Monster Mashup - Table 4 (Inactive)

Game Master CaveToad

Party Worksheet
Goatling Battle Map
Deep Shack Dungeon
Regional Map
Forest Encounter

Party XP Total: 3500 (3rd level) / needed 6000
Goivan: 4460 (3rd level) / needed 6000
Sly: 3300 (3rd level) / needed 6000

Party meals left: 40
meals used per day: 5
(2 medium, 1 large (removed Grubgullet since he uses his magic item to sustain), 1 small, 2 tiny)
Meals consumed through day 14


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If Sly's tail hits and trips, we still have done 62. It could still work.


Male Lizardfolk Druid/Cleric/Bloodrager 2 (Saurian Shaman, Spelleater) AC 18 (ff 14, t 14); HP- 35/35; HP-(rage)- 41/41 F- +8, R- +4, W- +5; Init- +4, Perc- +9 Sense- +8; Aoo's- 5/5 ; channel- 5/5; growth- 7/7; travel- 7/7; fur- 7/7; bloodrage- 11/11; toxic- 6/6

We'll see, I guess.


Hseir-shae Sendorus wrote:

That could end up killing us.

We really needed you to take the big one down for us.

Question for CaveToad, if we don't survive this, which is a very likely possibility, what happens?
Are we just done, or are you going to handwave them capturing us, or?

Well who knows what may happen? :)


Wait would be torture if I didn't have someone else's birthday cake to eat.

@Hseir's post in the master thread.
If you're looking into Path of War just know that I'll probably be investing in Warlord if we get that far. It's got some nice synergy and thematically fitting for me at least. There might be a few abilities we'd have to see if they stack with two people or not, but otherwise it might be pretty good.

Stalker might be good also, because if we get to level 8, I will be granting all of you crits whenever I can with Butterfly's sting and lots of ranged attack rolls (so more chance to crit!)

I haven't read into Warder, but it looks defensively focused, so maybe it might help with keeping your AC up during rages and kinda be more tanky.

Edit:
Yay! We survived the round!

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 |
CaveToad wrote:
Sly help me understand how your claws do 1d6. Shouldn't they do 1d4?

It was a happy accident of pursuing Hex Strike. Here's the interaction:

Monk Unarmed Damage: 1d6

Improved Unarmed Strike

Feral Combat Training: Claws

FCT FAQ: just to make sure


Oh, I had assumed it was because 1d4->1d6 when large. He should be doing 1d6->1d8 because of large then, shouldn't he?


Male Lizardfolk Druid/Cleric/Bloodrager 2 (Saurian Shaman, Spelleater) AC 18 (ff 14, t 14); HP- 35/35; HP-(rage)- 41/41 F- +8, R- +4, W- +5; Init- +4, Perc- +9 Sense- +8; Aoo's- 5/5 ; channel- 5/5; growth- 7/7; travel- 7/7; fur- 7/7; bloodrage- 11/11; toxic- 6/6

I don't think Sly is large.
That'd be me.

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 |

Aye. You think all (scale)brothers look the same?


Male Lizardfolk Druid/Cleric/Bloodrager 2 (Saurian Shaman, Spelleater) AC 18 (ff 14, t 14); HP- 35/35; HP-(rage)- 41/41 F- +8, R- +4, W- +5; Init- +4, Perc- +9 Sense- +8; Aoo's- 5/5 ; channel- 5/5; growth- 7/7; travel- 7/7; fur- 7/7; bloodrage- 11/11; toxic- 6/6

Ridiculous discrimination.

I'm trying to figure out why Sly's picture is wrong, however.
The white dragon is so much cooler a picture.

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 |

I keep going back and forth on that. It's tough because it really becomes associated with the character.


Dang it, now I have to go to the shame cube

Also Sly, your post says you're targeting the big goatman, who's unconscious. Is that still your intention (why are you trying to trip an unconscious person :D )

You could probably kill G6 and then go to finish off the big goat with any remaining attacks, who'd be at like AC5 maybe

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 |

Haha, thanks for catching that.... copy/paste ftl.


'Sly' Slyveccysxtivastustass wrote:
CaveToad wrote:
Sly help me understand how your claws do 1d6. Shouldn't they do 1d4?

It was a happy accident of pursuing Hex Strike. Here's the interaction:

Monk Unarmed Damage: 1d6

Improved Unarmed Strike

Feral Combat Training: Claws

FCT FAQ: just to make sure

Got it! I knew it had to do something with FCT, but I had read it and hadn't seen anything in the core rules. I know have read stuff in the past about it on forums etc, but had not known or forgot you could sub in the monk damage. That is nice for low damage natural attacks. I guess you can only choose one natural attack for the sub?

