[PFS Core] GM Harker Presents: The Emerald Spire (Inactive)

Game Master Upaynao

The Automaton Forge


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Grand Lodge

Female Elf Fighter 2/ Wizard 4 HP:39 AC:20 T:13 FF:17 Init:3 Speed: 30ft Fort:5 Ref:4 Will:6 +1 Longbow +8, 1d8+3, x3 Glaive +6, 1d10+ 2, 20x2
Skills:
Know Arcane:13 Know Dungeon:13 Know Nature:13 Know Planes:13 Percept:12 Profession-Sculptor:9 Spellcraft:13

Yes, Jirah will be buying a Land Rush Hex. It's great flavor, and the bonuses are pretty nice too.
Profession-Sculptor: 1d20 + 5 ⇒ (12) + 5 = 17

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

How much does it cost? It looks intriguing.

-Posted with Wayfinder

Grand Lodge

Conditions:
Longstrider 1hr
HP 131 (+22 Rage) - DR 1/- AC27 (25 rage) / T19 / FF27 - Perc+17; Torch Light - F+9*/R+13*/W+9* (*see rage powers) - CMB+13, CMD28 - Speed 50 - Init+4 - Rage 23/23

Xakon will slap down some prestige for a parcel of land.

No day job.

Scarab Sages

Human Cleric/9 - Core | Int +4 | Per +14 | AC 22/20fl/13t | HP 49/66| Fort +10 | Ref +10 | Will +14 | CMB: +10, CMD:23 | Move 50' | Normal Vision

No day job here. Yes, on the Land Rush Hex.

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

Day Job, Perform (Sing): 1d20 + 6 ⇒ (3) + 6 = 9

I always have terrible luck with day jobs. Well, I did get two nat 20s in a row for one character once, but usually I'm lucky to end up with a 15.


Gamemaster | CC Map | S4 Map

Each Hex costs 2 pp, you can buy one per chronicle sheet. This is explained on the chronicle sheet for each level, but the gist of what you can receive is listed on the Land Rush link I posted.

Dark Archive

Male Human Paladin 9 - HP: 74- AC: 24/T:12 /FF: 22, Fort:+14, Ref:+10, Will:+13, CMB:+15, CMD:24, Speed: 20, Perception:-1, Init: +5

Day Job, Profession(Truthmonger): 1d20 + 9 ⇒ (3) + 9 = 12

Grand Lodge

Female Halfling Druid 10 - HP: 53/53 - AC: 19 / T: 16 / FF: 15- Fort: +11, Ref: +11, Will: +14 - CMB: +6, CMD: 21 - Speed: 20 - Perception: +20 - Init: +3
Mudk wrote:
[dice=Day Job, Profession(Truthmonger)]1d20+9

is that like "B!#$*&@# artist?"

Dark Archive

Male Human Paladin 9 - HP: 74- AC: 24/T:12 /FF: 22, Fort:+14, Ref:+10, Will:+13, CMB:+15, CMD:24, Speed: 20, Perception:-1, Init: +5

I envision it as gossip/spy/information broker. Not sure where I got the term from.

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

I guess I'll buy a land hex.

-Posted with Wayfinder

Grand Lodge

Conditions:
Longstrider 1hr
HP 131 (+22 Rage) - DR 1/- AC27 (25 rage) / T19 / FF27 - Perc+17; Torch Light - F+9*/R+13*/W+9* (*see rage powers) - CMB+13, CMD28 - Speed 50 - Init+4 - Rage 23/23

The benefit of carrying longspears is that you threaten and help your tanks and rogues flank while you can safely cast ranged spells 10' away if facing medium sized or smaller foes.

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

I love longspears, and reach weapons in general. Apparently when picking out Frēodwēn's EQ I decided that other stuff was more important--he is carrying exactly as much as he can without being encumbered and has only ~3gp. If I could go back I'd happily swap Morningstar for longspear.

As a general rule I agree that everyone should have a reach weapon.

-Posted with Wayfinder

Grand Lodge

Female Halfling Druid 10 - HP: 53/53 - AC: 19 / T: 16 / FF: 15- Fort: +11, Ref: +11, Will: +14 - CMB: +6, CMD: 21 - Speed: 20 - Perception: +20 - Init: +3

I seem to have regained posting access from work, but this weekend I will be at the Renaissance Faire

I may be able to post some but not much


Gamemaster | CC Map | S4 Map

I'll have chronicle sheets out sometime this weekend. If you are all still interested in continuing, we'll start 'The Cellars' on Monday, August 10th. Hopefully that will give you all plenty of time to level up.

