The 5th Mendevian Crusade (Inactive)

Game Master Brian Minhinnick


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Works for me.

Get well Viorel :)


Male Gnoll Paladin (Divine Hunter) / 10 HP: 85/85 AC:24/14/20

Sure I'll wait till you and Sig go.


AOO:
[dice=AOO Unarmed]1d20+13[/dice] [dice=Damage]1d6+4[/dice] #1
Group Boni:
+1 morale bonus to attacks rolls while charging; +2 morale bonus on saving throws against fear
Human Cavalier (Luring Cavalier) 7 / Monk (Zen Archer) 3 (HP 81/81; AC 25/20/23; F+13/R+10/W+15; CMD 33; Perc +26; Init +2)

Works for me too.

Get well soon Viorel!


AoO:
[dice=AOO (large cold-iron demon-bane bastard sword)]1d20+16[/dice [dice=Damage]2d8+10[/dice 1
Warped Demonspawn (custom tiefling) Invulnerable Rager 10

Only if I get included in the buff. This is the second time Barek missed out on the Haste. An extra attack and bonus to hit would be helpful to him. Particularly since all his attacks (including from his bow) beat alignment DR while raging, and his melee attacks beat cold iron DR.

Maybe we need to rearrange our normal positioning so that he can better take advantage of such things.


Female Human (Taldane) Fighter (Trench Fighter) 3, Paladin (Divine Hunter) 7

I'm fine with waiting so long as it isn't seen as not being active, sometimes Siggy has a bit of a delay between his posts.


Wait, if it gets to be an issue I'll just say something and Sigmund will do nothing for a round or whatever.


AoO:
[dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice
Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1

My schedule puts me posting near the end of the round. I'd rather not hold the game up.

Sigmund doesn't need the haste - better on Barek.

Sigmund will always use Aura of Heroism at the start of a battle. Since its only a swift action, he can still do a full round of actions after.

GM can you allow Heroism to be active at the start of any round Sigmund acts in (not surprised, stunned, unconscious or out of uses per day)?


F@@!ing boards ate my post >_<

one creature/level, no two of which can be more than 30 ft. apart

I would guess that is the reason not all are hasted. I am picking up the spell next level, wich we should probably hit after this fight. That way we can cover all and the added benefit of reduncy if Nathaniel is stunned in surprise round or something.

Also thanks for all the get well wishes everyone. Not well yet and there is a posibility that the heavy duty pain killers I will get tomorrow will mess with my mind even further.(Luckily pbp format forgives much in this regard.) That being said things are a lot better. not 100% sure yet that I will be able to keep posting as usual but that should be the case unless complications happen. Just a little update that i thought I should write as I was posting anyways.


Yeah, that's fine Sigmund. If you write sort of Generic posts it will work even better, because then I can just copy+paste them to the top of the party initiative. Then if you are talking to someone, I can put the conversation in an order that makes sense.


AoO:
[dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice
Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1

How's this:

Sigmund swings his holy symbol upward, in a wide arc. The silver sword glows, and the light washes out over the ground like a ripple in a pond. This familiar gesture, this ritual of defiance, bolsters his allies, charging their hearts and inspiring them to heroic deeds.


Yeah, that's great. :) I'll use that if I need to.


Female Human (Taldane) Fighter (Trench Fighter) 3, Paladin (Divine Hunter) 7

I just earned that I had a faulty understanding of how the withdraw action worked today. I always thought you designated an enemy that was threatening you and could move away from that one without reprisal, but any other threatened squares you passed through still provoked AoOs. Man, I'm either mis-remembering 3rd edition or I never knew how to do that properly before at all O_o

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

Ahh, were at the edge of a cliff face, NOT at the edge of a precipice. That makes me much happier. I'll have a post up in a few hours


I always imagine Nathaniel to look like this except blue. Is that right?

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

Heh heh- pretty close I admit, though add Nathaniel's black trenchcoat and enormous top hat.


That's Dinosaurus from the comic book Invincible by the way. Great comic.

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

I thought he looked familiar!


AOO:
[dice=AOO Unarmed]1d20+13[/dice] [dice=Damage]1d6+4[/dice] #1
Group Boni:
+1 morale bonus to attacks rolls while charging; +2 morale bonus on saving throws against fear
Human Cavalier (Luring Cavalier) 7 / Monk (Zen Archer) 3 (HP 81/81; AC 25/20/23; F+13/R+10/W+15; CMD 33; Perc +26; Init +2)

Since he can fire in melee and he has a respectable AC, Kenan will stay at the foot of the cliff.


AoO:
[dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice
Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1

I'm out for the weekend. Back on Monday.

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

Normal Giants:AC 24

The last one is a normal giant, yes?


Yarr.

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

"grant me the power to save him from imminent death!"

Got to love those concise prayers.


