Monster Mashup - Master Thread

Game Master CaveToad

Can you rescue your 'beloved' mentor from the forces of evil? Will you make your way in a world that may not trust you, understand you, or want you? Will you stay true to the path Goodwin set out for you, or revert back to your former life?


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Male Speaker Oracle (Intrigue) ((Trickster)) (6(1)) HP: 64 | AC: 24 T: 15 FF: 21 | Fort: +4 | Ref: +5 | Will: +6 | Perception: +19 / Passive Initiative: +3, (Darkvision 60', Low-light)

Check

Liberty's Edge

CG Striker/Hedgewitch(3) | HP: 52 | AC: 17 | Touch: 12 | FF: 13 | Saves: F: +7 | R: +7 | W: +7 | CMD: 25 | Init: 6 | Per: 10 | Speed: 60' | Tension: 6 | Pool: 8 | MSB: 3 | MSD: 14 | Conc: 8 |

Checking in.


Hey crew! Trying to get back at this now. Several weekend weddings done and a few things out of the way. I am not in the clear yet, but I will see what I can do about getting the action rolling again. No promises, but at least there is some life here yet :)


CN Male Minotaur Bloodrager (Primalist) 1 | HP 14/14 | AC 16 TO 10 FF 15 | F +5 R +1 W +0 | CMD 18 | Speed 40 | Init +1 | Perc +4 DV | BR 6/7

Hey CT! Welcome "back" ;)


Male Speaker Oracle (Intrigue) ((Trickster)) (6(1)) HP: 64 | AC: 24 T: 15 FF: 21 | Fort: +4 | Ref: +5 | Will: +6 | Perception: +19 / Passive Initiative: +3, (Darkvision 60', Low-light)

Still here!


Female Current look | AC 18/26 T 17/21 FF -- | CMD 9 | hp 48/48 THP 4/4 | F+6 R+10 W+10| Spd 40' | Init +6 | Dis +25/35, Bluff +14, SM+14, DD +12, Perc +14 (low-light), Ste+15 , UMD +10 |

here


HP 57/57 [66/66] ► AC 17 [15], T 11 [9] ► F +8 [11], R +3, W +7 [9] ► Init +8 ► Perc +9, Darkvision 60' F Minotaur
Conditionals:
+2 vs Mind-Affecting effects, +2 vs Poisons, +2 vs spells/spell-like. Cannot be Flat-footed, 5 AoOs per round

Still here, though I don't remember anything about my character hahaha


Male

I've still got this dotted. :P


male augmented Wyvaran arcanist 3 || alchemist 3 || summoner 3

Great news CT


Female Derro (Summoner/Barbarian/Alchemist)
Stats Xanya:
Ablative(30)| Init:+10 | HP:124/124 | AC:33 T:23 FF:28 | DR 2/- | F:+16 R:+14 W:+16 (+2 vs posion/spells/SLA) | Perc:+9 | SR:12 | Rage:17/17 | Channel: 7/7
Stats Cryxial:
| Init:(-)+1 | HP:70/70 | AC:30 T:20 FF:27 | F:+10 R:+9 W:+5 (Evasion, +2 vs sleep, stun & paralysis) | Perc:+8

I recently discovered that Improved Two Weapon Fighting and it's greater equivalent actually do work with multiweapon fighting, so that's not even a home rule. It does kinda make me want to make a synthesist with a large number of arms, though sadly I probably won't get to make another character like this again. I was thinking to combine it with Kensai/warder(dervish defender)/bladecaster and wizard/rogue(hidden blade)/arcane trickster, but that depends on if spell combat is allowed to work with multi weapon fighting (assuming I have a free hand). Might go with starknives for weapons if it's ruled that named bullet works with weapons that can be thrown as long as you actually throw them.


