GM ShadowLord's Tyrant's Grasp

Game Master The Rising Phoenix

Chapter 3: Last Watch
Roll 20

LOOT!


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female human sorceress 9 | HP 47/47; THP 0/0; N/L 0/10 | AC 19, TAC 14, FF 16 | F +6, R +7, W +8 | CMB +4, CMD 17 | Init +2 | Per +9 Immolation Aura 9/9rnds | Spells: 1st 7/8; 2nd 4/8; 3rd 5/7; 4th 2/5 | Activ Effects: mage armo

I run a clouded vision one in a living campaign. I just have to remember that she can't see more than 30 feet away.


F Halfling Rog4/Ftr4/KoO1 | HP 62/62 | AC 27, T 18, FF 22, CMD 24 (28 vs Trip/Grapple; 25 vs Disarm/Sunder) | Mv 30' | F +11 R +13 W +7, +4 vs fear, Shake it Off | Init +5 | Per +23 (+25 traps) | Active: None

Damian has almost all of his spells and Channels available, right? And Coral has a 1d6 Lay on Hands from The Word trait. Maybe Vlad still has his too?

So we might not be quite as desperately low on resources as I feared.


M Human Paladin of Sarenrae 5/Oracle of Life 3/ Medium 1 | HP 85/85 | AC 20/14/17 | F +13, R +10, W +15 | CMB +7, CMD 21 | Scimitar +7/+2 (1d6) | Longbow +10/+5 (1d8+6) | Init +1 | Perception +4 (Deaf)

No spells, we didn't rest after levelling up. Not sure about the channels, what's the verdict there GM?


TG1 | FF

If you want to start combat and not be flatfooted, I suggest you don't do it in this room. While I'm aware it's in my powers to change rules, I'm going going to rewrite to the initiative system nor am interested in making an exception here. If you want to go first in pathfinder, you either take the character abilities which enable you to do that or enact some form of tactics to get the desired outcome you want.


F Halfling Rog4/Ftr4/KoO1 | HP 62/62 | AC 27, T 18, FF 22, CMD 24 (28 vs Trip/Grapple; 25 vs Disarm/Sunder) | Mv 30' | F +11 R +13 W +7, +4 vs fear, Shake it Off | Init +5 | Per +23 (+25 traps) | Active: None

Thanks. Good to know that tactics are an option.


Channel 5/5, Bolstering Touch 7/7, Seize the Initiative 7/7
Spells Remaining:
See Sheet
Spells/Effects Active:
AC 21 T 12 FF 20| Current HP 64/64| F +10 R +6 W +13 (+1 vs illusion+charm)| Init +0 | Perc +9

Since it sounds like we are going to rest, I wanted to bring up the topic of healing. We will all get 4 hp back from a night’s sleep, which is not enough to get everyone back to full, particularly Vlad. As I mentioned before, Marya can cure deadly wounds once per person per day, which can get more HP back without spending channels/cure spells/etc....She has a +11 so she can take 10 and hit the DC 20 easily to give 2 HP back (one per level). Alternatively, she can take a chance on rolling and possibly get a 25 or more, which would let her add her wisdom to the amount healed (bringing it to 5), but there’s also a 40% chance she rolls less than a 20 and thus heals nothing.

TL:DR would injured people rather Marya heal 2 guaranteed or risk failure for possible heal 5?

PS: Deny the Reaper means Marya can cure deadly wounds without a healer’s kit at no penalty, so she doesnt have to use up limited resources for healing, so I think it’s worth taking advantage of every bit of healing we can


F Halfling Rog4/Ftr4/KoO1 | HP 62/62 | AC 27, T 18, FF 22, CMD 24 (28 vs Trip/Grapple; 25 vs Disarm/Sunder) | Mv 30' | F +11 R +13 W +7, +4 vs fear, Shake it Off | Init +5 | Per +23 (+25 traps) | Active: None

Coral has a Lay on Hands she can use. She would be unsure about healing Vlad because he seems to enjoy getting cut up... would he be angry if she healed him?

