Darkwings Serpant skull (Inactive)

Game Master DarkWingD

Serpants skull

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Enlightened Metamagic Bloodrager|HP 5/11|AC 16:T12:FF14|Saves 5:4:3|CMD 17|Init 2|Percept 4|Bloodrage 3/6|Conditions: Spooked
Skills:
Acro+2|Apr+1|Blf+1|Clb+8|Diplo+1|Disg+5|EscA+2|HndAn+5|Heal+0|Int+1|Kn(arc) +4|Kn(loc)+6|Ride+2|SltHnd+3|SM+0|Sth+2|Surv+0|Swim+5|

Ah, the climb I can do safely as long as I can take 10 (I'm pretty sure that should be ok) so it sounds like after Hendrix and Nali inform Roland of what they've learned that's going to be what he would like to do.

@GM question, how often can I repeat my attempts at crafting this club? I'd give up most of a day to have this thing done.


Day count=(3, evening time); weather= (dark and stromy); situational Modifiers=(Food and water is suffecient.)

@roland- the rules givith and takeith away. you cant take a ten if there are distractions or danger, however you can take a twenty on making a club. lol.


female Ratfolk Swashbuckler (inspired blade / wild strider) 1, Init: +4, HP: 11/11, AC 17, CMD 14, Saves: fort +1, ref +6, will +2, rapier +7, Ranged +5
Skills:
Acro +8, Crft (alch) +8, Esc art +8, Intim +5, Per +7, Prof (sailor) +5, Know (nat) +6, Stealth +12, Surv +5
Special:
Panache 2/3
conditions:
none
Darkwing_DM wrote:

@nali- ya that drive is beautiful, me and my wife are going to canada for the first time soon also near Vancover. there is a fun run going on there for charity. I have never been over seas to U.K., but I know my mom loves it. (she goes about twice a year since I was little.)

Enjoy Canada! All I know about it are stories (of people who went there) and TV. What kind of charity?

The UK is quite nice, I've been there a few times. Summerset is a beautiful part, especially, and the entire island is steeped in mysticism.

If you meant it reciprocatively: I myself am not from the UK, but from the Netherlands. A tiny country the size of Connecticut, with a lot of water, mellow nature, zero mountains, really tall people (I'm 1,97m / 6'5" myself), a weird language, and more than 17 million people altogether.


female Ratfolk Swashbuckler (inspired blade / wild strider) 1, Init: +4, HP: 11/11, AC 17, CMD 14, Saves: fort +1, ref +6, will +2, rapier +7, Ranged +5
Skills:
Acro +8, Crft (alch) +8, Esc art +8, Intim +5, Per +7, Prof (sailor) +5, Know (nat) +6, Stealth +12, Surv +5
Special:
Panache 2/3
conditions:
none

Made a calculation mistake... I'm not 6'5", I'm 6'7". Not that it really matters, but I can't let such mistakes be. They bug me :D


Male Human Human 1 Druid (blight)| AC 12 FF 10 Touch 12 | HP 11/11 | Fort +4, Ref +2, will +5 | Perception +7

Are you doing the Sun Run in April?


Enlightened Metamagic Bloodrager|HP 5/11|AC 16:T12:FF14|Saves 5:4:3|CMD 17|Init 2|Percept 4|Bloodrage 3/6|Conditions: Spooked
Skills:
Acro+2|Apr+1|Blf+1|Clb+8|Diplo+1|Disg+5|EscA+2|HndAn+5|Heal+0|Int+1|Kn(arc) +4|Kn(loc)+6|Ride+2|SltHnd+3|SM+0|Sth+2|Surv+0|Swim+5|

Hmmm, I would have thought that taking 10 on the climb check would have been fine unless we were in combat or there was some other distracting circumstance.

Craft has bad consequences of you fail by 5 or more so normally I wouldn't think you could take 20. I suppose though since a club has 0 cost there isn't really an effect of ruining the work so it doesn't matter. Well, how long would a take 20 take in game time to craft this club?


