Leinathan's Legacy of Fire PbP AP (Inactive)

Game Master leinathan

Will the PCs be able to restore order and balance to a world forever altered by a war of wishes?

Magical Loot Spreadsheet

Map of Kelmerane

Map of the House of the Beast


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Male Human HP 45 / 71 | AC 23 / Touch 13 / Flat-footed 21 - CMD 17 | Fort +16 - Reflex +5 - Will +9 | Init +1, Perception +1

Aaaaaaaaaand he's dead. Though I feel I may have robbed Je'grik of a kill, potentially. I'm not missing any chances I have to post anymore. School's been kicking my ass in the scheduling department.


Human Ranger [Beast Master] 4/Fighter [2-Handed] 1 | AC: 21/18/13 | Fort: +7 | Ref: +7 | Will: +2 | Init: +2 [+2 in Desert] -[HP: 33/35], [Nom: 19/23]-
Skills:
| Perc: +7 [+2 in Desert] | Hand.Animal: 9/11 l Kn.Nat: 4 l Survival: 6 [+2 desert/+1 track] l Intimidate: 9 l Ride: 7 I

Lol, and I marvellously failed to hit with concealment. Bummer!

Two men down, one beast slain. All in a days work team!


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Okay, with the end of that fight comes the end of Chapter One. Congratulations! We have a few orders of business. First is, of course, leveling. Please do so, posting what you added to your character as usual in this thread here.

Second is that at the end of the chapter, Angmar will be leaving us. It feels a little bit insensitive to ask while he's still around, BUT i'm going to anyway. Do we want to get a replacement sixth for him when he goes, for chapter two? Or are we good with five?

Third is that Kelmerane will be getting re-inhabited now that it's been cleared of gnolls, with Almah taking control of the town. You'll be given ownership of the manor house, but you'll need to negotiate with her about the presence of the monstrous people you want to keep alive.
In addition, y'all get a year of downtime, as Kelmerane grows. There are several courses of action as options for what you do in this downtime.

Possible Courses of Action:
Administration: The PC befriends Garavel and gains Almah’s absolute trust.
Business: The PC opens a business in Kelmarane. This is easiest if the business is located in the battle market, which soon draws traffic from the northern trade routes, but the PC can choose to set it up wherever he wishes.
Church of Sarenrae: The PC receives the rank of Abbot-Protector of Kelmarane’s Sarenraen community, and is treated as an authority second only to the high priest, who soon arrives from the coast (and who plays an important role in the next adventure).
Crime: The PC befriends the surviving smugglers, Undrella, or crooked merchants who arrive with the first wave of settlers, gaining information on the criminal network of Katapesh that will come in handy in a future adventure.
Explore Personal Mystery: The PC spends the off-year focusing on a personal mystery. Answer any one question the player has about the character’s past or fate, or tailor a special campaign segment featuring this mystery.
Moldspeaker: The PC who has become infused with the moldspeaker is free to choose any focus for the yearlong sabbatical, but if he or she chooses to explore her moldspeaker powers, the character learns how to manifest Tempest out of mold-dust, even though the weapon is not otherwise present.
Patrol Kelmarane Hinterlands: Although the Kulldis tribe has been soundly defeated, they were but one of the numerous gnoll tribes in the Pale Mountain region. As the months pass after the reclamation of Kelmarane, it becomes obvious that many of the other tribes in the region aren’t too happy with having humans as new neighbors. News and rumors of periodic attacks on caravans by gnolls (and even some bold minor attacks on Kelmarane itself ) can serve to keep things on their edge over the year. A PC who decides to spend his time patroling Kelmarane and the environs (perhaps with Dashki as a guide) gets into regular skirmishes with small groups of gnolls. There’s no need to play out these combats—you can assume that the PC in question survives each with little more than a few bumps and cuts.
Personal Romance: The PC chooses an NPC on which to focus his or her romantic attention. This is a difficult affair if the selected PC is Almah. Garavel is too devoted to his mistress, and seems annoyed by the attention. The smugglers or Lions of Senara make ideal candidates, as they are tabulas rasa on which to build a desirable character.
Rebuild: The PC spends a year rebuilding the ruined structures of Kelmarane.
Research: Characters who spend the year investigating the frescoes in the monastery and ruined church, learning the history of Kelmarane, and interviewing its inhabitants learn a great deal about the recent events.
Travel: While traveling the lands away from Kelmarane, the PC comes is exposed to all manner of customs and sights.

You may only choose ONE thing to focus on during your year of downtime, but that doesn't mean that's the only thing you can do. Each also provides a specific boon that you will receive once you've chosen.


Human Ranger [Beast Master] 4/Fighter [2-Handed] 1 | AC: 21/18/13 | Fort: +7 | Ref: +7 | Will: +2 | Init: +2 [+2 in Desert] -[HP: 33/35], [Nom: 19/23]-
Skills:
| Perc: +7 [+2 in Desert] | Hand.Animal: 9/11 l Kn.Nat: 4 l Survival: 6 [+2 desert/+1 track] l Intimidate: 9 l Ride: 7 I

I think Apollo already has the Almah one down, as difficult and probably annoying as that would be. I don't know, it just came into play earlier on, so unless it's too much of an issue for you Lein, I'll stick with it. :)

Alternatively, if that's no good for you, Administration and Patrol Kelmarane Hinterlands sound good, but I really think Personal Romance is the one as it's been happening anyway.