He kind of freaks her out.

The Exchange

Human Fighter 1 / Barbarian 6 | HP 73/73 [87/87 Rage] [DR/3] | AC 20 [16 Rage]; Tch 13; FF 17 | F +12; R +6; W +7 | CMB+11; CMD 22 | Speed 40 ft | Init +2 | +1 Scythe: +12 (2d4+7) | Perc +11

Heh--don't let Vlad freak you out! He's harmlessly fanatic!

Pragmatically, I don't think I will be able to reject healing as we go forward. Perhaps I accept healing so I can receive more punishment.

As for healing, I also have lay on hands (already used) and another self-heal 1/day for 1 hp/HD (not used yet).

Another thing to keep in mind--I die at -20 hp, so if I'm not healed to max, I'll probably be fine.


F Halfling Rog4/Ftr4/KoO1 | HP 62/62 | AC 27, T 18, FF 22, CMD 24 (28 vs Trip/Grapple; 25 vs Disarm/Sunder) | Mv 30' | F +11 R +13 W +7, +4 vs fear, Shake it Off | Init +5 | Per +23 (+25 traps) | Active: None

Well, I think it would be disrespectful to the effort you have put into making such a disturbing PC to not be a little freaked out.

Not a criticism at all. I just prefer that if there is that darkness and strangeness in a game, then an "everyman" character like Coral would react to it (hopefully not over-react).

Anyway, Coral has offered healing in-character to the party as a whole so if Vlad wants it he can ask, but otherwise she will not impose.


Channel 5/5, Bolstering Touch 7/7, Seize the Initiative 7/7
Spells Remaining:
See Sheet
Spells/Effects Active:
AC 21 T 12 FF 20| Current HP 64/64| F +10 R +6 W +13 (+1 vs illusion+charm)| Init +0 | Perc +9

There’s no such thing as a harmless fanatic! And Marya will get anxious if people aren’t topped-off as much as possible. She considers everyone her responsibility.

I would recommend Vlad getting a wand of or finding some way to cast Scarify at some point. It’s practically made for him. Marya is strapped for spells already, so I don’t think it’d be a good idea for her to prep it. I also am not sure if she’d want to enable like that yet haha

The Exchange

Human Fighter 1 / Barbarian 6 | HP 73/73 [87/87 Rage] [DR/3] | AC 20 [16 Rage]; Tch 13; FF 17 | F +12; R +6; W +7 | CMB+11; CMD 22 | Speed 40 ft | Init +2 | +1 Scythe: +12 (2d4+7) | Perc +11

I'm fine with everyone being dis-settled by Vlad, and I like the idea with Scarify.

I am trying to think about this on a practical level--I don't mind sporting some wounds, and it's going to take a little more to kill me, but if I end up running around at low HP all the time I'll die for the RP chance.

I'll go ahead and accept healing, but like the ideas for changing things up in the future.


M Human Paladin of Sarenrae 5/Oracle of Life 3/ Medium 1 | HP 85/85 | AC 20/14/17 | F +13, R +10, W +15 | CMB +7, CMD 21 | Scimitar +7/+2 (1d6) | Longbow +10/+5 (1d8+6) | Init +1 | Perception +4 (Deaf)

Traveling for work in the next couple of days, so posting may be spotty.


F Halfling Rog4/Ftr4/KoO1 | HP 62/62 | AC 27, T 18, FF 22, CMD 24 (28 vs Trip/Grapple; 25 vs Disarm/Sunder) | Mv 30' | F +11 R +13 W +7, +4 vs fear, Shake it Off | Init +5 | Per +23 (+25 traps) | Active: None

Two questions:

Marya Ilyinichna Belova wrote:
As long as Rajuna is within 30 ft and I don’t specify otherwise, assume Marya uses Seize the Initiative on him every combat to let him roll initiative twice and take the better. Sneak attack means he gets the most benefit of people being flat footed

@Marya, can Coral benefit from this now? Like I said, I am not a fan of how much PF screws you for not going first, but it is what it is and I may as well make use of it.