Day count=(3, evening time); weather= (dark and stromy); situational Modifiers=(Food and water is suffecient.)

sorry about the wait I will be posting tonight, my friend just introduced me to magic the gathering Areana fri, and I got caught up on it. you can expect me to post once almost every night from here on out, now.


female Ratfolk Swashbuckler (inspired blade / wild strider) 1, Init: +4, HP: 11/11, AC 17, CMD 14, Saves: fort +1, ref +6, will +2, rapier +7, Ranged +5
Skills:
Acro +8, Crft (alch) +8, Esc art +8, Intim +5, Per +7, Prof (sailor) +5, Know (nat) +6, Stealth +12, Surv +5
Special:
Panache 2/3
conditions:
none

I wish my reasons for tardiness would be games :D

Enjoy, mate :D


female Ratfolk Swashbuckler (inspired blade / wild strider) 1, Init: +4, HP: 11/11, AC 17, CMD 14, Saves: fort +1, ref +6, will +2, rapier +7, Ranged +5
Skills:
Acro +8, Crft (alch) +8, Esc art +8, Intim +5, Per +7, Prof (sailor) +5, Know (nat) +6, Stealth +12, Surv +5
Special:
Panache 2/3
conditions:
none

The way I see it... we've got at about two hours before we need to return because of the tide. a take 20 perception takes 2 minutes. Unless we run into an encounter, we can make 60 such checks per person. Actually, the same goes for medicine and looting checks.
So... I humbly suggest that we mainly decide where to go first for the sake of unexpected encounters / traps / the like.
Aside from that, whenever we are somewhere, we could just state our take 20 perception... Which is 27, in my case.
Right?

Or, even better. Take the highest perception amongst us, and add 2 for each assisting character. We're on the boat with 4 (maybe Trax will join us still, but hasn't yet), so that'd mean a +6 to the highest score.

Almon has the highest score, so perception 36 on all rooms...?


Male Human Human 1 Druid (blight)| AC 12 FF 10 Touch 12 | HP 11/11 | Fort +4, Ref +2, will +5 | Perception +7

Just wanted to confirm: would proficiency with scimitar would allow me to use the cutlass without penalty?


Day count=(3, evening time); weather= (dark and stromy); situational Modifiers=(Food and water is suffecient.)

yes you are fine on the cutlass counting as a scimitar.


Enlightened Metamagic Bloodrager|HP 5/11|AC 16:T12:FF14|Saves 5:4:3|CMD 17|Init 2|Percept 4|Bloodrage 3/6|Conditions: Spooked
Skills:
Acro+2|Apr+1|Blf+1|Clb+8|Diplo+1|Disg+5|EscA+2|HndAn+5|Heal+0|Int+1|Kn(arc) +4|Kn(loc)+6|Ride+2|SltHnd+3|SM+0|Sth+2|Surv+0|Swim+5|

Pretty quiet today. Is there anyone who'd like to roleplay a conversation or two while we wait for an update? The characters all need to get to know one another quite a bit more and I find times like this are a great time to have such conversations.

I'm available for a while so we can get though one or two without slowing the game down too much.


female Ratfolk Swashbuckler (inspired blade / wild strider) 1, Init: +4, HP: 11/11, AC 17, CMD 14, Saves: fort +1, ref +6, will +2, rapier +7, Ranged +5
Skills:
Acro +8, Crft (alch) +8, Esc art +8, Intim +5, Per +7, Prof (sailor) +5, Know (nat) +6, Stealth +12, Surv +5
Special:
Panache 2/3
conditions:
none

Wouldn't mind, normally, but it's 22.40 over here, tomorrow's another 9 hour workday and the evening will mean making a studying deadline.

So... another time for me ;)


female Ratfolk Swashbuckler (inspired blade / wild strider) 1, Init: +4, HP: 11/11, AC 17, CMD 14, Saves: fort +1, ref +6, will +2, rapier +7, Ranged +5
Skills:
Acro +8, Crft (alch) +8, Esc art +8, Intim +5, Per +7, Prof (sailor) +5, Know (nat) +6, Stealth +12, Surv +5
Special:
Panache 2/3
conditions:
none

GM

Items are being handed out... I'd love the studded leathers and the chain shirt, but... What sizes are they?

