Hellscarred and War-torn (Inactive)

Game Master Zedth

It has been more than a century since Mylosis fell to the disgraces of hell. The events that followed unleashed a tide of hellspawn and other disgraces upon the Western Realm. The land is in a time of crucial flux, and the reigns of freedom are being seized by our intrepid heroes.

Map of the Realm
Map of the Realm (2)
Current Tactical Map

Party Treasure

Party Health
Catcher........111/111
Gromff.........109/123
Roland.........132/144, 0/18 Bonus HP, Fire Resist: 2, DR 4/-, Lesser Celestial Totem,
Crystallius....92/92
Chiro..........117/117

Party Passive Perception scores
Catcher......9 (-1)
Gromff.......12 (+2)
Roland.......23 (+13)
Crystallius..28 (+18)
Chiro...........27 (+17)

Initiative rolls:

Initiative Rolls
[dice=Gromff]1d20+5[/dice]
[dice=Roland]1d20+1[/dice]
[dice=Catcher]1d20+12[/dice]
[dice=Crystallius]1d20+5[/dice]
[dice=Chiro]1d20+5[/dice]


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Tactical Map
Veronica  wrote:
Similarly, like my current effects says, my AC is 22 and that first attack missed.

Oops. I have no idea how I thought a 20 was a hit. Fixing now. The "2d6" rolls were 6 and 2, so I will subtract the first one.


Tactical Map
Roland, just Roland wrote:

So now that Life Link is in actions I have questions, and I just want to put them into the GM's hands, so any answer will suffice.

1. Does the Lesser Celestial Totem power apply to the Life Link healing? That would mean something like 3 or 4 extra hit points a round now, since her Oracle CL is not that high, but it might increase in the future, making it kinda strong together.

I'm going to have to say no, since Life Link is not a spell, per se. There will be no synergy there.

Roland, just Roland wrote:
2. Does the healing occur before or after the bleed next round?

The Life Link heal occurs next round, so assuming Veronica passes her CL check, Roland will not have to suffer any further bleed damage.


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

What a pity, I would love to see that working!

Anyway, Zedth, my HP count and yours do not match, because of the first line on this post. I was hit once more when you DMPC me, because my AC was not that high because of rage.


Tactical Map

Edited. Thank you, I read that post but forgot to update it.


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

Going on vacation until Sunday. Pretty sure I will only have my phone to post. DMPC as needed.


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

Shouldn't your CL for the channel be 5 since you channel 3d6 Veronica?


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

... Yes, yes it should. I was using the same CL for the Life Link.

That means it is 16, so Gromff is cured as well.

Good catch Roland!

In my defense, I have, like, four different CL's depending on what exactly I'm doing.


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

I know, and since your channel affects me (Celestial totem) I'm keeping an eye on that as well!

Now since I have no freaking way of doing anything to that guy on the roof, let me act already.


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

In case I throw DP at the creep on the ceiling, is there any chance he would fall if hit hard enough?


Tactical Map

Veronica,
The other infernal wound is on Catcher, not Gromff. Either way, your rolls are high enough to cancel out further bleeding, so woohoo!

Roland, just Roland wrote:
In case I throw DP at the creep on the ceiling, is there any chance he would fall if hit hard enough?

Sure thing. Here are two ideas I have:

1) We can call it the equivalent of a Trip combat maneuver, done at range by a throw. You'll have to beat his CMD of 30 which won't be easy, but certainly doable with a decent roll.

2) If you (as in Roland, and/or the group) can deal 35 points of damage to the stone ceiling (hardness of 8 against physical damage, 1/2 damage from energy attacks/spells) before the gug moves (presumably to a spot of ceiling that isn't damaged), that will cause the gug to fall.

Does that sound fair?


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

Sounds fair, but I don't think Roland would try to hit the ceiling. He'd rather hit the enemy instead, so let's go with that combat maneuver cause I'm tired of jumping... Bad things happen when I jump...