And,
@Feena, do you think that in time you could pick up Open/Close or Mage Hand (or both)?
Open/Close is very useful for not finding yourself immediately within arm's reach of a prepared foe when you open a door. Establishing a standard practice of opening doors from 30' away or more (sight lines permitting).
Mage Hand is useful for all sorts of things.
Coral could pick up one with Extra Rogue Talent (Minor Magic) but that would cost her a feat and be limited to 3/day.


Channel 5/5, Bolstering Touch 7/7, Seize the Initiative 7/7
Spells Remaining:
See Sheet
Spells/Effects Active:
AC 21 T 12 FF 20| Current HP 64/64| F +10 R +6 W +13 (+1 vs illusion+charm)| Init +0 | Perc +9

That was my plan! The buff is yours.

Mage hand is always fun imo just because of all the uses for it. My sorcerer uses it to slap people :3

We also could just grab a wand of either/both for cheap later on. Could even UMD them.


F Halfling Rog4/Ftr4/KoO1 | HP 62/62 | AC 27, T 18, FF 22, CMD 24 (28 vs Trip/Grapple; 25 vs Disarm/Sunder) | Mv 30' | F +11 R +13 W +7, +4 vs fear, Shake it Off | Init +5 | Per +23 (+25 traps) | Active: None

@Feena, just FYI, Shake It Off is not a second save, but rather a static bonus to all saves. +1 per adjacent ally with the feat, up to +4. Coral has a feat that increases the bonus she gives or receives by 1. Not sure how that feat interacts with the +4 cap.

If we are not using a map for any given event, you can probably assume that Feena is adjacent to Coral for a +2 to all saves. Coral is going to get very good at defending adjacent allies next level and Feena is the squishiest.


female human sorceress 9 | HP 47/47; THP 0/0; N/L 0/10 | AC 19, TAC 14, FF 16 | F +6, R +7, W +8 | CMB +4, CMD 17 | Init +2 | Per +9 Immolation Aura 9/9rnds | Spells: 1st 7/8; 2nd 4/8; 3rd 5/7; 4th 2/5 | Activ Effects: mage armo

Yeah, realized that later on. Wouldn't have made a difference either way for me so no biggie.


Channel 5/5, Bolstering Touch 7/7, Seize the Initiative 7/7
Spells Remaining:
See Sheet
Spells/Effects Active:
AC 21 T 12 FF 20| Current HP 64/64| F +10 R +6 W +13 (+1 vs illusion+charm)| Init +0 | Perc +9

Did we have anything left from the first day that we have not yet identified?


TG1 | FF

Hey guys!

I'm flying to San Diego for the next few days and will be mostly out of pocket. I'll be back Monday evening, but I may not get a post in until Tuesday.


M Human Paladin of Sarenrae 5/Oracle of Life 3/ Medium 1 | HP 85/85 | AC 20/14/17 | F +13, R +10, W +15 | CMB +7, CMD 21 | Scimitar +7/+2 (1d6) | Longbow +10/+5 (1d8+6) | Init +1 | Perception +4 (Deaf)

Thanks for pointing out the Variant Channeling issue, Coral! I wasn't aware that it worked like that, so I have removed it and I am now sticking with plain old channel. Which would also remove the +1, and with the reroll everyone has healed 5 HP. A second channel for 1d6 ⇒ 6 and the damage from the trap has been negated.


F Halfling Rog4/Ftr4/KoO1 | HP 62/62 | AC 27, T 18, FF 22, CMD 24 (28 vs Trip/Grapple; 25 vs Disarm/Sunder) | Mv 30' | F +11 R +13 W +7, +4 vs fear, Shake it Off | Init +5 | Per +23 (+25 traps) | Active: None

So, I know Vlad is looking at the Pain Taster PrC.
There was also this which I came across: Scar Seeker. It does advance spellcasting so would be more useful if Vlad were to dip Cleric or something else Wis-based (Warpriest, Spiritualist, Empyreal sorcerer). Probably not the direction he is going to go... but he could have a kindred spirit as a cohort or something.

