Moonscar (Inactive)

Game Master drbuzzard

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The Exchange

Female CN Elf Wizard (Transmutation) 20.0 HP 182/182(+5) | AC 43 | T 23 | FF 38 | CMD 33(FoM) | Fort +19 | Ref +20 | Will +21(+2 vs Ench) | Init +12 | Perc +24 | Images

Im going gunslinger 1/paladin 4 i believe..


Vars, u mind if i dot your campaign for reference.. Ive almost got my guy done..

Ending up deciding on Gunslinger 1(Mysterious Pistoler)/Paladin 4(WoHL).. He seems pretty legit at first glance..

I just have a few question involving firearm/ammo prices, as well as what speciality ammo i can use with a revolver..

Also needed to know if firing a firearm in melee provoked?


old guy nerd retired5

I've started posting on the Recruitment thread of Dr Buzzard's game:

RotRL: The Alkenstar Expedition


old guy nerd retired5
MiniGM wrote:
i think i might make a halfling ninja...duel wield wakizashis yea buddy

I too am making a halfling ninja..pistol-wielding a-hole (with a heart of gold?)


Unnamed

want to be brothers woo?


Pistols aren't very sneaky Woo..

Sovereign Court

male human | HP: 213/213 | AC: 48 (21 Tch, 44 Fl) | CMB: +27, CMD: 48 (55 Grapple, 54 sunder, 52 disarm) | F: +23, R: +24, W: +21 | Init: +9 | Perc: +31 DR 11/-

Firearms do provoke in melee. I admit a temptation to have it not be so, but I think they are good enough that you can live with it. Anyway there is a feat to dispense with that anyway.

I'm not sure what kind of speciality ammo you are considering, but certainly the different materials of shot are available (silver, cold iron, adamantine).

Also, one other detail, you don't get the full touch AC effect. You subtract the hardness of the bullet from the targets armor+natural armor. At the levels you are sitting at now, this makes little difference (lead bullets have a hardness of 6, and steel bullets, 10). Eventually you will want to use adamantine bullets to get your best chance for penetration.

Yes, pistols are rather less than sneaky, and these are not Mosin Nagants nor Colt Pythons, so silencers wouldn't work. You could do it with <gasp> magic though.


Well i wasnt for sure if you could do the dragon breath thing.. Purchase amounts for bullets/guns are 10% of normal right?

What feat takes away the provoking btw?

So if i shoot steel bullets i can subtract 10ac in the first range increment?


old guy nerd retired5
MiniGM wrote:
want to be brothers woo?

I've answered on the Alkenstar Expedition recruitment thread...

Sovereign Court

male human | HP: 213/213 | AC: 48 (21 Tch, 44 Fl) | CMB: +27, CMD: 48 (55 Grapple, 54 sunder, 52 disarm) | F: +23, R: +24, W: +21 | Init: +9 | Perc: +31 DR 11/-

Point Blank Master just take out the weapon specialization prereq.

Yes, if you use steel bullets they will do as you say. Adamantine will subtract 20 (from the total of natural, shield, and armor AC bonuses).


Alrighty.. Cant seem to get a dot to work on your camp.. I guess ill figure it out tm.. Still need to figure up gear.. Not sure how much everything costs and how much money we have to spend..

Ill pick up that feat with the next i get..


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

working on him now...hmmm,

Sovereign Court

male human | HP: 213/213 | AC: 48 (21 Tch, 44 Fl) | CMB: +27, CMD: 48 (55 Grapple, 54 sunder, 52 disarm) | F: +23, R: +24, W: +21 | Init: +9 | Perc: +31 DR 11/-

One caveat on gear, you were equipped with 4th level WBL gear in Alkenstar (6k GP). Only once you came to Varisia have you gained access to magical gear (the other 4.5k GP) to get to your 5th level WBL.

So you can have gained masterwork stuff in Alkenstar for most things, but no magic item can exceed 4.5K in cost (which is actually your total in magic spending). Items can be enchanted.

One other adjustment for convenience is that your local contact is willing to provide loaner weapons while you are adventuring if you have a masterwork rifle or pistol which is in the shop as it were. The firearms you have access to are unique. Nobody outside of your team can get them.


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

got ya 6k regular gear 4.5 k for enchantments


dude halfling

given the magic item constraint, I'll drop the Endless Bandolier. When he gets to Varisia, Tirion will get one of his revolvers magic'd up to +1, and purchase a Handy Haversack. He'll also procure two doses of Universal Solvent, an Ioun Torch, a Stubborn Nail, and Sleeves of Many Garments.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

I think im going with +1 breasplate, +1 cloak of resistance, endless bandolier, and a wand of cure light wounds with 43 charges for my magic.. Leaves 5 gold..