Dark Archive

Male Human Paladin 9 - HP: 74- AC: 24/T:12 /FF: 22, Fort:+14, Ref:+10, Will:+13, CMB:+15, CMD:24, Speed: 20, Perception:-1, Init: +5

Sounds good

Dark Archive

Male Human Paladin 9 - HP: 74- AC: 24/T:12 /FF: 22, Fort:+14, Ref:+10, Will:+13, CMB:+15, CMD:24, Speed: 20, Perception:-1, Init: +5

Mudk will buy the first hex as well.

Grand Lodge

Female Halfling Druid 10 - HP: 53/53 - AC: 19 / T: 16 / FF: 15- Fort: +11, Ref: +11, Will: +14 - CMB: +6, CMD: 21 - Speed: 20 - Perception: +20 - Init: +3

Sugar will buy the first Hex as well

are there day job rolls in core? or I should say down time now.

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

10th sounds great. Should have my crunch tentatively updated (for party feedback) as soon as we are officially finished here.

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

Jirah, you still going the Arcane Archer route?

Frēodwēn is still planning to go Bard, he's just dipping Ranger 2 first. Or a few levels of Fighter. Can't remember what I was last deciding. He's considering a dip of a few levels in Arcane Archer, mainly to get the elemental arrows. I put together a bunch of spreadsheets outlining my different options; can't remember which one I was most leaning towards last.

Grand Lodge

Female Elf Fighter 2/ Wizard 4 HP:39 AC:20 T:13 FF:17 Init:3 Speed: 30ft Fort:5 Ref:4 Will:6 +1 Longbow +8, 1d8+3, x3 Glaive +6, 1d10+ 2, 20x2
Skills:
Know Arcane:13 Know Dungeon:13 Know Nature:13 Know Planes:13 Percept:12 Profession-Sculptor:9 Spellcraft:13

I was considering it at first. I'm not so sure anymore. I might go duelist now, for the melee support. Arcane archer sounded fun, but after this level I'm not sure the dungeon is going to work with me on that, especially if there are two of us.

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

Frēodwēn is going for a kind of switch hitter build. I've been building under the assumption that you are going for Arcane Archer.

I don't think the lower levels have the same lighting issues as this one, if that is what you're worried about.

-Posted with Wayfinder

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

Also, as far as melee goes, I think Mudk is rebuilding into a Barbarian/Cleric.

I think it is a good idea to have someone who is always providing ranged support. Your Wizard path would also mean nicer spells than what my bard will be putting in the mix.

-Posted with Wayfinder


Gamemaster | CC Map | S4 Map

The session has been reported and I've sent the chronicle sheets out to the email addresses you've provided. If you have any issues, please let me know. Otherwise, we'll start part 2 in a little over a week.


Gamemaster | CC Map | S4 Map

Also...

Yes, you can make Day Job if you play Core.

There aren't the same lighting issues in lower levels, although difficult terrain tends to stick around, unfortunately.

Scarab Sages

Human Cleric/9 - Core | Int +4 | Per +14 | AC 22/20fl/13t | HP 49/66| Fort +10 | Ref +10 | Will +14 | CMB: +10, CMD:23 | Move 50' | Normal Vision

8/10 sounds good.

Grand Lodge

Conditions:
Longstrider 1hr
HP 131 (+22 Rage) - DR 1/- AC27 (25 rage) / T19 / FF27 - Perc+17; Torch Light - F+9*/R+13*/W+9* (*see rage powers) - CMB+13, CMD28 - Speed 50 - Init+4 - Rage 23/23

Xakon leveled to 3rd taking another level of Rogue and the feat Nimble Moves to negate 5' of difficult terrain.

Purchases : 398 gp on MW alchemical silver morningstar and 1,000 gp on +1 enchantment on darkwood shield. Total 1,398 gp (exact amount that was earned on chronicle sheet).

Sale: mundane morningstar for 4 gp. Remaining gp: 444.

Please purchase your own CLW wands for self healing. 8 charges were used on Xakon's CLW wand and 2 charges from PoE wand.

