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Game Master Grandlounge

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HP 60/60 AC 31, T 14, FF 28, CMD 25, Fort +7, Ref +6, Will +6, Init +2, Percep +11

Otherwise it would be a good idea to recruit for a 4th.


Male Human Wizard (runesage) 7 | HP 42/42| AC 12 16, T 12, FF 10 14 | Fort +6, Ref +6, Will +7 | Init +2 | Perception +8 (+12 to spot statue-like creatures) | Hand of the Apprentice 8/8|
Spells:
1st - 8/8, 2nd - 3/6, 3rd - 4/5, 4th - 4/4
Active effects: haste

If we're going Leadership for a 4th, maybe a Ranger or Slayer who can switch hit would be helpful. We're a little light from a ranged perspective, and someone competent at archery would be helpful vs flying enemies.


Zeltyieli's Vitals:
(HP: 52/52; AC: 20/14/16; Percep: +16; Init: +4; Fort +8, Ref: +7, Will: +10 [+13 charm; +12 illusions]; CMD: 20; CMB +6; Speed: 50)
Male Half-Elf Cleric (Varisian Pilgrim) 7
Liviana's Vitals:
(HP: 65/65; AC: 20/14/16; Percep: +10; Init: +4; Fort +9, Ref: +11, Will: +1; CMD: 23; CMB +9; Speed: 30)

I was thinking either a switch-hitting ranger, or someone who could inspire us.


HP 60/60 AC 31, T 14, FF 28, CMD 25, Fort +7, Ref +6, Will +6, Init +2, Percep +11

There's actually a bard ranged archetype which is pretty good. It's called arrowsong minstrel. They actually get a loophole to achieve improved precise shot early.


Zeltyieli's Vitals:
(HP: 52/52; AC: 20/14/16; Percep: +16; Init: +4; Fort +8, Ref: +7, Will: +10 [+13 charm; +12 illusions]; CMD: 20; CMB +6; Speed: 50)
Male Half-Elf Cleric (Varisian Pilgrim) 7
Liviana's Vitals:
(HP: 65/65; AC: 20/14/16; Percep: +10; Init: +4; Fort +9, Ref: +11, Will: +1; CMD: 23; CMB +9; Speed: 30)

I'm playing one in another game. ;) The diminished spellcasting hurts, I must admit.

I'm a little torn between building:

- a Swashbuckler (Rondelero) 1/Ranger (Hooded Champ) 5
--- Give us someone with a Falcata (dex to hit and damage) at close range, good with a bow at long, with bonus feats being our friend.

- Slayer (Vanguard)
--- Find it's a little hard to make the feats work to be useful switch-hitter, but handing us all teamwork feats via Tactician is nice

- Brawler (Exemplar) 3 / Ranger (Divine Hunter) 3
--- Full martial, can use flexibility to get the feats needed at the time, plus a divine link to the cleric

- A sling-staff specialist (one weapon to switch hit with) - now that there are style feats that make it useful


HP 60/60 AC 31, T 14, FF 28, CMD 25, Fort +7, Ref +6, Will +6, Init +2, Percep +11

Another option is a fighter starknife thrower, which is inherently a switch hitter since it can do ranged but still have a good AC so can block. They are feat intensive, so lvl 6 is only partway into the build getting good.


Zeltyieli's Vitals:
(HP: 52/52; AC: 20/14/16; Percep: +16; Init: +4; Fort +8, Ref: +7, Will: +10 [+13 charm; +12 illusions]; CMD: 20; CMB +6; Speed: 50)
Male Half-Elf Cleric (Varisian Pilgrim) 7
Liviana's Vitals:
(HP: 65/65; AC: 20/14/16; Percep: +10; Init: +4; Fort +9, Ref: +11, Will: +1; CMD: 23; CMB +9; Speed: 30)

Would also be thematic, a Desnan, I mean -- though Starknives don't go very far.

For the build, it's an NPC, right, so lower equipment (per heroic NPC) - and is it a 20-point or 15-point build?