M Wayang Bard 4 / Bloodrager 4 / Oracle 4
Stats:
HP 51/51+, AC 18/16, T 17/14, FF 12/10, Init +5, Fort +5/+7, Ref +10, Will +8, Perception +11, Stealth +16, Intimidate +19/21/+23, Rage 11/11, Perform 16/16
Party Buffs:
Misfortune: immediate re-roll of one d20
Xanya Zellor wrote:
I recently discovered that Improved Two Weapon Fighting and it's greater equivalent actually do work with multiweapon fighting, so that's not even a home rule.

Does it? I'm guessing you only get iteratives on one of your extra arms though...


Female Derro (Summoner/Barbarian/Alchemist)
Stats Xanya:
Ablative(30)| Init:+10 | HP:124/124 | AC:33 T:23 FF:28 | DR 2/- | F:+16 R:+14 W:+16 (+2 vs posion/spells/SLA) | Perc:+9 | SR:12 | Rage:17/17 | Channel: 7/7
Stats Cryxial:
| Init:(-)+1 | HP:70/70 | AC:30 T:20 FF:27 | F:+10 R:+9 W:+5 (Evasion, +2 vs sleep, stun & paralysis) | Perc:+8

CT already ruled that it works for multiple arms, that is you get an iterative for each one. However after reading some discussion on it, I agree with those that concluded that it actually works with more than one arm by RAW:

Improved Two Weapon Fighting wrote:

Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.

Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.

Each off-hand weapon normally only get a single attack. This feats makes no mention of one arm, it only says that the single attacks (for each arm) get on additional iterative.

With 9 attacks, Kiki might just be the highest damage dealer in the group already, though I haven't done the math, ragepouncelance or flurrying large bastard sword might be more effective.


Human Psychomancer

It seems like combining tables would be a good step towards decreasing the total workload. I know you have a vision for what you would like to accomplish, but unless we go through another recruitment drive it seems that our rosters have thinned.

Looking forward to your return!


HP 57/57 [66/66] ► AC 17 [15], T 11 [9] ► F +8 [11], R +3, W +7 [9] ► Init +8 ► Perc +9, Darkvision 60' F Minotaur
Conditionals:
+2 vs Mind-Affecting effects, +2 vs Poisons, +2 vs spells/spell-like. Cannot be Flat-footed, 5 AoOs per round

I think for me, I'm not interested in being on a table with newly recruited people. I think my table went through 3 people who dropped/had to leave, we barely got anything done. I'm not too keen on waiting for a bunch of new people to have them drop a week in - I'd rather stick with the ones that are already proven to still be sticking around.

I'd rather combine to an active table, or make a new character/rebuild to join a table. I never got to use this one, so I might as well just make a new one that will fit the party.


M Wayang Bard 4 / Bloodrager 4 / Oracle 4
Stats:
HP 51/51+, AC 18/16, T 17/14, FF 12/10, Init +5, Fort +5/+7, Ref +10, Will +8, Perception +11, Stealth +16, Intimidate +19/21/+23, Rage 11/11, Perform 16/16
Party Buffs:
Misfortune: immediate re-roll of one d20
Xanya Zellor wrote:

CT already ruled that it works for multiple arms, that is you get an iterative for each one. However after reading some discussion on it, I agree with those that concluded that it actually works with more than one arm by RAW:

Improved Two Weapon Fighting wrote:

Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.

Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.

Each off-hand weapon normally only get a single attack. This feats makes no mention of one arm, it only says that the single attacks (for each arm) get on additional iterative.

With 9 attacks, Kiki might just be the highest damage dealer in the group already, though I haven't done the math, ragepouncelance or flurrying large bastard sword might be more effective.

There are two ways to think about this. The first is that A) according to a strict RAW, you can't actually use Multiweapon Fighting and ITWF at the same time at all, and need to pick one; the second is that B) If you want to argue RAI it makes sense to be able to improve it, there's the consideration that the devs clearly intended for it to give only one more attack, as there exist no feats that grant more than a single extra attack.

According to the B interpretation, you could probably take ITWF multiple times, one for every limb.