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

I'll be buying the 20-charge CLW wand off of the chronicle sheet.

-Posted with Wayfinder

Grand Lodge

Conditions:
Longstrider 1hr
HP 131 (+22 Rage) - DR 1/- AC27 (25 rage) / T19 / FF27 - Perc+17; Torch Light - F+9*/R+13*/W+9* (*see rage powers) - CMB+13, CMD28 - Speed 50 - Init+4 - Rage 23/23

If anyone is retraining their character to a different class, then I highly recommend a selective channeling cleric of Desna with the Travel and Liberation Domains. It is a huge hole in our party dynamics.

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

Can you elaborate on what such a cleric would do for us?

-Posted with Wayfinder

Grand Lodge

Conditions:
Longstrider 1hr
HP 131 (+22 Rage) - DR 1/- AC27 (25 rage) / T19 / FF27 - Perc+17; Torch Light - F+9*/R+13*/W+9* (*see rage powers) - CMB+13, CMD28 - Speed 50 - Init+4 - Rage 23/23

Channel energy without affecting foes would keep low level allies alive longer with efficient action economy. Otherwise it takes one standard action per CLW wand vs one standard action for 5 PC's which progressively improves. A human cleric with 14 charisma, selective channel and extra channel wI'll have 7 channels per day. Two channels per combat and three combats before resting gives an average of 7 HP each person per encounter. Also it frees up needing multiple healers or pokes with wands during combat. They can spend their action attacking.

Travel and Liberation are just awesome domains and only a suggestion. A pure cleric is what I think we need the most followed by a tank.

Grand Lodge

Female Halfling Druid 10 - HP: 53/53 - AC: 19 / T: 16 / FF: 15- Fort: +11, Ref: +11, Will: +14 - CMB: +6, CMD: 21 - Speed: 20 - Perception: +20 - Init: +3

OK, Sugar upgraded to a MW scythe
bought the 20 charge wand CLW

Truffles gained Weapon focus Gore.

Grand Lodge

Female Halfling Druid 10 - HP: 53/53 - AC: 19 / T: 16 / FF: 15- Fort: +11, Ref: +11, Will: +14 - CMB: +6, CMD: 21 - Speed: 20 - Perception: +20 - Init: +3

are we using coin weight for encumbrance?


Gamemaster | CC Map | S4 Map
Lady Sugarsnap wrote:
are we using coin weight for encumbrance?

No, it's assumed you keep your money in a safe place until you need it.

Grand Lodge

Female Elf Fighter 2/ Wizard 4 HP:39 AC:20 T:13 FF:17 Init:3 Speed: 30ft Fort:5 Ref:4 Will:6 +1 Longbow +8, 1d8+3, x3 Glaive +6, 1d10+ 2, 20x2
Skills:
Know Arcane:13 Know Dungeon:13 Know Nature:13 Know Planes:13 Percept:12 Profession-Sculptor:9 Spellcraft:13

Freo, I'm fine with sticking with arcane archer if it's not going to step on your toes. I'll use my other two pp to buy a masterwork dark wood composite longbow with a str. +3, and buy the wand off the sheet. Thinking PBS is a better option for a feat retrain than Arcane Strike, because it helps with pre reqs for deadly aim and precise shot.

Dark Archive

Male Human Paladin 9 - HP: 74- AC: 24/T:12 /FF: 22, Fort:+14, Ref:+10, Will:+13, CMB:+15, CMD:24, Speed: 20, Perception:-1, Init: +5

I'm retraining Mudk pretty drastically. Either barb/cleric or paladin or a more martial cleric

Dark Archive

Male Human Paladin 9 - HP: 74- AC: 24/T:12 /FF: 22, Fort:+14, Ref:+10, Will:+13, CMB:+15, CMD:24, Speed: 20, Perception:-1, Init: +5

18 init: 3. Fort +5
16 will +4
13 Ref. +3
7 speed: 50
14 greatsword: +5 2d6+6
7
Ac: 19 =3dex+6 breastplate
Ho: 20 = 12+1+5+1+1 (fav class hp)
Barbarian 1/cleric 1 desna liberation/travel
Agile feet 5/day. Liberation 1 end
Channel: 1/day
Feat: Power attack
Trait: Magical knack tomb raider
Spells: longstrider read magic
Divine favor create water
Shield of faith resistance
Skills: perception +7=+2+3+2
Climb +8=+1+3+4
Rage: 5rnds/day
Darkvision

My notes. I'll also be buying the wand.