Zeltyieli's Vitals:
(HP: 52/52; AC: 20/14/16; Percep: +16; Init: +4; Fort +8, Ref: +7, Will: +10 [+13 charm; +12 illusions]; CMD: 20; CMB +6; Speed: 50)
Male Half-Elf Cleric (Varisian Pilgrim) 7
Liviana's Vitals:
(HP: 65/65; AC: 20/14/16; Percep: +10; Init: +4; Fort +9, Ref: +11, Will: +1; CMD: 23; CMB +9; Speed: 30)

Having played a little with the builds, I'm kind of coming to ground on a Brawler (Exemplar) 4/Slayer (Sniper) 2.

Because everyone else is fast, I didn't want to slow her down by giving her heavier armour, so she's only AC 19, but she:

- Has studied combat (so, a +1 that works on whatever target)

For distance, she:
- Halves range penalties
- Has the 'core' archery feats (PBS and Precise)
- Will be able to sneak attack with the bow at up to 110' (and add her level to it)

For melee, she:
- Uses slashing grace to get dex-to-damage (and to hit) with her nine-ring broadsword
- Can use brawler's flurry with the sword
- Can try to knock out her opponent (though the DC isn't the best there)

And, as a nice bit of bonus, she can:
- use martial flexibility to gain Weapon Specialization with whichever weapon she's using
- can make us not flat-footed with 'call to arms'
- perform and give us all inspire courage for 5 rounds

And, as she gains levels (will continue to gain in both), she'll also get tactician and the ability to share teamwork feats with us.


SSMap | Info | 0 GS Map | 0 GS Loot

If you would like you can have a cohort at your full level rather than taking multiple weaker follers as you get to higher levels. We can adjust the balance of this as we go. I offer this because you may prefer to run one stronger character rather than several weaker ones.


Male Human Wizard (runesage) 7 | HP 42/42| AC 12 16, T 12, FF 10 14 | Fort +6, Ref +6, Will +7 | Init +2 | Perception +8 (+12 to spot statue-like creatures) | Hand of the Apprentice 8/8|
Spells:
1st - 8/8, 2nd - 3/6, 3rd - 4/5, 4th - 4/4
Active effects: haste

When I use Leadership as a player, I usually ignore the rest of the followers. They just kind of exist somewhere, unless it makes sense to have them - such as when playing Kingmaker, and they can serve as retainers/guards.

EDIT: The Pink and Green Ioun Stone in the Shard of Lust gives a +2 enhancement bonus to Charsima. Zel, do you want the Shard of Lust so that you can get yourself an extra channel a day?


HP 60/60 AC 31, T 14, FF 28, CMD 25, Fort +7, Ref +6, Will +6, Init +2, Percep +11

That sounds like a better plan than me taking it.


Zeltyieli's Vitals:
(HP: 52/52; AC: 20/14/16; Percep: +16; Init: +4; Fort +8, Ref: +7, Will: +10 [+13 charm; +12 illusions]; CMD: 20; CMB +6; Speed: 50)
Male Half-Elf Cleric (Varisian Pilgrim) 7
Liviana's Vitals:
(HP: 65/65; AC: 20/14/16; Percep: +10; Init: +4; Fort +9, Ref: +11, Will: +1; CMD: 23; CMB +9; Speed: 30)

I seem to already have +2 charisma noted on my sheet (due to an ioun stone in my wayfinder) - so I think we already did that at some point?


Zeltyieli's Vitals:
(HP: 52/52; AC: 20/14/16; Percep: +16; Init: +4; Fort +8, Ref: +7, Will: +10 [+13 charm; +12 illusions]; CMD: 20; CMB +6; Speed: 50)
Male Half-Elf Cleric (Varisian Pilgrim) 7
Liviana's Vitals:
(HP: 65/65; AC: 20/14/16; Percep: +10; Init: +4; Fort +9, Ref: +11, Will: +1; CMD: 23; CMB +9; Speed: 30)
GM_Grandlounge wrote:
If you would like you can have a cohort at your full level rather than taking multiple weaker follers as you get to higher levels. We can adjust the balance of this as we go. I offer this because you may prefer to run one stronger character rather than several weaker ones.