Note that it's technically possible to have 4 off-hands on a two-armed character (boulder helmet/barbazu beard, two spiked boots, and a regular shield). However, a normal character can only attack with two of those, generally following the argument that "the mind of a two-limbed character can't process more than two weapons." Thus, you can wield a boulder helmet or spiked boot alongside a 2H weapon with 2WF, but even a Kasatha could only use up to two boots and two arms (again, the whole "no more attacks than limbs" thing is actually pretty defined in the race builder).


Female Derro (Summoner/Barbarian/Alchemist)
Stats Xanya:
Ablative(30)| Init:+10 | HP:124/124 | AC:33 T:23 FF:28 | DR 2/- | F:+16 R:+14 W:+16 (+2 vs posion/spells/SLA) | Perc:+9 | SR:12 | Rage:17/17 | Channel: 7/7
Stats Cryxial:
| Init:(-)+1 | HP:70/70 | AC:30 T:20 FF:27 | F:+10 R:+9 W:+5 (Evasion, +2 vs sleep, stun & paralysis) | Perc:+8

I don't agree with your A at all, MWF replaces TWF, hence let you qualify and use all the feats TWF normally lets you. Regardless of your interpretation (both of which disagree with mine), CaveToad already said it was ok to use ITWF to work with multi weapon fighting here. Of course that ruling was made in context of our spiderling Kiki, I'm not sure he would rule the same way for a synthesist with a dozen arms. I don't think he would allow using a boulder helmet, spiked armor or bladed boots to get more attacks than you have arms for a spiderling either.

@Tanner Nielsen & Kalora: I agree with you that combining tables is probably better. I believe we have one open slot atm.


M Wayang Bard 4 / Bloodrager 4 / Oracle 4
Stats:
HP 51/51+, AC 18/16, T 17/14, FF 12/10, Init +5, Fort +5/+7, Ref +10, Will +8, Perception +11, Stealth +16, Intimidate +19/21/+23, Rage 11/11, Perform 16/16
Party Buffs:
Misfortune: immediate re-roll of one d20

CT said it was okay because that makes spiderling's cooler, and it's a high-powered campaign. I just don't agree that it's RAW.

Xanya Zellor wrote:
ragepouncelance or flurrying large bastard sword might be more effective.

There's a way to combine the two, if you *really* like damage. Mythic Vital Strike (okay, it's a ways away) + Spirited Charge + Coordinated Charge (also needs level 10) plus the all-new, 100% amazing Gorum's Swordsmanship.

Ragepouncelance, of course, isn't actually as good as it sounds, since only the first attack is multiplied by lance/spirited charge. However, mythic vital strike doesn't have that problem; it multiplies your damage (including spirited charge bonus) by the number of attacks you get from BAB. Depending on the wording of pounce + swordsmanship, you could arguably make one attack at the end of the charge that gets massively multiplied, then make your other attacks as regular (as with normal ragepouncelance but with significantly more damage).

Coordinated Charge is the kicker. You get a valet familiar, have it charge a different enemy, and you get two of your massive death attacks per turn. (And if one of your pre-req teamwork feats is escape route, shared with your mount, you never provoke AoOs for moving while mounted).


Female Derro (Summoner/Barbarian/Alchemist)
Stats Xanya:
Ablative(30)| Init:+10 | HP:124/124 | AC:33 T:23 FF:28 | DR 2/- | F:+16 R:+14 W:+16 (+2 vs posion/spells/SLA) | Perc:+9 | SR:12 | Rage:17/17 | Channel: 7/7
Stats Cryxial:
| Init:(-)+1 | HP:70/70 | AC:30 T:20 FF:27 | F:+10 R:+9 W:+5 (Evasion, +2 vs sleep, stun & paralysis) | Perc:+8

Xanya doesn't qualify for Gorum's Swordsmanship since she's not chaotic neutral (nor does she worship Gorum, though that's not actually a requirement, however the alignment is) nor does she use a greatsword. Gorum's Swordsmanship is pretty clear on that it only applies to one attack (it uses the wording an attack), rather than all attacks, so it wouldn't be significantly more damage on the regular attacks either.

