Ruins of Pathfinder: Reign of Winter (Inactive)

Game Master Robert Brookes

"I will show you something different from either
Your shadow at morning striding behind you
Or your shadow at evening rising to meet you;
I will show you fear in a handful of dust."

T.S. Eliot


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First levels: 2/4; THP:17/21; HP:43/43; MP:4/5
Stats:
HP:43 THP:21 / AC 17/21, T 11, FF 16 / Fort +2, Ref +2, Will +5 / Perception +2 / Initiative +3

Paladin of Talmandor would be like perfect. Then go Steel Falcon later. That's a fun class. I had a PFS character who was one. Not the most powerful necessarily, but very flavorful. Especially for Captain Andoran.

Crusty's advice is solid, especially if Rob allows you to flurry fists and shield together.

Liberty's Edge

Stats
Spoiler:
  • HP 25/25
  • AC 20( T: 12/ FF:16)
  • Fort + 4|Ref + 2|Will + 2
  • Init + 2
  • Perception +1

Crusty, I'd be willing to see a mock up if you have the time to do so..

I believe that Rob did mention allowing close weapons to be used by the Brawler somewhere earlier in the thread.

I like the idea of the Paladin however, as Styvanus is morally righteous already. A vision from Talmandor seals the deal, and I would like him to head into the Steal Falcon PrC. The theme and flavor of it all is all too good to pass up.

And yeah, I'm stuck on marshall because Styv at his heart is a Captain. Or The Captain. and abilities like Advance are such a perfect fit. Display of Charisma would be interesting for those moments when he absolutely needs to make a deal/ intimidate an opponent, that sort of thing.

I appreciate the help guys, and It really is a draining job, I'm glad you guys can understand. :P


Working it now, Styv


Huh you know.. that Throwing Shield you have is an Exotic Weapon - your use of the Equipment Trick feat is actually less useful. Instead of taking both Throw Anything and Equipment Trick(Shield), you just need Exotic Weapon Proficiency(Throwing Shield) - not only now do you have a 20ft range with that shield, but you can unclasp it as a free action before throwing it. And, it has the trip special feature - meaning that you can trip with it at range! (I think) As a result, I dropped your Two-Weapon Fighting (You gained it with Brawler 2 essentially), dropped both Throw Anythin gand Equipment Trick, and netted you EWP(Throwing Shield), Combat Expertise, and Improved Trip. Now, when throwing your shield with a 20 ft (or 30 ft if you use your trait), you can perform a ranged trip with a +8 to the attempt.

This guy is also a Sacred Shield Paladin - allowing you to create a 'bastion of good' using your shield, causing all damage done by a single target to be halved against allies within 10 ft.

As a result, while you're only a Brawler 2/Sacred Shield Paladin 1 right now, I'd highly recommend going paladin from here on out. I'm not yet done with this, but once I'm done with the pre-mythic version I'll post it, then do the mythic after.


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Half-orc Eldritch Viking | HP: 24/31 | HD 3/3 | Relentless 1/1 | Wind 1/1 | Surge 1/1| 1st 1/2 Inspiration! | Active: Prestidigitation
Stats:
AC 16 | Str +5 Dex +0 Con +5 Int +0 Wis +1 Cha +0 | Initiative +0 | Passive Perception 13, Darkvision

very clever Crusty. When finished, you should publish on the Advice & Conversion messageboards for Captain Andoran/America builds.

Liberty's Edge

Stats
Spoiler:
  • HP 25/25
  • AC 20( T: 12/ FF:16)
  • Fort + 4|Ref + 2|Will + 2
  • Init + 2
  • Perception +1

Interesting, Sacred Shield was indeed the paladin archetype I was considering.

I'll be leaving for work in around an hour, working some overtime tonight, working some overtime in the morning, and doing housework after that x_x

But hopefully I'll have a chance to look over it later tonight or Saturday afternoon.


Ordrud wrote:
very clever Crusty. When finished, you should publish on the Advice & Conversion messageboards for Captain Andoran/America builds.

Theres a discussion board for that? I was not aware of that.