Tactical Map

Roland,
Your rage and your accurate stance both should add to your CMB.

The rage is a no-brainer. The vanilla version adds to Strength, which certainly would add to your CMB/CMD, but the unchained version just gives a flat +2 bonus to attack rolls and damage rolls.

Since combat maneuvers are in fact attack rolls, yours will benefit from your rage and accurate stance.


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

Well, that's good to know if you rule it like that, and I surely agree with the rage bonus, but when I was checking if the other applies or not, I saw the Strength stance, opposite to the one I have, check it out:

Accurate Stance (Ex): The barbarian can focus her strikes. She gains a +1 competence bonus on melee attack rolls and thrown weapon attack rolls. This bonus increases by 1 for every 4 levels the barbarian has. This is a stance rage power.

Strength Stance (Ex): The barbarian can summon mighty strength. She gains a +1 competence bonus on combat maneuvers and to her CMD. These bonuses increase by 1 for every 4 levels the barbarian has. In addition, she gains a +8 competence bonus on Strength checks to lift, push, bend, or break objects (this does not apply to combat maneuvers). This is a stance rage power.

So I don't think that applies to CMB as written, but I know this maneuver would be something of new. In any case, both bonuses added would only reach 26, so not enough either way.

I was even thinking about retraining that stance since so far I couldn't afford the time to use it a single time up to this moment! Only now that I'm out of options, and it's still not good enough.


Tactical Map

Fair points.

I read over the combat maneuver section and it seems to call them out as "attack rolls", so I would have assumed that Accurate Stance would add to a CMB, but maybe I'm missing something.

I suppose there wouldn't be a separate rage power unless it was meant to be separate.

Okay so the Accurate Stance won't add to your CMB but the rage definitely will.


Tactical Map
Roland, just Roland wrote:
Sounds fair, but I don't think Roland would try to hit the ceiling. He'd rather hit the enemy instead, so let's go with that combat maneuver cause I'm tired of jumping... Bad things happen when I jump...

FWIW I was assuming that both of the 2 options I gave would involve you throwing your weapon at the ceiling (not jumping), with the second option (the one where you deal damage to the stone) maybe being done in conjunction with other players in the same round.

Also you guys might want to have a look through your inventory for magic items or other gear* that might be helpful in reaching the gug or knocking it down, or any other number of possibilities.

*I just glanced at everyone's character sheets and I don't see that anyone wrote down (I might just have missed where) the loot obtained from the Cyclops which contained some magic items that could useful here. I wonder if any other loot/magic items have been lost to the nether.


Tactical Map

Can I get a volunteer to put up a post for Gromff?

Silver Crusade

Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

I’m not one to ask those kind of things but his had gotten me curious:
Why my movement caused two AoO’s?

--

The moon beast moved/teleported and performed a full-round action?

--

Again, if this some ability from the monster, don't need to give justification and tell me what it does, I like it better when I don't know what might happen, it's just that multiples AoO's and moving and full attacking is something I didn't knew it was possible; :D


Tactical Map

Your questions are fair. I welcome questions because it keeps things transparent.

I had the moon beast token on the map as a place holder in case someone moved close enough to see it with their 60' darkvision (no has yet moved within 60' of the token's previous position) The token represented an illusion of the moon beast that is no longer there. In other words, it wasn't physically where the token was. It was physically much closer (within a 5' step of its current position). How it became invisible after throwing a fireball last round will have to remain a mystery for the moment.

The gug has combat reflexes so it can make multiple AoOs per round. After rereading the AoO rules, I did make a mistake in that Catcher only provoked once due to the movement, meaning I could only take one AoO against you. Had Catcher done other provoking actions (spellcasting, ranged attacks, etc) then I could have justified a 2nd AoO against you.

Apologies for accidentally cheating. Since the 2nd (and bogus) AoO missed you, I don't need to make any corrections, thank goodness.


