LG fm human Deliverer7/Crimson-Templar5 l hp 136/136 l AC25 (T15, FF22) l F +15, R +11, W +10, Ini +2 l CMB +18 CMD31 l Perc +17, SM +17 l Active Buffs/Conditions: (none)
"Be cautious," Ziva warns softly. "If these giants were dispatched in response to our intrusion, they may be a cut above the others." She creeps through the tunnel quietly, trying to catch of glimpse of their new foe.
Ziva comes up to the tunnel's mouth, catching sight of a quartet of stone giants looking around the feast hall. The moment Ziva spots them, one of the giants also spots her. They raise the alarm.
There's a heartbeat while you stare at each other, before the stone giants spring into action. Three grab massive boulders from their bags and toss them at Ziva, while the last one rushes forth while drawing her maul.
With acrobatic prowess and fine instincts, Ziva dodges all three rocks. They crash into the wall behind her and splinter into smaller chunks. The blue giant lands a solid blow upon Ziva (16 dmg)
|||| INIT ||||
Guiness
Kellek
Ziva (16 dmg)
Astrid
Colvyn
Blue Giant
Yellow Giant
Red Giant
Green Giant
With the chance for stealth lost, Guiness starts his short legs pumping and gets as close to the giants as he can, ending up just beside Ziva (double move).
…Very deadly…Over short distances…Natural sprinters….
CG Changeling Cleric (Herald Caller) of Pulura 5; Stargazer 7 | 68/68 HP | AC23 T14 FF20 | CMD21 | F +9 R +10 W +16 (+2 vs MA) | SR 18 | Spd 40 | Init +3 | Perc +24 | Bluff +22, Diplomacy +28, Fly +7, Geography +15, Handle Animal +11, Lore (Blood Hags) +12, Perception +25, Planes +9, Sense Motive +25, Survival +12 | Elysium's Call 9/9 | Holy Lance 2/2 | Channel 6/6 | Active Conditions: 1 Con Dmg
IDK if it matters, but everyone should have a +2 to initiative, stealth, and perception here from hunter's blessing, in addition to the bonuses to attack and damage.
Astrid utters a short prayer that washes over the party before following after Ziva and Guiness.
LG fm human Deliverer7/Crimson-Templar5 l hp 136/136 l AC25 (T15, FF22) l F +15, R +11, W +10, Ini +2 l CMB +18 CMD31 l Perc +17, SM +17 l Active Buffs/Conditions: (none)
Grunting as she takes a glancing blow from the giant's club, Ziva shifts smoothly into her graceful war-dancer stance and counterattacks.
Most of the party head after Ziva to provide aid in engaging the giants. One arrow from Colvyn sinks into the blue giant's shoulder, while both of Ziva's slashes carve furrows through the blue giant's legs. The giant takes a step back, alarmed by both the power behind the attacks and the divine energy infused in the blade. He settles into a cautiously defensive stance and probes at Ziva's defenses with his maul. Ziva repels his cautious swings with ease.
The blue giant momentarily draws to the side after his second swing, only for three boulders to go flying past. Two crash into the wall near Ziva as she ducks, while a third almost clips Guiness. Despite the rain of stone chips and the close calls, you manage to avoid any harm.
|||| INIT ||||
Guiness
Kellek
Ziva (16 dmg)
Astrid
Colvyn
Blue Giant (67 dmg)
Yellow Giant
Red Giant
Green Giant
LG fm human Deliverer7/Crimson-Templar5 l hp 136/136 l AC25 (T15, FF22) l F +15, R +11, W +10, Ini +2 l CMB +18 CMD31 l Perc +17, SM +17 l Active Buffs/Conditions: (none)
"You have misjudged the situation, giant. If you truly understood your plight you would flee. The sword's light burns you, so your fate is sealed." After ducking the giant's swing almost casually the Lastwall warrior darts inside his guard, intending to finish this contest.
With the way cleared before him, Guiness keeps motoring and gets up right in front of the giants throwing the boulders. Taking up a defensive fighting stance, he says, "Now that was just rude. Are you sure you want to die today?"
Double move, defensive stance...love to keep those full attack rolls for his next one if Ziva doesn't keep killing them before he can step up to them...
Defensive Stance: +2 Dodge Bonus, +4 Strength and Constitution, +2 Will Save, cannot willingly move from position
Arrows keep flying toward the giants as Colvyn continu his assault. "We can't let them leave. They might bring more.... Then again, maybe that's not a bad idea. It prevent us from chasing them down."