I'm open for discussion though!

Regarding player's, I'm happy for five really. All the best Angmar. Maybe you can return if this continues to run? :)


Level Up:
4th level of Oracle.
HP: 38 + 1d8 + 3 + 1 ⇒ 38 + (1) + 3 + 1 = 43 Ouch,

+1 Will
+1 base attack bonus
+2 ranks in heal and Spellcraft

Learned Spells: Detect Magic(lv0), Weapon of Awe(lv2), Cure moderate wounds(lv2), lesser restoration

Lv5 feat: power attack

I took the +1scimitar, amulet of natural armor +1, and a potion of cure moderate wounds from the previous loot.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

I'll update the math on the loot spreadsheet later today, and after the level and the transition to the downtime, anything unclaimed will be sold.


Human Ranger [Beast Master] 4/Fighter [2-Handed] 1 | AC: 21/18/13 | Fort: +7 | Ref: +7 | Will: +2 | Init: +2 [+2 in Desert] -[HP: 33/35], [Nom: 19/23]-
Skills:
| Perc: +7 [+2 in Desert] | Hand.Animal: 9/11 l Kn.Nat: 4 l Survival: 6 [+2 desert/+1 track] l Intimidate: 9 l Ride: 7 I

A couple of questions bolded in here, but...

I believe this is correct!:

Level 5 feat: Boon Companion
+1 BAB
+1 Fort and Ref
+7 ranks
+1 Divine Spell
+2 to wild empathy and handle animal checks for own companion
+2 perception and sense motive when adjacent to Nom
Apollo HP: 1d10 + 2 ⇒ (1) + 2 = 3 (1 favoured Class, 1 con) - Again? Really? Man.....this campaign did it to my last character. Rolled a 1 on 2 of my 5 levels so far.

Nom: Level 4

Low-light vision, Scent

HP for Nom: 4d8 + 4 ⇒ (7, 7, 3, 2) + 4 = 23 (+4 from Toughness)
Note - When below 0hp, staggegered but gain +2 attack, saves and skill checks when adjacent to Apollo

HP: 23
AC: 19, Touch: 13, Flat-Footed: 16

Speed: 30ft, Initiative: +3 (16 dex)

Str: 16 (+1, +1 ability increase)
Dex: 17 (+1)
Con: 10 (-14 to die when adjacent to Apollo)
Int: 2
Wis: 15
Cha: 10

BAB: 3
CMB: 6
CMD: 19

Fort: 4
Ref: 7
Will: 3

Combat:

Bite +6, 1d8+4 (unsure if it's +3 or if it counts as a two-handed attack, and do I need Improved Unarmed Strike? Seems silly for a dinosaur to provoke an AoO whenever it tries to eat.)

4 skill ranks:

Intimidate: 2 (2 ranks)
Perception: 7, 9* (2 ranks, 2 wis, 3 class) +2 when adjacent to Apollo

2 feats:

Combat Reflexes
Toughness

Tricks:

Combat Trained (Handle Animal: DC20) - Knows Attack, Defend, Down, Guard and Heel.
- Knows two bonus tricks, but I don't know if that means I can train it more on top of spending the year out training it for combat?

Special - Bodyguard Companion Archetype

Some companions live lives of faithful devotion and steady vigilance, standing watch through long hours and always ready to leap into action to protect their master.

Animal Feats:

In addition to the standard animal companion feats, a bodyguard may select Bodyguard, Combat Patrol, Heroic Defiance, Heroic Recovery, and In Harm's Way.

Shared Vigilance (Ex)

A bodyguard and its master both gain Alertness as a bonus feat whenever they are adjacent. This ability replaces share spells*.

Tenacious Guardian (Ex)

At 3rd level, a bodyguard can always act in a surprise round (though it remains flat-footed until it acts). As long as its master is adjacent, a bodyguard remains conscious (though it becomes staggered) when its hit points fall below 0. While below 0 hit points, the bodyguard loses 1 hit point per round but gains a +2 morale bonus on attack rolls, saving throws, and skill checks, dying only if its hit points reach a negative total equal to its Constitution score plus its master's class level. This ability replaces evasion.

Uncanny Dodge (Ex)

At 9th level, a bodyguard gains uncanny dodge, as the rogue class feature of the same name. This ability replaces Multiattack.

Greater Tenacity (Ex)

At 15th level, a bodyguard with fewer than 0 hit points gains a +4 morale bonus on attack rolls, saving throws, and skill checks; immunity to fear effects; and temporary hit points equal to its master's class level (maximum 20). It dies only if its hit points reach a negative total equal to twice its Constitution score + its master's class level. This ability replaces improved evasion.

You don't allow re-roll's of 1's on HP do you? Not gonna last long at this rate. That's a 1 2/5 times now. Sucks.

Not updating my actual stats until I know everything's correct, but it seems to be after spending an hour and a half doing this. :)


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Apollo, yes, Nom's bite is correct at +6 (1d8+4). It does count as a natural weapon, and thus doesn't need Improved Unarmed, and also deals 1+1/2 STR mod to damage, as its his only attack.

With two bonus tricks, he should know eight tricks total, once you're done training him (which you will be, easily, after the year). The number of tricks that an animal can learn is equal to three times its Int score plus bonus tricks. Two intelligence is six base tricks plus two bonus tricks.