Grand Lodge

Conditions:
Longstrider 1hr
HP 131 (+22 Rage) - DR 1/- AC27 (25 rage) / T19 / FF27 - Perc+17; Torch Light - F+9*/R+13*/W+9* (*see rage powers) - CMB+13, CMD28 - Speed 50 - Init+4 - Rage 23/23

Revised party composition:

cleric/barbarian (battle cleric)
rogue
sorcerer
ranger/wizard (arcane archer)
druid
bard / ranger (battle bard?)

Looks like Mudk, Xakon and Truffles are in the trenches while Sugar, Freo, Jirah and Sivan attack from behind.

Sivan, I highly recommend picking up a longspear despite having a low strength. The flanking bonus comes in handy for us in tight quarters. Especially for Xakon with 2d6 sneak attack.

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

Frēodwēn will have Power Attack and 17 or 18 STR so he'll be able to step into the front when necessary. In fact he may do that through most of level 2. I'm probably going Bard1/Ranger1, which means Precise Shot (and Rapid Shot) will come into play at level 3.

I agree with Xakon. We should all have at least a longspear, if not a slightly better martial weapon. Longspears are very serviceable though.

-Posted with Wayfinder

Dark Archive

Male Human Paladin 9 - HP: 74- AC: 24/T:12 /FF: 22, Fort:+14, Ref:+10, Will:+13, CMB:+15, CMD:24, Speed: 20, Perception:-1, Init: +5

So I've got a running debate in my head between Paladin and the cleric/barbarian thing and it basically goes like this:

C/B: SPELLS!!

P: NO NO NO SAVES AND BAB

C/B: NO! SPELLS!

P: SAVES FOOL SAVES!

C/B: MOVEMENT!!!

P: BAB AND SAVES!

Dark Archive

Male Human Paladin 9 - HP: 74- AC: 24/T:12 /FF: 22, Fort:+14, Ref:+10, Will:+13, CMB:+15, CMD:24, Speed: 20, Perception:-1, Init: +5

PROFILE

My character sheet should be updated. Please check me for "Core".

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

This is what I'm looking at. Considering some ranks in Use Magic Device and 2PP on a Wand of Shield because that AC is pitiful, and not likely to improve until level 4.

(this is all also in my profile):
3 XP
Male Human Ranger 1/Bard 1
Grand Lodge
NG Medium humanoid (Human)
Init +2; Senses: Perception +4

DEFENSE
AC 15; Touch 12; Flat-footed 13; (+3 armor, +2 Dex)
AC 16; Touch 12; Flat-footed 14; (+3 armor, +2 Dex, +1 Buckler)
HP 17 (10 Ranger + 5 Bard + 2 Favored Class)
Fort +2; Ref +6; Will +1; +2 vs. charm and compulsion

OFFENSE
Speed 30 ft.

MELEE
MWK Falchion +6 (2d4+6, 18-20/x2, S)
Cold Iron Ranseur +5 (2d4+6, x3, Reach, Disarm, P)
Silvered Light Mace +5 (1d6+4, x2, B) (carry Heavy Shield)
Cold Iron Spiked Gauntlet +5 (1d4+4, x2, P)
Silvered Spiked Gauntlet +5 (1d4+3, x2, P)

RANGED
MWK Composite +4 STR Longbow +4 (1d8+4, x3, 110ft., P)

Space 5 ft.; Reach 5 ft.

STATISTICS
Str 18, Dex 15, Con 10, Int 10, Wis 8, Cha 14
Base Atk +1; CMB +5; CMD 17

FEATS
Power Attack
Point Blank Shot

TRAITS
Birthmark
Magical Knack (+2 Bard CL)