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 |

Correct. Although, if we end up going mythic, there is Mythic Weapon Training.

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 |
CaveToad wrote:
Sly unleashes his lizardly draconic fury upon Goatling 7.

Much appreciated. ;)

Also appreciated: knowing that I meant the live goatman in front of me. =)

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 |

How badly are Grub and Shaeyl hurt? I thought hexes plus CLW would be enough to get them conscious. Just 'cause Sly will wait on the washing until they are and things are more secure.


Yeah my notes had them at Grub -2 (19 wounds+1 bleeding out) and Shaeyl -6 (20 wounds, immediately stabilized)

With +6 for Grub and +12 for Shaeyl, they should be at 4 and 6 respectively, shouldn't they?


You are correct, I didn't read the number block correctly that Sly posted. I failed at reading comprehension :) They are both conscious and can rejoin the play.

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 |
Aury'tss wrote:

How many unconscious and dead?

If we wanted to be merciful then Sly could use healing hex to get a couple back up (would still be pretty low health), without actually using any resources of ours....

Good question. Sly is all for mercy... at least outside of battle.

P.S. I love healing hex.


M Ogre Brawler/Kineticist/Oracle 3; AC 15 (T 12 FF 12); CMB +11 CMD 24; F+9 R+6 W+8; Init +3; Perception +6; HP 49/49

Recalculated, actually, Grub was at -5, so he should be at +1 now.


Summary and Housekeeping Post:
===================================
1. I leave for camping on Friday June 26 and return Thursday July 2. During that time I have basically no internet, aside from very spotty phone reception that drains my battery like crazy and there is no electricity to recharge my phone. I carry a ton of recharging devices and even a solar charger but they don't all work that well. Plus its not fun to GM via phone. So I will be out a week. I bring my notepad though and will be working on storylines and adventures.
2. Everyone gains 1400 XP for the battle. This will place you at level 2. You do not get the XP until you decide to 'rest and reflect'. This basically means several hours in a safe spot, not walking around or exploring or travelling. Staying at the campsite will count despite being the wilderness and maybe more goatlings around etc. The group will have to decide if they want to level up and pause for a few hours of in game time where you can't do much other than chat and relax. You need to be conscious and reasonably unwounded.
3. Since there is the slight potential for interaction with other groups, in the short duration after the battles, I would prefer people do all their level ups on an alternate sheet (offline perhaps), and have it ready to go, keeping your level 1 version on hand, and then just swap it in when time moves ahead. This gives you time over my vacation to get your character updated and brainstorm your future, or even adjust based on party needs.
4. Remember at level 2, you gain a feat from your item. This is a combat feat if its a weapon, or an combat amulet. It is a spell caster type feat or skill feat if its a caster-y item. I know this can be a little vague yet, and I will allow a redo of this feat once I have a solid rule-set soon after I get back. Refer to the rules I laid out so far for the items in the original rules.
5. Take some time for feedback, within your group and to me. Feel free to message me privately as well if you have concerns about anything that you don't want to share openly. This is also the time to decide if the table you are with is right for you. I feel like most of the tables are meshing well. We do have a few new recruits, and table 2 is at 6 people, so there is the possibility of some retooling. I think 5 is my target number for all tables.
6. Once you level your characters you are out of trial phase and we will move ahead. No more reworks, no more changes without formal retraining. Only if I find an illegal combo or build will I have someone change (in theory I should have caught these already, but eh, I'm human, mostly).
7. While I am gone, its a good time to firm up tactics and strategies. I realize you are still in the wilderness, and mostly gearless, but that will change eventually.
8. Feedback, analysis, discussion, critiques, strategies, ideas, amongst each other or for me are welcome. I hope the battle was a fun, perhaps tense, learning experience. Trial by fire sort of thing. Most combats will not be so brutal, save for the really epic ones perhaps, but those are suitably rare and special.
9. Everyone having a mini crunch really makes a difference, and those with special status spoilers for running effects, and other trackables really speeds things along, so if you don't have these yet, take a look at what others do, and get one going. It helps for minions too.


M Ogre Brawler/Kineticist/Oracle 3; AC 15 (T 12 FF 12); CMB +11 CMD 24; F+9 R+6 W+8; Init +3; Perception +6; HP 49/49

Referring to Comprehend Languages, I'm assuming the reason you can't just parrot their language back at them is because the spell is translating what they say in your mind.