And no, you don't get to re-roll your health rolls. You may choose to not roll, and instead take half, but rolling carries with it the risk of rolling a 1. You've taken that risk, and it hasn't paid off.


Human Ranger [Beast Master] 4/Fighter [2-Handed] 1 | AC: 21/18/13 | Fort: +7 | Ref: +7 | Will: +2 | Init: +2 [+2 in Desert] -[HP: 33/35], [Nom: 19/23]-
Skills:
| Perc: +7 [+2 in Desert] | Hand.Animal: 9/11 l Kn.Nat: 4 l Survival: 6 [+2 desert/+1 track] l Intimidate: 9 l Ride: 7 I

Well, that's pretty clear with the one, yup. I'm not a risk taker. I just despise taking average because I find rolling a little more fun, so that option doesn't even cross my mind and in all honesty, I forgot I could, so an up front melee Wizard I am. This game honestly hates me though. The Halfling I had when I played tabletop rolled a 1 4/6 levels he reached. He came up against someone of importance with 26hp at level 6. Killed beyond help in 2 hits.

With Nom - Thanks. Am I right in thinking training him for a purpose only counts as one trick, or do those included each count as one?

Thanks. Updating and clearing my stats page up shortly. Shame there's not enough room to have Apollo and Nom's stats as drop downs.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Each individual trick (that is to say, attack, heel, come, guard, seek, etc.) each counts as one trick. So you can teach Nom eight of those.


Human Ranger [Beast Master] 4/Fighter [2-Handed] 1 | AC: 21/18/13 | Fort: +7 | Ref: +7 | Will: +2 | Init: +2 [+2 in Desert] -[HP: 33/35], [Nom: 19/23]-
Skills:
| Perc: +7 [+2 in Desert] | Hand.Animal: 9/11 l Kn.Nat: 4 l Survival: 6 [+2 desert/+1 track] l Intimidate: 9 l Ride: 7 I

Thanks, and is Personal Romance okay to go with? Updating everything (including my own PBP) now. :)


I thinks my path is obvious! I puck Church if Sarenrae!


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

I've got no problem with what you choose :) I mean, any of them are available to everybody.


Human Ranger [Beast Master] 4/Fighter [2-Handed] 1 | AC: 21/18/13 | Fort: +7 | Ref: +7 | Will: +2 | Init: +2 [+2 in Desert] -[HP: 33/35], [Nom: 19/23]-
Skills:
| Perc: +7 [+2 in Desert] | Hand.Animal: 9/11 l Kn.Nat: 4 l Survival: 6 [+2 desert/+1 track] l Intimidate: 9 l Ride: 7 I

Okay cool, well as it makes sense so far, I'll go with that! :D


Human Ranger [Beast Master] 4/Fighter [2-Handed] 1 | AC: 21/18/13 | Fort: +7 | Ref: +7 | Will: +2 | Init: +2 [+2 in Desert] -[HP: 33/35], [Nom: 19/23]-
Skills:
| Perc: +7 [+2 in Desert] | Hand.Animal: 9/11 l Kn.Nat: 4 l Survival: 6 [+2 desert/+1 track] l Intimidate: 9 l Ride: 7 I

Apollo and Nom are both sorted. :)

Level 8, Nom becomes rideable as that's when he becomes large (level 7, but the Fighter dip delays it slightly by 1 level).

Also, I still plan on hatching that egg over the year. It'll hatch at some point within that time I feel, unless it's dead inside. Time will tell!


Female Drow Urban Pugilist Barbarian 3/Battle Oracle 2 (AC: 21 [T: 14 /FF: 18] +1 dodge w/ crowd control ; HP: 55/55 [Rage 65/65] 0 NL; F+5, R+5, W+8 (+10 vs Enchantment); Init: +3 x2; Perc: +10)

Another Oracle level
HP 1d8 ⇒ 6
Will do the rest when I get home.

As for her down time I am torn on what Kori would do with her freedom. Either Patrol (have fun killing and fighting), Travel (now that she's free feeling like she can do what she wants, only to return to what she knows), or Personal Mystery (which would be more about revenge on the Drow family that sold her to slavery). I'm leaning toward Travel, as that gives her a year to enjoy her freedom, and help her to grow.

Apollo (good news and bad news about Nom)
Actually, with your Boon Companion feat, it gives you 4 levels up to your class levels, and beastmaster is only -3 to your effective druid level, and the -1 for fighter. So you would be right on track. So at 7th, Nom will be large.

UNLESS, you raise the egg. The way it works with beastmaster is you split the levels between the number of pets you have. You can have Nom on par at 7th, or for every level you give the other pet, it's one level longer for Nom to reach the goal. So, if you split them, say at Nom 4 and Bird 3, then that puts Nom 3 more levels away from large.

Beast master is a nice concept if you want a flock/swarm of the same type of much lower powered pets, but not if you want a badass single pet.


Female Drow Urban Pugilist Barbarian 3/Battle Oracle 2 (AC: 21 [T: 14 /FF: 18] +1 dodge w/ crowd control ; HP: 55/55 [Rage 65/65] 0 NL; F+5, R+5, W+8 (+10 vs Enchantment); Init: +3 x2; Perc: +10)

As far as items, she would want the Ring of Prot (but Apollo still needs a little more armor), and she might want the amulet of mighty fists +1 (as long as it can be enhanced later to do more).