Ziva tears down the blue giant, leaving the way clear for Guiness. Colvyn fills the gap as well, sinking three deadly arrows into the chest of the red giant up ahead. That giant responds by dropping the boulder he was about to toss and instead drawing a massive club. He takes a wild swing at Guiness, and despite the dwarf's impressive defensive prowess he manages to connect. (Dealing 23 dmg after DR) The other two stone giants take steps back and send boulders sailing through the air at Ziva.
Finally adjacent to the foe, Guiness launches into a deadly attack routine against the red giant, his hammer, helmet, and even shield getting in on the action!
(If we use the rolls from before, all are +2 attack and +2 or +1 damage due the defensive stance, then an added shield bash as well. Let me know if the shield bash needs to be rolled, or if I need to reroll it all.)
LG fm human Deliverer7/Crimson-Templar5 l hp 136/136 l AC25 (T15, FF22) l F +15, R +11, W +10, Ini +2 l CMB +18 CMD31 l Perc +17, SM +17 l Active Buffs/Conditions: (none)
As the giants fall one by one, Ziva rushes into the chamber, past one of the enormous chairs to engage the next giant in line.
The red giant collapses with a moan, almost falling directly atop the steadfast Guiness. Ziva gets up close to green with surprising ease, the giant having not expected the front line to crumble so quickly. Meanwhile, a trio of arrows stabs directly into yellow, leaving that giant to whirl back in alarm at the brutal volley.
Yellow backs off and leaps up atop the elevated platform in the center of the room. He draws another stone and sends it hurtling toward Ziva. She dodges handily.
Ziva Reflex:1d20 + 10 ⇒ (16) + 10 = 26
The green giant steps back and seizes his stone club in two hands, swinging it in a broad haymaker. Though Ziva partly deflects the first swing, it clips her regardless (18 bludgeoning). She's still able to duck underneath the followup.
|||| INIT ||||
Guiness (23 dmg)
Kellek x2
Ziva (34 dmg)
Astrid x2
Colvyn
Yellow Giant (57 dmg)
Green Giant
LG fm human Deliverer7/Crimson-Templar5 l hp 136/136 l AC25 (T15, FF22) l F +15, R +11, W +10, Ini +2 l CMB +18 CMD31 l Perc +17, SM +17 l Active Buffs/Conditions: (none)
Gritting her teeth as even a glancing blow jars her whole torso, Ziva darts forward to keep the pressure up and cuts at her foe's legs.
Colvyn moves pass Astrid and walks into the room. Aiming at the same giant he sends a single arrow flying. "Hey dumdass, climbing on top of a platform only makes you a better target."
Ziva carves up the green giant's legs with her first swing, but falls short on the second. Meanwhile Colvyn easily skewers yellow with another arrow to the shin.
Shrugging as the giants fall back instead of moving up to attack, Guiness breaks out of his defensive stance and moves up beside Ziva and takes a whack at the Green stone giant.
Guiness delivers a brutal strike to a kneecap, deflecting a retaliatory swing from the green giant in the process. The green giant falls to one knee, then rights himself. He strikes out wildly with his club, but Guiness and Ziva are too well armored and too well trained. Each blow is smoothly avoided by the pair.
Colvyn Reflex:1d20 + 10 ⇒ (13) + 10 = 23
On the other side, yellow tosses another boulder, this one aimed at Colvyn. The nimble ratfolk watches the predictable arc of the stone and dodges at the last moment.
Guiness' first swing brings down the green giant, leaving him free to head toward the final remaining giant. (Feel free to move to your preferred spot afterward) Unfortunately, despite Astrid's aid, all three of Colvyn's arrows stab into the wooden platform and the heavy hide armor the giant is wearing.
His fatigue lessened, Guiness moves under the table, thinking to perhaps use leverage to cause it to fall next round if his companions do not defeat it before then.
Energy bolts pummel the remaining giant from the side, but they don't yet fall. Ziva, confident in her defensive form, leaps up onto and chair and then up onto the platform before striding over to the foot of the remaining giant.
Enraged, the giant drops another boulder they were about to throw, grabs their maul in two hands, and goes for a powerful swing at Ziva. But despite the incredible speed and force behind the strike, the arc is eminently predictable and Ziva ducks away from it.
Anticipating Ziva and Colvyn have the last giant well-sorted, Guiness moves further along their path and looks for any new threats that might be coming to investigate (double move).