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

Shaeyl plays a broken record and suggests we head for the main group, build some sturdy fortifications, and stay in one place for a while.

Our prisoners will be a good source of information about the world, at least in the valley, and a good source of food. Well maybe just labor.

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 |
CaveToad wrote:
Everyone starts with Toughness feat for free. As previously mentioned everyone starts with five feats at level one instead of one. In addition, instead of feats every other level, you get a feat every level.
CaveToad wrote:
4. Remember at level 2, you gain a feat from your item. This is a combat feat if its a weapon, or an combat amulet. It is a spell caster type feat or skill feat if its a caster-y item. I know this can be a little vague yet, and I will allow a redo of this feat once I have a solid rule-set soon after I get back. Refer to the rules I laid out so far for the items in the original rules.

Is the feat from the item the level 2 feat, or in addition?


Male Lizardfolk Druid/Cleric/Bloodrager 2 (Saurian Shaman, Spelleater) AC 18 (ff 14, t 14); HP- 35/35; HP-(rage)- 41/41 F- +8, R- +4, W- +5; Init- +4, Perc- +9 Sense- +8; Aoo's- 5/5 ; channel- 5/5; growth- 7/7; travel- 7/7; fur- 7/7; bloodrage- 11/11; toxic- 6/6

I think now is the time to do as Shaeyl suggests, and take a bit to build up some fortifications, and level up.

I'm not sure what feat I'll be going for, but it's gonna be something combat-is, as it fits.

Question, is the item feat in addition to the second level feat?
Thinking Improved Bull Rush, but open to suggestions.


'Sly' Slyveccysxtivastustass wrote:
CaveToad wrote:
Everyone starts with Toughness feat for free. As previously mentioned everyone starts with five feats at level one instead of one. In addition, instead of feats every other level, you get a feat every level.
CaveToad wrote:
4. Remember at level 2, you gain a feat from your item. This is a combat feat if its a weapon, or an combat amulet. It is a spell caster type feat or skill feat if its a caster-y item. I know this can be a little vague yet, and I will allow a redo of this feat once I have a solid rule-set soon after I get back. Refer to the rules I laid out so far for the items in the original rules.
Is the feat from the item the level 2 feat, or in addition?

In addition. Remember the feats from the item are also keyed to the item. If you are disarmed or lose the item temporarily, drop it into the volcano, etc, you lose those feats. If you eventually choose a normal feat that has, as a prerequisite feat, one that you chose from an item, and you lose the item, thus losing the prerequisite, you also lose the feat chain. Choose wisely. I may have people mark their feats that are dependent on item feats.


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

I would assume that any feats we are selecting for our weapon, we have to be eligible for? No waving requirements, like with some monk abilities, etc?


Shaeyl Nygct wrote:
I would assume that any feats we are selecting for our weapon, we have to be eligible for? No waving requirements, like with some monk abilities, etc?

Correct. Also any feat you take, you can lose if you lose your weapon or are away from it for more than say a few rounds or 100' ( in case someone has a throwing weapon for example ). Any feats that have prereqs that are given by your weapon feat you lose too.


Sooooo..... I could make our life super simple when we level up.

"Share Language" is a 1st level bard spell I could learn, and lasts for 24 hours.

But it'd be one of my 3 bard spells known.


Cool, so before we all post our level 2 stuff, anyone have suggestions for other people to help us work better?

I'm already changing mine to have some more buff stuff (teamwork feat shared to everyone to avoid AOOs), but I will lose panache until level 4. Once I can find a bow, I can start helping with damage.

I already have Craft Wondrous planned to take as a crafting thing, if anyone else had plans for that. I craft at x2 speed.


Male Lizardfolk Druid/Cleric/Bloodrager 2 (Saurian Shaman, Spelleater) AC 18 (ff 14, t 14); HP- 35/35; HP-(rage)- 41/41 F- +8, R- +4, W- +5; Init- +4, Perc- +9 Sense- +8; Aoo's- 5/5 ; channel- 5/5; growth- 7/7; travel- 7/7; fur- 7/7; bloodrage- 11/11; toxic- 6/6

I'm thinking about adding Combat Reflexes and Escape Route.
Combat Reflexes for obvious reasons.

Escape Route is a teamwork feat that allow others with it to move through adjacent squares w/o provoking.

Is that what you were talking about, Aury?
That's a fantastic one to take when we have so many feats.