One question, is there a reason you are taking a level of gunslinger beyond firearm access? In this campaign you are assumed to have 'firearms everywhere' so firearms count as simple weapons. You don't need gunslinger levels to be proficient. If there is something else you want, by all means go ahead, but don't put off Paladin levels if you don't want to.


Unnamed

ooo I didn't realize that. I might have to buy a gun as well


It was to get access to the guns.. I might switch that around then.. Although burning grit to add charisma to damage for a round is nice.. I will ponder it..


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

ok I think I am all crunched out.


Unnamed

you also get weapon training at level 1 if you take a level of gunslinger

Sovereign Court

male human | HP: 213/213 | AC: 48 (21 Tch, 44 Fl) | CMB: +27, CMD: 48 (55 Grapple, 54 sunder, 52 disarm) | F: +23, R: +24, W: +21 | Init: +9 | Perc: +31 DR 11/-

I think you mean weapon proficiency or maybe gun smithing the feat. Weapon training is a fighter class ability which is not handed out very often to anyone else.


Unnamed

this is what i was talking about

Guns Everywhere: Guns are commonplace. Early firearms are seen as antiques, and advanced firearms are widespread. Firearms are simple weapons, and early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the cost listed in this chapter. The Gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level.


Gun training lets you use dex to damage.. Normally its gained at 5th level gunslinger, but with Guns Everywhere you get it at first..

Sovereign Court

male human | HP: 213/213 | AC: 48 (21 Tch, 44 Fl) | CMB: +27, CMD: 48 (55 Grapple, 54 sunder, 52 disarm) | F: +23, R: +24, W: +21 | Init: +9 | Perc: +31 DR 11/-

Yeah, that's not weapon training, it is a gunslinger feature. I was having flashes of the nightmare of gunslingers getting to use gloves of dueling.


ROFL.. I was leaning towards weapon master 3 on my first build for just that purpose..


old guy nerd retired5

hey guys -- why are we doing all this Alkenstar Expedition discussion on the Moonscar tab? I recommend moving all the chat for the other campaign over to that campaign's page...


Unnamed

well considering the spell says

Only creatures made of flesh are affected by this spell

i would say that it does not work on objects, thus doesn't work on undead

Sovereign Court

male human | HP: 213/213 | AC: 48 (21 Tch, 44 Fl) | CMB: +27, CMD: 48 (55 Grapple, 54 sunder, 52 disarm) | F: +23, R: +24, W: +21 | Init: +9 | Perc: +31 DR 11/-

I was going to argue that it worked on undead but decided to go look it up.

According to SKR:
Flesh to stone says "Target one creature," thus it does not work on objects, and because it has a Fort save it means undead are immune (they are immune to all Fort-save effects that do not affect objects).

Funny thing is, you could use it on undead in 3.5. Oh well, another tiny little PF change.


Unnamed

dm:
Dm is this final fight?

Liberty's Edge

Buffs:
7 hr: Mnd Blnk, Ovrlnd Flt, Abl Barr, Gr. Mgc Wp. 340mn: Ex. Echo, Ex.Flm Arrw, Ex. Hro, Ex. Mss Fly, 34mn: Grvty Bw,Tr. See, Shld,17 rds. : Glb of Invln. Gr. Invis; plus stnskn, undth ward; r. cold (30), haste, free mov
Vitals:
F1/Trans 6/EK 10 HP116+13/116 AC:31 (35), T:23, FF:24 (28); Fort:+18 Ref:+22 (24) Will:+16; CMD 42; Init+10; Perc+27

Don't run off yet Vuvu. I have uses in mind for your character's body.

Sovereign Court

male human | HP: 213/213 | AC: 48 (21 Tch, 44 Fl) | CMB: +27, CMD: 48 (55 Grapple, 54 sunder, 52 disarm) | F: +23, R: +24, W: +21 | Init: +9 | Perc: +31 DR 11/-

Did they steal Corpse Explosion from Diablo II?

Liberty's Edge

Buffs:
7 hr: Mnd Blnk, Ovrlnd Flt, Abl Barr, Gr. Mgc Wp. 340mn: Ex. Echo, Ex.Flm Arrw, Ex. Hro, Ex. Mss Fly, 34mn: Grvty Bw,Tr. See, Shld,17 rds. : Glb of Invln. Gr. Invis; plus stnskn, undth ward; r. cold (30), haste, free mov
Vitals:
F1/Trans 6/EK 10 HP116+13/116 AC:31 (35), T:23, FF:24 (28); Fort:+18 Ref:+22 (24) Will:+16; CMD 42; Init+10; Perc+27

Mwah ha ha ha!