I usually don't worry about followers, just the cohort -- unless trying to set up a stronghold or something... but I won't say no to having the newbie at level. (I assume I still equip as an NPC)


Male Human Wizard (runesage) 7 | HP 42/42| AC 12 16, T 12, FF 10 14 | Fort +6, Ref +6, Will +7 | Init +2 | Perception +8 (+12 to spot statue-like creatures) | Hand of the Apprentice 8/8|
Spells:
1st - 8/8, 2nd - 3/6, 3rd - 4/5, 4th - 4/4
Active effects: haste
Zeltyieli Alikathesu wrote:

I seem to already have +2 charisma noted on my sheet (due to an ioun stone in my wayfinder) - so I think we already did that at some point?

We must have, then. You can do the "focus and attune" option for the Shard of Lust, then.


Zeltyieli's Vitals:
(HP: 52/52; AC: 20/14/16; Percep: +16; Init: +4; Fort +8, Ref: +7, Will: +10 [+13 charm; +12 illusions]; CMD: 20; CMB +6; Speed: 50)
Male Half-Elf Cleric (Varisian Pilgrim) 7
Liviana's Vitals:
(HP: 65/65; AC: 20/14/16; Percep: +10; Init: +4; Fort +9, Ref: +11, Will: +1; CMD: 23; CMB +9; Speed: 30)

Sounds good. Time for some visions.


Zeltyieli's Vitals:
(HP: 52/52; AC: 20/14/16; Percep: +16; Init: +4; Fort +8, Ref: +7, Will: +10 [+13 charm; +12 illusions]; CMD: 20; CMB +6; Speed: 50)
Male Half-Elf Cleric (Varisian Pilgrim) 7
Liviana's Vitals:
(HP: 65/65; AC: 20/14/16; Percep: +10; Init: +4; Fort +9, Ref: +11, Will: +1; CMD: 23; CMB +9; Speed: 30)

Ok, I built her at L7 -- but used a 20 point build (since she's an NPC I figured she doesn't get the 25 points we did) and didn't give her bonus skill points (or traits, again, NPC). That said, she's a few hundred gp over heroic L7 NPC gear - but I figure, worst case, 'tyieli could cough it up.

I also linked her to Zeltyieli's past, figured it was the easiest way to explain a strong and rapid bond with someone.

Anyhow - here's what it looks like -- and if there are things to change (point build, skills, WBL, whatever), let me know and I'll make the adjustments.

Liviana Niescu - Cohort to Zeltyieli:

Female Human (Varisian) Brawler (Exemplar) 5 / Slayer (Sniper) 2
CG Medium Humanoid (Human)
Init: +4, Senses: Perception +10
Languages: Common, Varisian.
Deity: Desna
Age: 22 Birthday: 9 Desnus
=================================================
Why she'd follow Zeltyieli
=================================================
* Liviana is another member of the Khastvi Family and someone 'tyieli knew (and had a crush on) as a child
* She ran off from the caravan about 4 years before he did -- she fled to avoid a forced arrange marriage to one of her "cousins" that the head of the family (Koivu) insisted on.
* Tumbled around for a bit, got some help by a bard that followed Desna who got her to town and introduced her to people who could teach her to fight and defend herself
* Took well to fighting, stayed active at the temple, even if she never felt "the call" herself.
* Was surprised, years later, when Zeltyieli arrived at the temple in Magnimar
* They reconnected, bonding over their pasts and the fact they escaped
* They've been meeting up when the party has been back in town -- with Zeltyieli telling the stories of what the party's been doing -- and Liviana wants to help
=================================================
DEFENSE
=================================================
AC 20, Touch 14, Flat-footed 16, CMD 23
(+5 armor, +4 dex, +1 shield)
HP 65 (7HD) [12+1,8+1,8+1,8,8+1,8,8+1]
Fort: +9, Ref: +11, Will: +1
=================================================
OFFENSE
=================================================
Speed: 30 ft. (6 Squares)