And the rest of us could be more horrified.

The Exchange

Human Fighter 1 / Barbarian 6 | HP 73/73 [87/87 Rage] [DR/3] | AC 20 [16 Rage]; Tch 13; FF 17 | F +12; R +6; W +7 | CMB+11; CMD 22 | Speed 40 ft | Init +2 | +1 Scythe: +12 (2d4+7) | Perc +11
Coral of Lastwall wrote:

So, I know Vlad is looking at the Pain Taster PrC.

There was also this which I came across: Scar Seeker. It does advance spellcasting so would be more useful if Vlad were to dip Cleric or something else Wis-based (Warpriest, Spiritualist, Empyreal sorcerer). Probably not the direction he is going to go... but he could have a kindred spirit as a cohort or something.

And the rest of us could be more horrified.

Hmm--very interesting. I'm not sure I've seen that before. I could definitely see a level of Warpriest or Spiritualist. I've thought about adding a level like that just for the flavor of still being a "divine" character.

I'll have to give it some thought. Thanks for the link!


Channel 5/5, Bolstering Touch 7/7, Seize the Initiative 7/7
Spells Remaining:
See Sheet
Spells/Effects Active:
AC 21 T 12 FF 20| Current HP 64/64| F +10 R +6 W +13 (+1 vs illusion+charm)| Init +0 | Perc +9

I was looking at gods on AoN for a character i’m developing and came across a psychopomp usher with an MO similar to Vlad

The Exchange

Human Fighter 1 / Barbarian 6 | HP 73/73 [87/87 Rage] [DR/3] | AC 20 [16 Rage]; Tch 13; FF 17 | F +12; R +6; W +7 | CMB+11; CMD 22 | Speed 40 ft | Init +2 | +1 Scythe: +12 (2d4+7) | Perc +11

Interesting. I don’t want to give away any secrets of character development, but we shall see how well I stay the current course of righteousness!


F Halfling Rog4/Ftr4/KoO1 | HP 62/62 | AC 27, T 18, FF 22, CMD 24 (28 vs Trip/Grapple; 25 vs Disarm/Sunder) | Mv 30' | F +11 R +13 W +7, +4 vs fear, Shake it Off | Init +5 | Per +23 (+25 traps) | Active: None

Just to make sure we've got every HP for Vlad that we can - has he used his Arisen story feat today?

The Exchange

Human Fighter 1 / Barbarian 6 | HP 73/73 [87/87 Rage] [DR/3] | AC 20 [16 Rage]; Tch 13; FF 17 | F +12; R +6; W +7 | CMB+11; CMD 22 | Speed 40 ft | Init +2 | +1 Scythe: +12 (2d4+7) | Perc +11
Coral of Lastwall wrote:
Just to make sure we've got every HP for Vlad that we can - has he used his Arisen story feat today?

He has not, though it's a standard action to get back 2 hp. Not sure that's my best action right now.

I'm going to go back and audit my hp total. I have forgotten to apply fey foundling when I've been healed, and I want to make sure I have everything right since I'm potentially a round from death.

Thx for the heal, Damian.


F Halfling Rog4/Ftr4/KoO1 | HP 62/62 | AC 27, T 18, FF 22, CMD 24 (28 vs Trip/Grapple; 25 vs Disarm/Sunder) | Mv 30' | F +11 R +13 W +7, +4 vs fear, Shake it Off | Init +5 | Per +23 (+25 traps) | Active: None

Oh, standard action, never mind.

If you do get grappled again, I would suggest a 1-handed attack to try to kill the thing, rather than trying to escape the grapple. Coral can Aid Another on your attack roll.

Also make sure you have your AC and CMD right. I think your CMD is 19 with Shield of Faith?