Edit: not thinking about any crafting, as I said earlier, as it doesn't fit Hseir. That being said, I could be convinced to pick up maybe one at some point.


I will be granting everyone Escape Route with my Tactician ability. It just takes a standard action to activate, later a move or swift.

When twin minds happens I'll also be investing in that after my psionic class, so if you know of any really amazing teamwork feats that I can qualify for to share, send them my way. With Warlord and Tactician, I could share 2 at a time.

The only other one I really saw was one that grants AOOs when a crit happens, and I am going for a crit granting build.

Edit:
I may not have space for Craft Magic Arms and Armor, because I'd like to take Inscribe Magical Tattoos - it's super fitting for my character because it uses calligraphy instead of Spellcraft, so I would be able to make almost any enchantment effect I could ever want, without even knowing the spells or being the right caster level. It's more expensive than normal magic items though.

Is that something you guys would be interested in? I don't want to pick it up if your characters would be vehemently opposed to getting magic tattoos, hahaha.


Male Lizardfolk Druid/Cleric/Bloodrager 2 (Saurian Shaman, Spelleater) AC 18 (ff 14, t 14); HP- 35/35; HP-(rage)- 41/41 F- +8, R- +4, W- +5; Init- +4, Perc- +9 Sense- +8; Aoo's- 5/5 ; channel- 5/5; growth- 7/7; travel- 7/7; fur- 7/7; bloodrage- 11/11; toxic- 6/6

I'd much rather just have it myself, so that when I'm enlarged, you and any others that have it can just move around me, doing things as necessary.

It becomes even better when I can wild shape to huge.

As for teamwork feats I recommend:
-Enfilading Fire, which essentially lets you get a flanking bonus on ranged if two allies are flanking the target. Prerequisites: Point Blank Shot, Precise Shot, one other teamwork feat.
-Intercept Charge, lets someone with it move into an enemies' charge lane as an immediate. Let's us protect those "squishy" casters.
-Stealth Synergy is simply fantastic.
-Swing About could be interesting.

Just a quick run/through.


Hseir-shae Sendorus wrote:

I'd much rather just have it myself, so that when I'm enlarged, you and any others that have it can just move around me, doing things as necessary.

It becomes even better when I can wild shape to huge.

As for teamwork feats I recommend:
-Enfilading Fire, which essentially lets you get a flanking bonus on ranged if two allies are flanking the target. Prerequisites: Point Blank Shot, Precise Shot, one other teamwork feat.
-Intercept Charge, lets someone with it move into an enemies' charge lane as an immediate. Let's us protect those "squishy" casters.
-Stealth Synergy is simply fantastic.
-Swing About could be interesting.

Just a quick run/through.

Teamwork feats only work if both people involved have them though, I thought. So unless everyone else also spends a feat on it, there will be no effect unless I grant it to everyone.

Enfilading fire is pretty cool, but it looks like it only gives bonuses to ranged attacks, and I seem the be the only ranged focused character. If I start having trouble hitting I will maybe pick this up.

Intercept is pretty cool, possibility.

Stealth synergy is also a good choice, though I think it would be less useful later in the campaign unless people invest skill points in stealth. Getting to use someone elses natural 20 doesn't help as much in later game if you have bad stealth modifier and the enemies have high perception. Maybe a candidate for taking, and retraining later.

Swing About is really cool and I may try to find a way to fit it.

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 |

Combat Reflexes is a must-have for me. Also, I'm pursuing the Improved Trip line 'cause of Slapping/Tripping Tail. Unfortunately that means Combat Expertise is in my immediate future.

I haven't actually chosen between a headband or amulet. I use all 3 mental stats in my build and a headband would potentially benefit my spell/hex DCs and AC. But overall, Sly is more of a melee guy, so the amulet can affect hit, damage, and AC.

Lastly, something I considered but discarded was using my Hex Strike with the Slumber hex. I thought it might be a bit much to have a shot to knock someone out every time I punch them in the face. But it could have been useful in this battle. And I could sing along with Aury'tss' bardic performance with this.

Thoughts?


Male Lizardfolk Druid/Cleric/Bloodrager 2 (Saurian Shaman, Spelleater) AC 18 (ff 14, t 14); HP- 35/35; HP-(rage)- 41/41 F- +8, R- +4, W- +5; Init- +4, Perc- +9 Sense- +8; Aoo's- 5/5 ; channel- 5/5; growth- 7/7; travel- 7/7; fur- 7/7; bloodrage- 11/11; toxic- 6/6

Well, do you have a monk archetype, or is flurry if blows that important to you?
Maneuver Master monk can take any of the Improved fears as bonus feats at 1st, 2nd, ect.