Hehe... We should never have the two clerics stand side by side. Kind of like POTUS and VPOTUS.

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

Heh, then we'd better recruit another Synthesist to pilot a second glider.

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

I may have asked you this before, but how would you feel about my changing some feats with this level-up? I'm not getting as much mileage out of the Cleave chain as I thought I would.


I also have a question DM Jelani.

I am looking at feats and others for level 9. As people mentioned holy weapons earlier, I realized that my evil outsider bane amulet for Sacha would perhaps have been much better as a holy one...

First, is it the case?

Second, could I switch it at some point?

Lots going on at level 9 for Animal Companions! And now I can cast Righteous Might on it...

Also, it is likely we'll take to the air. In that case, should I call in a Roc Animal Companion?

Related in a way, concerning tactics: The way things have rolled, I would have been better off with combat casting or perhaps as not riding the companion, thus allowing me to flank. Furthermore, when not riding, I could make better use of my enlarge swift ability and use a reach weapon for comfortable casting, no?


Changes:
BAB +0
Fort +1
Ref +1
Will +0
Hp +7
Skills +7 ,Knowledge Arcana +1, Knowledge Planes+1, Perception +1, Spellcraft +1, Diplomancy +3
Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.
Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.(30ft cone fire DC 20)
Spells/day: +1 3rd & 4th
Spells Known, including favored class bonus and bloodline spell: 2nd: Eldritch Conduit 3rd: Battering Blast, Haste. 4th: Black Tentacles, Fear
Feat: Spell Penetration.

Also added the Mage armor to stats.

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

Changes:
BAB +1 (fused)
Fort +1
Ref +1
Skills +5, Perception +1, Spellcraft +1, Fly +1, UMD +1, Bluff +1
Evolution pool +2
Multi-attack: All secondary natural attacks are now made at only a -2 penalty
New evolutions: Bite, Pull (Claws), flight +1 (110ft speed), natural armor -1
New spells per day: +1 level 1, +1 level 3
New spell known: Evolution Surge (hooray Spell Resistance on demand!)
New feat: Dimensional Agility
Upgraded class ability: Summon Monster V SLA


Regarding Bane vs Holy, I fou d my answer: +1 vs +2 enchantment. That's why I didn't see it during character creation...


Female Human (Taldane) Fighter (Trench Fighter) 3, Paladin (Divine Hunter) 7

Going to level up when I get home from work. But may I say, woo paladin spells :>


AoO:
[dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice
Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1

Cleric 8, Holy Vindicator 1

Changes:
BAB +1
Fort +1
Ref +0
Will +1
HP +8
CL +1 (Magical Knack)
Spells/Day +0
Skills +4 (Diplomacy +1, K (Religion) +1, K (The Planes) +1, Spellcraft +1)
Channel Energy +1d6
Vindicator's Shield +7
Heavy Armor Proficiency
Martial Weapon Proficiency
Feat: To be determined


Abigail Garrett wrote:

I also have a question DM Jelani.

I am looking at feats and others for level 9. As people mentioned holy weapons earlier, I realized that my evil outsider bane amulet for Sacha would perhaps have been much better as a holy one...

First, is it the case?

Second, could I switch it at some point?

Lots going on at level 9 for Animal Companions! And now I can cast Righteous Might on it...

Also, it is likely we'll take to the air. In that case, should I call in a Roc Animal Companion?

Related in a way, concerning tactics: The way things have rolled, I would have been better off with combat casting or perhaps as not riding the companion, thus allowing me to flank. Furthermore, when not riding, I could make better use of my enlarge swift ability and use a reach weapon for comfortable casting, no?

I'll let you "upgrade" your outsider bane one into a holy one if you pay the cost difference. It would lose outsider bane and get holy instead. The difference should be 12000 GP. As for the companion, totally your choice. Considering riding Sacha, maybe you'd be better off not, but you are always right there to heal him, and he makes you fast. You also put out A LOT of damage for a cleric. It's hard for me to say which would be better. Hanging back would certainly be safer, but I'm guessing it would drop your damage output quite a bit.


Thanks, I'll ponder it a bit. Taking Combat casting would help if I stay on the saddle...


AoO:
[dice=AOO (large cold-iron demon-bane bastard sword)]1d20+16[/dice [dice=Damage]2d8+10[/dice 1
Warped Demonspawn (custom tiefling) Invulnerable Rager 10

Barbarian 9

HP 122
Ref +6, Will +2
BAB +1

Acrobatics, Intimidate, Knowledge (planes), Perception, Survival

Improved Critical (Bastard Sword)

Rage 25 rounds/day

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

GM, any word on my question?