I'm sure putting the monster ability (not the weapon ability) trip from beastmorph on all of Xanya's attacks along with greater trip + seize the opportunity (the pow one) will be plenty of damage. It even works with mythic vital strike (or maneuvers like hunting pack).

I'm sure I get good use out of Coordinated Charge regardless, I don't need a valet familiar when I can use it with Cryxial.


Male
Dalang Teniel wrote:

CT said it was okay because that makes spiderling's cooler, and it's a high-powered campaign. I just don't agree that it's RAW.

Xanya Zellor wrote:
ragepouncelance or flurrying large bastard sword might be more effective.

There's a way to combine the two, if you *really* like damage. Mythic Vital Strike (okay, it's a ways away) + Spirited Charge + Coordinated Charge (also needs level 10) plus the all-new, 100% amazing Gorum's Swordsmanship.

Ragepouncelance, of course, isn't actually as good as it sounds, since only the first attack is multiplied by lance/spirited charge. However, mythic vital strike doesn't have that problem; it multiplies your damage (including spirited charge bonus) by the number of attacks you get from BAB. Depending on the wording of pounce + swordsmanship, you could arguably make one attack at the end of the charge that gets massively multiplied, then make your other attacks as regular (as with normal ragepouncelance but with significantly more damage).

Coordinated Charge is the kicker. You get a valet familiar, have it charge a different enemy, and you get two of your massive death attacks per turn. (And if one of your pre-req teamwork feats is escape route, shared with your mount, you never provoke AoOs for moving while mounted).

If the discussion you are in is talking about damage, and mythic vital strike is on the table, you can safely say you deal all of the damages.


Female Derro (Summoner/Barbarian/Alchemist)
Stats Xanya:
Ablative(30)| Init:+10 | HP:124/124 | AC:33 T:23 FF:28 | DR 2/- | F:+16 R:+14 W:+16 (+2 vs posion/spells/SLA) | Perc:+9 | SR:12 | Rage:17/17 | Channel: 7/7
Stats Cryxial:
| Init:(-)+1 | HP:70/70 | AC:30 T:20 FF:27 | F:+10 R:+9 W:+5 (Evasion, +2 vs sleep, stun & paralysis) | Perc:+8

If what we've faced so far is anything to go by then by the time we hit mythic and level 10+ (which we need for these things) the encounters will be at reasonable CR for that level. I don't know if that means CR 20 or 30 or even more. That probably mean that there will be points where dealing more damage will be useful, especially if you can split it among multiple enemies. I don't think we can ever say that we safely say that we deal all the damages.


M Grippli river battle MAP Brd/Clr/UCRog(Spy)5/Swb(Mouser)~1 ||| HP: 61/61 | AC: 21, T: 17, FF: 15 | Fort: +8*, Ref: +11*, Will: +11* | BAB +3, CMB: +9, CMD: 19 | Init: +6, Perception: +14

eh, kinda hoping we aren't going mythic. I love high power, but mythic doesn't really capture that, especially for the bookkeeping it adds. it sorta flips a silly "you're powerful because it says so" analog switch on the character (the whole mythic/non-mythic dichotomy).

as for consolidating tables, that would probably be better than recruitment, as long as the numbers jived well and groups that didnt want to split up didnt have to split up.


M Wayang Bard 4 / Bloodrager 4 / Oracle 4
Stats:
HP 51/51+, AC 18/16, T 17/14, FF 12/10, Init +5, Fort +5/+7, Ref +10, Will +8, Perception +11, Stealth +16, Intimidate +19/21/+23, Rage 11/11, Perform 16/16
Party Buffs:
Misfortune: immediate re-roll of one d20

Err, mythic was part of the original campaign concept...

And I think our table's still around?


Inactive

I am.