FAVORED CLASS: Bard

SKILLS (14 ranks = 2 * (6 ranger/bard + 1 Skilled))
+7 Acrobatics* (2 ranks + 3 class + 2 DEX),
+9 Climb* (2 ranks + 3 class + 4 STR),
+6 Handle Animal (1 ranks + 3 class + 2 CHA),
+3 Heal (1 rank + 3 class - 1 WIS),
+5 Knowledge (Dungeoneering) (1 rank + 3 class + 1 Bard),
+1 all other Knowledges (Bard),
+4 Perception (2 ranks + 3 class - 1 WIS),
+7 Perform (Oratory) (2 ranks + 3 Class + 2 CHA),
+7 Stealth* (2 ranks + 3 class + 2 DEX),
+3 Survival (1 ranks + 3 class - 1 WIS),
+4 Survival, tracking (Survival + 1 Track)
*-1 Armor Check Penalty

LANGUAGES
Common, Elven

SQ
Skilled - +1 Skill point per level
Favored Enemy (Construct) - +2 attack, damage, bluff, knowledge, perception, sense motive, and survival against Constructs.
Track - +1 Survival when tracking
Wild Empathy - use diplomacy to improve initial attitude of an animal using 1d20+3.
Bardic Knowledge - add 1/2 level (minimum 1) to all knowledge checks, make all knowledge checks untrained
Bardic Performance (6/6) - Countersong, Distraction, Fascinate, Inspire Courage
Bard Spells
0: Daze, Detect Magic, Light, Mage Hand
1 (2/day): Expeditious Retreat, Feather Fall

COMBAT GEAR
Studded leather armor (25gp/20lbs.)
Buckler (5gp/5lbs.),
MWK Comp. +4 STR Longbow (800gp/3lbs.),
MWK Falchion (375gp/8lbs.),
Ranseur (10gp/12lbs.),
Cold Iron Spiked Gauntlet (10gp/1lb.),
20 Cold Iron Arrows (2gp/3lbs.),

OTHER GEAR
Partial CLW Wand (300gp/0lbs.)

bedroll [ 1 ] ( 0.1 gp / 5 lbs. )
Bell [ 1 ] ( 1 gp / 0 lbs. )
belt pouch [ 1 ] ( 1 gp / 0.5 lbs. )
Candle [ 1 ] ( 0.01 gp / 0 lbs. )
Chalk [ 1 ] ( 0.01 gp / 0 lbs. )
Fishhook [ 1 ] ( 0.1 gp / 0 lbs. )
flint and steel [ 1 ] ( 1 gp / 0 lbs. )
Grappling Hook [ 1 ] ( 1 gp / 4 lbs. )
Hammer [ 1 ] ( 0.5 gp / 2 lbs. )
Oil [ 2 ] ( 0.2 gp / 2 lbs. )
Parchment [ 2 ] ( 0.4 gp / 0 lbs. )
pitons [ 10 ] ( 1 gp / 5 lbs. )
Rope, Hemp (50ft.) [ 1 ] ( 1 gp / 10 lbs. )
Sack [ 1 ] ( 0.1 gp / 0.5 lbs. )
Sewing Needle [ 1 ] ( 0.5 gp / 0 lbs. )
Signal Whistle [ 1 ] ( 0.8 gp / 0 lbs. )
String/Twine (50ft.) [ 2 ] ( 0.2 gp / 1 lbs. )
Tindertwig [ 2 ] ( 2 gp / 0 lbs. )
torches [ 3 ] ( 0.3 gp / 3 lbs. )
trail rations [ 2 ] ( 1 gp / 2 lbs. )
Wandermeal [ 10 ] ( 0.1 gp / 5 lbs. )
waterskin [ 1 ] ( 1 gp / 4 lbs. )
Weapon Cord [ 1 ] ( 0.1 gp / 0 lbs. )

MISC.
97 lbs. EQ weight (light capacity is 100lbs.)
1.6 gp

52lbs. combat EQ weight
45lbs. non-combat EQ weight

150gp starting gold
1398gp ES 1
1548gp total gp

-1227gp on combat EQ
-300gp on healing wand

21gp remaining

-13.4gp on non-combat EQ

7.6gp remaining

Grand Lodge

Conditions:
Longstrider 1hr
HP 131 (+22 Rage) - DR 1/- AC27 (25 rage) / T19 / FF27 - Perc+17; Torch Light - F+9*/R+13*/W+9* (*see rage powers) - CMB+13, CMD28 - Speed 50 - Init+4 - Rage 23/23

A cleric with greater spell focus necromancy can hold its own offensively with Cause Fear, Doom, Bestow Curse, Blindness/Deafness, Poison and Slay Living. A multi-class cleric will lag in higher level spells and channel energy.