The Exchange

Human Fighter 1 / Barbarian 6 | HP 73/73 [87/87 Rage] [DR/3] | AC 20 [16 Rage]; Tch 13; FF 17 | F +12; R +6; W +7 | CMB+11; CMD 22 | Speed 40 ft | Init +2 | +1 Scythe: +12 (2d4+7) | Perc +11

Okay, I've gone through the last 5 pages of the message board to audit my hit points. I had been forgetting to use Fey Foundling.

With Damian's heal last round, I should be at 2/25 hp without rage, or 6/29 with rage (I have 3 round left for the day).

My AC is actually 2 lower from raging, but 2 higher from shield of faith, so it should still be 18.

GM, how would you like me to track my raging AC and hp? Is there something I can do to make that easier for you?


TG1 | FF

Handling buffs, status effects and HP are not the easiest thing in Paizo’s PBP forum. There are numerous ways to handle this, but my recommended way would be something we can all universally adopt and so it stays consistent. Here are a few, each has its own pros and cons.

Everyone could add a status line/block to their posts tracking effects.
We could use Roll20
I could add a link to a google sheet for tracking at the top of the page

The Exchange

Human Fighter 1 / Barbarian 6 | HP 73/73 [87/87 Rage] [DR/3] | AC 20 [16 Rage]; Tch 13; FF 17 | F +12; R +6; W +7 | CMB+11; CMD 22 | Speed 40 ft | Init +2 | +1 Scythe: +12 (2d4+7) | Perc +11

I'm happy to do whatever makes it easy for you.

Right now, I've been tracking my own hp (I had just forgotten to add fey foundling, so I went back and adjusted it) in my own status bar.

I could add something like this if it would be helpful:

HP 2/25 [6/29 rage] | AC 18 [16 rage]


Channel 5/5, Bolstering Touch 7/7, Seize the Initiative 7/7
Spells Remaining:
See Sheet
Spells/Effects Active:
AC 21 T 12 FF 20| Current HP 64/64| F +10 R +6 W +13 (+1 vs illusion+charm)| Init +0 | Perc +9

I think it would be better to keep the info here or on a google sheet. Keep all the stats in more or less the same location.


TG1 | FF

I like keeping them together, I'm all about making it simpler for everyone. If someone wants to setup a google sheet for you to use for current HPs and active effects, I'll link it up top.


F Halfling Rog4/Ftr4/KoO1 | HP 62/62 | AC 27, T 18, FF 22, CMD 24 (28 vs Trip/Grapple; 25 vs Disarm/Sunder) | Mv 30' | F +11 R +13 W +7, +4 vs fear, Shake it Off | Init +5 | Per +23 (+25 traps) | Active: None

One tricky thing is that modifiers can change in the middle of the round with positioning, considering the teamwork feats.

For example, Coral gives (and gets) an extra bonus for Shake it Off, so Vlad would have a +2 to all saves if adjacent to just Coral, or a +3 if adjacent to Coral and Feena. What Vlad sees when he makes a save might not be the same as the actual situation when the save was required. (Like if the enemy casts a spell, then Coral moves, then Vlad gets around to rolling his save - he'll have to know where Coral was at the time the spell happened.)

This can be dealt with and I think we will get better at it with practice.

Coral is planning to be a great asset to those adjacent to her - next level she'll get Combat Reflexes and Bodyguard.


TG1 | FF

Vlad - I know you are not in Discord (SHAME. FIX THIS) so you didn't see, but we are picking up a sixth. He'll be joining you shortly!


Good morning all, here I am! I will have a few builds and backgrounds available for you tonight or tomorrow - not just for bard but bard adjacent.

The players guide says that things that allow people to survive are preferred - so I’m looking at things to improve party survivability, in addition to providing the bard spell list and knowledge skills (which you seem to be lacking).

If anyone’s heart is set on inspire courage, I can try to keep that, so let me know! Thanks for having me!