Are you going to specify small sized armor / items? Or do you simplify towards "it just fits"?


Day count=(3, evening time); weather= (dark and stromy); situational Modifiers=(Food and water is suffecient.)

ill be posting tonight, I found a map of a ship I liked that matched the description. deciding what I want to do on it.


Day count=(3, evening time); weather= (dark and stromy); situational Modifiers=(Food and water is suffecient.)

It didn't take me as long as I thought once I decided what I was doing, (sorry it was a last second expansion to the AP, that I thought would go along with the mystery surrounding the island and better motivation/explaination for what happened.)


female Ratfolk Swashbuckler (inspired blade / wild strider) 1, Init: +4, HP: 11/11, AC 17, CMD 14, Saves: fort +1, ref +6, will +2, rapier +7, Ranged +5
Skills:
Acro +8, Crft (alch) +8, Esc art +8, Intim +5, Per +7, Prof (sailor) +5, Know (nat) +6, Stealth +12, Surv +5
Special:
Panache 2/3
conditions:
none

Cool! I'll post tomorrow morning Amsterdam time :)

I would definitely be up for a studded leather armor, btw. Or even the chain shirt, if someone less dextrous doesn't want it...?

Just your (other players) opinions. Do you want the 8 hours to refit for realism rule, or the automatic resize rule?
I'd like the second (as dealing with such things aren't my kind of fun), but don't mind the first.


Enlightened Metamagic Bloodrager|HP 5/11|AC 16:T12:FF14|Saves 5:4:3|CMD 17|Init 2|Percept 4|Bloodrage 3/6|Conditions: Spooked
Skills:
Acro+2|Apr+1|Blf+1|Clb+8|Diplo+1|Disg+5|EscA+2|HndAn+5|Heal+0|Int+1|Kn(arc) +4|Kn(loc)+6|Ride+2|SltHnd+3|SM+0|Sth+2|Surv+0|Swim+5|

I'm fine either way. How does the campaign handle the resizing? Does it assume the handwaving?

I'd like the best armor I can get, but I'm sure that's true for everyone. Let's get all the stuff we can find, then distribute is as seems appropriate.


female Ratfolk Swashbuckler (inspired blade / wild strider) 1, Init: +4, HP: 11/11, AC 17, CMD 14, Saves: fort +1, ref +6, will +2, rapier +7, Ranged +5
Skills:
Acro +8, Crft (alch) +8, Esc art +8, Intim +5, Per +7, Prof (sailor) +5, Know (nat) +6, Stealth +12, Surv +5
Special:
Panache 2/3
conditions:
none

I didn't want to delay my post any longer, so I just assumed automatic resize.

Are we going to do the same for weapons? Or will they have a called out size. These things matter in roleplay decisions. If automatic resize is on, I would earlier have killed the captain, because her rapier would have been an added incentive for doing so.

I have a rapier now, so the captain is a little safer from me, but it still matters :D


Male CN Half-Elf Investigator 1 | HP 11/11 | AC: 12 Touch: 12 FF: 10 | CMB: 0 CMD: 11 CMD-FF: 10| Fort: +3 Ref: +3 Will: +3 | Init: +1 | Low-light vision Perc: +10 Sense Motive: +6 | Speed 30ft | Inspiration: 3/3 | Extracts 1st: 2/2 | Active Conditions: Spooked (-2 Perception, Saves vs Fear; +1 to Initiative), Ant Haul

I don't mind with armor resizing. Half-a-day doesn't seem like a big deal, but it's also reasonable with just having a couple of the dead sailors being a gnomes etc.

Almon is a wide guy, so he'll be complaining about poorly fitting armor at some point.


female Ratfolk Swashbuckler (inspired blade / wild strider) 1, Init: +4, HP: 11/11, AC 17, CMD 14, Saves: fort +1, ref +6, will +2, rapier +7, Ranged +5
Skills:
Acro +8, Crft (alch) +8, Esc art +8, Intim +5, Per +7, Prof (sailor) +5, Know (nat) +6, Stealth +12, Surv +5
Special:
Panache 2/3
conditions:
none

So are we going to do the same with weapons, or no?