N Male Human (Keleshite/Ulfen) Wizard (exploiter) 12 | hp 46/62 (max 46)| AC 14 {17}, T 13, FF 12 {15} | CMD 19 | F +6, R +8, W +12 | Spd 30' | Init +2 | KnArc +18, Kn(Dun, His, Loc, Nat, Pla, Rel) +16, Kn(Others) +11, Perc +12, SensM +12, Scrft +20 | arc reservoir 9/15 | magic missile wand 26/38 | -1 penalty to Con (2 damage) | ext mage armor, overland flight, hunter's blessing (mnt, giants)
Kellek pulls a wand made of bone and aims it at a spot on the giant that is far enough away to avoid his companions that are locked in melee with the brute.
Colvyn sinks two more arrows into the final remaining giant, sending them toppling off the platform to lie still next to Guiness as he starts heading out to lookout for more threats. He doesnt spot or hear anything coming from the south, though it does sound like a pot may be boiling over in the kitchen that way. To the east and north are the sounds of activity, indistinct deep voices echoing from far away and the sounds of metal banging against metal and stone. There's activity, but it sounds far away for now.
Combat over! Kellek feel free to hold onto that enervation charge for now.
Thanking Astrid for her healing, Guiness says, ”The sounds of the forge seem far enough away that we should be able to slip to the south first, by my reckoning. Let’s get moving if we are ready.”
He continues moving slowly to the south (half speed to remain stealthy).
The sounds of hammering and the acrid smells in the air cover your approach to the south-east quite well. You head down the narrow tunnel to the room where you encountered Enga - she still hasn't returned - and then turn to the east. The first opening down to the south reeks so strongly of vinegar, rotting hair and worse that it overwhelms the senses well before you see into it. Once you do, you see a single large stone basin sitting in the middle of the room filled with a foul-looking fluid upon which float patches of fur and skin. Around the basing stand a dozen wooden frames over which leather and hides are stretched. Three muscular ogres work the tanning ranks, hunch-backed and docile in comparison to the rowdy crowd that lived in the clanhall that you defeated. Intent on their work, they don't notice you. You get the sense that they'd likely be easy to defeat for your team.
The second opening to the south seems more organized and appears to be the source of the metallic banging. Massive anvils stand in the center of the room while to the south a bright forge fire burns. You also see the side of a huge metal cage, but without getting closer you can't tell what may be inside. From the noise within, there are at least several giant-sized workers within, but you cannot see them from your hiding spot.
Directly east, the tunnel widens into a gallery, the walls of which are streaked with glittering veins of mice. Large beds on the south and north of the room mark this as some kind of sleeping quarters, but there's no-one here now.
Whichever way you choose to go, Guiness' stealth isn't quite good enough to get the drop on either of the southern rooms.
N Male Human (Keleshite/Ulfen) Wizard (exploiter) 12 | hp 46/62 (max 46)| AC 14 {17}, T 13, FF 12 {15} | CMD 19 | F +6, R +8, W +12 | Spd 30' | Init +2 | KnArc +18, Kn(Dun, His, Loc, Nat, Pla, Rel) +16, Kn(Others) +11, Perc +12, SensM +12, Scrft +20 | arc reservoir 9/15 | magic missile wand 26/38 | -1 penalty to Con (2 damage) | ext mage armor, overland flight, hunter's blessing (mnt, giants)
"Now is the time for our esteemed Mr. Baggins Dashtail, who has proved himself a good companion on our long road, and a hobbit rodent full of courage and resource far exceeding the usual allowance—now is the time for him to perform the service for which he was included in our Company." whisper Thorin Oakenshield the six Kelleks quietly, yet magnanimously.
He summons up a magical detection spell that detects magic--detect magic and from cover looks about the pathways ahead.
Kellek does not detect any magic from any of the three rooms ahead.
Colvyn sneaks close and spots two stone giants in singed leather aprons, working on half-finished large-sized longswords. They have a heavy hammer made of some dark stone that they're using to straighten the blades of the weapons they're working on. From the entrance of the room, Colvyn can also see an immense bellows in the southeast corner of the room. Next to the bellows sits a row of low iron cages, each featuring a filthy mound of straw. The bellows' handles extend into the cages, allowing anyone imprisoned within to work the bellows without the necessity of leaving their confines. In the corner of the room lie mounds of fresh steel rods, broken and bent weapons, and a few dozen roughly wrought manacles sized for medium and small sized creatures.
Inside the cage, Colvyn spots eight humans in torn clothes. Each person has a bright red welt on their back where they've been branded with a massive seven pointed star symbol. Two human women are working the bellows while working together, while the remaining people lie on the straw, exhausted and battered.