Huh.. Styv has a heavy load. Woopsy. Might want to drop a few things :X Note, I did not include a heavy load in the stats - I figure you could drop a few things to fix that. Like the tent. Make Rasso carry it ;P

I would also like to add, that the Throwing Shield does 1d6 damage when thrown - even though it only does 1d4 in melee without shield spikes. However, since Brawler's Flurry acts like Two-Weapon Fighting, you still need to use your second attack as your unarmed attack - unless you want to take a -4 penalty to both attacks. This way, you can trip with your shield then curb stomp them all in one go!

Styvanus Rosier 2.0:
Styvanus Rozier

Favored Class Paladin
Favored Class Bonus +1 Hit Points

Experience:
Experience to Next Level:

Age
Height
Weight

Male Human Brawler 2/Sacred Shield Paladin 1
LG Medium Humanoid (Human)
Init +2; Senses Perception +6
Aura Aura of Good
-------
AC 20 (Touch 12, FF 18)(+6 Armor, +2 Shield, +2 Dex)
Hp 32 (3d10+6[Con]+1[Favored])
Fort +7, Ref +5, Will +3;
Defensive Abilities
-------
Speed 30 ft (20 Armored)
Melee Mwk Heavy Steel Throwing Shield +7 (1d4+3/x2) or Unarmed Strike +6 (1d6+3/x2) or Mwk Heavy Steel Throwing Shield +5 (1d4+3/x2) and Unarmed Strike +4 (1d6+3/x2)
Ranged Mwk Heavy Steel Throwing Shield +6 (1d6+3/x2/20 ft) or Musket +5 (1d12/x4/40 ft)
Special Attacks Brawlers Flurry (Two-Weapon Fighting), Bastion of Good (1/day, +2 AC, 10 ft), Martial Maneuvers (1/day, 1 Minute)
Paladin Spell-Like Abilities (CL 1st, Concentration +3)
At Will: Detect Evil
-------
Str 16, Dex 15, Con 14, Int 13, Wis 10, Cha 14
BAB +3, CMB +6(+8 Trip), CMD 18(20 vs Trip)
Feats Improved Unarmed Strike(B), Improved Shield Bash(1st), Exotic Weapon Proficiency(Throwing Shield)(Human), Combat Expertise(Brawler 2nd), Improved Trip(3rd)
Skills (16 - 8[Brawler]+2[Paladin]+3[Human]+3[Int]) Diplomacy[3] +9, Intimidate[3] +8, Climb[1] +9{+4}, Swim[1] +7{+2}, Survival[3] +6, Acrobatics[3] +8{+3}, Sense Motive[1] +4, Perception [3] +6
Languages Common, Aquan
SQ
Traits Andoran's Last Best Hope, Ease of Faith, Strong Arm/Supple Wrist
Drawback
Racial Bonus Feat, Skilled
-------
Andoran's Last Best Hope(Trait): +1 Diplomacy
Ease of Faith(Trait): +1 Will Saves
Strong Arm/Supple Wrist(Trait): +10 ft Thrown Range after moving 10 ft.
-------

Carrying Capacity:
Light (0-76); Medium (77-153); Heavy (154-230);
{Light (0-86); Medium (87-173); Heavy (184-260);}(Mwk Backpack)

Current Load: 205 lbs

Combat Gear: (70 lbs)
-----------------------------------------------
Mwk Parade Chainmail (40 lbs)
Mwk Heavy Throwing Steel Shield (15 lbs)
Spiked Gauntlet [2] (2 lbs)
Musket (9 lbs)
Light Crossbow (4 lbs)

Ammunition: (8 lbs)
-----------------------------------------------
Crossbow Bolts [60] (6 lbs)
Musket Bullets [20] (--)
Gunpowder [20] (--)
Powder Horn [2] (2 lbs)

Magic Gear: (--)
-----------------------------------------------

Consumables: (1 lb)
-----------------------------------------------
Sunrod (1 lb)
Potion of Endure Elements [3] (--)
Potoin of Cure Light wounds [2] (--)