Melee:

  • +1 Waveblade +13/+8 or Brawler's Flurry +11/+11/+6 (1d6+5/19-20) [Slash/Pierce]
  • Silver Punching Dagger +11/+6 or Brawler's Flurry +9/+9/+4 (1d4+2/19-20) [Pierce]

    Ranged:

  • +1 Composite Longbow (Str +2) +13/+8 or rapid shot +11/+11/+6 (1d8+3/x3), 110' increment Range penalties halved

    Special: Knockout (DC 16); Martial Flexibility (can be used to gain Weapon Specialization with bow or sword); Precise Strike (+1d6 when flanking) if activated with tactician
    Base Atk: +7, CMB: +9
    =================================================
    STATISTICS
    =================================================
    Str 14, Dex 18, Con 14, Int 10, Wis 10, Cha 13
    =================================================
    =================================================
    FEATS
    =================================================
    Armour Proficiencies: Light, Medium and Shields (not tower).
    Weapon Proficiencies: Simple, Martial + all weapons in close group.

    Standard: Weapon Finesse, Weapon Focus (Waveblade), Weapon Focus (Longbow), Point-Blank Shot, Precise Shot
    Bonus (Brawler): Slashing Grace (Waveblade), Precise Strike [teamwork]
    Bonus (Slayer - Ranger Combat Style): Rapid Shot
    =================================================
    SKILLS (B: 4+int) (S: 6+int) = 5/5/5/7/5/7/5
    =================================================
    Trained are marked with *, italics for class skills.

    ==Adventuring Skills==
    Skill Name [Total] = Rnk + Stat + Misc (Description)
    Acrobatics* [+13] = 7.0 + 4 + 3 (-1AC)
    Appraise [+0] = 0.0 + 0 + 0
    Bluff [+1] = 0.0 + 1 + 0
    Climb* [+8] = 4.0 + 2 + 3 (-1AC)
    Diplomacy [+1] = 0.0 + 1 + 0
    Disguise [+1] = 0.0 + 1 + 0
    Escape Artist [+3] = 0.0 + 4 + 0 (-1AC)
    Heal* [+5] = 2.0 + 0 + 3
    Intimidate [+1] = 0.0 + 1 + 0
    Knowledge (Untrained) [+1] = 0.0 + 1 + 0
    Perception* [+10] = 7.0 + 0 + 3
    Ride* [+7] = 1.0 + 4 + 3 (-1AC)
    Sense Motive* [+8] = 5.0 + 0 + 3
    Stealth* [+13] = 7.0 + 4 + 3 (-1AC)
    Survival* [+8] = 5.0 + 0 + 3
    Swim* [+5] = 1.0 + 2 + 3 (-1AC)

    ==Background Skills==
    [i]Knowledge (Geography)* [+5] = 2.0 + 0 + 3

    Lore (Sczarni in Varisia)* [+8] = 5.0 + 0 + 3
    Linguistics* [+3] = 3.0 + 0 + 0
    Sleight of Hand [+7] = 4.0 + 4 + 0 (-1AC)
    =================================================
    RACIAL ABILITIES
    =================================================
    Bonus Feat: Humans select one extra feat at 1st level.

    Skilled: Humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level.

    =================================================
    CLASS ABILITIES
    =================================================
    Accuracy (Ex)
    A sniper halves all range increment penalties when making ranged attacks with a bow, crossbow, or firearm.

    Bonus Feats
    At 2nd level and every 3 levels thereafter, a brawler gains a bonus combat feat in addition to those gained from normal advancement. These bonus feats must be ones that affect or improve her defenses or melee attacks. The brawler must meet the prerequisites of the selected bonus combat feat. Upon reaching 5th level and every 3 levels thereafter, a brawler can choose to learn a new bonus combat feat in place of a bonus combat feat she has already learned. In effect, the brawler loses the bonus combat feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A brawler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus combat feat for the level.

