Notice of Leave!
Hey everyone! Just a reminder that I will not be actively posting between the 23rd - 29th of October because I will be away with very limited internet availability. I plan on coming back and catching up very quickly, however, I appreciate if you would bot me while I am away.
Do not worry, I am not going to be gone for long! When I come back, I will resume posting at my current rate! Thank you all for your patience and understanding!
Hopefully it's enough! We're all running on fumes here! :(
Remy would like either the strength belt or the amulet of natural armor.
Level 5 Unchained Monk!
Feat: Draconic Fury!
Purity of Body!
Style Strike: Flying Kick!
Chronomancer level 5!
I can now use 2 temporal points to reroll a save (that will be very useful), and...
9 skill ranks:
Knowledge (arcana, dungeoneering, geography, history, local, planes, religion), Perception, Spellcraft
Level 3 spells!
New spells in spellbook: Haste, Fly
Wizard bonus feat: Arcane Discovery (fast study)
And then I don't know what I should do for my feat. I'm more or less between Extend Spell, Greater Spell Focus (transmutation), or an item crafting feat (probably either wands or wondrous items).
Oh, also - I'd like to put in a petition for the Wisdom headband we found on Jana. I mean, she's a criminal, right? So we get to confiscate her goods? ;)
I'm not sure we should take her life savings though...
I'll leave the morality debate to the non-TN characters/ those with a positive wisdom modifier.
Now, to use IC language in discussion...
"Dibs on the pearl!"
Also: I made an error in my level-up post. I can't reroll a save, but I can add a d4 to the result.
We turn Jana into the town guards. If they happen to reward us with her confiscated money, I won't complain. ;)
Level Up Summary:
HP +10 (13+10+10+10+10=53HP Total Includes Class Bonus)
Knowledge (Religion) +1
Divine Bond Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.
The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property’s cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Casting Time 1 standard action
Components V, S, M/DF (a small piece of a map)
Range 30 ft.
Area The caster and all allies within a 30-ft.-radius burst, centered on the caster
Duration 1 round/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Tactical acumen grants you and your allies a mastery of battlefield tactics. Whenever you would gain a bonus on attack rolls or to AC due to battlefield position, such as flanking, higher ground, or cover, you gain an additional +1 insight bonus. This bonus increases by +1 for every five caster levels above 5th you possess (maximum +4).
Awesome to finish the book! So psyched about this game.
Thanks to everyone, and especially the GM, for making it so great!
I'm almost done leveling, but I'm still deciding on a feat.
Also, GM, would you say that Flik can Take 10 on Knowledge checks in combat? Normally Lore Master allows this, but the Archivist one is worded a little differently.
(The author did say it should work like normal loremaster, but I wanted to check.)
Finally done! (And I ended up taking Spell Focus, kinda boring!) But, I figured out how my character is going to react too all of the time-y stuff going on!
Also my bonus from Naturalist is going up to +2.
Just remembered I need to take Alignment Channel at 5th to be able to start into Vindicator at 7. So, that's boring (though I was eyeing Missile Shield, so nothing too exciting).
Anyhow: Ranger 4:
+ 1 BAB, Ref, Fort, CMB, CMD
+ 9 HP (6 +2 con +1 FC)
+ 7 skill points: Disable Device, Heal, Kn (Religion), Perception, Stealth, Survival, UMD.
+ Blessings (5/day): Holy Strikes (Good), Creeping Vines (Plant)