Other: (124 lbs)
-----------------------------------------------
Soldier's Uniform (5 lbs)
Cold Weather Outfit (7 lbs)
Furs (5 lbs)
Cleats (2 lbs)
Snowshoes (4 lbs)
Mwk Backpack (4 lbs)
Grooming Kit (2 lbs)
Shaving Kit (.5 lbs)
Mwk Survival Kit (5 lbs)
Climber's Kit (5 lbs)
Bedroll (5 lbs)
Medium Tent (30 lbs)
Compass (.5 lbs)
Heatstone [4] (4 lbs)
Grappling Hook (4 lbs)
Everburning Torch (1 lb)
Oldlaw Whiskey (1 lb)
Wandermeal [30 days] (15 lbs)
Trail RAtions [10 days] (10 lbs)
Coffee Pot (4 lbs
Coffee [4 lbs] (4 lbs)
Sack [2] (1 lb)
Belt Pouch (.5 lbs)
Flask (1.5 lbs)
Winter Blanket (3 lbs)

Jewelry: (--)
-----------------------------------------------

Wealth: (2 lbs)
-----------------------------------------------
0 pp (--)
127 gp (2 lbs)
8 sp (--)
2 cp (--)

Also.. the Brawler's Flurry ability doesn't specify you have to attack in melee. You could throw the shield at someone then 5-ft to attack someone else, for example. Granted, you'd be without your shield then.. You'll definitely want to invest in a 'Returning' enchantment to the shield. I wonder if you can enchant the 'throwing' aspect of the shield separate from the shield enhancement and any shield spikes?


Oh.. oh sweet jesus.

I just found the perfect Path ability for Styv. He can now throw his shield up to 100 ft without penalty, and has no maximum range on it. His musket? It.. it has a 200 ft range increment on the first range increment.

Yes, you heard me. Now he needs the Returning property on it!

Damn he can outrange me with his shield. Hahahaha


Alright, here is Mythic Styvanus!

Mythic Styvanus:
Styvanus Rozier

Favored Class Paladin
Favored Class Bonus +1 Hit Points

Experience:
Experience to Next Level:

Age
Height
Weight

Male Human Brawler 2/Sacred Shield Paladin 1/Champion/Marshal 1
LG Medium Humanoid (Human)
Init +2; Senses Perception +6
Aura Aura of Good
-------
AC 20 (Touch 12, FF 18)(+6 Armor, +2 Shield, +2 Dex)
Hp 36 (3d10+6[Con]+1[Favored]+5[Champion])
Fort +7, Ref +5, Will +3;
Defensive Abilities
-------
Speed 30 ft (20 Armored)
Melee Mwk Heavy Steel Throwing Shield +7 (1d4+3/x2) or Unarmed Strike +6 (1d6+3/x2) or Mwk Heavy Steel Throwing Shield +5 (1d4+3/x2) and Unarmed Strike +4 (1d6+3/x2)
Ranged Mwk Heavy Steel Throwing Shield +6 (1d6+3/x2/100 ft) or Musket +5 (1d12/x4/200 ft)
Special Attacks Brawlers Flurry (Two-Weapon Fighting), Bastion of Good (1/day, +2 AC, 10 ft), Martial Maneuvers (1/day, 1 Minute)
Mythic SA Mythic Power (5/day), Marshal's Order(Advance), Champion's Strike(Fleet Charge), Path Ability(Limitless Range)
Paladin Spell-Like Abilities (CL 1st, Concentration +3)
At Will: Detect Evil
-------
Str 16, Dex 15, Con 14, Int 13, Wis 10, Cha 14
BAB +3, CMB +6(+8 Trip), CMD 18(20 vs Trip)
Feats Improved Unarmed Strike(B), Improved Shield Bash(1st), Exotic Weapon Proficiency(Throwing Shield)(Human), Combat Expertise(Brawler 2nd), Improved Trip(3rd)
Mythic Feats Dual Path(Marshal)(Tier 1)
Skills (16 - 8[Brawler]+2[Paladin]+3[Human]+3[Int]) Diplomacy[3] +9, Intimidate[3] +8, Climb[1] +9{+4}, Swim[1] +7{+2}, Survival[3] +6, Acrobatics[3] +8{+3}, Sense Motive[1] +4, Perception [3] +6
Languages Common, Aquan
SQ
Mythic SQ Hard to Kill
Traits Andoran's Last Best Hope, Ease of Faith, Strong Arm/Supple Wrist
Drawback
Racial Bonus Feat, Skilled
-------
Andoran's Last Best Hope(Trait): +1 Diplomacy
Ease of Faith(Trait): +1 Will Saves
Strong Arm/Supple Wrist(Trait): +10 ft Thrown Range after moving 10 ft.
-------