    Brawler's Cunning (Ex)
    If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

    Brawler's Flurry (Ex)
    Starting at 2nd level, a brawler can make a brawler's flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the "monk" special feature. She does not need to use two different weapons to use this ability. A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler's flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler's flurry. A brawler with natural weapons can't use such weapons as part of brawler's flurry, nor can she make natural weapon attacks in addition to her brawler's flurry attacks. At 8th level, the brawler gains use of the Improved Two- Weapon Fighting feat when using brawler's flurry. At 15th level, she gains use of the Greater Two-Weapon Fighting feat when using brawler's flurry. You can make a flurry of blows as a full-attack action. When doing so, you may make one additional attack, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes, weapons from the close fighter weapon group or monk weapons. You may substitute any of these attacks for a disarm, sunder or trip combat maneuver. You cannot use Brawler's Flurry with natural weapons.

    Call to Arms (Ex)
    An exemplar can expend a use of martial flexibility to rouse her allies into action. All allies within 30 feet are no longer flat-footed, even if they are surprised. Using this ability is a move action.

    Deadly Sniper (Ex)
    When the sniper makes an attack against a target who is within his weapon's first range increment and completly unaware of his presence, that attack ingnores the 30 foot range limit on ranged sneak attacks, and if it is a sneak attack, he adds his sniper level as a bonus on his sneak attack damage roll. After this first attack, the target is aware of the sniper's presence.

    Field Instruction (Ex)
    Once per day, as a standard action, an exemplar can grant a teamwork feat to all allies within 30 feet who can see and hear her. This teamwork feat must be one the exemplar knows or has gained with the martial flexibility ability. Allies retain the use of this teamwork feat for 6 rounds. If the granted teamwork feat is one gained from martial flexibility, this duration ends immediately if the exemplar loses access to that feat. Allies don't need to meet the prerequisites of this teamwork feat. This ability otherwise counts as the cavalier's tactician class feature; feats and other effects which affect tactician (such as Practiced Tactician) apply to it.

    Inspiring Prowess (Ex) (ooooo o)
    An exemplar gains the ability to use certain bardic performances. She can use this ability 6 rounds per day. The exemplar's effective bard level for this ability is equal to her brawler level - 2. Instead of the Perform skill, she activates this ability with impressive flourishes and displays of martial talent (this uses visual components). This ability otherwise functions as bardic performance; feats and other effects that affect bardic performance (such as the Extra Performance feat) apply to it. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the brawler to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the brawler is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A brawler cannot have more than one bardic performance in effect at one time. Targets must have line of sight to the brawler for the performance to have any effect. A blind brawler has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
    --Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

    Knockout (Ex)
    Once per day, you can unleash a devastating attack that can instantly knock a target unconscious. You must announce this intent before making your attack roll. If you hit and the target takes damage from the blow, the target must succeed at a Fortitude saving throw (DC = 16) or fall unconscious for 1d6 rounds. Each round on its turn, the unconscious target may attempt a new saving throw to end the effect as a full-round action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability.

    Martial Flexibility (Ex) (oooo)
    The brawler can use a move action to gain the benefit of a combat feat he doesn't possess. This effect lasts for 1 minute. The brawler must otherwise meet all the feat's prerequisites. He can use this ability a number of times per day equal to 5. The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation, any uses of that combat feat while using this ability count toward that feat's daily limit. At later levels, when he gains multiple feats through this ability, the brawler can use those feats to meet the prerequisites of other feats he gains with this ability. Doing so means he cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward his daily uses of this ability.

    Martial Training (Ex)
    A brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

    Studied Target (Ex)
    A slayer can study an opponent to gain a +1 bonus on Bluff, Knowledge, and Sense Motive; a +1 bonus on Perception, and Survival checks attempted against that opponent; and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against 1 opponents at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place. A slayer can study an opponent he can see as a move action.

