Variel's WotR

Game Master Neltji

From Level 1 to Level 20. Good luck heroes you might need it.

loot list

combat map


1,201 to 1,250 of 4,048 << first < prev | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | next > last >>
Silver Crusade

female Human (Kelish) Cleric (Evangelist) 6 Init +2 Perception +11, HP: 50/50 MP: 4/4 AC: 20(T 13/FF 18) CMD: 20 CMB: +8 Wil: +8 FORT:+8 REF +6

Potions could very well be sold. Especially CLW as we don't really want to be drinking those as we have a wand. The second wand of CLW should go to Maelchar btw. Less time wasted between fights that way.

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

True. Wand uses are 15gp per heal while pots sell for 25gp each.


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)

Pots are good for in-combat fixes for those of us who can't UMD and/or aren't standing by the wand wielders and/or don't want to force Sam or Mael to switch from their offensive actions to defensive ones.

I'd like to keep the one CSW pot I have... If you are really determined to sell the CLWs, you can have my four.


Reiko Mura wrote:

Hmmm... I'm just not sure how making it masterwork would work if it didn't take time based on its relative value. I can see that it wouldn't cost any extra in terms materials but it seems like it would take more than a single check. Using the rules for the materials part of the process, making it masterwork would require a crafter to exceed a value of 3000 'points' (300GP x10) by taking the results of each crafting roll (on a weekly basis) and multiplying it by 20 (the DC). Once you accrue 3000 points you are done with making it masterwork. I did some rough number crunching and with pretty solid roles from Reiko, using her MW tools, and getting AAs from both Mael and Pakak... it would take about 9 to 10 weeks for the wakizashi to become a masterpiece. That seems a reasonable level of effort for a great weapon particularly given my unspectacular crafting ability. And it sort of explains why a MW weapon costs 300GP extra - because it takes a serious level of labor to produce it.

Variel could you explain the MW crafting mechanics? I guess I'm not getting that bit. Or, alternatively, feel free to just tell me what rolls you need from me and how many. I'm happy to sling whatever rolls you feel are needed.

From prior campaigns and discussions that this group has had we all agree that there is a problem with the crafting mechanics. The time it takes does not justify the end result it seems nor does it promote adventurers or heroes such as ourself to craft your own items without a heavy investment in skill points and feats. As a temporary workaround I am waving the MW time element to the crafting of weapons and armor as long as you make the DC 20 check. IT will still cost you the 1/3 value. A typical adventurer would could make 4000gp in the same time it would take to craft the item. Why craft when you can go and kill something and either take it from them directly or use the wealth from the enemy to purchase the item you want.

In this specific instance you do not need to purchase the cold iron materials as you are using the 2 weapons to provide the supplies. All it will cost you is the 100gp for the MW portion and the last DC 20 craft check.

The second reason is that you only have 2 weeks of downtime so if you wanted to do anything else you would be out of luck and we will be moving on to the second book with you still not finished. IF it makes you feel better then don't worry about the MW portion and buy Pakak a scroll that makes an item MW for you. That way it is in his spell book and you can upgrade a normal weapon or armor to MW at any time you want.


Some potions I would sell but cure potions I would always hold onto as you never know when the healer gets knocked out and there is no way to revive him/her.


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)
DM Variel wrote:
From prior campaigns and discussions that this group has had we all agree that there is a problem with the crafting mechanics...

Ah, that was the piece I was missing. I'm happy to swing with however you want to do crafting. So, using my original rolls with the mods for the MW artisan's tools added in and Mael's AA rolls, then I would be able to create the CI wakizashi in slightly less than a week. Using my second week's roll (with the same mods) to make it masterwork would result in a '22'. So my weapon is complete - unless you'd like me to make a fresh roll for it. Just say so and I'll post one.

Cash-wise, I'll need to dip into the crew funds for an additional 81 GP to complete the project.


Call it good with your second roll. I am tired and being generous tonight.


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)

Now I shall exploit your generosity and run riot with a MW weapon! In my off-hand... against demons... lots and LOTS of demons...

Hm, somehow I don't think that is too much of a threat. :)


Not when the next book is filled with lycanthropes that need silver and magic to bypass their DR...


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)

I'll just throw the other characters in front of me and wait until the lycanthropes choke on their bones. :) A win is a win, after all.


Very self serving off you and after Garith gave you Radiance which glows only for him. Perhaps you can trade back some day if you find a better weapon for yourself.