The Exchange

Human Fighter 1 / Barbarian 6 | HP 73/73 [87/87 Rage] [DR/3] | AC 20 [16 Rage]; Tch 13; FF 17 | F +12; R +6; W +7 | CMB+11; CMD 22 | Speed 40 ft | Init +2 | +1 Scythe: +12 (2d4+7) | Perc +11
GM ShadowLord wrote:
Vlad - I know you are not in Discord (SHAME. FIX THIS) so you didn't see, but we are picking up a sixth. He'll be joining you shortly!

Very fun! Welcome to Litejedi!

As for discord--I'm not really a social media user. I'm happy to join you on Discord, but may not check in on Discord. XD


TG1 | FF

Stop making excuses and clink on the link and get your butt in the damn channel already slacker!!! :)

Discord

The Exchange

Human Fighter 1 / Barbarian 6 | HP 73/73 [87/87 Rage] [DR/3] | AC 20 [16 Rage]; Tch 13; FF 17 | F +12; R +6; W +7 | CMB+11; CMD 22 | Speed 40 ft | Init +2 | +1 Scythe: +12 (2d4+7) | Perc +11
GM ShadowLord wrote:

Stop making excuses and clink on the link and get your butt in the damn channel already slacker!!! :)

Discord

Ha--alright, alright!

I'm unexpectedly away for a couple of days. I'll join you when I get back. :)


TG1 | FF

*grumble*


Hey all, here's two different builds that I was considering:

Duskwalker Skald:

Unnamed Hero
Duskwalker skald (urban skald) 3 (Pathfinder Player Companion: Heroes of the Street 25, Pathfinder RPG Advanced Class Guide 49, Planar Adventures 231)
CG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 20 (3d8+3)
Fort +4, Ref +3, Will +4; +2 vs. negative energy and death effects, +4 vs. bardic performance, language-dependent, and sonic, +2 trait bonus vs. fear and death effects
Defensive Abilities ward against corruption
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk bardiche +5 (1d10+3/19-20) or
. . silver warhammer +4 (1d8+2/×3)
Ranged throwing axe +4 (1d6+2)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork bardiche)
Special Attacks ghost hunter, rage power (lesser ancestor totem), raging song 9 rounds/day (controlled inspired rage, inspired rage, infuriating mockery)
Skald (Urban Skald) Spells Known (CL 3rd; concentration +5)
. . 1st (4/day)—heightened awareness[ACG], saving finale[APG] (DC 13), timely inspiration[APG] (DC 13)
. . 0 (at will)—dancing lights, detect magic, grasp, lullaby (DC 12), prestidigitation, summon instrument
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 12, Int 13, Wis 12, Cha 14
Base Atk +2; CMB +4; CMD 16
Feats Combat Expertise, Combat Reflexes, Deadly Aim, Lingering Performance[APG], Power Attack, Scribe Scroll
Traits lastwall defender, reincarnated, the outsider
Skills Acrobatics +5, Climb +5, Heal +3, Intimidate +6, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +9, Perception +5, Perform (dance) +3, Perform (sing) +6, Perform (string instruments) +10, Sense Motive +5, Spellcraft +5, Stealth +2, Survival +6, Use Magic Device +6; Racial Modifiers +2 Heal, +2 Knowledge (religion)
Languages Celestial, Common, Elven
SQ back of the crowd, bardic knowledge +2, masterpieces (triple time[UM]), singing steel, umbral unmasking, versatile performance (string)
Combat Gear acid (3), holy water, holy weapon balm[ACG] (3); Other Gear sing stl. chain shirt, shield spikes darkwood heavy wooden shield, mwk bardiche[APG], silver warhammer, throwing axe, muleback cords[APG], masterwork backpack[APG], masterwork String, spell component pouch, 160 gp
--------------------
Special Abilities
--------------------