M Grippli river battle MAP Brd/Clr/UCRog(Spy)5/Swb(Mouser)~1 ||| HP: 61/61 | AC: 21, T: 17, FF: 15 | Fort: +8*, Ref: +11*, Will: +11* | BAB +3, CMB: +9, CMD: 19 | Init: +6, Perception: +14
Dalang Teniel wrote:
Err, mythic was part of the original campaign concept...

True, in that it said "potential mythic"


Female Kitsune HP 60/60 CP 7/7 PP 16/16 LP 8/8
Stats:
AC/Touch/Flat/CMD 18/17/11/25 | Fort/Ref/Will +14/+17/+14 | Init +09
Brd/Smn/Pal 4//War 1
Trained Skills:
+22: Diplomacy, Handle Animal, Wind +20: Dance +15: Linguistics, Paint, Alchemy +13: Disguise +11: K(Pla, Rel), Spellcraft, +9: Stealth +8: K(Arc, Dun, Eng, Nat), Perception, SM, Swim

I am. I'm just conserving energy by not worrying over it.


Human Psychomancer

Hmm... Lots of new stuff has come out since we paused.


Female Current look | AC 18/26 T 17/21 FF -- | CMD 9 | hp 48/48 THP 4/4 | F+6 R+10 W+10| Spd 40' | Init +6 | Dis +25/35, Bluff +14, SM+14, DD +12, Perc +14 (low-light), Ste+15 , UMD +10 |

Well once CaveToad has the game going again, I'm not going anyplace all ALL my other games have or will end in the next few weeks. One on last fight, now, other just ended, last one the GM had RL come can stop things.
Waiting her happly


Human Psychomancer

CaveToad, would it be alright if we took this reboot/reorganizing time to make tweaks? Not changes to characters, just mechanics. Some really cool things have come out in the past while. Thanks.

Edit: I checked through my files, and I may have inadvertently deleted my character progression plans. I don't know where I was going with my character. :/

Edit 2: You know what, I'll just have him ready to go when you come back. I will post him for the kind folks here to help me review.


Tanner, could you point out what's new? I've been off of mechanics things for a while and wouldn't know where to start... Last time I checked Armor Master's was out...


Human Psychomancer

Well, we started the game just a week or two before Occult Adventures was available. CT stipulated that we would have to alter our PCs in case there were changes from the playtest. So anything published after May 2016.

Horror Adventures, Ultimate Intrigue, Weapon Master Handbook, Armor Master Handbook, etc.

Just look at the product list, sort by date, and look for anything after OA.


I'll have a look at what's after AMH, then.
Thank you!


Excellent, I came here to post just the thing as I have been reading reddit posts about various errata and other content that is out. I need to catch up on some reading. In addition to what is posted above by Tanner, does anyone know any recent errata releases? ( I guess I can check the paizo page ). I will need to familiarize myself with the new stuff and see if its suitable ( not sure why it wouldn't be ) and then determine how it gets rolled into the campaign as usually people may want to make changes, in some cases drastic.


Oh, and regarding the tables, I will do a roll call at each table and give people some time to check in, after which I can determine what will happen. Combining does make sense, and we also have a few returning players able to join again. Also there are some new players waiting in the wings and so I will see how things shape up.


M Wayang Bard 4 / Bloodrager 4 / Oracle 4
Stats:
HP 51/51+, AC 18/16, T 17/14, FF 12/10, Init +5, Fort +5/+7, Ref +10, Will +8, Perception +11, Stealth +16, Intimidate +19/21/+23, Rage 11/11, Perform 16/16
Party Buffs:
Misfortune: immediate re-roll of one d20

Table 1 currently has all the players still around, IIRC


Magus2/Swash1 HP 18/18 | AC18 T14 FF14 | F+3 R+7 W+3 | CMD 17 | Init +7 | Per+8 | AP 2/4 | PP 3/4 Spells Cast:

Still here.


