntlets
    unholy symbol of Baphomet (ruby eyes/small)

    magical morningstar.

    just tracking everything so far.

    Make sure to add the scales to your sheets. :)

    BTW thanks Rednal got the Gestalt deal working. It hates the Dragonrider SGG file but if I disable the Dragonrider it works and its awesome!


    Female Human Paladin/Bard 2 | HP: 18/24 | AC: 16/12/14 | Fort +10, Ref +10, Will +8 | BAB +2, CMB +5, CMD 17 | Init: +7 | Perception: +5

    Does "particularly well-made" mean Masterwork? Because if so, I think Paige'll take one of them; it'll still bring a -1 penalty to Dex skills, but that extra 2 AC sounds pretty good, considering how behind she is in the AC department.


    Yes, it does mean Masterwork. ^^ Any time I add a note like that, the item is visibly better than a normal item of its make and is at least Masterwork.


    Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

    Thats why I am doing an appraise check to see what well made means lol. Julian was going to give you one but I didn't think I should post that until I was sure.

    However I am sure with my Appraise roll I shouldn't have trouble appraising one of the armors. :3


    Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

    Very nice, didn't realize I had been ninja'ed. lol


    Muwahaha~

    Also, are all of you ready to proceed to tomorrow, or are there still things you'd like to do?


    Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

    I'm good post coming up for tomorrow's stuffs~ ;)


    Male Dwarf Defender 12 [ HP: 209/209 THP: 0/0 | AC: 24, T: 12, FF: 24 | CMD: 31 | F: +17, R: +14, W: +18 (+5 vs. spells and SLAs, +3 vs. poison) | Init: +8, Per: +26 | 1: 7/7, 2: 7/7, 3: 5/5, 4: 4/4 | DDP: 0/36, GB: 12/12, MP: 5/5, P: 10/10, SM: 9/9, SR: 12/12 ]

    I'm ready to move on. I imagine Tarov just went and found some place to eat/sleep. We had a pretty long day, what with repairing the shrine and all that.


    Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

    So Paige and I are armored up~ Wooties~

    Now Julian can do some fighting. And Precise bombs is gonna be Awesome~

    Unless the NPC's rush into battle I can avoid hitting everyone with my bombs... >.>;


    You can safely assume that the NPCs won't be rushing into battle. XD


    Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

    Ahhh come on, just let me bomb Horgus once.... Or Twice. I can accidentally slip a second bomb... >.>;

    I have started building Julian's 3rd level build and it is Smexy~

    I thought for the longest time that Kensai couldn't wear armor but they can wear the light stuff~ Mwahaha.

    The only thing I dislike is the Quick Poisoning... Unless there are Celestial poisons then that ability will go unused. :/


    Male Dwarf Defender 12 [ HP: 209/209 THP: 0/0 | AC: 24, T: 12, FF: 24 | CMD: 31 | F: +17, R: +14, W: +18 (+5 vs. spells and SLAs, +3 vs. poison) | Init: +8, Per: +26 | 1: 7/7, 2: 7/7, 3: 5/5, 4: 4/4 | DDP: 0/36, GB: 12/12, MP: 5/5, P: 10/10, SM: 9/9, SR: 12/12 ]

    Just so you know, Julian, Kensai lose their Int-to-AC if they wear armor. It's not that they don't have proficiency, it's that it doesn't work with some of your abilities.


    Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

    He only gains normal arcane spell failure, Kensai has the Canny Defense ability which acts just like duelist. Which allows Light or No armor. I don't see where they lose their abilities? Can I see a different source or was there an errata?


    Kensai:

    KENSAI (ARCHETYPE)

    A kensai spends his life focusing his training and
    meditation into a rapturous perfection of the use of a
    single weapon, which is usually but not always a sword,
    channeling his arcane might through it in a dizzying and
    deadly dance beyond the abilities of even the greatest of
    mundane warriors.

    Weapon and Armor Proficiency: A kensai is proficient
    in simple weapons and in a single martial or exotic melee
    weapon of his choice. A kensai is not proficient with armor
    or shields and suffers normal arcane spell failure chance
    when casting magus spells while armored.

    Diminished Spellcasting: A kensai may cast one fewer
    spell of each level than normal. If this reduces the number
    to 0, he may cast spells of that level only if his Intelligence
    allows bonus spells of that level.