Enlightened Metamagic Bloodrager|HP 5/11|AC 16:T12:FF14|Saves 5:4:3|CMD 17|Init 2|Percept 4|Bloodrage 3/6|Conditions: Spooked
Skills:
Acro+2|Apr+1|Blf+1|Clb+8|Diplo+1|Disg+5|EscA+2|HndAn+5|Heal+0|Int+1|Kn(arc) +4|Kn(loc)+6|Ride+2|SltHnd+3|SM+0|Sth+2|Surv+0|Swim+5|

So, since I already posted I don't know if I can take my move action now. Concurrent turns can get really messy if you start doing that sort of thing. Sorry Henris :(


Male Human (Varisian) Cleric (Varisian Pilgrim) 1 | HP 9/9 | AC 12, T 12, FF 10 | Fort +3, Ref +2, Will +5 | Condition: | Init +2; Perception +3 | Channel Energy 4/4 |
Domain Abilities:
Storm Burst - 6/6, Enlarge - 6/6
Spells:
1st - 3/3

Honestly, since you posted that Roland refuses to retreat from the thing, I'm actually okay with you ignoring Henris's request.


Enlightened Metamagic Bloodrager|HP 5/11|AC 16:T12:FF14|Saves 5:4:3|CMD 17|Init 2|Percept 4|Bloodrage 3/6|Conditions: Spooked
Skills:
Acro+2|Apr+1|Blf+1|Clb+8|Diplo+1|Disg+5|EscA+2|HndAn+5|Heal+0|Int+1|Kn(arc) +4|Kn(loc)+6|Ride+2|SltHnd+3|SM+0|Sth+2|Surv+0|Swim+5|
Henris Flynn wrote:
Honestly, since you posted that Roland refuses to retreat from the thing, I'm actually okay with you ignoring Henris's request.

It does fit character, I just wish we'd has a little more time between posts so you didn't lose your action. Ah the joys of fighting the ninja's lol


Male Human (Varisian) Cleric (Varisian Pilgrim) 1 | HP 9/9 | AC 12, T 12, FF 10 | Fort +3, Ref +2, Will +5 | Condition: | Init +2; Perception +3 | Channel Energy 4/4 |
Domain Abilities:
Storm Burst - 6/6, Enlarge - 6/6
Spells:
1st - 3/3

Eh, I lose my action, I lose my action. Who knows? Maybe you did enough damage with that attack to finish the thing off.


female Ratfolk Swashbuckler (inspired blade / wild strider) 1, Init: +4, HP: 11/11, AC 17, CMD 14, Saves: fort +1, ref +6, will +2, rapier +7, Ranged +5
Skills:
Acro +8, Crft (alch) +8, Esc art +8, Intim +5, Per +7, Prof (sailor) +5, Know (nat) +6, Stealth +12, Surv +5
Special:
Panache 2/3
conditions:
none

That... And if I don't stab a zombie in the head in the first 3 seconds that are a surprise round, I'd be perfectly happy to stab a zombie in the following six seconds. I'm just waiting for its head to appear :)


Enlightened Metamagic Bloodrager|HP 5/11|AC 16:T12:FF14|Saves 5:4:3|CMD 17|Init 2|Percept 4|Bloodrage 3/6|Conditions: Spooked
Skills:
Acro+2|Apr+1|Blf+1|Clb+8|Diplo+1|Disg+5|EscA+2|HndAn+5|Heal+0|Int+1|Kn(arc) +4|Kn(loc)+6|Ride+2|SltHnd+3|SM+0|Sth+2|Surv+0|Swim+5|

GM, is there any room for others to reach the zombie in the kitchen of Roland takes a 5ft step to allow such?


female Ratfolk Swashbuckler (inspired blade / wild strider) 1, Init: +4, HP: 11/11, AC 17, CMD 14, Saves: fort +1, ref +6, will +2, rapier +7, Ranged +5
Skills:
Acro +8, Crft (alch) +8, Esc art +8, Intim +5, Per +7, Prof (sailor) +5, Know (nat) +6, Stealth +12, Surv +5
Special:
Panache 2/3
conditions:
none

Looking at the grid, it would seem to me that at least two others would fit, but since the 'draw out' strategy has just been called, I don't think people are going to run in, unless you call them to do so.