Of course that means that I will have to give it to you so you will have to catch me on another night like tonight when I am tired and too generous for my own good.


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)

Food for thought. :)

Note to self: find out what the DM drinks and send him a case of it before trying to play against his generosity...


lots and lots of Mountain Dew or Coke. No alcohol for me. Clouds the judgement and then everyone gets away with stuff too often.

Silver Crusade

female Human (Kelish) Cleric (Evangelist) 6 Init +2 Perception +11, HP: 50/50 MP: 4/4 AC: 20(T 13/FF 18) CMD: 20 CMB: +8 Wil: +8 FORT:+8 REF +6

On the issue of healing potions.

At this level drinking a potion of CLW in COMBAT is just ludicrous.

A CLW potions is gonna revive an average of 5 hp that's about a tenth of our HPs. Monsters at this level are dealing anywhere from 10-50 dmg a round, so by wasting a turn on CLW potion we are not achieving anything.

Out of combat it's more expensive than using a wand. The argument the healer drops doesn't really apply as at least 3 of us can heal (4 if pakak has umd).

Potions of CSW in my book are a legit emergency option however as they at least acomplish something.


I agree Samantha for in combat healing that clw are a waste. It is just my personal opinion that curative potions should be kept at all times as you don't know when you will run out of between combat healing or need to top off your hp with a clw spell.

Wands of clw are great but not always readily available when you need to find them based on your location or situation.

Agains this is just personal preference so you guys do what you want to.

There is a wand available for purchase that has 1d50 ⇒ 28 charges left on it.


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

Variel, regarding the items Zeriax wants to purchase, and the bow upgrade - any luck?

Silver Crusade

female Human (Kelish) Cleric (Evangelist) 6 Init +2 Perception +11, HP: 50/50 MP: 4/4 AC: 20(T 13/FF 18) CMD: 20 CMB: +8 Wil: +8 FORT:+8 REF +6

What about the other two wands?

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

I posted on an advice thread, and one interesting idea was the Feat of Charisma power.

Since most all of my build critical powers are tier 3, it might make sense to I could snag display and be able to bust out some mad leadership or whatever if you guys have other powers to take for spells and stuff.

Whatcha think? Does anyone else want it?
Display of Wis may be good for someone else so we have a lie-detector trick to.

Silver Crusade

female Human (Kelish) Cleric (Evangelist) 6 Init +2 Perception +11, HP: 50/50 MP: 4/4 AC: 20(T 13/FF 18) CMD: 20 CMB: +8 Wil: +8 FORT:+8 REF +6

Hmm not impressed by that power. Yeah +20 to Charisma is handy, but there's a few spells and items that can also be used to boost charisma by considerable amounts. And really how many times per day/adventure are you gonna need the ability?


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)

Some of the other Display of powers are reasonably useful but I'm not feeling the love for CHA. It just doesn't tie to enough key abilities to make it great. Given you are dual-pathed, I'm pretty sure there are far more useful Path abilities in either Guardian or Champion to take at Tier 2 for ya. Just my 2 cents.


Zeriax, upgrading the bow to +1 is not a problem. The rod of extend though...

15% chance you can find 1 1d100 ⇒ 24

Samantha the others wands you requested...

endure elements 1d50 ⇒ 31 charges remaining

paladin wand of lessor restoration 10% chance 1d100 ⇒ 83 with 1d50 ⇒ 29 charges remaining Most of the paladins remaining do not have the ability to cast spells yet as Irabeth is the leader in Kenebras and is only at 5th level herself.


Oh one more favor while I am thinking about it.

Would you please put your mythic pool status in your header so I can see it from now on. Just makes it easier to track once we get going again and everyone else can see it as well. Thanks


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

done... and is there any chance of getting a clerical wand of lesser restoration, since the pally wand was not available? It wouldn't be cheap, but depends on how many charges it has...


50 percent chance wand is available 1d100 ⇒ 8 with 1d50 ⇒ 15 charges

Also did everyone make a choice on which skill they wanted a +2 bonus to?

I have seen a couple but didn't think I saw them all yet.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

that wand would cost us 1350 but might still be worth it... we're likely to need the spell more often than we can cast it.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0
Maelchar wrote:

I don't recall if I wanted something then or not... it was too long ago, lol... but I am looking to retrain a feat - the new feat is on my profile already, because it doesn't seem the type of thing that could be trained so much as meditated and prayed over... let me know if you want me to actually find someone to 'teach' it, and that will be Maelchar's primary goal during this downtime... (replacing 'power attack' which he's never used).

