[dice=perception Vitro]1d20 + 5[/dice]
[dice=perception Justin]1d20[/dice] or +10 with scent
[dice=perception Snowflake]1d20 + 1[/dice]
[dice=perception Dayo]1d20 + 5[/dice]
[dice=perception Eoghan]1d20 + 12[/dice] +1 for traps
[dice=will save vitro]1d20 + 2[/dice]
[dice=will save Justin]1d20 + 5[/dice]
[dice=will save snowflake]1d20 + 10[/dice]
[dice=will save Dayo]1d20 + 4[/dice]
[dice=will save Eoghan]1d20 + 8[/dice]
[dice=fort save vitro]1d20 + 2[/dice]
[dice=fort save Justin]1d20 + 4[/dice]
[dice=fort save snowflake]1d20 + 11[/dice]
[dice=fort save Dayo]1d20 + 10[/dice]
[dice=fort save Eoghan]1d20 + 9[/dice]
[dice=reflex save vitro]1d20 + 4[/dice]
[dice=reflex save Justin]1d20 + 4[/dice]
[dice=reflex save snowflake]1d20 + 4[/dice]
[dice=reflex save Dayo]1d20 + 14[/dice]
[dice=reflex save Eoghan]1d20 + 5[/dice]
HP 45/49 | AC17 T10 FF15 CMD20 (+1 on all vs traps)| F+9 R+5 (+6 for traps) W+8 (immune to fear and disease)| Init+2 | Perception +12 (+1 for traps) (automatic Perception check within 10 ft of a trap, at +13), low-light vision | speed 20 ft
We understand (or at least, I do). I won't be active much, either.
I think we might all be waiting on eachother, but its hard in this case to give you any guidance on the subject.
Also, the forum acted up again, so some dots disappeared so people might just not see that there have been posts.
If you let me know from which side you want to approach, I can take if from there (you can pre-buff).
The poor guy dressed up as a scarecrow told you when he and the other farmers approached the farm, the 'monsters' came from the barn.
Yeah, what the wolf says. It can mess it up, but its part of my forum thrawl to look at my campaign tab.
Only thing is that the mechanic that does the 'new' think sometimes goes tits up.
For justins burrow i'm kind of picturing new jersey, where the line between legitimate government operations and crime controlled businesses gets more than a little blurry.
I don't think justin would care much as long as there was someone you could make an appointment with.
HP 45/49 | AC17 T10 FF15 CMD20 (+1 on all vs traps)| F+9 R+5 (+6 for traps) W+8 (immune to fear and disease)| Init+2 | Perception +12 (+1 for traps) (automatic Perception check within 10 ft of a trap, at +13), low-light vision | speed 20 ft
I like you collecting all the <animal's> <x> spells, but is Eagle's Splendor really worth taking? I mean, I don't want to disrespect your spell choice, it's certainly a good option in this party, but I've rarely seen it do something. It's nice for Dayo's DCs and AC, maybe Snowflake gets something out of it? As a Diplomacy booster it's only so-so.
Maybe I'm missing something, of course.
I likey the Bear's Endurance.
Normally it wouldn't but in a party of 3 paladins it's a +3 to someone's saves when justin casts it, and it's an increase to dayos.. well. everything i think. With half the party going for the same mental stat i think we'll be relying on the spell for a while.
Yes, hope I portrayed that well in my roleplay. That's why I didn't want to get involved with the Goblin babies. You had a nice interaction with them, I would've only seen them as future killers.
LG Male Human (Pld 3, Mnk 2) | HP 69 | AC 32, T 28, FF 21 | CMD 30 | Fort +16, Ref +19, Will +7 (Evasion; Immune to Fear/Disease) | Init +9 | Perc +5 (darkvision 10 ft; low-light vision) | Spd 30 ft | LoH 7/7 | Smite 1/1 | Stunning Fist 2/2 | Active Conditions:Bear's Endurance, Cat's Grace, Eagle's Splendor, Mage Armor, Reduce Person
LG Male Human (Pld 3, Mnk 2) | HP 69 | AC 32, T 28, FF 21 | CMD 30 | Fort +16, Ref +19, Will +7 (Evasion; Immune to Fear/Disease) | Init +9 | Perc +5 (darkvision 10 ft; low-light vision) | Spd 30 ft | LoH 7/7 | Smite 1/1 | Stunning Fist 2/2 | Active Conditions:Bear's Endurance, Cat's Grace, Eagle's Splendor, Mage Armor, Reduce Person
But that is with half (a quarter?) of Justin's spells for the day put on him. I don't think this will happen all that often. :P
And I guess in a few levels it will even out. Enemies get better to hit, so that won't be that absurd anymore, I think.
I mentioned this during the ghoul fight, but I felt bad it was so trivial. Ghouls are supposed to be dangerous. I've run several games where their paralysis was dicey. Players are supposed to be on the defensive.
Yeah, on the one hand, it's supposed to be an "oh, crap" fight, but 6 Ghouls on a level 4 party is almost trivial. Especially considering players have the resources now to overpower them. And it's not a matter of us being overpowered (well, maybe a little). All of Justin's buffs are Core Rulebook, so a buff-happy Wizard could've done this as well, way back when.
Ghouls are in a weird place. They're only CR 1, without something extra they quickly get into trouble trying to hit people at higher level.
But when you give them something extra (like class levels), they become really unreasonably scary. What would be more dangerous? Giving the 5th level rogue another rogue level or giving him a chance at paralysis on each of his three attacks? Should be worth the same CR increase but it's not the same amount of danger extra.