Also, GM, could you answer this?

Nali the pie rat wrote:
So are we going to do the same with weapons, or no?


Day count=(3, evening time); weather= (dark and stromy); situational Modifiers=(Food and water is suffecient.)

@nali- for now yes until you are suitably equipped. then going from there I will resize certain loot that I think you might be interested in.

@Roland- yes there is room, on this map I am ignoring the pictures on the map and just thinking about the squares.


Enlightened Metamagic Bloodrager|HP 5/11|AC 16:T12:FF14|Saves 5:4:3|CMD 17|Init 2|Percept 4|Bloodrage 3/6|Conditions: Spooked
Skills:
Acro+2|Apr+1|Blf+1|Clb+8|Diplo+1|Disg+5|EscA+2|HndAn+5|Heal+0|Int+1|Kn(arc) +4|Kn(loc)+6|Ride+2|SltHnd+3|SM+0|Sth+2|Surv+0|Swim+5|

So guys, should I withdraw or just hit it again? I have a very good chance to hit and have one I've the best ACs currently. Up to you guys.


Male CN Half-Elf Investigator 1 | HP 11/11 | AC: 12 Touch: 12 FF: 10 | CMB: 0 CMD: 11 CMD-FF: 10| Fort: +3 Ref: +3 Will: +3 | Init: +1 | Low-light vision Perc: +10 Sense Motive: +6 | Speed 30ft | Inspiration: 3/3 | Extracts 1st: 2/2 | Active Conditions: Spooked (-2 Perception, Saves vs Fear; +1 to Initiative), Ant Haul

I say hit it again. There's room for Nali to come in and hit too, Henris and Thraxis can do ranged stuff and Almon isn't that effective in combat just yet anyway.


female Ratfolk Swashbuckler (inspired blade / wild strider) 1, Init: +4, HP: 11/11, AC 17, CMD 14, Saves: fort +1, ref +6, will +2, rapier +7, Ranged +5
Skills:
Acro +8, Crft (alch) +8, Esc art +8, Intim +5, Per +7, Prof (sailor) +5, Know (nat) +6, Stealth +12, Surv +5
Special:
Panache 2/3
conditions:
none

Well, that did it :D

Speaking of AC. I'm keeping a look out for a chain shirt and a buckler, which would put me at optimum nonmagical AC. No rush, though.

Something different...
Would we like to discuss builds, already? I'm sort of decided until level 3, but after that, I have several ways to go.


Male Human (Varisian) Cleric (Varisian Pilgrim) 1 | HP 9/9 | AC 12, T 12, FF 10 | Fort +3, Ref +2, Will +5 | Condition: | Init +2; Perception +3 | Channel Energy 4/4 |
Domain Abilities:
Storm Burst - 6/6, Enlarge - 6/6
Spells:
1st - 3/3

Henris is mainly going to be a support cleric. Eventually I’m hoping to get a returning trident and start chucking my trident at enemies. I’ll also be able to contribute some blasting if needed.


Enlightened Metamagic Bloodrager|HP 5/11|AC 16:T12:FF14|Saves 5:4:3|CMD 17|Init 2|Percept 4|Bloodrage 3/6|Conditions: Spooked
Skills:
Acro+2|Apr+1|Blf+1|Clb+8|Diplo+1|Disg+5|EscA+2|HndAn+5|Heal+0|Int+1|Kn(arc) +4|Kn(loc)+6|Ride+2|SltHnd+3|SM+0|Sth+2|Surv+0|Swim+5|

Roland's build is a pretty staight forward reach build until he hits level 5. Then he gets th ability to dump rage rounds to cast spells with metamagic. I plan on him frequently using extend spell and heighten spell. I think it will be pretty Finney when the bloodrager casts a save or suck spell heightened to level 9 on the unsuspecting ennemy. :D


female Ratfolk Swashbuckler (inspired blade / wild strider) 1, Init: +4, HP: 11/11, AC 17, CMD 14, Saves: fort +1, ref +6, will +2, rapier +7, Ranged +5
Skills:
Acro +8, Crft (alch) +8, Esc art +8, Intim +5, Per +7, Prof (sailor) +5, Know (nat) +6, Stealth +12, Surv +5
Special:
Panache 2/3
conditions:
none

I'm going to take scurrying swarmerto scurry around someone's (probably Roland's) feet during combat. I could invest heavily into trip with some fighter levels to reach a +25 to trip on level 7 but 'only' a +12 to damage.