Back of the Crowd +1 (Ex) Gain a bonus to AC while adjacent to 2 or more allies.
Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Ghost Hunter (1/day) (Su) Weps deal full dmg vs. incorporeal, magical can deal crits/precision. Can grant weps ghost touch.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Psychopomp Totem, LesserWhile raging, the barbarian gains a +1 deflection bonus to AC against the attacks of undead creatures and a +1 bonus on saving throws against death effects, diseases, and poisons.
Raging Song (standard action, 9 rounds/day) (Su) Song can inspire allies in a variety of ways.
Singing Steel Strike to begin bardic performance quicker.
Triple Time Your lively cadence puts a spring in the step of weary marchers.
Umbral Unmasking You cast no shadow (DC 15 Perception to notice)
Versatile Performance (String Instruments) +10 (Ex) You may substitute the final value of your Perform: String Instruments skill for Bluff or Diplomacy checks
Ward Against Corruption (Ex) +2 vs. neg energy & death effects, and undead/sahkil Su or Sp effects. Can't become undead.

Duskwalker Bard:

Unnamed Hero
Duskwalker bard (silver balladeer) 3 (Pathfinder RPG Occult Adventures 115, Planar Adventures 231)
CG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 20 (3d8+3)
Fort +2, Ref +5, Will +4; +4 vs. curses, hexes, and charm effects, +2 vs. negative energy and death effects, +2 trait bonus vs. fear and death effects
Defensive Abilities ward against corruption
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk silver longspear +5 (1d8+3/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork silver longspear)
Special Attacks bardic performance 10 rounds/day (countersong, distraction, fascinate [DC 13], inspire competence +2, inspire courage +1), ghost hunter
Bard (Silver Balladeer) Spells Known (CL 3rd; concentration +5)
. . 1st (4/day)—heightened awareness[ACG], saving finale[APG] (DC 13), timely inspiration[APG] (DC 13)
. . 0 (at will)—detect magic, grasp, lullaby (DC 12), mending, oath of anonymity, summon instrument
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 12, Int 13, Wis 12, Cha 14
Base Atk +2; CMB +4; CMD 16
Feats Combat Expertise, Combat Reflexes, Deadly Aim, Lingering Performance[APG], Power Attack
Traits lastwall defender, reincarnated, the outsider
Skills Acrobatics +5, Bluff +6, Climb +5, Diplomacy +7, Disguise +6, Heal +3, Intimidate +6, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +10, Perception +5, Perform (dance) +6, Perform (sing) +6, Perform (string instruments) +10, Sense Motive +5, Spellcraft +5, Stealth +6, Survival +6, Use Magic Device +6; Racial Modifiers +2 Heal, +2 Knowledge (religion)
Languages Celestial, Common, Elven
SQ bardic knowledge +2, masterpieces (triple time[UM]), silver mastery, singing steel, umbral unmasking
Combat Gear acid (3), holy water, holy weapon balm[ACG] (3); Other Gear sing stl. chain shirt, shield spikes darkwood heavy wooden shield, mwk silver longspear, masterwork backpack[APG], masterwork String, spell component pouch, 1,098 gp
--------------------
Special Abilities
--------------------
Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Bardic Performance (standard action, 10 rounds/day) Your performances can create magical effects.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Ghost Hunter (1/day) (Su) Weps deal full dmg vs. incorporeal, magical can deal crits/precision. Can grant weps ghost touch.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Silver Mastery (Su) You treat silver weapons as if they were cold iron for overcoming DR.
Singing Steel Strike to begin bardic performance quicker.
Triple Time Your lively cadence puts a spring in the step of weary marchers.
Umbral Unmasking You cast no shadow (DC 15 Perception to notice)
Ward Against Corruption (Ex) +2 vs. neg energy & death effects, and undead/sahkil Su or Sp effects. Can't become undead.

Alternatively, I can also do a dirge bard instead of the silver balladeer, but it requires a more complex build, and would focus more on casting necromancy stuff.

Note the shared "Lesser Psychopomp Totem" that I would share with the skald build, which gives a boost to everyone's AC and saves vs. undead, death effects, poison, and diseases. This seems to be from the module too, which seems interesting and thematically appropriate. Later totems increase this bonus, and would provide other benefits.

The background is pretty complex, but I'm working with SL on it now. Please let me know what you think!