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

Just as a comment, I have darkvision of 120', not that it would have really mattered, since I'v been so busy handling wounds and illusions and things.

Also, I find it amusing that the blind oracle has better vision than anyone else in the party right now. : )


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

And don't forget my daylight!! Radius of 60ft plus 60ft dim-light!


Tactical Map

Wow, I don't think I realized the celestial totem was that bright. I focused in more on the invisibility purge aspects of the ability (which are fantastic). I will have to place the illusion token again. (no meta-gaming! Trust me, you think it is real!)


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

I do understand that picking up a weapon may be a move action, so in that scenario I would not be able to move and hit the statue. If that's the case, I'm gonna use my move action from the ring, please, since I believe I can't charge with a standard unless you are actually restricted to that, right?


Tactical Map

If you're wanting to charge with DP then yes you will need to use your 'bonus' move action to pick up the weapon.


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

Just move and attack will suffice, since the only difference will be +2 to hit. So let's spend it and get rid of this statue with a few AoOs I believe.


Tactical Map

Gah... sorry for the delay guys!!

I will post later tonight. I'm sorry if it is too late for some/all of you.


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

question: We did know that there was only one tentacle beast, right? Do we have any ways of knowing what's going on with this multiple shenanigans?


Tactical Map
Gromff Hammerhand wrote:
I thought I was at 26 vs evil before the sacred bonus. You're right, I was at 25. Now I am at 26 vs evil and 25 vs everything.

Gromff your last post once again shows 26/27 vs evil. It doesn't appear that anything has changed since we calculated 25/26 but correct me if I'm wrong.


Tactical Map
Roland, just Roland wrote:
question: We did know that there was only one tentacle beast, right? Do we have any ways of knowing what's going on with this multiple shenanigans?

You guys don't definitively know that there is only one, though the premise of this expedition was to kill the white beast, which certainly implies that there is only one. Seeing a second bounding toward you would likely make anyone think twice about that assumption, however.

Unfortunately there is no way to see through the shenanigans until the illusion is disbelieved or dispelled.


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

I copied from a previous. Forgot.

Silver Crusade

Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

Boss, the Hp count on top of page is correct?
I don't think Catcher has that much HP left...

Shouldn't it be: 4/79?


Tactical Map
Catcher wrote:

Boss, the Hp count on top of page is correct?

I don't think Catcher has that much HP left...

Shouldn't it be: 4/79?

Correct. I just now updated it and accounted for Gromff's heal this round as well.


Tactical Map

There have been a few times in this game where I was really getting into the story to the point where I could almost see myself there in the action.

When I saw Gromff's post where he crit on the gug, I started to write up the "flavor" follow-up post to describe the gug's death, and I swear I got goose bumps. I could totally picture the full-plate armored dwarf, teeth grinding in a grimace, drenched in blood while holding onto his hammer with a vice grip, standing over the broken body of the giant gug monster.

That moment was clutch. This fight was getting hairy and that was a turning point right there.

Every single person has been solidly contributing, so I'm not trying to leave anyone out. I just wanted to give Gromff a quick spotlight because it was such a tense moment.


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

Appreciated. It was a legitimate crit. Though the image that pops into my mind for a crit is more like:

Gromff spins the hammer above him to disengage from the claws. He spins it down, dragging it across the ground, sending more sparks flying and fire burning bright. It then goes hurtling upwards, right out of his hands, and hits...the ceiling. The Gug looks at it and smirks. The smile disappears when it turns around to see Gromff is smirking too. There is a sound of splitting earth. The ceiling on which the gug stands shifts. It couldn't understand what was going on as the dwarf got closer and closer, still smiling. Gromff sidesteps as an avalanche of rock, claws, and hair hits the ground. The weapon releases from the ceiling and Gromff catches it without a glance. "That's why we're called Hammerhand."

I just realize something. I could have 4 different elements on the mace, assuming you count holy as an element. I forgot the mace has a floating +1. And sacred weapon is at +2 now. Holy + Flaming + Frost + Shock.