Or I could invest more into damage, perhaps with a few ninja or vivisectionist or (again) fighter levels.

In both cases I'd push swashbuckler to level 5, but feat selection would be vastly different.


Male CN Half-Elf Investigator 1 | HP 11/11 | AC: 12 Touch: 12 FF: 10 | CMB: 0 CMD: 11 CMD-FF: 10| Fort: +3 Ref: +3 Will: +3 | Init: +1 | Low-light vision Perc: +10 Sense Motive: +6 | Speed 30ft | Inspiration: 3/3 | Extracts 1st: 2/2 | Active Conditions: Spooked (-2 Perception, Saves vs Fear; +1 to Initiative), Ant Haul

No real plan at this point. Rough idea is to focus on skills. Will probably pick up the talents that give free inspiration on more skills. Eventually might get infusion or mutagen depending on if Almon needs to be a buffer or a fighter. With a cleric and a druid, there's probably less need for infusion.

Speaking of trip, if we find a reach weapon with trip or disarm or the like, I was thinking about using it with True Strike to make the occasional fight a bit easier. Actually, doesn't even need to have trip or disarm I guess.


female Ratfolk Swashbuckler (inspired blade / wild strider) 1, Init: +4, HP: 11/11, AC 17, CMD 14, Saves: fort +1, ref +6, will +2, rapier +7, Ranged +5
Skills:
Acro +8, Crft (alch) +8, Esc art +8, Intim +5, Per +7, Prof (sailor) +5, Know (nat) +6, Stealth +12, Surv +5
Special:
Panache 2/3
conditions:
none

Trip with true strike is great, too, just to lay 'm down. My build would include greater trip, so would draw aoo's from both me and anyone close by.

I think I'll just go that way. It seems a lot of fun.

I'll post a build sometime soon to see if you people have any ideas, and for Darkwing to post any objections beforehand. :)

Roland's reach build would be bad for me, though, because then I can't attack from his square.
What's the main reason for you to want a reach build?


Male Human (Varisian) Cleric (Varisian Pilgrim) 1 | HP 9/9 | AC 12, T 12, FF 10 | Fort +3, Ref +2, Will +5 | Condition: | Init +2; Perception +3 | Channel Energy 4/4 |
Domain Abilities:
Storm Burst - 6/6, Enlarge - 6/6
Spells:
1st - 3/3

I can cast enlarge person as a domain spell and enlarge someone for 1 round as a domain ability, as long as I use my Caravan Bond ability.

I mean, that's one reason for a reach build. Couple that with the Stand Still feat, and Roland can pretty much lock the battlefield down.


female Ratfolk Swashbuckler (inspired blade / wild strider) 1, Init: +4, HP: 11/11, AC 17, CMD 14, Saves: fort +1, ref +6, will +2, rapier +7, Ranged +5
Skills:
Acro +8, Crft (alch) +8, Esc art +8, Intim +5, Per +7, Prof (sailor) +5, Know (nat) +6, Stealth +12, Surv +5
Special:
Panache 2/3
conditions:
none

Lockdown is a relative concept. If the reach aoo is a trip or, as you said, stand still, or some such, the aggressor can't get closer. If the agressor just takes a hit and moves on (or even tumbles past) nothing is truly locked down.

For scurrying swarmer to work, I need to be able to attack from my ally's square. So for me having a reaching ally is not optimal. I can take lunge, but it would be a feat tax.

So if there's a real good reason for reach builds in the party, I'll take lunge and adjust my plans, probably not going for the trip build because of feat loss. If there isn't, I'd encourage close quarter builds, and then I'll trip them to lock them down.