Channel 5/5, Bolstering Touch 7/7, Seize the Initiative 7/7
Spells Remaining:
See Sheet
Spells/Effects Active:
AC 21 T 12 FF 20| Current HP 64/64| F +10 R +6 W +13 (+1 vs illusion+charm)| Init +0 | Perc +9

Either one of those looks good to me! Psychopomp totem looks legit but I also love the silver balladeer bringing countersong and a song that breaks curses. Since you like skalds, you should do the skald if that’s what you want!


F Halfling Rog4/Ftr4/KoO1 | HP 62/62 | AC 27, T 18, FF 22, CMD 24 (28 vs Trip/Grapple; 25 vs Disarm/Sunder) | Mv 30' | F +11 R +13 W +7, +4 vs fear, Shake it Off | Init +5 | Per +23 (+25 traps) | Active: None

Either one looks good.

Also note that you get a teamwork feat. Some PCs have chosen Ferocious Loyalty. Other have chosen Shake it Off. Coral has the latter, and has a feat that increases the bonus she gives and receives from it by an additional +1.


Will do, I’ll probably choose shake it off.

Alas and alack, it appears that Skald is out - can’t inspire Damian to be angry at the world when the poor guy is deaf, so balladeer (or some variation therof) is left as the only option (inspire courage via the merengue?). Still working on a background with SL.


M Human Paladin of Sarenrae 5/Oracle of Life 3/ Medium 1 | HP 85/85 | AC 20/14/17 | F +13, R +10, W +15 | CMB +7, CMD 21 | Scimitar +7/+2 (1d6) | Longbow +10/+5 (1d8+6) | Init +1 | Perception +4 (Deaf)

Damian wouldn't get angry anyway, so don't let his deafness stop you.

I play a skald in a dex-heavy party and no one accepted the rage effects in the beginning. Now I have different effects that mesh better with the party. :)

The Exchange

Human Fighter 1 / Barbarian 6 | HP 73/73 [87/87 Rage] [DR/3] | AC 20 [16 Rage]; Tch 13; FF 17 | F +12; R +6; W +7 | CMB+11; CMD 22 | Speed 40 ft | Init +2 | +1 Scythe: +12 (2d4+7) | Perc +11

I'd absolutely say to play what you want. Both look solid, but if one is calling for you, play that.

The Exchange

Human Fighter 1 / Barbarian 6 | HP 73/73 [87/87 Rage] [DR/3] | AC 20 [16 Rage]; Tch 13; FF 17 | F +12; R +6; W +7 | CMB+11; CMD 22 | Speed 40 ft | Init +2 | +1 Scythe: +12 (2d4+7) | Perc +11
GM ShadowLord wrote:

Stop making excuses and clink on the link and get your butt in the damn channel already slacker!!! :)

Discord

Could you shoot me a new invite please? It says expired.

Sorry. :/


TG1 | FF

Here you go, good for one day!


F Duskwalker Bard (Dirge Bard) 6/Mortal Usher 3| HP 66/66 | Defenses: AC 19, T 13, FF 17, CMD 21 | F:+8, R:+10, W:+10| Per: +9, SM: +7, Init: +2

Good evening, checking in with a draft profile!


TG1 | FF

Welcome aboard! We'll get you inserted soon.

The rest of you will be leveling up to three when this encounter is completed, so please go ahead and update!

The Exchange

Human Fighter 1 / Barbarian 6 | HP 73/73 [87/87 Rage] [DR/3] | AC 20 [16 Rage]; Tch 13; FF 17 | F +12; R +6; W +7 | CMB+11; CMD 22 | Speed 40 ft | Init +2 | +1 Scythe: +12 (2d4+7) | Perc +11

Wooo! Leveling is fun!


F Duskwalker Bard (Dirge Bard) 6/Mortal Usher 3| HP 66/66 | Defenses: AC 19, T 13, FF 17, CMD 21 | F:+8, R:+10, W:+10| Per: +9, SM: +7, Init: +2

I was desperately trying to find an avatar that matches, but there’s not many people who look duskwalker-esque. Let me know if y’all see any good ones.

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