    Slayer Talents
    As a slayer gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level and every 2 levels thereafter, a slayer gains one slayer talent. Unless otherwise noted, a slayer cannot select an individual talent more than once. Talents marked with an asterisk add effects to a slayer's sneak attack. Only one of these talents can be applied to an individual attack, and the decision of which to use must be made before the attack roll is made.
    --Combat Style I (Ex) The slayer selects a ranger combat style (Archery) and gains a combat feat (Rapid Shot) from the first feat list of that style. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.

    =================================================
    EQUIPMENT
    =================================================
    Carried/Equipped
    scarf, bladed (masterwork); outfit (explorer's); +1 chain shirt; +1 waveblade; +1 composite longbow (Str +2); arrow (x60); silver punching dagger; holy symbol (wooden);

    Backpack: [ Bedroll; Mess Kit; Rations (Trail/Per Day) (x5); Waterskin];

    Current Weight: 51.5 lbs (Light) Limits: 58 (Light), 116(Medium), 175 (Heavy).


  • Zeltyieli's Vitals:
    (HP: 52/52; AC: 20/14/16; Percep: +16; Init: +4; Fort +8, Ref: +7, Will: +10 [+13 charm; +12 illusions]; CMD: 20; CMB +6; Speed: 50)
    Male Half-Elf Cleric (Varisian Pilgrim) 7
    Liviana's Vitals:
    (HP: 65/65; AC: 20/14/16; Percep: +10; Init: +4; Fort +9, Ref: +11, Will: +1; CMD: 23; CMB +9; Speed: 30)

    No comments?

    Ok then, I guess we'll just have to ensure 'tiyeli brings his new girlfriend around the lodge. ;)


    HP 60/60 AC 31, T 14, FF 28, CMD 25, Fort +7, Ref +6, Will +6, Init +2, Percep +11

    Look fine.


    Zeltyieli's Vitals:
    (HP: 52/52; AC: 20/14/16; Percep: +16; Init: +4; Fort +8, Ref: +7, Will: +10 [+13 charm; +12 illusions]; CMD: 20; CMB +6; Speed: 50)
    Male Half-Elf Cleric (Varisian Pilgrim) 7
    Liviana's Vitals:
    (HP: 65/65; AC: 20/14/16; Percep: +10; Init: +4; Fort +9, Ref: +11, Will: +1; CMD: 23; CMB +9; Speed: 30)

    Think I'm good with the armour upgrade, headband of wis, cloak of resistance and an agile scarf.


    HP 60/60 AC 31, T 14, FF 28, CMD 25, Fort +7, Ref +6, Will +6, Init +2, Percep +11

    Ok upgraded equipment and put it in the profile.


    Male Human Wizard (runesage) 7 | HP 42/42| AC 12 16, T 12, FF 10 14 | Fort +6, Ref +6, Will +7 | Init +2 | Perception +8 (+12 to spot statue-like creatures) | Hand of the Apprentice 8/8|
    Spells:
    1st - 8/8, 2nd - 3/6, 3rd - 4/5, 4th - 4/4
    Active effects: haste

    I've gotta do mine still - haven't had a chance because work's been kinda busy.


    Male Human Wizard (runesage) 7 | HP 42/42| AC 12 16, T 12, FF 10 14 | Fort +6, Ref +6, Will +7 | Init +2 | Perception +8 (+12 to spot statue-like creatures) | Hand of the Apprentice 8/8|
    Spells:
    1st - 8/8, 2nd - 3/6, 3rd - 4/5, 4th - 4/4
    Active effects: haste

    I will likely be mobile-only until January 2. I'll keep up as best I can.

    Grand Lodge

    That is ok I will ne out if the country until the 8th. Family trip to Japan. See you in the new year.