I am looking forward to the game and want everyone to have a good time.
And I mean everyone! This means we all need to be respectful of each other. Wheaton's Law should be considered to be in force.
There is plenty of room for player to player tension. However, if your character is going to be hostile or insulting to another character, it is a good idea to include an OOC comment that indicates that it is not personal to the other player. I am not going to allow PvP combat in this game.
Understand that if this gets too much for one player or another I will intervene and ask that it be toned down, and I expect players to comply. Hopefully I will never need to do that.
So let's everyone get together and have a good time!
My posting requirements basically match my general ability to post. As I explained in the recruitment thread, I am aiming for at least one post per day from everyone on weekdays. On weekends one post for the whole weekend is fine.
If you log in and check the thread, but feel you have nothing to say or add to the situation, then it helps if you post a null post, such as:
Quote:
Aragorn nods as he listens to the others speak. He stands by the door, ready to leave.
Nothing to say right now.
Or you could even post a knock that indicates you are doing nothing:
Quote:
<knock>
This can be important because it is possible that one or more of the other players is waiting for you to say something before posting. This tells them to go ahead, so you don't hold up the game.
---------------
If you expect to be unable to post for some reason, please let us know what is going on in the discussion thread. I understand that life happens and am not going to kick you out of the game because your grandmother is sick or you have to work overtime next week at your job.
If you expect a long absence (such as several months) then generally I would prefer that you withdraw from the game than make us wait that long.
---------------
In combat it is particularly important that people post. If it is your turn and I have to wait more than 24 hours (longer on weekends) there is someone who will post for you:
We will also be using block initiative, which means that any of the characters that are allowed to go before the next monster can post their actions whenever they want, and unless you specifically indicate that you want to wait for another character to act these will be resolved in the order they are posted.
My combat posts will have an initiative block that looks like this:
Round 3 Initiative:
------------------------
Red Dragon
Aragorn (-7 HP)
Gimli (sickened, 2 rounds remaining)
Legolas
The Kobolds
In this case Aragorn, Gimli, and Legolas are all in bold which means they are up and may all post in whatever order they wish. I will also list damage and conditions.
2. Inverted Saving Throws:
Any time a monster does something to you that requires a save, I will roll the save. On the other hand, any time you cast a spell or do something that will make a monster roll a save, you will roll the save.
How this works:
First, subtract 10 from the DC of any abilities you have which require a save. This is the ability's Power. so if the save DC of your charm person spell was 14, its power becomes +4. You roll this like an attack:
Charm Person:1d20 + 4 ⇒ (16) + 4 = 20
Secondly, add eleven to all your saves. These become your Fortitude Class, your Reflex Class, and your Will Class. Just like armor class, these are the numbers required to "hit" you with a spell that requires a save. If you roll equal to or higher than the appropriate class with your spell, the creature fails the save.
If you have to roll multiple enemy saves, roll them all separately (just copy and paste the dice expression). They will be resolved on the map top down and left to right in that order.
It will be a little weird at first but you will get used to it pretty quick. Mechanically this works identically to the existing system; it just changes who rolls the dice. Generally it will speed up play.
Floredana: since your bit of luck ability allows a character to take the better of two saves, in this system it forces the attacker to roll twice and take the worse result when he casts a spell at someone you have buffed with this ability. They don't get to roll their spell power rolls twice.
3. Hidden Information.
I am going to make perception rolls, sense motive rolls, and knowledge checks for people in secret.
If it takes place in combat I will post the results of these checks in spoiler tags addressed to you. If you are flat-footed you may share the information only once you are able to act.
Bruno looks around the room at the people assembled. He realizes that the narrative of his actions are described in ordinary text.
"This is what it looks like when I speak," he says. "My speech is in bold."
He scratches his chin, pondering the people assembled before them. I wonder if they know that this is what my thoughts look like, he muses. My thoughts and internal dialogue are in italics.
He leans over to the scruffy man. "This is what it looks like when I whisper," he whispers. "The text is smaller and also in italics."
"Umpopo mau mwatabulu tse khohor ma 'e. Pata bu hakeh machek tse fagalor purah," he says sagely.
Mwangi:
"When I speak in another language, the translation appears in a box like this. Only those who speak the language shown should open it and read what is inside."
GM: This is an out of character comment, such as a rules question for the GM. If it is directed at a specific person it helps if you show who it is aimed at.
Round 4:(Sometimes things get tangled up and it can really help to indicate what round your action is for.)
Pandora points her sword at the vampire.