    Canny Defense (Ex): At 1st level, when a kensai is
    wielding his chosen weapon, he gains the canny defense
    ability. This is identical to the duelist prestige class ability
    of the same name (Core Rulebook 382), save that his chosen
    weapon may be of any type.

    Weapon Focus (Ex): At 1st level, a kensai gains Weapon
    Focus with his chosen weapon as a bonus feat.

    Perfect Strike (Ex): At 4th level, when a kensai hits with
    his chosen weapon, he can spend 1 point from his arcane
    pool in order to maximize his weapon damage. Don’t roll
    for damage—the weapon deals maximum damage. This
    affects only the weapon’s base damage dice, not additional
    damage from sneak attack, magical weapon properties,
    spellstrike, or critical hits.

    If the kensai confirms a critical hit, he can instead spend
    2 points from his arcane pool to increase his weapon’s
    critical multiplier by 1. This ability replaces spell recall.
    Fighter Training (Ex): Starting at 7th level, a kensai
    counts his magus level –3 as his fighter level for the
    purpose of qualifying for feats (if he has levels in fighter,
    these levels stack), but forfeits the benefit of such feats
    with weapons other than his favored weapon. This ability
    replaces knowledge pool.

    Iaijutsu (Ex): At 7th level, a kensai applies his Intelligence
    modifier as well as his Dexterity modifier on initiative rolls
    (minimum 0). A kensai may make attacks of opportunity
    when f lat-footed, and may draw his favored weapon as a
    free action as part of taking an attack of opportunity. This
    ability replaces the medium armor ability.

    Critical Perfection (Ex): At 9th level, a kensai adds
    his Intelligence bonus (minimum 0) on critical hit
    confirmation rolls with his favored weapon. In addition,
    the kensai may use his magus levels in place of his base
    attack bonuses to qualify for Critical Focus and any feat
    for which it is a prerequisite; these feats apply only with a
    kensai’s favored weapon. This ability replaces the magus
    arcana normally gained at 9th level.

    Superior Ref lexes (Ex): At 11th level, kensai can make a
    number of attacks of opportunity in a round equal to his
    Intelligence modifier (minimum 1). This effect stacks with
    the Combat Ref lexes feat. This ability replaces improved
    spell recall.

    Iaijutsu Focus (Ex): At 13th level, a kensai may always
    act and may draw his weapon as a swift action during a
    surprise round, though he is considered f lat-footed until
    he acts. During a surprise round or when attacking a f latfooted
    opponent, he adds his Intelligence modifier on
    damage with his chosen weapon (minimum 0). This ability
    replaces heavy armor.

    Iaijutsu Master (Ex): At 19th level, a kensai’s initiative
    roll is automatically a natural 20 and he is never surprised.
    This ability replaces greater spell access.
    Weapon Mastery (Ex): At 20th level, a kensai gains
    weapon mastery with his favored weapon, as the fighter
    class ability. This ability replaces true magus.

    I don't see it anywhere where they lose their abilities when armored other then gaining normal arcane spell failure. I don't want to make a character broken but I honestly didn't see such a detriment in play. I appreciate the feedback because I honestly do not keep up with every errata. :/


    Male Dwarf Defender 12 [ HP: 209/209 THP: 0/0 | AC: 24, T: 12, FF: 24 | CMD: 31 | F: +17, R: +14, W: +18 (+5 vs. spells and SLAs, +3 vs. poison) | Init: +8, Per: +26 | 1: 7/7, 2: 7/7, 3: 5/5, 4: 4/4 | DDP: 0/36, GB: 12/12, MP: 5/5, P: 10/10, SM: 9/9, SR: 12/12 ]

    Ah, you're right. It's because you have ASF for your Magus spells when you wear armor. I see.

    It's been a looooong time since I last read the Kensai entry. My bad.


    Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

    Hey no problem! :D

    I was looking like crazy because I have seen that before too but then its like not there at all anymore. :) I appreciate the looking out though and I know the ASF may be a bugger but thats where his Alchemist comes in. :)

    Alchemist is the only reason he gets Light Armor anyhow or else it wouldn't have worked I still don't get shields but that would be dumb for this build lol.

    Besides I can now feed enlarge person to Tarov, among other extracts. >:3 Mwahaha.

    Edit

    I know I picked a couple of action crazy classes but I was interested in seeing how they work together and so far I am not too disappointed. Granted Rednal was very nice in allowing our point buy but Julian, unlike you HP Juggernauts xD is still kinda a glass cannon. He's got bombs, and dex but his HP is lacking compared to you guys.