Carrying Capacity:
Light (0-76); Medium (77-153); Heavy (154-230);
{Light (0-86); Medium (87-173); Heavy (184-260);}(Mwk Backpack)

Current Load: 205 lbs

Combat Gear: (70 lbs)
-----------------------------------------------
Mwk Parade Chainmail (40 lbs)
Legendary Mwk Heavy Steel Throwing Shield (15 lbs)
Spiked Gauntlet [2] (2 lbs)
Musket (9 lbs)
Light Crossbow (4 lbs)

Ammunition: (8 lbs)
-----------------------------------------------
Crossbow Bolts [60] (6 lbs)
Musket Bullets [20] (--)
Gunpowder [20] (--)
Powder Horn [2] (2 lbs)

Magic Gear: (--)
-----------------------------------------------

Consumables: (1 lb)
-----------------------------------------------
Sunrod (1 lb)
Potion of Endure Elements [3] (--)
Potoin of Cure Light wounds [2] (--)

Other: (124 lbs)
-----------------------------------------------
Soldier's Uniform (5 lbs)
Cold Weather Outfit (7 lbs)
Furs (5 lbs)
Cleats (2 lbs)
Snowshoes (4 lbs)
Mwk Backpack (4 lbs)
Grooming Kit (2 lbs)
Shaving Kit (.5 lbs)
Mwk Survival Kit (5 lbs)
Climber's Kit (5 lbs)
Bedroll (5 lbs)
Medium Tent (30 lbs)
Compass (.5 lbs)
Heatstone [4] (4 lbs)
Grappling Hook (4 lbs)
Everburning Torch (1 lb)
Oldlaw Whiskey (1 lb)
Wandermeal [30 days] (15 lbs)
Trail RAtions [10 days] (10 lbs)
Coffee Pot (4 lbs
Coffee [4 lbs] (4 lbs)
Sack [2] (1 lb)
Belt Pouch (.5 lbs)
Flask (1.5 lbs)
Winter Blanket (3 lbs)

Jewelry: (--)
-----------------------------------------------

Wealth: (2 lbs)
-----------------------------------------------
0 pp (--)
127 gp (2 lbs)
8 sp (--)
2 cp (--)


I can just imagine this once we get Styv a Returning property on his shield:

Styvanus taking a swift action to use Fleet Charge, moving up to his speed, throwing his shield at anything within his line of sight, ending his movement in front of someone else, then taking a full attack action to trip (attack #1), and curbstomp (Attack #2) them. At the beginning of his next turn, the shield returns after he bashed some poor sod 1000 ft away with his shield. Yes, he can do that, though he'd take a -20 to his attack at that range.. (Distant Weapon Quality + Far Shot would mean only a -5 to that attack)

We need to get him that Returning quality asap.


Male Dwarf Cleric (Forge-Master) / 3 Mythic Guardian 1

Greetings all. I am back from my extended absense. I actually didn't end up returning till the 4th due to snow and other more pleasant delays and yesterday was frantic at work for me. Today it is equally frantic, but I am going to try and catch up on my games on alias at a time. I will be reading through the game play thread of this game today.

I see from this OOC thread that some pretty major things happened. Besides reading over everything and catching up, is there anything additional I should be aware of?

Dark Archive

Male Chelish Human Fighter 1/Gunslinger 2/Guardian 1
Stats:
HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3

We're Mythic!

And we have an optional character-rebuild available should you want to take it. Gotta keep your gear and your race, but all else is changeable.

I would also like to add that your Ranger in Road to Damnation is kicking ass. :P


Half-orc Eldritch Viking | HP: 24/31 | HD 3/3 | Relentless 1/1 | Wind 1/1 | Surge 1/1| 1st 1/2 Inspiration! | Active: Prestidigitation
Stats:
AC 16 | Str +5 Dex +0 Con +5 Int +0 Wis +1 Cha +0 | Initiative +0 | Passive Perception 13, Darkvision
DM Crustypeanut wrote:
Ordrud wrote:
very clever Crusty. When finished, you should publish on the Advice & Conversion messageboards for Captain Andoran/America builds.
Theres a discussion board for that? I was not aware of that.

Among many, there are

This one.

This one.

This one.

This one.

This one.

This one.