1 person marked this as a favorite.
Male Human HP 45 / 71 | AC 23 / Touch 13 / Flat-footed 21 - CMD 17 | Fort +16 - Reflex +5 - Will +9 | Init +1, Perception +1

1d10 ⇒ 10

AWWWWWWWWWWWWWWWWWWWWWWWW YIIIIIIIIIIIIIIIIIISSSSSSSSSSSSS


Human Ranger [Beast Master] 4/Fighter [2-Handed] 1 | AC: 21/18/13 | Fort: +7 | Ref: +7 | Will: +2 | Init: +2 [+2 in Desert] -[HP: 33/35], [Nom: 19/23]-
Skills:
| Perc: +7 [+2 in Desert] | Hand.Animal: 9/11 l Kn.Nat: 4 l Survival: 6 [+2 desert/+1 track] l Intimidate: 9 l Ride: 7 I

Yea, I want just two pets, so the way I had it planned was run up to level 9 with Nom, then level 10 onwards put all levels into pet 2, ending up with I think it was Nom at level 13 and pet 2 at level 9.

This is because at level 12 ranger, my druid level is equal to my ranger level, so essentially Nom can grow 4 more levels for free on top of the growth from pet 2.

So really Nom and pet 2 would both be level 9 but boon ups Nom to 13.

Also, it says boon companion does it up to your class level and not character level, so I figured that's why I have to be level 8 with the fighter there and yea, I think I'm pretty versed in the whole companion division now. Read into it deeply when I first created the concept. Hopefully my plan will work where by I feel a level 13 companion will still be of help end game. :-)

Oh and with the egg, I was hoping to use that downtime to bring the hatchling up, but rather than put levels into it as a companion, wait until effective druid level 10 for it to fully grow before it becomes a true companion. Basically, if a fighter were to bring an animal up, it wouldn't be a companion but a pet. So that's the route I'm going for a while. :-)

Loot - I was going to ask for that ring actually, but was leaving it for everyone else to have first choice. I thought the amulet would be best for you though, and all of the church loot minus the fireball spell gear for Dmitri, haha.


Human Ranger [Beast Master] 4/Fighter [2-Handed] 1 | AC: 21/18/13 | Fort: +7 | Ref: +7 | Will: +2 | Init: +2 [+2 in Desert] -[HP: 33/35], [Nom: 19/23]-
Skills:
| Perc: +7 [+2 in Desert] | Hand.Animal: 9/11 l Kn.Nat: 4 l Survival: 6 [+2 desert/+1 track] l Intimidate: 9 l Ride: 7 I

Dmitri doesn't deserve that hp. He cuts himself up too much and should gave my 3hp for being absurd, haha.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1
Dmitri Mavis wrote:

1d10

AWWWWWWWWWWWWWWWWWWWWWWWW YIIIIIIIIIIIIIIIIIISSSSSSSSSSSSS

I had to favorite this post.

It's fate. Dmitri has rolled a ten three times now. He is to be the toughest human in the history of humandom.

Level 5, with a whopping... 71 hit points, if I'm not mistaken.

By the way, Dmitri, have you ever considered the Antagonize feat?

Also, Apollo, you can't have an animal companion at a higher level than your class level, and you can't apply Boon Companion to the same companion more than once. So, by expending two feats, and being at level 12, you could have a total of 18 levels to apply to companions. If Nom was fully-powered, he could be, at max, 12. Then, you'd use your remaining 6 levels to apply to the flying companion.


Human Ranger [Beast Master] 4/Fighter [2-Handed] 1 | AC: 21/18/13 | Fort: +7 | Ref: +7 | Will: +2 | Init: +2 [+2 in Desert] -[HP: 33/35], [Nom: 19/23]-
Skills:
| Perc: +7 [+2 in Desert] | Hand.Animal: 9/11 l Kn.Nat: 4 l Survival: 6 [+2 desert/+1 track] l Intimidate: 9 l Ride: 7 I

Yea, I know about not being able to have it higher than your class level, but when I did my research on this (at the time of your original submission requests), I found out that it's actually all legal, because although you can't have a companion higher than your own level, Boon companion wouldn't do that.

What it does is this:

Level 20 character.
Max possible level for an Animal Companion - Level 20
Nom - Level 10
Pet 2 - Level 10
= level 20 where levels have been divided

Boon companion adds +4 to one of the above (so only taking it once and for Nom, we'd have the following):

Nom - Level 14
Pet 2 - Level 10

It doesn't mean you have 4 additional levels unallowed. It actually grants you those extra 4 itself, powering up whichever companion you acquire the boon companion feat for, providing it doesn't exceed your maximum level, which it wouldn't because in the case given, maximum level is 20, and it would only raise one of them to level 14 and not past level 20, so essentially if I wanted to add boon companion to pet 2, I'd have two level 14's, but that's the very highest they could possibly get to in a level 20 campaign.

It's specifically used for characters with multiple animal companions because it would be useless with a companion that scales with you, as that would exceed your maximum potential level of 20.

I checked it all out a while back as I was originally confused but it's all legal. :)


male Dwarf Inquistor 6 Initiative: +5 (roll twice) ; Perception +12, Darkvision AC: 20 FF 18 T 14 HP 60/60; CMD: 19; CMB: 7 Wil: +8 Ref: +4 Fort: +8 (All saves at +5 vs. Magic and poison +1 for each ajacent ally)

Angmar will be returning to Katapesh with Haleen. Wish you all good gaming! Cheers!