"Now you will feel the divine Rune GM's wrath!"
There is a bright flash of light from her sword.
Swift Action to smite evil against the vampire to the south. (remember to indicate who the target of your ability is!)
She darts around to one side of the vampire, opposite Bruno.
Move action to move 30', going E, E, NE, N, NW. I am now flanking the vampire with Bruno. (it's not always necessary to show your exact movement path like this but it helps, especially if there are hidden traps or things like that.)
She thrusts at the vampire's heart with her longsword.
Standard to attack.
Longsword -2 Power Attack, +2 flank, +3 smite, -2 sickened:1d20 + 7 - 2 + 2 + 3 - 2 ⇒ (9) + 7 - 2 + 2 + 3 - 2 = 17 Longsword damage +2 Power Attack +5 smite:1d8 + 4 + 2 + 5 ⇒ (4) + 4 + 2 + 5 = 15 (You don't need to write out every single bonus, particularly if you have things like smite or power attack already worked out on your character sheet. But show me the bonuses you are applying that aren't normally there.)
Someone please move my icon to the east of the southern vampire. (If you are unable to use the map please ask for help and someone will move your icon for you.)
The most important thing about formatting your character sheet is to make sure that I can see any aspect of your character where you had to make a choice. Race, alternate racial abilities, classes, archetypes, traits, feats, skill ranks, favored class bonuses, spells known... for all these things I should be able to see what you chose.
The next most important thing is that it is readable. I am flexible about how you do it as long as I can find the information I am looking for easily.
Create links to things whenever possible. I might know what power attack does, but it is possible I might need to see the exact wording. This is particularly important for material from splatbooks and other obscure sources. FYI I prefer links from the PRD or Archives of Nethys over those from d20pfsrd.
If you have large blocks of stuff, put them in spoiler tags. You are quite welcome to copy the entire description of your class out of the PRD and paste it in your profile, but if you do be sure to spoiler it.
Planned for later on:
Level 4 Talent: Trap Spotter
Level 5: Dodge
etc...
I think you get the idea. A lot of things can be listed in this kind of format.
Your Quick Stats:
The boxes on your character profile for "Gender," "Race," and "Class" will appear on your posts under your character name and above your avatar picture.
Please put your stats in a line like this:
Quote:
Investigator (Empiricist) 1 | HP 9/9 | AC 16 : T 14 : FF 13 : CMD 13 | FC 12 : RC 16 : WC 14 | Init +3 | Per +6 : S.M. +4 : Darkvision 60' | Move 20'
Note how I alternated colors using the ooc tag so it is easier to read. The second box can hold a resources box like this:
Rounds per Day 12/24 l 112/112hp l F +12 R +8 W +7 l AC18 Touch10 FF16 CMB +16 CMD28 l Atk +18 Dmg 2d4+10
Half-Orc CN Bloodrager10 l 93/93hp, DR2/-- l F +11 R +8 W +5 l AC20 Touch12 FF18 CMB +15 CMD27 l Perc +13 l Darkvision 60ft l Init +4 l Spd30ft l Intimidate +16
Experience points will not be used. Experience will be story-based. The AP tends to indicate what level characters ought to be when reaching a specific point so we will just be using those benchmarks.
Rounds per Day 12/24 l 112/112hp l F +12 R +8 W +7 l AC18 Touch10 FF16 CMB +16 CMD28 l Atk +18 Dmg 2d4+10
Half-Orc CN Bloodrager10 l 93/93hp, DR2/-- l F +11 R +8 W +5 l AC20 Touch12 FF18 CMB +15 CMD27 l Perc +13 l Darkvision 60ft l Init +4 l Spd30ft l Intimidate +16
Egads! The goblins have AC17?!
Speaking of segues, I'm totally fine with you rolling our AoO to speed things up. I'll add my Intimidate & Bluff DCs now.
Remember that all the goblins' ACs are not necessarily the same. But they are small and have a +4 racial bonus to their DEX scores. This is compensated by their relatively low damage output.
Imagine if they had chain shirts and heavy shields! The ones you see are wearing leather.
Edit: technically you should have had another -4 to hit for range as he is more than 60' away. He roof he is on is about 25' up.
Rounds per Day 12/24 l 112/112hp l F +12 R +8 W +7 l AC18 Touch10 FF16 CMB +16 CMD28 l Atk +18 Dmg 2d4+10
Half-Orc CN Bloodrager10 l 93/93hp, DR2/-- l F +11 R +8 W +5 l AC20 Touch12 FF18 CMB +15 CMD27 l Perc +13 l Darkvision 60ft l Init +4 l Spd30ft l Intimidate +16
Does Black Goblin have better-looking armor than the others?