There are actually others too, but that's enough

cheers


Male Dwarf Cleric (Forge-Master) / 3 Mythic Guardian 1

Holy RP Aweseomeness! I just finished reading up on everything and the whole black rider and mythic transformation is simply amazing. I love every post you guys have created.

I'll check in with Robert if there are any specific details I should be aware of and will try to get up a transformation post as well. I take it that we are now third level as well?

Part of me wants to rebuild away from Forge-Master as I do not think it is a very well built at all, but... at the same time I want to keep the spirit of the character intact. Any suggestions at all?

Dark Archive

Male Chelish Human Fighter 1/Gunslinger 2/Guardian 1
Stats:
HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3

Yes we are third level.

As for rebuild.. you can still keep the spirit of the character, but change the mechanics and crunch. Thats what I did with Marcellano, who is now an Unbreakable Fighter 1/Musket Master Gunslinger 2.

He's still the same ol' Marcellano, though. Just now with more pew pew.


Male Grey Elf (Fey) Magus 3/Champion/Archmage 1 AC 16/12/14/ HP 30/30 / F +5 R +3 W +3 (+9 vs cold weather) / Init. +2 / Perc. +9 / Mythic 3/5)

@Ar'Zarrcal: Hard to say.. Forgemaster is situational at best, but I love the flavor of your character. You may want to consider adjusting a bit... or not.

Liberty's Edge

Stats
Spoiler:
  • HP 25/25
  • AC 20( T: 12/ FF:16)
  • Fort + 4|Ref + 2|Will + 2
  • Init + 2
  • Perception +1

Very interesting Crusty, I like it, and I've been dying to get the returning property on that shield since the day I decided to go with the character concept!

I like it overall I think...I should be able to get up a post detailing his transformation tomorrow afternoon in the gameplay thread.

I'll try to get the alias updated tonight as far as crunch.

And yeah, who wants to carry the tent? :P I guess he could technically cast off the gauntlets as well since he has the unarmed strike damage.


First levels: 2/4; THP:17/21; HP:43/43; MP:4/5
Stats:
HP:43 THP:21 / AC 17/21, T 11, FF 16 / Fort +2, Ref +2, Will +5 / Perception +2 / Initiative +3

I’m not sure if you can trip at range,but the trip weapon quality just allows yu to add any bonuses yu go wh that wapn to yur cmb for trip attempts with it. I wuld research the ranged question, but I hve to go to wrk nw. Welcme back Ar! Glad you returnd :)

Excuse the poor spelling, n phne.


Half-orc Eldritch Viking | HP: 24/31 | HD 3/3 | Relentless 1/1 | Wind 1/1 | Surge 1/1| 1st 1/2 Inspiration! | Active: Prestidigitation
Stats:
AC 16 | Str +5 Dex +0 Con +5 Int +0 Wis +1 Cha +0 | Initiative +0 | Passive Perception 13, Darkvision

SRD on Trip:
Trip*: You can use a trip weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped (*see FAQ/Errata.)

And FAQ:
If you want to make a trip combat maneuver, do you have to use a weapon with the trip special feature?

No. When making a trip combat maneuver, you don't have to use a weapon with the trip special feature--you can use any weapon. For example, you can trip with a longsword or an unarmed strike, even though those weapons don't have the trip special feature.

Note that there is an advantage to using a weapon with the trip special feature (a.k.a. a "trip weapon") when making a trip combat maneuver: if your trip attack fails by 10 or more, you can drop the trip weapon instead of being knocked prone.

On a related note, you don't have to use a weapon with the disarm special feature (a.k.a. a "disarm weapon") when making a disarm combat maneuver--you can use any weapon.

Note: This is a revision of this FAQ entry based on a Paizo blog about combat maneuvers with weapons. The previous version of this FAQ stated that using a trip weapon was the only way you could apply weapon enhancement bonuses, Weapon Focus bonuses, and other such bonuses to the trip combat maneuver roll. The clarification in that blog means any weapon used to trip applies these bonuses when making a trip combat maneuver, so this FAQ was updated to omit the "only trip weapons let you apply these bonuses" limitation.

And Editor's Note::
The trip special feature also allows you to add the weapon's enhancement bonus when using drag or reposition combat maneuvers, as shown below:

"There is a special exception to the above rules. If you’re using a weapon with the trip special feature, and you’re attempting a drag or reposition combat maneuver (Advanced Player’s Guide 321–322), you may apply the weapon’s bonuses to the roll because trip weapons are also suitable for dragging and repositioning (this also means we don’t have to add “drag” and “reposition” weapon properties to existing weapons)."