    However Magus gives him attack power and the ability to fight up close.

    While Alchemist gives him utility and support stuff along with ranged destructions. I cannot Wait for Rapid Shot Holy Bombs~ i had thought about Healing bombs but they seem so... Meh. :P


    Male Dwarf Defender 12 [ HP: 209/209 THP: 0/0 | AC: 24, T: 12, FF: 24 | CMD: 31 | F: +17, R: +14, W: +18 (+5 vs. spells and SLAs, +3 vs. poison) | Init: +8, Per: +26 | 1: 7/7, 2: 7/7, 3: 5/5, 4: 4/4 | DDP: 0/36, GB: 12/12, MP: 5/5, P: 10/10, SM: 9/9, SR: 12/12 ]

    Would not complain. Being the extra-big dwarf would be pretty fun.


    Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

    Slipped in an edit above ^.^; sorry~

    Yep and I will be possibly going into crafty mage type so Julian is going to be a hardworking guy if we are allowed some downtime that is.

    Its gonna be fun to see the beast your character becomes Tarov! xD


    Well, healing bombs sound like they might be nice against undead, and since this campaign is known for underestimating player power, I might well just double or triple the number of enemies every now and then simply to keep you on your toes...

    Oh, and the files for the Advanced Bestiary are almost out. ^^ Boy am I gonna have fun with those.


    Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

    Healing bombs if I read them right are weak. :/ doing the same die worth S the potions or extract they are mAde out of and doing thr min splash as well.

    So if it was a 1d8+5 clw then that is all it could do. Holy bombs would work better lol.

    Granted if I am burning csw potions then it might be better but still. Kinda meh ability. :/


    Good point. XD It IS true that some abilities are... more effective than others at taking down enemies.


    Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

    Dont get me wrong it could be nice but it doesn't use my bomb damage as healing so it really makes me bulk at wasting a discovery. :/

    You know cause who couldnt use a tentacle or extra arms... >:)


    Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

    So with Infusion discovery you guys can use my extracts and until they are used they take up that spell slot. Don't feel obligated to use them though. It just makes for fun utility abilities. :3


    Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

    Well if that bomb hits then our opponents are going to be hurting!

    Can't believe I rolled two max bomb hits and splash damage for my bombs is 7 so that gives us better odds. :/


    Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15

    GM Rednal.

    Just to be sure. Did we have time to prepare before the fight. Just wanted tonmake sure my Mutagen went into effect. :)

    Thanks!


    You rounded the corner whenever you wanted to - so yes, you had time to prepare. ^^


    Female Human Paladin/Bard 2 | HP: 18/24 | AC: 16/12/14 | Fort +10, Ref +10, Will +8 | BAB +2, CMB +5, CMD 17 | Init: +7 | Perception: +5
    GM Rednal wrote:
    Well, healing bombs sound like they might be nice against undead, and since this campaign is known for underestimating player power, I might well just double or triple the number of enemies every now and then simply to keep you on your toes...

    I feel you, man. The amount of work I've put into rebalancing this AP for my meatspace group is insane. They outscaled book two so quickly that I've become this twisted mix of desperate and evil in making them humble.


    Male Dwarf Defender 12 [ HP: 209/209 THP: 0/0 | AC: 24, T: 12, FF: 24 | CMD: 31 | F: +17, R: +14, W: +18 (+5 vs. spells and SLAs, +3 vs. poison) | Init: +8, Per: +26 | 1: 7/7, 2: 7/7, 3: 5/5, 4: 4/4 | DDP: 0/36, GB: 12/12, MP: 5/5, P: 10/10, SM: 9/9, SR: 12/12 ]

    Hey, as long as I get to make AoOs at some point, I'm happy. That's really all I want from this character. To beat the stuffing out of anybody who tries to moves around me.


    Julian Religion: Desna | HP: 96/103 | AC: 27 / T: 23 / FF: 14 / Resist: Fire 5 Defiant Armor - vs Evil Outsiders +2 AC DR 2/- | F: +8, R: +14, W: +8 | BAB +6 CMB: +7 CMD: +30 | Ini: +15 Perception: +15
    GM Rednal wrote:
    You rounded the corner whenever you wanted to - so yes, you had time to prepare. ^^

    Okay just making sure. :) ty!

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