...no, actually my purpose is surprising benign.


Unnamed

Just want to point out that duhwoo destroyed a bunch if coffins


Unnamed

Also someone move my body so we here we can get to it

Sovereign Court

male human | HP: 213/213 | AC: 48 (21 Tch, 44 Fl) | CMB: +27, CMD: 48 (55 Grapple, 54 sunder, 52 disarm) | F: +23, R: +24, W: +21 | Init: +9 | Perc: +31 DR 11/-

Actually Vars did it. He's more the vandal type.


There is an area that wasn't explored, and a room that was gone over, but a clue was missed.

The Exchange

Female CN Elf Wizard (Transmutation) 20.0 HP 182/182(+5) | AC 43 | T 23 | FF 38 | CMD 33(FoM) | Fort +19 | Ref +20 | Will +21(+2 vs Ench) | Init +12 | Perc +24 | Images

There's also still a hole in the floor where the Maralith was right?

Sovereign Court

human(Taldan) CG Hillbilly18 | 238 of 264 (enraged: 310 of 336) {DR 4/-} | AC:18(T12/FF18) | CMB: 28(36), CMD: 35(33) | Fort21(25)/Ref16/Will14(17) | init+3 |Perception 22, SM 20 | move 35' | rage: 33/40, spells: 5/5 |
active stuff:
Adaptation, Unshakeable Resolve, Ring o' Blinking, GREATER Ring o' Inner Fortitude; Regen. (1hp/10 min)

give it a good sniff before going down there: make sure it's not just a common-use poopy-hole!


There is a hole down the passage past the Maralith.

The Exchange

Female CN Elf Wizard (Transmutation) 20.0 HP 182/182(+5) | AC 43 | T 23 | FF 38 | CMD 33(FoM) | Fort +19 | Ref +20 | Will +21(+2 vs Ench) | Init +12 | Perc +24 | Images

Push forwards? We've got to be close to finishing this..

Sovereign Court

human(Taldan) CG Hillbilly18 | 238 of 264 (enraged: 310 of 336) {DR 4/-} | AC:18(T12/FF18) | CMB: 28(36), CMD: 35(33) | Fort21(25)/Ref16/Will14(17) | init+3 |Perception 22, SM 20 | move 35' | rage: 33/40, spells: 5/5 |
active stuff:
Adaptation, Unshakeable Resolve, Ring o' Blinking, GREATER Ring o' Inner Fortitude; Regen. (1hp/10 min)

It's been said that there is a fine line between bravery and stupidity -- Mr McKeener is both very brave and very stupid!

Sovereign Court

male human | HP: 213/213 | AC: 48 (21 Tch, 44 Fl) | CMB: +27, CMD: 48 (55 Grapple, 54 sunder, 52 disarm) | F: +23, R: +24, W: +21 | Init: +9 | Perc: +31 DR 11/-

Vars is not particularly willing to die for Drendle Dreng. As he has yet to see any evidence that there is some plot which threatens himself or the world, he doesn't much see any good justification for putting himself at risk when he is only a shadow of his normal performance level.

It will be and interesting case study of how far fighters fall behind when you go on and nobody notices that he isn't there.

The Exchange

Female CN Elf Wizard (Transmutation) 20.0 HP 182/182(+5) | AC 43 | T 23 | FF 38 | CMD 33(FoM) | Fort +19 | Ref +20 | Will +21(+2 vs Ench) | Init +12 | Perc +24 | Images

I dont think you give yourself enough credit.. Vs things that dont attack touch AC and or roll 20's you cant be hit and at the same time you can dish out 100 damage a swing your weapon, and do so pretty often.. Yes i have ways to mitigate attacks on me, but they only last so long and can be dispeled..

Sovereign Court

male human | HP: 213/213 | AC: 48 (21 Tch, 44 Fl) | CMB: +27, CMD: 48 (55 Grapple, 54 sunder, 52 disarm) | F: +23, R: +24, W: +21 | Init: +9 | Perc: +31 DR 11/-

He does fair damage and is good against purely physical threats. His saves suck, and he is limited in his bag of tricks. Very limited. Truthfully, I have pulled about every trick available to make him good, and he just isn't all that good for this level. Fighters seem to peak around 11th, and then other classes pass them by.