Anyway, I'm real happy that I brought it up, now :D


Enlightened Metamagic Bloodrager|HP 5/11|AC 16:T12:FF14|Saves 5:4:3|CMD 17|Init 2|Percept 4|Bloodrage 3/6|Conditions: Spooked
Skills:
Acro+2|Apr+1|Blf+1|Clb+8|Diplo+1|Disg+5|EscA+2|HndAn+5|Heal+0|Int+1|Kn(arc) +4|Kn(loc)+6|Ride+2|SltHnd+3|SM+0|Sth+2|Surv+0|Swim+5|

I plan on taking pushing assult as well so I can break charges. Feats are slow though for a bloodrager, it will be a while before Roland can do much more than threaten a large area.


Male Human (Varisian) Cleric (Varisian Pilgrim) 1 | HP 9/9 | AC 12, T 12, FF 10 | Fort +3, Ref +2, Will +5 | Condition: | Init +2; Perception +3 | Channel Energy 4/4 |
Domain Abilities:
Storm Burst - 6/6, Enlarge - 6/6
Spells:
1st - 3/3

The Stand Still feat says that if you hit with the AoO, then the enemy's movement ceases. Hence, lockdown. Combat Reflexes giving multiple AoOs means he can stop them moving, even if they take 2 move actions, and even if he doesn't, taking 2 move actions prevents an attack. Put Roland in a chokepoint created through battlefield control spells, possibly cast by Thraxis, and we've got a tactically sound plan to funnel bad guys one at a time into a raging barbarian of death.

Of course, after reading the Ratfolk's Swarming ability, and Scurrying Swarmer, enlarging Roland actually won't benefit you, since it says "Up to one size category bigger than you", and Roland would be two sizes larger through enlarge person.


Enlightened Metamagic Bloodrager|HP 5/11|AC 16:T12:FF14|Saves 5:4:3|CMD 17|Init 2|Percept 4|Bloodrage 3/6|Conditions: Spooked
Skills:
Acro+2|Apr+1|Blf+1|Clb+8|Diplo+1|Disg+5|EscA+2|HndAn+5|Heal+0|Int+1|Kn(arc) +4|Kn(loc)+6|Ride+2|SltHnd+3|SM+0|Sth+2|Surv+0|Swim+5|

I think, to Nail's point, stand still only works if they provoke. If they succefully tumble you can't do anything about it. Still, it is an effective strategy. It works even better when others have reach as well. Longspears for everyone! :D


Male Human Human 1 Druid (blight)| AC 12 FF 10 Touch 12 | HP 11/11 | Fort +4, Ref +2, will +5 | Perception +7

Isn't there a size limit on trip?


female Ratfolk Swashbuckler (inspired blade / wild strider) 1, Init: +4, HP: 11/11, AC 17, CMD 14, Saves: fort +1, ref +6, will +2, rapier +7, Ranged +5
Skills:
Acro +8, Crft (alch) +8, Esc art +8, Intim +5, Per +7, Prof (sailor) +5, Know (nat) +6, Stealth +12, Surv +5
Special:
Panache 2/3
conditions:
none
Thraxis. wrote:
Isn't there a size limit on trip?

There... Is...

Never thought to check if there would be. I thought size bonuses to CMD would be enough.

Well, since
1 size limit to medium foes is kinda useless
And
2 I'd be working against a party member's build.

I'll not go the tripping way.

However, lunge requires a +6 BAB, so I can either take that at level 6 or 7, build depending.

When would your reach build be ready, Roland?
Could you go close quarter until then?

With the automatic bonus progression, item investment, at least, won't be a problem.

Also, I invite everyone to take a look at teamwork feats and see if we want any.

Oh... And just for completion's sake... Taking anything else but a rapier doesn't really work for me, because of my archetype, and I've already taken this level

What I could do, is multiclass into something that gives me the spell longarm. Like a vivisectionist or a magus. But then I'd be moving quite some way from my original idea :D
And it wouldn't be optimal to need that spell for every combat.