Half-orcs are proficient with a greataxe and can heal when they are below 0 hp with orc ferocity. They make great battle clerics. Also, Divine Favor, Bull Strength and Righteous Might make any cleric with decent STR (14+) a battle cleric.

Paladins are effective vs BBEG and can heal in a pinch. Regardless, I'll take a pure single class PC over a multi-class PC almost every time no matter what class they decide to play. Well, unless it's a bard, D&D's best NPC class. ;)

@Freo: A 10 CON is dangerous. I'd encourage you to drop STR from 18 to 16 and pump CON from 10 to 14 especially with a lower AC.

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

I can go for that. I might also try 17STR with 7 WIS. But -2 to Will saves really scares me. They're the worst.

-Posted with Wayfinder

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

Here's what that would look like

Profile also updated:
3 XP
Male Human Ranger 1/Bard 1
Grand Lodge
NG Medium humanoid (Human)
Init +2; Senses: Perception +4

DEFENSE
AC 16; Touch 12; Flat-footed 14; (+4 armor, +2 Dex)
HP 20 (10 Ranger + 5 Bard + 4 Con + 1 Favored Class)
Fort +4; Ref +6; Will +1; +2 vs. charm and compulsion

OFFENSE
Speed 30 ft.

MELEE
Cold Iron Ranseur +4 (2d4+4, x3, Reach, Disarm, P)
Silvered Light Hammer +4 (1d4+3, x2, B)
Dagger +4 (1d4+3, 19-20/x2, P or S)
Cold Iron Spiked Gauntlet +4 (1d4+3, x2, P)

RANGED
MWK Composite +3 STR Longbow +4 (1d8+3, x3, 110ft., P)
Dagger +3 (1d4+3, 19-20/x2, 10ft., P or S)

Space 5 ft.; Reach 5 ft.

STATISTICS
Str 16, Dex 15, Con 14, Int 10, Wis 8, Cha 14
Base Atk +1; CMB +4; CMD 16

FEATS
Power Attack
Point Blank Shot

TRAITS
Birthmark
Magical Knack (+2 Bard CL)

FAVORED CLASS: Bard

SKILLS (14 ranks = 2 * (6 ranger/bard + 1 Skilled))
+7 Acrobatics* (2 ranks + 3 class + 2 DEX),
+8 Climb* (2 ranks + 3 class + 3 STR),
+6 Handle Animal (1 ranks + 3 class + 2 CHA),
+3 Heal (1 rank + 3 class - 1 WIS),
+5 Knowledge (Dungeoneering) (1 rank + 3 class + 1 Bard),
+1 all other Knowledges (Bard),
+4 Perception (2 ranks + 3 class - 1 WIS),
+7 Perform (Oratory) (2 ranks + 3 Class + 2 CHA),
+7 Stealth* (2 ranks + 3 class + 2 DEX),
+3 Survival (1 ranks + 3 class - 1 WIS),
+4 Survival, tracking (Survival + 1 Track)

LANGUAGES
Common, Elven

SQ
Skilled - +1 Skill point per level
Favored Enemy (Construct) - +2 attack, damage, bluff, knowledge, perception, sense motive, and survival against Constructs.
Track - +1 Survival when tracking
Wild Empathy - use diplomacy to improve initial attitude of an animal using 1d20+3.
Bardic Knowledge - add 1/2 level (minimum 1) to all knowledge checks, make all knowledge checks untrained
Bardic Performance (6/6) - Countersong, Distraction, Fascinate, Inspire Courage
Bard Spells
0: Daze, Detect Magic, Light, Mage Hand
1 (2/day): Expeditious Retreat, Feather Fall

COMBAT GEAR
Mithral Shirt (1100gp/10lbs.)
MWK Comp. +3 STR Darkwood Longbow (2PP/1.5lbs.),
Cold Iron Ranseur (20gp/12lbs.),
Silvered Light Hammer (21gp/2lbs.),
Cold Iron Spiked Gauntlet (10gp/1lb.),
Dagger (1gp/1lb.),
40 Cold Iron Arrows (4gp/6lbs.),
20 Silvered Arrows (41gp/3lbs.)