Tactical Map

Ooh, I like yours better!


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

Boss, is the pech language undercommon too? or is it darkfolk? I'm just curious if I know the language they were communicating through, since I learned the dark folk language last level


Tactical Map

Most pech speak Undercommon and Terran. Darkfolk is its own unique language, as are Undercommon and Terran.

Silver Crusade

Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

A correction:

AC:31 {21+1+1+4+4 (Deflec, Haste, Shield, full def)}

AC should be 27, since I moved and didn't go full defense again.
Sorry about the mistake, I copy pasted from last round and forgot to change the AC.


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

Boss, I would like to use the Step Up as stated on the previous post to be close to the tentacle beast when it 5-foot-stepped back and cast. Maybe he has to cast defensively or provide an AoO if it's not supernatural, or even to just keep the pressure on the enemy since the barbarian is awesome!


Tactical Map

Absolutely, you may step up. I focused in on the no escape rules and forgot about the step up.

I'm going to add in a concentration check to cast defensively since the beast would be aware that you pursued.


Tactical Map

So this takes some of the wind out of my sails, but it just occurred to me that Roland still has a darkvision spell buff on him, so the moon beast's dispel magic would dispel that before protection from evil because it is a higher level spell.

I (the moon beast, rather) was really looking forward to trying a dominate person on Roland after the protection from evil was dispelled!


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

Yeah, something Dominating Roland was exactly why I wanted to make sure Protection From Evil was in place before this fight, even if I had to use all of my spells on it.

Honestly, I was waiting for the Universe to throw us a curve ball, like the dominating thing not being Evil...


Tactical Map

Gromff, here is a new summary for you. It occurred to me that all of your weapon's powers have been discussed in sporadic posts along the way since you found it in the Senate of Alladoza.

Mjolvandr:
This weapon appears to be made mostly of gold with platinum trimming and is adorned with gaudy amounts of various precious gemstones. In any of its physical forms, the bludgeoning end always appears as a gem-encrusted treasure chest.

It is haughty, obsessed with battle, can communicate verbally in a typical fashion or telepathically with any creature that speaks a language within 100'. It's personality and voice seem to indicate that it is male. It can shine with bright light (equivalent to a torch) when it gets excited, especially during battle.

In addition to those mentioned above, so far it has manifested the following properties:

  • The hammer grants the wielder proficiency in its use and will allow any weapon feats (such as Weapon Focus, Weapon Specialization) already possessed by the wielder to apply to its use.
  • While it prefers the form of a hammer, the wielder can will it to change its form from one weapon to another as a full-round action, though it can only take the form of bludgeoning weapons.
  • Its treasure-chest-head is a magical storage device, able to hold a significant amount of weight. (Equivalent to a Bag of Holding Type III.) The chest will only willingly open for the wielder, but can be opened with a disable device skill check, DC 40.
  • 1/day the weapon may grant the wielder the benefits of Iron Will and Improved Iron Will against one attack requiring a Will save, at the cost of 1d6 shock damage and 1d4 wisdom damage. This benefit can only occur during combat. These benefits stack with any existing feats of the same name that the wielder may already possess.

    Its weapon type/shape magical properties can act in 1 of 2 ways:

  • Acts as a +2 weapon, (+3 including your ring bonus) with an additional floating "+1" able to take one of the following "+1 equivalent" magic properties: corrosive, defending, flaming, frost, keen, merciful, shock, thundering, throwing. This variable "+1" can be changed any number of times but it requires an hour of attunement to readjust. Once a selection has been made it will remain indefinitely.
  • It can mimic a magic weapon that is placed inside of its extradimensional space, but it grants a further +1 enhancement bonus. (example, a +4 keen sword would = Goldie +5 keen hammer.) (Special - This mimicry allows it to ignore the prequisite of a piercing/slashing weapon required for Keen weapons.) The mimicked weapon must remain inside Goldie for it to retain the weapon's magical qualities. This variable mimicry can be changed any number of times but it requires an hour of attunement to readjust. Once a selection has been made it will remain indefinitely, or until the mimicked weapon is removed from the extradimensional space.