Male Human Sorcerer () 10 | HP: 85/85| AC: 14/13/11|Init: +6| Perc: +12| Fort: +7| Ref: +8| Will: +11| CMB: +5| CMD: 16| Ray:+7;1d3| Dagger: +4;1d4| +2 Keen mage's crossbow:+9;1d8|
Skills:
Acro:+5|App:+15|Bluff:+10|Clim:+0| Diplo:+19|Disguise:+4|E.A:+2|Fly:+7|H.A:+14|Heal:+2|Inti:+10|K.Arc:+15|K.Lo c:+10|K.Pla:+3|K.Reli:+3|Ling:+11|Ride:+2|SM:+2|Sleight:+2|Spell:+21|Stealt h:+4|Sur:+2|Swim:+0|UMD:+15|

Sorry Apollo, I just don't see how Boon companion would boost up your AC as I count 24 levels.

Here

Quote:

Benefit: The abilities of your animal companion or familiar are calculated as though your class were 4 levels higher, to a maximum effective druid level equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit. If you lose or dismiss an animal companion or familiar that has received this benefit, you may apply this feat to the replacement creature.

I'm sure that isn't legal cause I'm looking at RAW

Quote:
Strong Bond (Ex): At 12th level, the ranger strengthens his bond with his animal companions. The ranger’s effective druid level for his animal companions is now equal to his ranger level; he may immediately allocate these additional levels to his companions as he sees fit. This ability replaces camouflage.

That Boon companion feat doesn't give you anything else. The total while split between the two companions are still a total of 20. 10 levels each.

Your maximum Druid level would be 20 assuming you hit level 12 with the beast master ranger and we play to level 20. Your Boon companion feat won't add the +4 at all.

This has nothing to do with your companion going higher level than you. It's the Druid level that you have to allocate. 20 levels to allocate no more.

If you're not going level 12 in beastmaster then the Boon companion feat is for you due to the -3. You got 1 extra unuseable druid level.


Human Ranger [Beast Master] 4/Fighter [2-Handed] 1 | AC: 21/18/13 | Fort: +7 | Ref: +7 | Will: +2 | Init: +2 [+2 in Desert] -[HP: 33/35], [Nom: 19/23]-
Skills:
| Perc: +7 [+2 in Desert] | Hand.Animal: 9/11 l Kn.Nat: 4 l Survival: 6 [+2 desert/+1 track] l Intimidate: 9 l Ride: 7 I

Tried to find a decent thread for this, but booksy explains it how it was originally explained to me here:

http://paizo.com/threads/rzs2p0tc?Boon-Companion-and-the-Pack-Lord

Taking it multiple times would be redundant of your explanation was how it was intended Brek, and it specifically calls out you can take it multiple times.

Hope this helps. :-)


I'm pretty sure that's only if you multi class. I could be wrong though.


Male Human Sorcerer () 10 | HP: 85/85| AC: 14/13/11|Init: +6| Perc: +12| Fort: +7| Ref: +8| Will: +11| CMB: +5| CMD: 16| Ray:+7;1d3| Dagger: +4;1d4| +2 Keen mage's crossbow:+9;1d8|
Skills:
Acro:+5|App:+15|Bluff:+10|Clim:+0| Diplo:+19|Disguise:+4|E.A:+2|Fly:+7|H.A:+14|Heal:+2|Inti:+10|K.Arc:+15|K.Lo c:+10|K.Pla:+3|K.Reli:+3|Ling:+11|Ride:+2|SM:+2|Sleight:+2|Spell:+21|Stealt h:+4|Sur:+2|Swim:+0|UMD:+15|

I read that thread and I'll leave it to Lein to decide snce I disagree with How Booksy explains it.

Effective druid level is exactly what it is and there's not getting around the level. The explanation given in my opinion is simply a way to explain how the feat would work the way one interprets it work.

William Holton pointed out that in the last post.
It definitely needs to be FAQ but my lean to is no. The feat is great for those builds with multiple animal companions and with a penalty to their Effective Druid level but to there is no way I'm going to accept that a feat like that is meant to push that level over character level. It'll make it 3.5 power creep.

This one might make it clearer.
Here's another thread debating this feat

Also This:

Sean K Reynolds wrote:
Bard-Sader wrote:


Benefit: The abilities of your animal companion or familiar are calculated as though your class were four levels higher, to a maximum effective druid level of equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit.

This would make it clearer. And yes, you can take the feat if you're a single-classed ranger. It's actually pretty sweet deal.

Currently we don't have a place to post FAQ/update material for books other than the Pathfinder RPG hardcovers, so I can't attach this to a permanent FAQ, but consider this an official ruling on this question.

And finally this:

An Offical answer of sorts


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Yes, you can take the feat multiple times, but your resultant druid level cannot ever be higher than your character level.

You know, I'd rather we talked about the fact that you guys leveled up and your courses of action for the year of downtime than Apollo's rules thing. I'd rather he just came to me with rules questions, so we'd have fewer arguments.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

DID YOU GUYS KNOW THAT TODAY IS OUR ANNIVERSARY?


Did you know I tried to join this very play by post before?