OTHER GEAR
Partial CLW Wand (300gp/0lbs.)

bedroll [ 1 ] ( 0.1 gp / 5 lbs. )
Bell [ 1 ] ( 1 gp / 0 lbs. )
belt pouch [ 1 ] ( 1 gp / 0.5 lbs. )
Candle [ 1 ] ( 0.01 gp / 0 lbs. )
Chalk [ 1 ] ( 0.01 gp / 0 lbs. )
Fishhook [ 1 ] ( 0.1 gp / 0 lbs. )
flint and steel [ 1 ] ( 1 gp / 0 lbs. )
Grappling Hook [ 1 ] ( 1 gp / 4 lbs. )
Hammer [ 1 ] ( 0.5 gp / 2 lbs. )
Oil [ 2 ] ( 0.2 gp / 2 lbs. )
Parchment [ 2 ] ( 0.4 gp / 0 lbs. )
pitons [ 10 ] ( 1 gp / 5 lbs. )
Rope, Silk (50ft.) [ 1 ] ( 10 gp / 5 lbs. )
Sack [ 1 ] ( 0.1 gp / 0.5 lbs. )
Sewing Needle [ 1 ] ( 0.5 gp / 0 lbs. )
Signal Whistle [ 1 ] ( 0.8 gp / 0 lbs. )
String/Twine (50ft.) [ 2 ] ( 0.2 gp / 1 lbs. )
Tindertwig [ 2 ] ( 2 gp / 0 lbs. )
torches [ 3 ] ( 0.3 gp / 3 lbs. )
trail rations [ 2 ] ( 1 gp / 2 lbs. )
Wandermeal [ 10 ] ( 0.1 gp / 5 lbs. )
waterskin [ 1 ] ( 1 gp / 4 lbs. )
Weapon Cord [ 1 ] ( 0.1 gp / 0 lbs. )

MISC.
75.5 lbs. EQ weight (light capacity is 76lbs.)
28.6 gp

35.5lbs. combat EQ weight
40lbs. non-combat EQ weight

150gp starting gold
1398gp ES 1
1548gp total gp

-1197gp on combat EQ
-300gp on healing wand

51gp remaining

-22.4gp on non-combat EQ

28.6gp remaining

4Fame
0PP

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

Any thoughts on Spell Selection? Obviously with only a +2 Charisma I'm looking to avoid spells that require a save.

--

I've considered swapping Ranger for Fighter. At first glance it seems like a straight swap of Favored Enemy for a feat. But actually I also lose +3 to Reflex saves (after 2 levels), about 8 skill points, and, I think, a few class skills. Not to mention Ranger spell activation items (should that ever become an option).

--

With what I have above I'm considering whether or not I want to swap out Power Attack for Precise Shot and go more ranged focus for ES 2. Not sure.

Scarab Sages

Human Cleric/9 - Core | Int +4 | Per +14 | AC 22/20fl/13t | HP 49/66| Fort +10 | Ref +10 | Will +14 | CMB: +10, CMD:23 | Move 50' | Normal Vision

I'm thinking of rebuilding as well. Siv's focus on enchantment/charm doesn't fit with this dungeon, I think.

I'm either going staying with sorcerer but with a more offensive focus, or I'd be happy to switch over to a battle cleric if Mudk decides to go pally. I have not played a pure sorcerer or a pure cleric before, so I'd be happy with either.

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

Wasn't Siv originally a summon-specialist?

-Posted with Wayfinder

Scarab Sages

Human Cleric/9 - Core | Int +4 | Per +14 | AC 22/20fl/13t | HP 49/66| Fort +10 | Ref +10 | Will +14 | CMB: +10, CMD:23 | Move 50' | Normal Vision

Honestly, I don't recall. I wanted to play a sorcerer but didn't really have a good vision of the character and seems what little I did wasn't memorable. I like this version of Siv, but she isn't well-suited for this adventure.

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

On the one hand it would be cool to have a pure cleric. On the other it would be cool to have a pure Arcane caster.

Dark Archive

Male Human Paladin 9 - HP: 74- AC: 24/T:12 /FF: 22, Fort:+14, Ref:+10, Will:+13, CMB:+15, CMD:24, Speed: 20, Perception:-1, Init: +5

Pally it is. I don't have time to finish off my notes right now but should tonight after I've gotten the kids to bed.

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