**INACTIVE - SPECIAL** Mind Flayer "Male" Adult
STATS:
Tristalt, L6 | HP:78/78 | AC:32(34)/T:32(34)/FF:32(34)/HLP:18(20) | Init:+12 | Prcptn:+13/15/16(+DS/TF) | F:+8/R:+11/W:+9, SR:17 | CMB:+12/14, CMD:+26/28 | Spd:50' | AR:6/9, Ki:8/8
MORE STATS:
Hero Pts:3/3 | SP1:6/6 | SP2:5/5 | SP3:3/3 | +4/8 AC - Spells | +2 SV Traps/Death Magic/Enchantments | Auto-stable

Still here and thank goodness things are settling down for the Holiday Freeze!


CN Male Minotaur Bloodrager (Primalist) 1 | HP 14/14 | AC 16 TO 10 FF 15 | F +5 R +1 W +0 | CMD 18 | Speed 40 | Init +1 | Perc +4 DV | BR 6/7

Still here :)


Shaeyl's Character Sheet Perc 12, HP 19/23, AC 19/12/19, CMD 20, Save +4/+11/+6 Darkvision 120’

here as well


male augmented Wyvaran arcanist 3 || alchemist 3 || summoner 3

Winged character waiting in the wings here.

I am unaware of any errata affecting my character, so i'm good to go still


Ok, I will go through each table and figure out who is still around and make some adjustments depending on the status. Some tables are literally mid combat, some, we might move new characters into and I'll try my best to make it believable, but there may be some stretches in what makes sense to get things moving.


Male Human Wizard (Arcane Crafter) -- HP 11 : AC 12 CMD 12 TAC 12 FAC 10 : F+2 R+2 W+2 : INIT+6 Perc+0 CMB+0

This is Tanner. Finished the new character. If anyone feels so inclined, please let me know if you see any mistakes.


Female Current look | AC 18/26 T 17/21 FF -- | CMD 9 | hp 48/48 THP 4/4 | F+6 R+10 W+10| Spd 40' | Init +6 | Dis +25/35, Bluff +14, SM+14, DD +12, Perc +14 (low-light), Ste+15 , UMD +10 |

Seeing how its going,


Hey, I am still around, will be out of the country for a week or so over holidays. Hope everyone has a nice time. Maybe after the new year I can get my butt in gear. Time will tell I guess. I think the vacation will recharge me a little and hopefully I can squeeze in time once January hits.


**INACTIVE - SPECIAL** Mind Flayer "Male" Adult
STATS:
Tristalt, L6 | HP:78/78 | AC:32(34)/T:32(34)/FF:32(34)/HLP:18(20) | Init:+12 | Prcptn:+13/15/16(+DS/TF) | F:+8/R:+11/W:+9, SR:17 | CMB:+12/14, CMD:+26/28 | Spd:50' | AR:6/9, Ki:8/8
MORE STATS:
Hero Pts:3/3 | SP1:6/6 | SP2:5/5 | SP3:3/3 | +4/8 AC - Spells | +2 SV Traps/Death Magic/Enchantments | Auto-stable

I am still here lurking ... :-)


f
skills:
Stealth: 30 Acrobatics: 14 Climb: 30 Bluff: 8 Diplomacy 7 intimidate 7 Craft(alch)10 Escape atrist 16 Knowledge(nature) 12 Knowledge(martial) 8 Perception: 10 Sense motive 9 Slight of hand 11 Survival 12
Spiderling (UC)rogue(vexing dodger)/swashbuckler(mouser),Warlord/druidHP: 52/52 init: 10 per: 9 saves: 7, 10, 6 AC: 22 20 15 Rage rounds 7/7

Still here


Shaeyl's Character Sheet Perc 12, HP 19/23, AC 19/12/19, CMD 20, Save +4/+11/+6 Darkvision 120’

ditto!


male augmented Wyvaran arcanist 3 || alchemist 3 || summoner 3

Lurkers unite


:)


Male

Allo.


CN Male Minotaur Bloodrager (Primalist) 1 | HP 14/14 | AC 16 TO 10 FF 15 | F +5 R +1 W +0 | CMD 18 | Speed 40 | Init +1 | Perc +4 DV | BR 6/7

*Goggh lurks*

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