The only way he could be worse (assuming equal levels of optimization) would be if I made a rogue. Then I could be properly useless.

Melees are behind casters at this level of course. That is simply D&D history, and I can live with that. However fighters really do end up being the weakest of the martials. A paladin or twinked barbarian would be hell on wheels at this level. A ranger would still be better than the fighter, though not quite up with the paladin or barb. There's a reason I buff fighters a bit in my home games.

The Exchange

Female CN Elf Wizard (Transmutation) 20.0 HP 182/182(+5) | AC 43 | T 23 | FF 38 | CMD 33(FoM) | Fort +19 | Ref +20 | Will +21(+2 vs Ench) | Init +12 | Perc +24 | Images

While i agree with most of your statements im pretty sure i could build a weapon master crit machine that could hold his own vs pallies and barbs..

Sovereign Court

male human | HP: 213/213 | AC: 48 (21 Tch, 44 Fl) | CMB: +27, CMD: 48 (55 Grapple, 54 sunder, 52 disarm) | F: +23, R: +24, W: +21 | Init: +9 | Perc: +31 DR 11/-

No, not really. You might up your damage, but your saves would still blow and that is the issue. To be quite honest, weapon master doesn't add much as archetypes go. The only fighter archetype which really ups damage is the two weapon fighter, and then you are going to simply suck on AC. Now could you make a fighter better than someone who isn't good on optimization building a pally or barb? Probably to a degree (higher damage, but worse saves), but those classes have both a higher floor and a higher ceiling.

There is no way a fighter can match Divine Grace or Superstition. They also can't sunder spells (unless you are a dwarf), cast a lot of good condition fixing spells or hand out smite to a party which is simply devastating.

A fighter can plug away all day doing good damage. All day being until he fails a save and is rendered useless. Paizo (and 3rd edition designers in general) seem to over value any ability which is always on. Abilities which are limited in use per day can be amazingly powerful. If you are simply always at a certain level of performance, it has to be fairly medium, and you have to have plenty of vulnerabilities. Hence rage powers being vastly better than feats (or Chi powers, or grit power, or spells, or etc).

Now I'll say if I had my next tank at 15th who is currently 9th in place of Vars, he would be appreciably more effective. He is a dwarf with steel soul, hence better saves, and he will have the ability to sunder spells. His damage is a bit lower, but there are always tradeoffs.

Sovereign Court

male human | HP: 213/213 | AC: 48 (21 Tch, 44 Fl) | CMB: +27, CMD: 48 (55 Grapple, 54 sunder, 52 disarm) | F: +23, R: +24, W: +21 | Init: +9 | Perc: +31 DR 11/-

this:
Siggut Frost 15
Male Dwarf Fighter 15
N Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +25
--------------------
Defense
--------------------
AC 45, touch 18, flat-footed 41 (+15 armor, +9 shield, +3 Dex, +3 natural, +2 deflection, +1 dodge, +1 insight)
hp 154 (15d10+60)
Fort +18, Ref +13, Will +13 (+4 vs. fear); +4 vs. effects that cause you to lose your grip on weapons, +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities bravery +4, defensive training (+4 dodge bonus to AC vs. giants)
--------------------
Offense
--------------------
Speed 20 ft.
Melee +3 evil outsider-bane glamered heartseeker impervious adamantine heavy pick +26/+21/+16 (1d6+25/×4+2d6 vs. Evil Outsider) and
. . armor spikes +20/+15/+10 (1d6+13) and
. . chakram +18/+13/+8 (1d8+16) and
. . chakram +18/+13/+8 (1d8+16)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids, weapon trainings (axes +5, bows +4, thrown +3)
--------------------
Statistics
--------------------
Str 21, Dex 16, Con 18, Int 14, Wis 13, Cha 5
Base Atk +15; CMB +16 (+18 sunder); CMD 38 (42 vs. bull rush, 42 vs. disarm, 44 vs. sunder, 42 vs. trip)
Feats Dazing Assault, Disruptive, Dodge, Greater Shield Focus, Greater Weapon Focus (heavy pick), Greater Weapon Specialization (heavy pick), Improved Sunder, Iron Will, Ironhide, Power Attack, Shatterspell, Shield Focus, Spellbreaker, Steel Soul, Weapon Focus (heavy pick), Weapon Specialization (heavy pick)
Traits defender of the society, observant
Skills Climb +14, Craft (stonemasonry) +4 (+6 on checks related to metal or stone), Handle Animal +1, Knowledge (dungeoneering) +20, Knowledge (engineering) +16, Perception +25 (+27 to notice unusual stonework), Profession (miner) +5 (+7 on checks related to metal or stone), Ride +7, Survival +19 (+21 to avoid becoming lost), Swim +14; Racial Modifiers craftsman
Languages Common, Dwarven, Terran, Undercommon
SQ armor training 4
Combat Gear jingasa of the fortunate soldier, caltrops (2); Other Gear +5 armor spikes comfort glamered full plate, +5 heavy steel shield, +3 evil outsider-bane glamered heartseeker impervious adamantine heavy pick, chakram, chakram, amulet of natural armor +2, belt of physical perfection +2, cloak of resistance +5, eyes of the eagle, gloves of dueling, handy haversack, headband of inspired wisdom +2, ioun stone (clear spindle), ioun stone (dusty rose prism), ring of protection +2, wayfinder, winged boots, chalk, mirror, piton (5), silk rope, 167,562 gp, 9 sp, 9 cp
--------------------
Special Abilities
--------------------
Bravery +4 (Ex) +4 to Will save vs. Fear
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dazing Assault (DC 25) -5 to all attacks and maneuvers but struck foes are dazed 1 rd (Fort neg).
Defender of the Society +1 trait bonus to Armor Class when wearing medium or heavy armor.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Disruptive +4 DC to cast defensively for those you threaten.
Gloves of dueling These supple gloves grant the wearer a +4 bonus to her CMD against disarm attacks, attempts to sunder her wielded weapons, and effects that cause her to lose her grip on her weapons (such as grease). The wearer doesn't drop held weapons when panicked or stunned. If the wearer has the weapon training class feature and is using an appropriate weapon, her weapon training bonus increases by +2.