Also, flurry of maneuvers could be pretty useful.

Not sure about your item, whichever you think is best.

Hex Strike is so great, I would hesitate to suggest you not take it.
This is gonna be a tough game, as evidenced by the first fight, so we'll need every advantage we can get.

And the chance to sing that is great.


@Hseir, yeah and I'm sure it will be useful at other times in the campaign. I'll probably take that.

Question to CaveToad: Can I take PFS feats that normally require points/reputation with a faction?
Master Performer and its greater version require 'Kitharodian Academy' reputation, but don't really have any lore tie-in I can see other than 'you are very good at perform'


Aury'tss wrote:

@Hseir, yeah and I'm sure it will be useful at other times in the campaign. I'll probably take that.

Question to CaveToad: Can I take PFS feats that normally require points/reputation with a faction?
Master Performer and its greater version require 'Kitharodian Academy' reputation, but don't really have any lore tie-in I can see other than 'you are very good at perform'

Hmm. How do you normally get points for those factions?


Male Lizardfolk Druid/Cleric/Bloodrager 2 (Saurian Shaman, Spelleater) AC 18 (ff 14, t 14); HP- 35/35; HP-(rage)- 41/41 F- +8, R- +4, W- +5; Init- +4, Perc- +9 Sense- +8; Aoo's- 5/5 ; channel- 5/5; growth- 7/7; travel- 7/7; fur- 7/7; bloodrage- 11/11; toxic- 6/6

As for my second level, thinking Escape Route and Combat Reflexes.

I get Totemic Transformation from Druid, which gets me another 10-ft speed, scent, or an improved bite plus a bonus on grapple and rake for a minute per level.

As for bloodrager, at second level I can either take Uncanny Dodge from the base, or switch it and Improved Uncanny Dodge for increasing fast healing (1 at 2nd) while I'm raging. I think that the fast healing would be the better option for my survival.

Cleric isn't getting me anything new besides a caster level and an extra spell.

Recommendations?


In PFS you have to choose one a faction to be in at character creation, and then every adventure module or mission completed gives you reputation and fame towards that faction. That's my understanding. It does not list any alternate ways, but they might be listed in individual module books or something.

Edit:
I'll have escape route also, so at least you and I will get the effects 24/7. That'll be really helpful on its own because I'll be able to move around safely near you, and I can activate it for everyone else when it's needed or I have a free action.

Is that spelleater, Hseir? It's a really cool bloodrager archetype. One of my other character ideas was an ultra tanky minotaur Abyssal Spell Eater Bloodrager/Invulnerable Rager/Iron Mountain Monk
DR, Fast Healing, and bonuses for not moving, combined with a polearm to become huge and threaten every space within like 30 feet.

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 |

No archetypes, 'cause it's Unchained Monk. That's where I get my full BAB. I can get Improved at L6 as a bonus feat, so that's taken care of. If I want Greater Trip, I need CE. I like Greater 'cause it provokes AoOs, but Trip does get less useful as we level.

I decided on amulet.... I think. And I'll tie the Dragon Style feats to it. Level 2 feat, I'm thinking Intimidating Prowess. The feats won't be crucial, but will fit the dragon theme.

Slumber has the disadvantage of being a hex that can only affect a creature 1/day. But it is cool to play Mike Tyson's Punch-out. I might use another Hex Strike feat on it.

-------------------------------------------------------------------

Hseir: Can you take Uncanny Dodge later? I'm a fan of Improved 'cause of the no flanking. And you can get fast healing from the Guardian Mythic path:

Fast Healing (Ex)

As a swift action, you can expend one use of mythic power to gain fast healing 5 for 1 minute. This ability can be taken a second time at 3rd tier or higher and a third time at 6th tier or higher. Each additional time you take this ability, the fast healing increases by 5.

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 |

On the combat tab of the party chart:

I moved max HP so it's next to current HP just so it's similar to the X/Y format we're used to. Feel free to change it back if you don't care for it.

I think we could use Base Initiative and Saves not so much for us, but so DM CaveToad has an easy reference for that stuff. 1 link and he can do initiative rolls or check saves easily. What do you think?

-------------------------------------------------------------------

On a separate note: How are you feeling about the party? I think we have a fun group of players and characters. The obvious link between the lizardfolk and kobold has already been a highlight for me. I am glad we're together.