Human Ranger [Beast Master] 4/Fighter [2-Handed] 1 | AC: 21/18/13 | Fort: +7 | Ref: +7 | Will: +2 | Init: +2 [+2 in Desert] -[HP: 33/35], [Nom: 19/23]-
Skills:
| Perc: +7 [+2 in Desert] | Hand.Animal: 9/11 l Kn.Nat: 4 l Survival: 6 [+2 desert/+1 track] l Intimidate: 9 l Ride: 7 I

I thought it was just easier to talk about it here. It's not an argument at all, but something I wanted to express.

See, making a Companion level 24 would be going higher than a level 20's character level, but when the creature itself is only level 14 for example (was level 10, and you have one other level 10), it's not going over your level. Probably, the way it's written can work either way. Either it can work my (and the interpretation of many others) way, or it can be seen purely for multi-classing, but there's one fault with the latter.

4 levels fighter, 16 levels druid. 8 levels pet 1, 8 levels pet 2. Boon companion pet 1 and pet 2, making pet 1 and 2 both level 12 each, meaning you would have 24 companion levels once more. The reason you can use it twice is to make up for any dips, but rather than only giving you a two for each companion to make 20, it gives you the full 4 for each companion.

Using it as some people believe would be the following example, though wrong and without purpose that way:

4 levels fighter. 16 levels druid.
Pet 1 level 12. Pet 2 level 4.
Boon companion 4 levels to pet 1. Pet 1 is now level 16.
Boon companion pet 2. Remains at level 4, because no more character levels are available as with the first boon your companions both total level 20, thus making the second boon companion feat pointless.

Really, the latter makes no sense to me because there would be little point in adding "it can be added to multiple companions", so what I believe it to mean is that any one companion cannot exceed your effective druid level, meaning as long as they stay below or equal to your druid level, you're absolutely fine and running things legally, by the book.

I spent a couple of days looking into this a year or so ago and there will undoubtedly be other threads on this. though if no official word has been announced, it just comes down to personal interpretation for everyone, but that's how I've planned my build from the beginning and I usually don't do anything without asking a million questions first.

Anyway, happy gaming anniversary to those still with us. :)


Female Drow Urban Pugilist Barbarian 3/Battle Oracle 2 (AC: 21 [T: 14 /FF: 18] +1 dodge w/ crowd control ; HP: 55/55 [Rage 65/65] 0 NL; F+5, R+5, W+8 (+10 vs Enchantment); Init: +3 x2; Perc: +10)

"Do, you, know, what today is?
It's our anniversary."

It feels odd that it's already been a year. It doesn't feel that long.


Male Human HP 45 / 71 | AC 23 / Touch 13 / Flat-footed 21 - CMD 17 | Fort +16 - Reflex +5 - Will +9 | Init +1, Perception +1

So, as tough as I manage to be, all I'm pretty much good for minus charisma damage, negative energy channeled touch attacks, and fear auras, is drawing attention and dishing out damage.

Is it, at all, possible to sell a few things over the year and get a nice suit of Glorious, red and black full plate armor. as well as explore a few other ideas?

My feat for this level is already Mark of Lamashtu, and I want nothing more than to get Antagonize the level after that, unless I take that pain class.

BEING level 4 paladin I FINALLY HAVE SPELLS AND CHANNEL NEGATIVE ENERGY.

Now if only m to-hit was higher...


Female Drow Urban Pugilist Barbarian 3/Battle Oracle 2 (AC: 21 [T: 14 /FF: 18] +1 dodge w/ crowd control ; HP: 55/55 [Rage 65/65] 0 NL; F+5, R+5, W+8 (+10 vs Enchantment); Init: +3 x2; Perc: +10)

Fully leveled
6 HP +1 from Con
3 skill pts (1 ea to Intim, Stealth, and Perc)
feat 2-wpn fighting
new spells, create water, and enlarge person.

All other increases automatic (save, BaB, etc..)


Human Ranger [Beast Master] 4/Fighter [2-Handed] 1 | AC: 21/18/13 | Fort: +7 | Ref: +7 | Will: +2 | Init: +2 [+2 in Desert] -[HP: 33/35], [Nom: 19/23]-
Skills:
| Perc: +7 [+2 in Desert] | Hand.Animal: 9/11 l Kn.Nat: 4 l Survival: 6 [+2 desert/+1 track] l Intimidate: 9 l Ride: 7 I

Good point Dmitri, depending on what we're doing with the loot, I'd be looking to improve my armour, hammer and bow, but want to see the options involving that first, as I doubt very much I'd have enough to do all of that!

My main priority will be turning my Hammer into a +1 Gnoll Bane Earth Breaker. <3


Male Human HP 45 / 71 | AC 23 / Touch 13 / Flat-footed 21 - CMD 17 | Fort +16 - Reflex +5 - Will +9 | Init +1, Perception +1

The thing that I'm interested in at the moment, as far as story is concerned, is the 1 year gap that involves Dmitri's new "Aesthetic" becoming apparent. On top of that, as much as I enjoy the idea of half-fiend harpies, I'm still thinking rather hard about what I want to do with my year of time. On top of that, I doubt the half-fiend harpies will ever come into play... Because they'll be babies. ugly babies.

I want to do something neat, of course. Don't get me wrong, i imagine Undrella and Dmitri are going to go at it like donkey rats over the year, but there's also the matter of the battle market, and other plans in general.