Well, unless I'm missing it, it doesn't say you can't trip. :D


First levels: 2/4; THP:17/21; HP:43/43; MP:4/5
Stats:
HP:43 THP:21 / AC 17/21, T 11, FF 16 / Fort +2, Ref +2, Will +5 / Perception +2 / Initiative +3

Yes, the Trip weapon property doesn't say you can't trip at range. However, the trip combat maneuver clearly does.

Trip Maneuver (Combat Rules) wrote:

You can attempt to trip your opponent in place of a melee attack. You can only trip an opponent who is no more than one size category larger than you. If you do not have the Improved Trip feat, or a similar ability, initiating a trip provokes an attack of opportunity from the target of your maneuver.

If your attack exceeds the target's CMD, the target is knocked prone. If your attack fails by 10 or more, you are knocked prone instead. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has. Some creatures—such as oozes, creatures without legs, and flying creatures—cannot be tripped.

Since the entry for throwing shield doesn't contradict, I'm afraid it'll be melee tripping only. However that doesn't prevent him from throwing the shield across the battlefield and smashing peoples faces with it.


Male Grey Elf (Fey) Magus 3/Champion/Archmage 1 AC 16/12/14/ HP 30/30 / F +5 R +3 W +3 (+9 vs cold weather) / Init. +2 / Perc. +9 / Mythic 3/5)

Heads up... if Sty dosen't post today I'll be posting tonight.


Half-orc Eldritch Viking | HP: 24/31 | HD 3/3 | Relentless 1/1 | Wind 1/1 | Surge 1/1| 1st 1/2 Inspiration! | Active: Prestidigitation
Stats:
AC 16 | Str +5 Dex +0 Con +5 Int +0 Wis +1 Cha +0 | Initiative +0 | Passive Perception 13, Darkvision

As opposed to Brawler playtest, here's an alternative for the Styv rebuild:
Monk 1 (Maneuver Master) - IUS, Improved Trip, Stunning Fist
Paladin 2 (Sacred Shield)
Human - EWP (throwing shield)
1st - Improved Shield Bash
3rd - Shield Focus
_______________
PROs - Gonzo saves, lay on hands, shield focus, trade INT to CHA, +1 favored class bonus, Stunning Fist
CONs - BAB -1, HP -2, skill ranks -2 to -5 due to Int

cheers


Btw Ar'Z, should you need help rebuilding your char, dont' hesitate to ask. I can help you rebuild 'em while keeping him thematically the same just as I did with Styv.

If you want, I can also work up something to give you an idea, as well.

Lantern Lodge RPG Superstar 2014 Top 4

Hey guys, back from the super busy week. Going to get things rolling again, working on a post now for this and all my other games.


You've missed quite a bit over on Shattered Star. You've just been standing around creepily silent.. :P

Lantern Lodge RPG Superstar 2014 Top 4

Yeah I know, I'm trying to figure out exactly what's going on.


First levels: 2/4; THP:17/21; HP:43/43; MP:4/5
Stats:
HP:43 THP:21 / AC 17/21, T 11, FF 16 / Fort +2, Ref +2, Will +5 / Perception +2 / Initiative +3

Mostly us making fun of each other and farting. Though some hints of adventure brewing...

Dark Archive

Male Chelish Human Fighter 1/Gunslinger 2/Guardian 1
Stats:
HP 39/39; AC 19, Flat Footed 17, Touch 12; CMD 19; Fort +8, Ref +4, Will +2; Perception +7; Initiative +3

I think if Rasso's character eats anymore garlic, he'll have Stinking Cloud as a spell like ability, usable 3/day.

XD


Sin Mage (Gluttony) 3
Stats:
HP 22/22; AC 11, Flat Footed 10, Touch 11; CMD 11; Fort +4, Ref +2, Will +4; Perception +4; Initiative +1

Let's not forget the much dreaded creeping doom that accompanies a hearty bowl of chili.


Male Grey Elf (Fey) Magus 3/Champion/Archmage 1 AC 16/12/14/ HP 30/30 / F +5 R +3 W +3 (+9 vs cold weather) / Init. +2 / Perc. +9 / Mythic 3/5)

I'll be posting tomorrow after work.