Construction
Requirements Craft Wondrous Item, greater magic weapon; Cost 7,500 gp
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Ioun stone (clear spindle) Sustains bearer without food or water.
Ironhide Your skin is thicker and more resilient than that of most of your people.

Prerequisites: Con 13; dwarf, half-orc, or orc.

Benefit: You gain a +1 natural armor bonus due to your unusually tough hide.
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Shatterspell (2/day) Sunder ongoing spell effect like spell sunder rage power.
Shield Focus +1 Shield AC
Spellbreaker If an enemy you threaten fails to cast defensively, they provoke an AoO from you.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item costs only 250 gp for members of the Pathfinder Society

Construction
Requirements Craft Wondrous Item, light; Cost 250 gp
Weapon Training (Axes) +5 (Ex) +5 Attack, Damage, CMB, CMD with Axes
Weapon Training (Bows) +4 (Ex) +4 Attack, Damage, CMB, CMD with Bows
Weapon Training (Thrown) +3 (Ex) +3 Attack, Damage, CMB, CMD with Thrown weapons
Winged boots (3/day) Fly as spell for up to 5 minutes. +4 to fly checks.

is what that other fighter would look like at 15th.

More HP, more AC, better perception and appreciably better saves against magic. No crit tricks, but he has the ability to sunder active spells twice per day with an almost guaranteed success.

The Exchange

Female CN Elf Wizard (Transmutation) 20.0 HP 182/182(+5) | AC 43 | T 23 | FF 38 | CMD 33(FoM) | Fort +19 | Ref +20 | Will +21(+2 vs Ench) | Init +12 | Perc +24 | Images

I was gonna say a steel soul dwarf fighter with glory of old trait would have +5 vs spells/slas.. Throw in a luckstone with fortune favored trait and iron will most if not all his saves would be over +20 vs spells/slas..

As far as damage output your rightm, he would be behind as a weapon master, but with DC 29 staggering/exhausting crits getting tossed around via a lunging/whirlwind attack or greater cleave and he could locked down some shit.. Take EWP Fauchard and gain even more reach if you wanted.. It could be interesting..

Liberty's Edge

Buffs:
7 hr: Mnd Blnk, Ovrlnd Flt, Abl Barr, Gr. Mgc Wp. 340mn: Ex. Echo, Ex.Flm Arrw, Ex. Hro, Ex. Mss Fly, 34mn: Grvty Bw,Tr. See, Shld,17 rds. : Glb of Invln. Gr. Invis; plus stnskn, undth ward; r. cold (30), haste, free mov
Vitals:
F1/Trans 6/EK 10 HP116+13/116 AC:31 (35), T:23, FF:24 (28); Fort:+18 Ref:+22 (24) Will:+16; CMD 42; Init+10; Perc+27

I'll try to post saves tonight. Sorry, that has been too big of an activity to undertake at work.

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