The Library of Last Resort is your last chance to find the resting place of Dragotha's phylactery. But you aren't the only people looking for it.
Loot Sheet.
GM Notes.
Kord's custody battles are awkward. Inevitably, someone brings up his tendency to forget about his kids, then retroactively acknowledge them two levels later.
*=temporarily buffed Human Bard 15/Ranger 1 — 151*/119 hp — AC 38*/26*/26* (6 mirror images)—CMB +15, CMD 32*— Fort +14, Ref +*20, Will +12 — Spells 3/3 5th 1/4 4th, 2/5 3rd, 2/6 2nd, 3/6 1st — Panache 3/3— Performance 39/40— Perception +19 — Init +4— Action Points 12/13—
Daily magic item use:
Bracers of falcon's aim 3/3, Lesser rod of quicken spell 3/3, rod of extend spell 3/3, Forzamele 3/3
Hi, Eben, is it okay if we make you our walking mage armor machine? Why, yes, I'd be delighted, and I wasn't using that finger anyway!
That ding! you hear is the sound of a bard leveling up!
New level: Bard 6
hp: +7 (5 for HD, +2 Con)
+1 BAB
+1 Fort, +1 Ref, +1 Will
+2 rounds bardic performance/day
new bardic performance: suggestion
new special ability: versatile performance (oratory)
And upon waking up that morning, Eben suddenly felt like he was both a master manipulator and a human lie detector.
+1 2nd level spell known (mirror image) & +1 2nd level spell slot
+1 1st level spell known (abundant ammunition) [favored class bonus]
skills:
+1 perform (act)
+1 perform (oratory)
+1 perception
+1 sleight of hand
+1 UMD
That's really not needed; Eben's rarely (to date) been at massive risk due to low hit points. (Benefits of being an archer.)
Just be aware that, for the time being, this will be coming out of my 2nd level spell budget, which might mean you get to feel a little less Heroic, depending on what I need to have on tap. (I'm planning on good hope for 7th level anyhow, so heroism might become redundant anyhow at that point.)
Also, since I have no interest whatsoever in doing a round-by-round countdown timer on a 6 hour spell, you get to do your own accounting.
THP: 0 HP: 155/165 (203/213), BR 27/36, APs 9/12; AC 28, T 13, FF 25; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Buff overflow: communal air walk, death ward, holy aura, haste Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: greater magic weapon (+3), freedom of movement, good hope, moment of greatness, shield, greater false life, recitation
Sort of, but only single target and not nearly as good. Haste can get the whole party in one casting, and with all the melee we have it would essentially double the party damage output.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Cuetzpalli wrote:
Sort of, but only single target and not nearly as good. Haste can get the whole party in one casting, and with all the melee we have it would essentially double the party damage output.
?
Blessing of Fervor is a target/level, just like Haste.
The downfall of it is, it's a 4th level vs a 3rd, and you can only have one benefit at a time (though each benefit is slightly better...besides the main reason you want it).
IMO Blessing of Fervor is no substitute for Haste. It is, however, a good COMPLEMENT for Haste.
THP: 0 HP: 155/165 (203/213), BR 27/36, APs 9/12; AC 28, T 13, FF 25; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Buff overflow: communal air walk, death ward, holy aura, haste Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: greater magic weapon (+3), freedom of movement, good hope, moment of greatness, shield, greater false life, recitation
Woah, just realized I've been running Vital Strike wrong my entire PF career. It doesn't x2 the strength bonus, or power attack or anything, just the weapon damage.
-says a mental apology to all the highlevel PCs he's swatted with greater vital striking dragons and such-
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Vital Strike is pretty much garbage except on a select number of builds (EX the Monkooze) or if you're playing Mythic, in which case Mythic Vital Strike is basically the only thing you should consider using.
Yeah, Vital Strike gets lamer when you read the fine print—no Strength bonus, doesn't multiply on a crit, etc. And you can't use it on a charge. Still pretty handy for mobile characters, though (or for a surprise round).
THP: 0 HP: 155/165 (203/213), BR 27/36, APs 9/12; AC 28, T 13, FF 25; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Buff overflow: communal air walk, death ward, holy aura, haste Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: greater magic weapon (+3), freedom of movement, good hope, moment of greatness, shield, greater false life, recitation
I just like that you can move and still get two weapon damage. But then again I always thought you doubled strength bonus. Hmmm....maybe I should change it.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Tanith 'Kordson' Creed wrote:
It's good anytime you're limited to a standard which is a lot more often than folks admit.
With the vast majority of weapons, it has a negligible impact. Nobody in this party would really get a good benefit from it. What's the highest damage dice in the party? Your 1d10?
My 1d6 weapons being increased to 2d6 isn't that great. Likewise, anybody's arrows going to 2d8 instead, and so on.
It's passable for someone using a Greatsword or something, since 4d6 actually hurts significantly more than 2d6 (at least enough to maybe justify the Feat), but not for anyone in this party.
I'd much rather take something that either isn't so situational or has a much greater impact (like Lunge).
THP: 0 HP: 155/165 (203/213), BR 27/36, APs 9/12; AC 28, T 13, FF 25; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Buff overflow: communal air walk, death ward, holy aura, haste Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: greater magic weapon (+3), freedom of movement, good hope, moment of greatness, shield, greater false life, recitation
I've only had the feat for a short time, and I tried to sunder the Lizard king's trident (which he had thrown away already). Most of the things we've been fighting use natural weapons. Expect more sundering in the future.
No. And keep in mind called shots aren't something we always use (they're a bit overpowered in the wrong party)—I allow them where they make some sense, like with chokers.