Female Human (erutaki) Druid (arctic) 3 / Guardian/Hierophant 1

Man, a lot has gone on in my absence. How's everyone doing?

Lantern Lodge RPG Superstar 2014 Top 4

Oh yeah and did I forget to mention Talavuc is back?

:D


Half-orc Eldritch Viking | HP: 24/31 | HD 3/3 | Relentless 1/1 | Wind 1/1 | Surge 1/1| 1st 1/2 Inspiration! | Active: Prestidigitation
Stats:
AC 16 | Str +5 Dex +0 Con +5 Int +0 Wis +1 Cha +0 | Initiative +0 | Passive Perception 13, Darkvision

Woot! Great timing! We survived and leveled to 3rd and mythic!

We're ready to jump through the stargate. Err... portal


Male Dwarf Cleric (Forge-Master) / 3 Mythic Guardian 1

Any help in leveling / Mythicizing my character would be appreciated.

I think I am going to stick with Forge-Master as I cannot really find anything else that captures the flavor and theme I wanted for the character.

Regular level 3 feat: I am leaning toward either Shield Focus (I'll take another +1 to AC) or the Extend spell metamagic feat. If anyone has any additional recommendations or thoughts I would be willing to consider them as well.

It should be noted that I automatically gain Craft Magical Weapons and Armors as a bonus feat at this level.

Mythic progression: I am thinking either Marshal or Hierophant.

If Marshal: I'd take either Decisive strike or Rally and the first path ability would be either Greater Surge, deadly guidence, extra mythic power, or mythic sustenance.

If Hierophant: I'd take Inspired Spell and the first path ability would be either Flexible counterspell, Mighty summons, or mythic sustenance.

For the Mystic feat: I am thinking either Dual Path, Potent suge (if I go the greater surge route), or Shield focus mythic (if I take shield focus - then I'd eventually work to crafting a magic shield for myself)

Liberty's Edge

Stats
Spoiler:
  • HP 25/25
  • AC 20( T: 12/ FF:16)
  • Fort + 4|Ref + 2|Will + 2
  • Init + 2
  • Perception +1

Alright hey guys got a post up in gameplay, The exact details of Styv's vision will likely come through in flashbacks as we progress through the story and he progresses as a paladin.

Rob, is the official ruling no Ranged trip with that shield?

I'll likely trade out the limitless range path ability for display of charisma I'm thinking.

Styv: The Great Diplomat!

Also, Talavuc, Ar'Zarrcal, Great to see the both of you!


Male Dwarf Cleric (Forge-Master) / 3 Mythic Guardian 1

I have also got my returning in character post up. I believe it is keeping to the theme and what was discussed with Robert. If I do need to alter anything Rob, please let me know.

Anyone have an opinion on the build leveling up / mythic leveling?

I don't want to step on anyones toes.

Next up - Catching up in Road to Damnation and then Quest for Arcadia.

Lantern Lodge RPG Superstar 2014 Top 4

No ranged trip (though I feel like there's a feat somewhere that allows that. Knockdown shot?)

However you can ranged shield bash, which triggers all the appropriate shield bash feats.

Lantern Lodge RPG Superstar 2014 Top 4

Also holy balls, Ar'Z, that is a long post! Woo!

I'll be reading yours and Styv's when I get home.

Also, Talavuc, I hope I've done justice to how you envisioned Talavuc's personality while you were gone.

Please note her CLW wand is out of charges now.


Sin Mage (Gluttony) 3
Stats:
HP 22/22; AC 11, Flat Footed 10, Touch 11; CMD 11; Fort +4, Ref +2, Will +4; Perception +4; Initiative +1

Looking forward to the prevalent awkwardness that is the paranoid, sidelong glances between Ar'Z and Fenyx.


Male Grey Elf (Fey) Magus 3/Champion/Archmage 1 AC 16/12/14/ HP 30/30 / F +5 R +3 W +3 (+9 vs cold weather) / Init. +2 / Perc. +9 / Mythic 3/5)

Rob, out of curiosity can we get a list of any gear that might have been found at or near the winter portal? Not that I am complaining (what with being mythic, but if there was anything there, it would be nice to know about for the group.)