Female Human (Taldane) Fighter (Trench Fighter) 3, Paladin (Divine Hunter) 7

Unfortunately, bless weapon doesn't work very well with ranged weapons. So I'm limited in choosing paladin spells for this level. I have three I'm interested in, but figured I'd weigh in with my party to see which one may be most advantageous:

Hero's Defiance
Grace
Swift Girding

Not sure which would be most useful. I'm leaning towards Grace (specifically to avoid being cornered by mean giants again), though if we have people finding themselves out of their armor in combat I can keep swift girding to ensure that doesn't become a problem during night-time ambushes for our more heavily armored allies.


Nathaniel - I'd prefer you keep the feats you have.

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

I'd definitely go with Grace. It'll let you avoid damage if you get cornered, whereas Hero's Defiance won't work until you've already been beaten to a pulp. Not sure about Swift Girding, but I don't think many of us wear too much armor? No?

EDIT: Aye-aye.


Female Human (Taldane) Fighter (Trench Fighter) 3, Paladin (Divine Hunter) 7

Gunslinger (Pistolero) 5/Paladin (Holy Tactician) 4

Base Attack Bonus: +1
Fort Save: +1
Will Save: +1
Gained: Channel positive energy, weal's champion 2/day
Gained: Paladin spells (woooo!)
Feat: Improved Critical (Revolver) :D
Acrobatics: +1
Knowledge (religion): +1
Perception: +1

Spells Per Day:
0 (+1 from Cha 15)

1st Level:
* TBA

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

Err Liette, I believe you have made a mistake. It should be Gained: Paladin SPELL.

:)


Female Human (Taldane) Fighter (Trench Fighter) 3, Paladin (Divine Hunter) 7

Clearly this implies that someone will be buying Liette a nice +6 Charisma item to remedy that! ;)


Female Human (Taldane) Fighter (Trench Fighter) 3, Paladin (Divine Hunter) 7

I am super disappoint that bless weapon doesn't really work well on ranged weapons. One bullet? Really? :|

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

I'm asking because I want to know if anyone'll object if I cut off his legs or at least cripple him before he wakes up.


Male Gnoll Paladin (Divine Hunter) / 10 HP: 85/85 AC:24/14/20

lvl 9 changes:

hp + 8 +1 for toughness
BAB: +1
REF: +1

Mercy:
Diseased (I think this might come up more then anything else)

one more 1st lvl spell slot.

Skills:
Percep +2
K: Religion +1
Diplomacy +1

Feat:
Manyshot


Female Human (Taldane) Fighter (Trench Fighter) 3, Paladin (Divine Hunter) 7

Crap, speaking of diseases, are some of us still incubating?


Yes. You all are. Thanks for the reminder, we're coming up on 24 hours :)


Abigail:
lvl 9 changes:

hp +5+2 Con +1 FC
BAB: +0
REF: +1

Channel 5d6
Level 5 spells
Animal Companion Upgrades: (+1 HD, +5 hp+Con, +1 BAB, +1 For, +1 Ref, +1 STR, +1 Dex, +1 ability (Con), +1 skill (fly), +2 nat. AC, +1 trick (fetch)

Skills:
Fly
Linguistics
Perception
Sense Motive
Spellcraft

Feat:
??? Still thinking, hesitating between Vital Strike, Quicken Spell, and Combat Casting. Suggestions and advice are welcome!


Vital strike imo is almost never worth it, for humanoids at least. Quicken spell is something you will want at some point with a full caster, but not sure if the time for it is now, of coarse later feats that have prerequisites you can meet only then might change that. Combat casting well Abigail is lot in the melee.

DC for defensive casting is 15+2xSpell level.

Now the roll is 1d20+13. So with that chances of success:
1st: DC 17 =85%
2nd: DC 19 =75%
3rd: DC 21 =65%
4th: DC 23 =55%
5th: DC 25 =45%

With combat casting add 20% to all of those. Doesn't seem like a bad choice.

Just my opinion but I would go with combat casting unless you got something to pick up at 11th that you can not meet the prerequisites now.(Since you will most likely want it before 13th) Of coarse I just looked at the ones you mentioned there might be some other feat that would be even better choice at least arguably, but I assume you have looked around all ready.


Thanks Viorel! I'll go with Combat Casting.


AOO:
[dice=AOO Unarmed]1d20+13[/dice] [dice=Damage]1d6+4[/dice] #1
Group Boni:
+1 morale bonus to attacks rolls while charging; +2 morale bonus on saving throws against fear
Human Cavalier (Luring Cavalier) 7 / Monk (Zen Archer) 3 (HP 81/81; AC 25/20/23; F+13/R+10/W+15; CMD 33; Perc +26; Init +2)

Kenan has taken another Level of Cavalier. He is on his way to Cavalier 8 to get Stand Still on every AOO with his bow. On his way to there, he will take improved Snap shot to threaten 15ft. This should stop approaching foes pretty well.
At Cav 9 he will take Target of Opportunity which will give with Tactician Lisette, Crissor and to himself one extra attack per round.

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