Male Human (Varisian) Cleric (Varisian Pilgrim) 1 | HP 9/9 | AC 12, T 12, FF 10 | Fort +3, Ref +2, Will +5 | Condition: | Init +2; Perception +3 | Channel Energy 4/4 |
Domain Abilities:
Storm Burst - 6/6, Enlarge - 6/6
Spells:
1st - 3/3

Longarm is also an alchemist extract. Investigators get access to those, so if Almon does take the infusion discovery, he can take care of that for you.


Enlightened Metamagic Bloodrager|HP 5/11|AC 16:T12:FF14|Saves 5:4:3|CMD 17|Init 2|Percept 4|Bloodrage 3/6|Conditions: Spooked
Skills:
Acro+2|Apr+1|Blf+1|Clb+8|Diplo+1|Disg+5|EscA+2|HndAn+5|Heal+0|Int+1|Kn(arc) +4|Kn(loc)+6|Ride+2|SltHnd+3|SM+0|Sth+2|Surv+0|Swim+5|

I started with combat reflexes so as soon as I can grab a reach weapon I'll be beginning that. The main reason for going reach is picking up the free attacks and threatening more area. I figure Roland should be able to do plenty of damage generally because of high strength and rage when needed. Also, barbarian AC is notoriously bad (though for Roland this won't be as bad as normal) reach helps to keep the baddies from hitting you.


female Ratfolk Swashbuckler (inspired blade / wild strider) 1, Init: +4, HP: 11/11, AC 17, CMD 14, Saves: fort +1, ref +6, will +2, rapier +7, Ranged +5
Skills:
Acro +8, Crft (alch) +8, Esc art +8, Intim +5, Per +7, Prof (sailor) +5, Know (nat) +6, Stealth +12, Surv +5
Special:
Panache 2/3
conditions:
none

So... You're going reach with stand still at level 3?

Because if that's the case, I might want to adjust my build accordingly, maybe multiclassing early and then turning back to swashbuckler afterwards... I'll think about it.


Enlightened Metamagic Bloodrager|HP 5/11|AC 16:T12:FF14|Saves 5:4:3|CMD 17|Init 2|Percept 4|Bloodrage 3/6|Conditions: Spooked
Skills:
Acro+2|Apr+1|Blf+1|Clb+8|Diplo+1|Disg+5|EscA+2|HndAn+5|Heal+0|Int+1|Kn(arc) +4|Kn(loc)+6|Ride+2|SltHnd+3|SM+0|Sth+2|Surv+0|Swim+5|

Stand still I wasn't planning on actually, at least not for a while. I figured I'd pick up power attack at 3 and pushing assault at 5. Stand still would probably be picked up at 7. That all said, I'm flexible on the build, and could switch the order around.


Male Human (Varisian) Cleric (Varisian Pilgrim) 1 | HP 9/9 | AC 12, T 12, FF 10 | Fort +3, Ref +2, Will +5 | Condition: | Init +2; Perception +3 | Channel Energy 4/4 |
Domain Abilities:
Storm Burst - 6/6, Enlarge - 6/6
Spells:
1st - 3/3

Enlarge the Strength-based melee character is generally not a good tactic to use until level 3 at the earliest, so I'm not going to be prepping it any time soon (especially since Goodberry is a bit more useful right now).


female Ratfolk Swashbuckler (inspired blade / wild strider) 1, Init: +4, HP: 11/11, AC 17, CMD 14, Saves: fort +1, ref +6, will +2, rapier +7, Ranged +5
Skills:
Acro +8, Crft (alch) +8, Esc art +8, Intim +5, Per +7, Prof (sailor) +5, Know (nat) +6, Stealth +12, Surv +5
Special:
Panache 2/3
conditions:
none

No, by all means, Roland, keep your build. Your battle control aspect won't come online until level 5, And foes larger than you or tumbling foes will still get past it. Also, probably some of the others will get into close combat now and again.
How will you threaten within 5'? Armor spikes? Bite?

I'm rewriting my build a little to see what i can come up with.

The party is missing a face, so I'm considering taking level 2 and 3 in alchemist (internal alchemist, vivisectionist) for the pheromones discovery (+3 diplomacy, bluff, and intimidate). Mutagen, brew potion, sneak attack, poison use, extracts, and hours of holding my breath don't hurt either...

I'll post when I've given it enough thought :)

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