Sin Mage (Gluttony) 3
Stats:
HP 22/22; AC 11, Flat Footed 10, Touch 11; CMD 11; Fort +4, Ref +2, Will +4; Perception +4; Initiative +1

Darn post-eating monsters.

Been turning over the idea of trading out my arcane bond for a familiar for the past couple of days. Any thoughts on this?

I think a familiar would be thematically appropriate given an infusion of mythic power by THE witch. Improved Familiar down the road is a very attractive option, as well. The spell recall from an arcane bond is nothing to balk at, of course, but the versatility of a familiar is a huge boon (especially of the Improved variety). What's causing the snag and hesitance is the fact that Thassilonian-taught wizards are pretty famous for their polearms. I'm not sure if I want to give up that identifying badge of office, though I admit that I've very specifically left open the potential for a road forward that could see Fenyx actively opposing Karzoug in the future. He could just as easily fall further under his sway, as well. We'll see how that goes.


Half-orc Eldritch Viking | HP: 24/31 | HD 3/3 | Relentless 1/1 | Wind 1/1 | Surge 1/1| 1st 1/2 Inspiration! | Active: Prestidigitation
Stats:
AC 16 | Str +5 Dex +0 Con +5 Int +0 Wis +1 Cha +0 | Initiative +0 | Passive Perception 13, Darkvision

Since you didn't like my Maneuver Master alternative, be advised a revised Brawler is available.

With the Close Weapon fighter group, this class is perfect for the Captain America

Lantern Lodge RPG Superstar 2014 Top 4

I think in a party of this size adding in companions/familiars might get to be a lot to juggle. Overall the decision is yours to make, but I like the uniqueness of Fenyx with a polearm.

Lantern Lodge RPG Superstar 2014 Top 4

Teladon Azuth wrote:
Rob, out of curiosity can we get a list of any gear that might have been found at or near the winter portal? Not that I am complaining (what with being mythic, but if there was anything there, it would be nice to know about for the group.)

A search of Teb Knotten's corpse reveals a leather pouch containing a small, iron key (though you have not seen anything it could go to). Furthermore, there is his spear which seemingly shrank when he perished:

A wicked looking boar-spear

Detect Magic and Knowledge (arcana) 16:

This spear radiates magic of the enchantment school, an aura not typical of enhanced weapons.

Detect Magic and Spellcraft DC 18:

This is a spear of manhunting.

Designed to catch and hold humanoid prey, a spear of manhunting automatically resizes to match the size of its wielder when grasped. Once per day on a successful critical hit, the wielder of a spear of manhunting can cast hold person as an immediate action on the target hit by the attack (Will DC 13 negates). The hold person effect immediately ends if the spear is dropped or withdrawn, such as by making additional attacks with the weapon.


First levels: 2/4; THP:17/21; HP:43/43; MP:4/5
Stats:
HP:43 THP:21 / AC 17/21, T 11, FF 16 / Fort +2, Ref +2, Will +5 / Perception +2 / Initiative +3

I've always thoughts familiars were useless, with the improved variety being only marginally better. That's just my personal preference though.


Sin Mage (Gluttony) 3
Stats:
HP 22/22; AC 11, Flat Footed 10, Touch 11; CMD 11; Fort +4, Ref +2, Will +4; Perception +4; Initiative +1

Until you hand them some wands and staves, they can be pretty underwhelming. If you're, oh, say a 15th level winter witch with a familiar toting around a staff of frost, things get interesting.

I'll probably stick with the scythe. I hadn't really considered the added complication it would pose to combat rounds, given the potential for undead minions on top of that. Having a free, scaling pearl of power is certainly not something I'll languish.


Fenyx Dagannauth wrote:

Until you hand them some wands and staves, they can be pretty underwhelming. If you're, oh, say a 15th level winter witch with a familiar toting around a staff of frost, things get interesting.

*GLARE*


Female Human (erutaki) Druid (arctic) 3 / Guardian/Hierophant 1

Actually, you've done her great justice. Thanks! :)

Umm... I'm taking a look at the Shaman and trying to decide if that's the route I want to take with the rebuild. I took a look at Hunter as well, but it's very underwhelming currently.

Familiars would be even better with an alchemist in the party. Falcon dropping flasks of alchemist's fire. Yes, please.

Also, I believe that I'm down a potion of endure elements.

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