Also, would like a few potions of 'enlarge person' if such are available in Kenabres at present, and if there's enough money for them...

or better yet, a magical item, maybe a pair of boots? with 2 or 3 uses per day 'enlarge person' built into them... it would have to be a unique item, since there isn't one in the books that does this... is that possible?

There's a discussion about it here, plus some others if you google 'pathfinder enlarge person item'.

Variel - you never really responded to this... did you miss it?

Also, what's this about +2 to a skill?


I asked earlier about if you wanted an unnamed +2 to any skill what would it be I think it was on the previous discussion page.

As for the boots, without crafting feats yourself, I am gong to say not available as the person making them would need time to research exactly how to make them.

Retraining is allowed according to the rules. I don't have them with me but I think for a feat it is 1 week to retrain doing nothing else but that with a cost associated with it based on character level. How much though I don't remember the formula.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

Ok... During this downtime, Maelchar will spend a week retraining that feat. Too bad about the boots - can I buy the potions then?


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)

To speed up the cash distribution process, I vote that Garith (as keeper of the loot list) has the right to sell off anything that seems like an obvious sale and make command decisions about most of the other stuff based on what we've said about what someone may want to keep.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

Feat

You may change one feat to another through retraining. Retraining a feat takes 5 days with a character who has the feat you want. The old feat can't be one you used as a prerequisite for a feat, class feature, archetype, prestige class, or other ability. If the old feat is a bonus feat granted by a class feature, you must replace it with a feat that you could choose using that class feature.

Note that this retraining is unrelated to the fighter ability to learn a new bonus feat in place of an old one at certain class levels. That class ability is free, happens instantly when the character gains an appropriate fighter level, doesn't require a trainer, and can happen only once for any appropriate fighter level. Retraining a feat requires you to spend gp, takes time, requires a trainer, and can happen as often as you want.

Unless stated otherwise, retraining costs gp equal to 10 × your level × the number of days required to retrain.

So 5 days... and 300 gp if I have to retrain at 6th lvl... would rather retrain at 4th lvl, which would be 200gp, because my 5th lvl feat has the NEW 3rd lvl feat as a prerequisite if that's okay, since I assume our 'leveling up' is a process over our downtime... at least I hope so.

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

Var, I'm thinking K-Planes so I can ID demons

OK. Basically I'm clearing out everything nobody claims. But if there's something really rad that people will likely want, then I'd say leave it in the hoard.

I can clear out some of the pots and stuff. But def list things you want to carry.

Mael, you get hit a lot. You want the other ring of Prot?
Edit Mael, Done
Looks like all the phat lootz is allocated.
sam you want the +1 breastplate and a Ring of Prot?


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

if there's one avail, sure...

Silver Crusade

female Human (Kelish) Cleric (Evangelist) 6 Init +2 Perception +11, HP: 50/50 MP: 4/4 AC: 20(T 13/FF 18) CMD: 20 CMB: +8 Wil: +8 FORT:+8 REF +6

@Gaerith: Yes please.

As to the wand of Lesser restoration. As a level 2 wand it seems really expensive currently. As it's only 15 charges I'd prefer to pass.

Hopefully Maelchar knows that spell as well? For Samantha level 2 slots are currently the least useful and will remain so in the future so preparing 4 Lesser restoration spells for the day after we get hit by status effects wouldn't be an issue for her. Currently I'm always leaving one second level slot open and have one lesser restoration for the day prepared.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

Maelchar actually does not have lesser restoration... next time he gains a 2nd lvl spell, if we don't seem to have enough with your potential 4 per day, I will take it.

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

I could also Prep lesser resto as a rule to remove a severe ability hit.

And Mael, you do have the spell, cause you have ALL the divine spells ever at a rate of one spell per mythic point! Inspired Spell, looks like the divine version of Zeriax wild arcana.

So we do have a worst case scenario option.

Sam I'll add the 1650 to what comes out of your share.
And all the good gear is claimed. The rest to the war effort (and our coffers)


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

Heh, you're right - I forgot about the Inspired Spell bit.

Silver Crusade

female Human (Kelish) Cleric (Evangelist) 6 Init +2 Perception +11, HP: 50/50 MP: 4/4 AC: 20(T 13/FF 18) CMD: 20 CMB: +8 Wil: +8 FORT:+8 REF +6

We'd be far better off if Maelchar had the spell as well. Really it's the best 2nd level spell on our spell list.