Rounds per Day 12/24 l 112/112hp l F +12 R +8 W +7 l AC18 Touch10 FF16 CMB +16 CMD28 l Atk +18 Dmg 2d4+10
Half-Orc CN Bloodrager10 l 93/93hp, DR2/-- l F +11 R +8 W +5 l AC20 Touch12 FF18 CMB +15 CMD27 l Perc +13 l Darkvision 60ft l Init +4 l Spd30ft l Intimidate +16
Sorry about that. I glanced at the bless page at d20pfsrd and I didnt notice that was the description for mythic bless. That was a truly pathetic arrow.
Rounds per Day 12/24 l 112/112hp l F +12 R +8 W +7 l AC18 Touch10 FF16 CMB +16 CMD28 l Atk +18 Dmg 2d4+10
Half-Orc CN Bloodrager10 l 93/93hp, DR2/-- l F +11 R +8 W +5 l AC20 Touch12 FF18 CMB +15 CMD27 l Perc +13 l Darkvision 60ft l Init +4 l Spd30ft l Intimidate +16
BTW, you may have noticed a little letter underneath your icon that becomes visible when you move.
I am putting this there for error checking so I know where you moved from. Just leave it there and when I process your turn I will move it to your new location. FYI "S" stands for "Slick" because there are two characters that start with C.
I will be away for the next week and will be limited in my postings. I can still post everyday but my post will be limited in content as I will have a limited data plan until I return home.
Flesh to Stone 1/1 | Reach 3/3 | Extend 2/3 | Bit of Luck: 6/7 | Agile Feet: 7/7 | Dimensional Hop 90/90 | Spells: 1st 4+1/5+1 2nd 4+1/5+1 3rd 4+0/4+1 4th 2+1/3+1 5th 2+0/2+1 | Channel Positive Energy 3/3
Let me know when you plan on doing something really important! :) With 40ft of movement and a 30ft range on domain powers (once you listen to me pray for at least a minute each day), luck on demand is mostly a thing!
What would be the estimated difficulty to climb the outside of the building to the 2nd floor window?
Because of the presence of windows, we will say DC 15.
PRD wrote:
15 Any surface with adequate handholds and footholds...
Because you have a move of 20' each successful climb check gets you 5' up (and is a move action). After completing two checks you will be level with the second floor and able to move in through the window. The first step in the window will count as difficult terrain.
Don't forget that stowing your bow is also a move action. You need both hands free to climb.
I hope everyone is enjoying the game as much as I am. My character is a swashbuckler and talks...a lot. He jokes and makes comments during combat but he tries to keep it somewhat respectable. I do not want anyone feeling picked on or abused as THAT is not my intent. So if the comments and jokes are becoming a problems please let me know.
Thank you
How do you guys want to handle treasure? If you want to keep a common stash, I am happy to keep a running list. I am all for giving things to those that will use them, no matter the gp/sp of the item.
That sounds great. If we find something that benefits certain characters, it makes sense that they should have access to it. Hopefully, it would benefit all of us in the end.
Flesh to Stone 1/1 | Reach 3/3 | Extend 2/3 | Bit of Luck: 6/7 | Agile Feet: 7/7 | Dimensional Hop 90/90 | Spells: 1st 4+1/5+1 2nd 4+1/5+1 3rd 4+0/4+1 4th 2+1/3+1 5th 2+0/2+1 | Channel Positive Energy 3/3
My only concern with that approach is what happens/how do we determine if a character is consistently getting a disproportionate amount of wealth. Some AP's are known for being great for certain classes as well as the opposite.
Well that comes down to us as a group trying our best to make sure that it is not lopsided....Plus we have a damn good DM that I feel will adjust things to make it work out for the party as a whole.
Flesh to Stone 1/1 | Reach 3/3 | Extend 2/3 | Bit of Luck: 6/7 | Agile Feet: 7/7 | Dimensional Hop 90/90 | Spells: 1st 4+1/5+1 2nd 4+1/5+1 3rd 4+0/4+1 4th 2+1/3+1 5th 2+0/2+1 | Channel Positive Energy 3/3
The party can try their best to balance it out, but some items can only be used by certain people.
If the GM can assure us that they will adjust things to work out for the party as a whole, I have no problems with handing people loot based on who it fits best. If I'm the only one that feels this way, I'm not going to be a stick in the mud about it and will roll with it.