  • Tactical Map
    Gromff Hammerhand wrote:
    I just realize something. I could have 4 different elements on the mace, assuming you count holy as an element. I forgot the mace has a floating +1. And sacred weapon is at +2 now. Holy + Flaming + Frost + Shock.

    Your Sacred Weapon (so badass...) ability can add up to 2 "+1s" (as a swift action each), and Mjolvandr can add an additional "+1" power. That's 3 out of the 4 you mentioned. Where is the 4th?


    M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

    Holy Weapon Blessing adds +1d6 holy damage.


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    Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

    Indeed I totally disregarded that darkvision since I was waiting for the daylight to take place, thanks for reminding me.

    Anyway, try as you might Roland will not be dominated!! Maybe if the wizard wanted to go kinky... but otherwise, fat chance!


    Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]
    Gromff Hammerhand wrote:
    Catcher wrote:
    So, what now? Let the villain walk free to torment and possible re-enslave all of underground, making it maybe worse than before it was free and possible earning ourselves a dangerous enemy for the future? Or do we go to arms again, after this difficult combat, against a very dangerous wizard?

    You know how they say wizards can either be gods or batman with just a little consideration on spells? Pretty sure he's a god build. You took some fighter levels so you're like a demi-god. And every greek story I've ever read, the demi-god loses badly.

    Gromff opens his mouth to respond but is cut off by Roland's poor tact. Gromff turns his head, mouth still agape and stares. He then shakes his head. The die had been cast. This was going to turn out well or not.

    Note that 'little consideration'. He's been locked in a statue for hundreds of years and doesn't have his spellbook (assuming that wasn't a lie). He also dropped a couple of bigger spells earlier.

    An unprepared wizard is like a fighter without his favored weapons: very annoying but only maybe lethal. He's fairly squishy and surrounded.

    Right now we are injured and a moderately tapped for abilities. But we still have Protection from Evil, Roland has Rage, I've got Smite, You're still Gromff, and Catcher still has a big'ol sword.

    Plus, we might get lucky and the darkfolk might get a crit on him.

    Don't get me wrong, we'd probably still be screwed, because martials vs a high level magic user. But it isn't quite that hopeless Herculean battle yet.


    M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

    The DM already hand waved any damage from the dark folk so it'd likely be just us vs him. Plus, I have a feeling the only reason he hasn't teleported or gaseous formed away is because he's been stuck in a rock tomb for a century and is curious. First sign of things going south and he's likely to bolt and we can't stop that.

    Silver Crusade

    Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

    Hey

    Don't you dare you that poor wizard description on Catcher!

    I could have created a boring god-wizard laying spells from afar, and such. The Demi-God is more interesting tho.

    I still got most of my spells. There’s still one more haste, lightning bolt, one more scorching ray, and several shocking grasp.

    --

    Most of things depends on his answer to Veronica’s question.


    M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

    You might have already answered this but why eldritch knight over magus?

    Silver Crusade

    Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

    Humm

    Don’t have any particular reason.
    But ultimately, Catcher is supposed to be a wizard, albeit not a good one, so all the utility and choices should still be applied. It’s not like I wanted to attack and cast spells at the same time, I just want to be able to cast spells, and engage melee whenever I felt like she needed any near-death experience.

    And the very limited spell choice of magus, and the particular playstyle, forcing him to be at front line very often to contribute don’t quite pleases me.

    There’s also a lot more of important RP reasons.
    It started as just wanting to be a famous spellsword.

    Now, I need to be a better sword user than Roland.
    And ultimately, she wants to be a swordwoman because of Aersensi.

    --
    So, a simple answer: She is supposed to be more of a wizard at her core than a fighter. That’s why Eldritch Knight over Magus.

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