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18
DM Variel wrote:

Zeriax, upgrading the bow to +1 is not a problem. The rod of extend though...

15% chance you can find 1 d100

Damn you Variel... *Shakes fist*

So now I have 3k to spend... Dang, really wanted that rod :/

Variel, here's what I'll try to get:

- If someone borrows me 1k (I am assuming all sold gear is already accounted for by now right Garith?), I'm going for Bracers of Falcon's Aim (4000gold) first, or Headband of Wisdom +2 (4000 gold) second;
- If not, I am going for a ring of protection +1 (2000 gold);
- And I think I am gonna save up the remaining gold.

As for the 2 skill points, I am undecided still...


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)

I've got to side with Mael on this one. Spontaneous casters need to be selective in the spells they choose, angling for spells that will be useful frequently. Lesser Restoration is only useful if we run into ability draining attacks that happen often or are so crippling that they jack up the whole team. Looking at the campaign so far, that hasn't been a problem.

Some of the spells that would be consistently more useful for Mael would be:

Bull's Strength - good for any number of our melee fighters. The communal version would be sweeter but this isn't a bad start. Also the spells that bump CHA or WIS are good to assist our casters.

Protection from Evil, Communal - duh

Burst of Radiance - Good spell because it is a distance AoE attack that always has some effect. Given all the evil opponents we fight it means that the baddies will be blinded and slightly damaged or dazzled and slightly dinged. I'm a fan of spells that still inconvenience enemies even if they save, particularly when you have to beat SR and a save.

Spear of Purity - solid ranged damage (for a cleric spell) against the enemies we are facing nearly every time we go into the field. Also, a save only reduces, not negates, the damage.

Spiritual Weapon - This spell is a little thin on damage, but the spell persists, yields an extra attack per round, can be re-directed to attack other targets and, as a force weapon, is good against incorporeals.


The bracers I am saying no to as there are not that many Druids or rangers capable of casting the spell as a prerequisite even if it is a first level spell. The headband though has a chance.

25% 1d100 ⇒ 63

The ring would be available though.

Silver Crusade

female Human (Kelish) Cleric (Evangelist) 6 Init +2 Perception +11, HP: 50/50 MP: 4/4 AC: 20(T 13/FF 18) CMD: 20 CMB: +8 Wil: +8 FORT:+8 REF +6

I'm a bit confused as to the loot list. Which column on the list is actually relevant for our total cash? Column G?

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

Yes. Column G has your current balance. So Sam, you have 4600.(haven't added your armor yet so it'll be 3000.)


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18
DM Variel wrote:

The bracers I am saying no to as there are not that many Druids or rangers capable of casting the spell as a prerequisite even if it is a first level spell. The headband though has a chance.

25% d100

The ring would be available though.

Meh... I don't think I want the ring that much... But since I really have no other options, I'll take it.


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)

Hey Mael, I noticed you are planning on re-training Power Attack. Maybe you should consider retraining Hero's Fortune or Blood of Heroes first? As I understand what Variel said at the beginning of the game, as soon as we went mythic, we give up using Hero Points. So those two feats are totally useless to you now whereas PA is something you still could use (even if you want to trade it out later). Just something to mull over.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

oh... i missed that we were losing our hero points... I guess I won't retrain power attack then ... at least not to that... I will have to rethink my goals then... thanks for the heads up


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)

De nada. Also, since you can retrain a skill in only 5 days, if you've got the cash it might be worth your time to retrain both of the Hero Point feats during our two weeks of downtime. I'm pretty sure this game isn't going to get easier and good feats can be game-changers. Since you often do create/wield 2-handed weapons, you might consider taking Furious Focus to offset the PA penalty on your swing... thus giving you a fine reason to use PA in combat. :D


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

those were the ones I was going to take as we leveled up NOW - retraining power attack for one of them, and taking the other at 5th... since I'm taking neither - I won't need to retrain them. I will look into furious focus, thanks.


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)

Ah, OK. I didn't really look at your character sheet before now so I assumed you got the Hero Feats early on. But since you mentioned retraining PA, I should have clued in to the fact that you must have acquired that earlier.


Correct, no more hero points as they were the predecessor to the mythic points. Good catch Reiko.


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)

Just out of curiosity guys... Is anyone still leveling up or debating their Tier 1 Mythic upgrades? Or are we all pretty much ready to continue into the next section of the AP?

1,201 to 1,250 of 4,048 << first < prev | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / DM Variel's WotR Discussion thread All Messageboards

Want to post a reply? Sign in.