    Zeltyieli's Vitals:
    (HP: 52/52; AC: 20/14/16; Percep: +16; Init: +4; Fort +8, Ref: +7, Will: +10 [+13 charm; +12 illusions]; CMD: 20; CMB +6; Speed: 50)
    Male Half-Elf Cleric (Varisian Pilgrim) 7
    Liviana's Vitals:
    (HP: 65/65; AC: 20/14/16; Percep: +10; Init: +4; Fort +9, Ref: +11, Will: +1; CMD: 23; CMB +9; Speed: 30)

    Hi folks,

    I'm about to be away for 10 days - but with the usual "post-trip" recovery time, I think it's safer to say I'm away 'til Jan 14th (so we can all be pleasantly surprised if I'm online sooner).

    Please feel free to bot 'tyieli while I'm gone.


    SSMap | Info | 0 GS Map | 0 GS Loot

    Back and catching up. A long flight from Japan so I'm a little jet-lagged, but I'm working on it.

    Grand Lodge

    Hi all. I did not intentionally close down the game without checking in with everyone. Some of you know life has been crazy on my end multiple deaths and illnesses in the family, then I lost my job.

    I start a new job this week so hopefully I will have the energy to get back to more pathfinder.

    I will give this another go and hopefully the new job will have a schedule that allows for a bit more energy from me here.


    HP 60/60 AC 31, T 14, FF 28, CMD 25, Fort +7, Ref +6, Will +6, Init +2, Percep +11

    Looking forward to continuing. I hope all goes well for you now.


    Zeltyieli's Vitals:
    (HP: 52/52; AC: 20/14/16; Percep: +16; Init: +4; Fort +8, Ref: +7, Will: +10 [+13 charm; +12 illusions]; CMD: 20; CMB +6; Speed: 50)
    Male Half-Elf Cleric (Varisian Pilgrim) 7
    Liviana's Vitals:
    (HP: 65/65; AC: 20/14/16; Percep: +10; Init: +4; Fort +9, Ref: +11, Will: +1; CMD: 23; CMB +9; Speed: 30)

    Me too. And hope the new job works out well.


    Male Human Wizard (runesage) 7 | HP 42/42| AC 12 16, T 12, FF 10 14 | Fort +6, Ref +6, Will +7 | Init +2 | Perception +8 (+12 to spot statue-like creatures) | Hand of the Apprentice 8/8|
    Spells:
    1st - 8/8, 2nd - 3/6, 3rd - 4/5, 4th - 4/4
    Active effects: haste

    Same.


    SSMap | Info | 0 GS Map | 0 GS Loot

    Alright, all, if you are ready to go, review the fight, as it was a hard one, and you worked through some of the enemy's abilities.

    You are fighting purple worms with arms that are wielding wands they confuse you when you are within 30ft of them. They have the ability to control the actions you take when your mind is controlled.

    Any other questions ask we don't want to start on a TPK.


    HP 60/60 AC 31, T 14, FF 28, CMD 25, Fort +7, Ref +6, Will +6, Init +2, Percep +11

    Given the nature of the creatures, I don't see how we avoid that TPK, but we'll see. If a creature controls you while you are confused, it's not confusion, it's domination.


    Male Human Wizard (runesage) 7 | HP 42/42| AC 12 16, T 12, FF 10 14 | Fort +6, Ref +6, Will +7 | Init +2 | Perception +8 (+12 to spot statue-like creatures) | Hand of the Apprentice 8/8|
    Spells:
    1st - 8/8, 2nd - 3/6, 3rd - 4/5, 4th - 4/4
    Active effects: haste

    My most recent, unresolved action was to cast an acid pit under one of them, with another possibly falling in as well. That might just allow us to focus fire on one and not have to deal with the other two.

    Wish we could figure out these things' alignments, though. Protection from chaos/evil might help us keep our heads clear.


    SSMap | Info | 0 GS Map | 0 GS Loot

    Roll a sense motive to see if their actions demonstrate a recognizable behaviour pattern. I know its not Raw but i thin it makes sense.

    Grand Lodge

    Sorry all post will be up tomorrow at the lastest.


    HP 60/60 AC 31, T 14, FF 28, CMD 25, Fort +7, Ref +6, Will +6, Init +2, Percep +11

    Aren't we due for our monthly update?

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