I've got a few future ideas but I'd rather throw them at Leinathan before I spoil the surprise.


Male Human Sorcerer () 10 | HP: 85/85| AC: 14/13/11|Init: +6| Perc: +12| Fort: +7| Ref: +8| Will: +11| CMB: +5| CMD: 16| Ray:+7;1d3| Dagger: +4;1d4| +2 Keen mage's crossbow:+9;1d8|
Skills:
Acro:+5|App:+15|Bluff:+10|Clim:+0| Diplo:+19|Disguise:+4|E.A:+2|Fly:+7|H.A:+14|Heal:+2|Inti:+10|K.Arc:+15|K.Lo c:+10|K.Pla:+3|K.Reli:+3|Ling:+11|Ride:+2|SM:+2|Sleight:+2|Spell:+21|Stealt h:+4|Sur:+2|Swim:+0|UMD:+15|

Another Level of Sorceror for me.

As to what one year can get me......It'll be time to start earning some gold to upgrade myself lol.
Sorceror Roll, cause I rolled for the previous levels. 1d6 ⇒ 1 <---Must stay out of combat.

I'm sorry but what's a moldspeaker? Since I came late into the game I'm sure I missed a few of the action.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

The gp limit of what Kelmerane will become is only 400gp, but the purchase limit will be something like 2,000gp, so while it won't be common, it'll certainly be POSSIBLE to get full-plate armor.

As for upgrading equipment, it's impossible to upgrade a weapon that isn't masterwork. Thus, Apollo, you won't be able to upgrade your current earthbreaker. You can, of course, buy a masterwork earthbreaker for 340gp and then enchant it from there (2,000gp for the first +1).

Moldspeaker...I guess it's a secret. Find out in-game. It only applies to Dmitri, so you don't really need to worry about choosing it.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Loot sheet updated, I believe.


Female Drow Urban Pugilist Barbarian 3/Battle Oracle 2 (AC: 21 [T: 14 /FF: 18] +1 dodge w/ crowd control ; HP: 55/55 [Rage 65/65] 0 NL; F+5, R+5, W+8 (+10 vs Enchantment); Init: +3 x2; Perc: +10)

So, definitely put Kori down for the Amulet of Mighty Fists

Also, unless someone else chooses to spend their remaining on it, I would like the Ring of Prot, but I'm not pushing it.

So, out of my share (6,004 gp), adding the Amulet to what I have already puts me at (3,882 gp).

Which leaves me with 2,122 gp. If no one else buys out the Ring of Prot, take another 1,000 from that.


Male Human Sorcerer () 10 | HP: 85/85| AC: 14/13/11|Init: +6| Perc: +12| Fort: +7| Ref: +8| Will: +11| CMB: +5| CMD: 16| Ray:+7;1d3| Dagger: +4;1d4| +2 Keen mage's crossbow:+9;1d8|
Skills:
Acro:+5|App:+15|Bluff:+10|Clim:+0| Diplo:+19|Disguise:+4|E.A:+2|Fly:+7|H.A:+14|Heal:+2|Inti:+10|K.Arc:+15|K.Lo c:+10|K.Pla:+3|K.Reli:+3|Ling:+11|Ride:+2|SM:+2|Sleight:+2|Spell:+21|Stealt h:+4|Sur:+2|Swim:+0|UMD:+15|

Then Brek would choose the following option:
Business: The PC opens a business in Kelmarane. This is easiest if the business is located in the battle market, which soon draws traffic from the northern trade routes, but the PC can choose to set it up wherever he wishes.

He'll set up shop in the battle market providing minor identification services.


Human Ranger [Beast Master] 4/Fighter [2-Handed] 1 | AC: 21/18/13 | Fort: +7 | Ref: +7 | Will: +2 | Init: +2 [+2 in Desert] -[HP: 33/35], [Nom: 19/23]-
Skills:
| Perc: +7 [+2 in Desert] | Hand.Animal: 9/11 l Kn.Nat: 4 l Survival: 6 [+2 desert/+1 track] l Intimidate: 9 l Ride: 7 I

I actually had a stranger way in mind to go about upgrading my current Earthbreaker, but it's up to you and if it costs more I'm fine with it! :)

Cast Magic Weapon on my Earthbreaker and then have permanency cast on it, then have it upgraded into the essential +2 providing enough money can be made in that year out to accomplish such a task.

What do you reckon? :D

Other than that, I can see about having my current weapon dismantled and then having parts of it forged into the new one (maybe carrying over the handle, attaching the original spikes to it etc...or even dismantling the entire weapon and having it put back together for the full price of a brand new one. That could work!). It's more for aesthetics and to keep in with the whole "I kill you with the hammer you allied with" kinda thing. Story fluff in short!

Kori - Now that I think we're all cool in regards to everything...the ring of protection - if you take the amulet of mighty fists, will you be equal to or still short of Apollo's wealth? I would like some form of protection, but only because my AC is still only 19 and my hp sucks for an up front fighter. That means I'll be hit a lot and I won't be able to take the hits lol, so the only thing I have to fall back on is the strength of working in tandem with Nom when it comes to supposed "one on one honour battles" for Apollo. What are your thoughts on this? :)

Edit: Just had a look at the loot sheet and it seems Apollo has the most, so that's fine Kori. I'll remain hopeful with upcoming treasure!


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

I don't think there will be the requisite 9th-level wizard available to cast permanency for you, Apollo.