Male Lizardfolk Druid/Cleric/Bloodrager 2 (Saurian Shaman, Spelleater) AC 18 (ff 14, t 14); HP- 35/35; HP-(rage)- 41/41 F- +8, R- +4, W- +5; Init- +4, Perc- +9 Sense- +8; Aoo's- 5/5 ; channel- 5/5; growth- 7/7; travel- 7/7; fur- 7/7; bloodrage- 11/11; toxic- 6/6

As for fast healing, the archetype gives me fast healing at 2nd, and then let's me sacrifice bloodrager spells for a 1d8/level healing as a swift.
Very powerful effects.

@Aury- yeah, it is spelleater. Pretty powerful.

As for our party, I love the current makeup, what with the scalebrethren, although I am a bit worried about overlapping too much with Grubgullet's concept.

Then again, I'm not sure what he's going after, so maybe I'm worried about nothing.


Oh cool that's fine Sly! I just hadn't mostly from laziness hahaha. Didn't want to break the equations for cells, but they seem fine.

If anyone hadn't noticed, all cells with that kinda dashed outline are auto-calculated, so be careful about changing them.
Even the familiar's max health is auto calculated!

Added those things, yeah, it's a good resource for Cavetoad if he wants them.

I think with a few more things filled out, we will have pretty much all our information in one place, so that's cool.

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I like it! Very glad we weren't all murdered by goats, I'm looking forward to posting more character interaction.

@Hseir, we definitely have some overlapping mechanics (4 full attack melee'rs, 2 of which are natural weapons and the other is unarmed), but I dunno if it's really overlapping character concepts. I'm probably going to delay dragon disciple for a long while, since we already have two draconic bloodline people and it's not vital to me being mechanically sound.

I think if people have a chance, try to pick up some ranged combat ability - otherwise we'll be in trouble the first time we meet a flying creature, hahaha. Or some way to get a flying creature to the ground.


Male Lizardfolk Druid/Cleric/Bloodrager 2 (Saurian Shaman, Spelleater) AC 18 (ff 14, t 14); HP- 35/35; HP-(rage)- 41/41 F- +8, R- +4, W- +5; Init- +4, Perc- +9 Sense- +8; Aoo's- 5/5 ; channel- 5/5; growth- 7/7; travel- 7/7; fur- 7/7; bloodrage- 11/11; toxic- 6/6

I'd like to point out that my draconian bloodline won't turn into anything.
I'm basically using it to cover some bases.
I did, admittedly, choose to go crossblooded to fill some of the less-desirable arcane powers, as I just didn't like the whole "caster's-bane" stuff.

Fitting the black dragon blood along with his arcane made so much more sense, seeing as how he's from the swamps, where black dragons tend to live.


Haha it's fine, I mostly just realized as I was rebuilding my character that the dragon theme part of my character was less and less important to me as some other concepts grew.

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 |

Why do you want to hurt me, Aury?

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As for ranged, that's why I have my snowballs.


Male Lizardfolk Druid/Cleric/Bloodrager 2 (Saurian Shaman, Spelleater) AC 18 (ff 14, t 14); HP- 35/35; HP-(rage)- 41/41 F- +8, R- +4, W- +5; Init- +4, Perc- +9 Sense- +8; Aoo's- 5/5 ; channel- 5/5; growth- 7/7; travel- 7/7; fur- 7/7; bloodrage- 11/11; toxic- 6/6

Thinking about switching out my Animal domain for War (Tactics).
I feel that an animal companion is just going to strangle gameplay up even more, and I don't really want to keep track of another character.

Besides, Tactics will get me a nice teamwork bonus to share with some people.

What do y'all think?


I guess it's just cause I hate dragons so much, sly. Aren't they just the worst???

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Definitely a cool ability, and I totally get not wanting another creature to handle in combat. I am wondering how leadership will work (since it was specifically mentioned in the recruitment thread), maybe it will tie in with the possibility of kingdom building and them just handling things while we adventure.
And the initiative thing is a cool bonus, you could even just tell Cavetoad something like "use this ability if anyone rolls less than 10 (before mods)" since he does the rolling.

Liberty's Edge

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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 |

Ouch! What the.... Can someone get this tiny knife out of my back?!

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Normally, I'd say that one should never give up an animal companion, but... in this campaign, it might be very difficult for an eidolon or companion to keep up power-wise. So, if there is something else that you want, go for it.

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