As for using pieces of the old Earthbreaker in the forging of a new one, I suppose I'm fine with that as long as it doesn't change anything.


Human Ranger [Beast Master] 4/Fighter [2-Handed] 1 | AC: 21/18/13 | Fort: +7 | Ref: +7 | Will: +2 | Init: +2 [+2 in Desert] -[HP: 33/35], [Nom: 19/23]-
Skills:
| Perc: +7 [+2 in Desert] | Hand.Animal: 9/11 l Kn.Nat: 4 l Survival: 6 [+2 desert/+1 track] l Intimidate: 9 l Ride: 7 I

Ok cool, and yea, the only thing it means is that he's still able to use what made up the original weapon in the new one, so he doesn't feel he's getting rid of his weapon before its reached the critical point of its purpose. Gotta work out how much money we all have soon, and how much (if any) he'd make over the year period. He'll sell some of the gear he has, such as his old Breastplate and Ugruk's Flindbar, but to him, the Axe has proved its worth and may come in handy some point in the future, so I've decided he's not going to sell that to gain a little more money.

Thanks btw, and yea, I didn't realise it would have to be a 9th level Wizard to do that, so no problem.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

So I've got:

Apollo - Personal Romance (with Almah)

Brek - Opening a Business (magic identification in the Battle Market)

Kori - Travel (Kori is traveling the world and seeing the sights)

Je'Grik - Church of Sarenrae

Dmitri - Unknown so far

Just need to nail down Dmitri's choice (which I'm doing through PM, I believe) and y'all need to finish leveling-up. Once you've done that, I should be able to put up a big fat post to set up you guys commenting on how your year went.

As for what your choices do... Well, Apollo gets to have Almah as an almost-cohort (that I control but you have influence over). We'll talk about how she's built and what she'll be for.

Brek gets to start his business, and over the course of the year earns 3,000gp in profits from it.

Kori's experiences give her a +2 bonus in any one skill that she already has trained, or two ranks in one that she doesn't.

Je'Grik's benefit is a very positive relationship with the new Abbot-Protector of the Church and a position of high authority within the church.


Human Ranger [Beast Master] 4/Fighter [2-Handed] 1 | AC: 21/18/13 | Fort: +7 | Ref: +7 | Will: +2 | Init: +2 [+2 in Desert] -[HP: 33/35], [Nom: 19/23]-
Skills:
| Perc: +7 [+2 in Desert] | Hand.Animal: 9/11 l Kn.Nat: 4 l Survival: 6 [+2 desert/+1 track] l Intimidate: 9 l Ride: 7 I

Sounds good. I'm looking forward to it!


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Alright, as for Apollo and Dmitri -

Apollo's Personal Romance attracts him Almah over the year - she's a LN female human fighter 1/rogue 2 with the Noble Scion (Lore) feat and max ranks in Knowledge (nobility). Other than those limitations, Apollo, you have freedom to build her. Put her stats somewhere in your profile (under a spoiler or something). I will roleplay for her, but you have control over her in combat, assuming that she ever gets there.

Dmitri's plans attract him a Tiefling wizard (enchanter) 3. The wizard has the alternate tiefling heritage (daemon-born). Other than those limitations, he's free to build her and should put her somewhere in his profile. Same restrictions on who controls her as Almah, above.

As soon as I get a marker that everyone's done leveling, I'll work on a big move-forward post.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Oh, and ability scores are 15pt buy.


Human Ranger [Beast Master] 4/Fighter [2-Handed] 1 | AC: 21/18/13 | Fort: +7 | Ref: +7 | Will: +2 | Init: +2 [+2 in Desert] -[HP: 33/35], [Nom: 19/23]-
Skills:
| Perc: +7 [+2 in Desert] | Hand.Animal: 9/11 l Kn.Nat: 4 l Survival: 6 [+2 desert/+1 track] l Intimidate: 9 l Ride: 7 I

I'm done levelling, though I'll quickly build Almah now (I say quickly, it takes me forever to build a character).

Thanks, and it looks like we're building an army!

Lein:
Within the 15 point buy, going by the pre-requisites of Noble Scion, 3 of those points must go into Charisma, so with a 12 point buy and loads of skills, what Archetypes would you recommend for this AP? As for the feat, I'll choose the Scion of Lore option within Noble Scion. Just re-read and you wanted that one anyway, so no problem. Glad I'm on the right lines! also, being human, that means she has another 3 feats to choose from (3 from fighter, -1 due to Noble Scion, +1 level 3). I envision her as somebody very intelligent and probably quite wise also, fighting with one sword and no shield, so I probably won't be optimising her but going more with what I see her as character wise. Is it still wealth by level for her, so she has level 3 wealth to spend on her starting gear? No traits I assume as she's an NPC.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1
Apollo Randasian wrote:

I'm done levelling, though I'll quickly build Almah now (I say quickly, it takes me forever to build a character).

Thanks, and it looks like we're building an army!

** spoiler omitted **

As she's a heroic NPC, she'll have 1,650gp to start with. As for archetypes, mobile fighter or the swordlord archetype could be good, as could rogue archetypes that emphasize social skills, such as the Charlatan archetype. She's a noble-born, very wealthy, woman with a good education and a forceful personality.

Honestly, your archetype choices depend on how you see her developing by accompanying you.

Swashbuckler Archetype?

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