The Journey of a Thousand Miles (Jade Regent AP)

Game Master Sensen

Current Chapter: The Hungry Storm
Wherein the caravan traverses a Crown, and the heroes discover Utmost North.
Date: Wealdaly, 8th Neth (XI) 4711 AR
Time of Day: Late Morning
Season: Autumn
Weather: 9° F (-13° C), Grey Skies

Kalsgard
Lands of the Linnorm Kings
4711 AR Calendar


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Huh. Good point. However, where she is right now is the result of a double-move (she couldn't make the diagonal with 4 squares of movement, and getting into melee was a bad idea), so no attack this turn either way. She will be able to attack from there next round, though, so she needn't move unless there's a more advantageous position... which, given soft cover applies +4 AC, she may want to do.

Squeezing would mean that she couldn't attack, but I don't think it's necessary here.


HP 67/67 AC 21 TAC 12 FF 19 | CMD 24 | F +7 R +4 W +5 (+2 vs evil and fear, endure elements) | Challenge: 3/3 Resolve: 4/4 Honor: 1/2 | Ini: +2 | Senses: +11
Skills:
Acro+10,Bluff+4,Climb+15,Diplo+10,HandleA+6,Intim+10,K.history+12,K.nobilit y+12,K.planes+9,K.dung/religion/nature+4,Linguistics+3,SenseMotive+10,Survi val+5,Swim+10
Human (Tien) male Samurai (Yojimbo) 7 | Treasure | 3 Con damage

We are going to need some springing and striding boots for those stony feet :)


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Sorry, no posts from me today or tomorrow. Posting will resume as normal Sunday night my time.


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So, where are you guys heading next? Up? Down? South?


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M Unbuffed stats: Hp 60/60, AC 23/FF22/T12. Saves: F+11 Ref +8, W+7 (+2 vs charm/comp.). Att +11, 1d10+8(18-20/x2). SA +3d6. Reach 10 ft, AoO 3/turn. CMB +11, CMD 23 Perc. +20, heal +22, Init +4. Cond.: non Current extra buffs: Mutagen (str), heroism, (+2ac and FF AC,, +4 str > +4 hit, +3 damage, +2 saves, +2 skills, +4 CMB and +2 CMD).

Up, I think? After all this talk of saving maidens from towers :) Should the treasure be there and it wakes Ameiko, then Riftun has technically 'Saved' Ameiko from a tower... right?


Female LG Human Oracle (Psychic Searcher) 4 | HP 27/27 | AC 17, touch 13, flat-footed 14 | CMB +2, CMD 15 | Fort +3, Ref +5, Will +6 | Initiative +3 | Perception: +0 | Speed 20 ft. | Spells: 1st 8/8, 2nd 4/4 | Inspiration 7/7 | Active Conditions: None

Teruko would prefer down, where the treasures (and thus legacies) are most likely to be kept.


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The best answer would be to split the party, obviously. Please don't.


She/they Dwarf Kineticist 7 | HP 81/81 (0 NL) | AC 18/13/15| DR 3/adamantine | F +12 R +9 W +7 | CMB +4; CMD 17 | Init +3 | Speed 20 ft. | Perception +18; Darkvision 60'

Torra would also prefer down.


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This is going to be a big post, so I'm holding off for a bit.


HP 67/67 AC 21 TAC 12 FF 19 | CMD 24 | F +7 R +4 W +5 (+2 vs evil and fear, endure elements) | Challenge: 3/3 Resolve: 4/4 Honor: 1/2 | Ini: +2 | Senses: +11
Skills:
Acro+10,Bluff+4,Climb+15,Diplo+10,HandleA+6,Intim+10,K.history+12,K.nobilit y+12,K.planes+9,K.dung/religion/nature+4,Linguistics+3,SenseMotive+10,Survi val+5,Swim+10
Human (Tien) male Samurai (Yojimbo) 7 | Treasure | 3 Con damage

About the amulet, as Yuto is more reliant on equipment for survival and Andochtuir can attack with reach, I am going to be a bit greedy this time and take that amulet for my character :D

I am sure though there will be more amulets and rings going forward!


M Unbuffed stats: Hp 60/60, AC 23/FF22/T12. Saves: F+11 Ref +8, W+7 (+2 vs charm/comp.). Att +11, 1d10+8(18-20/x2). SA +3d6. Reach 10 ft, AoO 3/turn. CMB +11, CMD 23 Perc. +20, heal +22, Init +4. Cond.: non Current extra buffs: Mutagen (str), heroism, (+2ac and FF AC,, +4 str > +4 hit, +3 damage, +2 saves, +2 skills, +4 CMB and +2 CMD).

Sure, go ahead and take it. Andy will be able to cast barkskin at level 5 too, which isn't *that* far off, perhaps.


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You will be leveling up to level 4 shortly. So you may want to start considering where you'll put all your skill points and the like.


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I'm giving myself the excuse of having been sick with a cold and wanting Torra to have a chance to reply to stuff that's going on. Thus, I shall post sometime tomorrow.


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Boom. Big post there, but I am rather pleased with it at the moment.


HP 67/67 AC 21 TAC 12 FF 19 | CMD 24 | F +7 R +4 W +5 (+2 vs evil and fear, endure elements) | Challenge: 3/3 Resolve: 4/4 Honor: 1/2 | Ini: +2 | Senses: +11
Skills:
Acro+10,Bluff+4,Climb+15,Diplo+10,HandleA+6,Intim+10,K.history+12,K.nobilit y+12,K.planes+9,K.dung/religion/nature+4,Linguistics+3,SenseMotive+10,Survi val+5,Swim+10
Human (Tien) male Samurai (Yojimbo) 7 | Treasure | 3 Con damage

Level 4

HP +9
Stat increase +1 Str
Challenge +1 use/day, +1 DR for DR 2/-
New class feature Intercept (Bodyguard bonus feat and +1 to aid another AC)
Skills
Acrobatics
Diplomacy
Handle animal*
K. dungeoneering
K. history*
K. planes
K. religion
Perception
Sense motive
Survival


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Female LG Human Oracle (Psychic Searcher) 4 | HP 27/27 | AC 17, touch 13, flat-footed 14 | CMB +2, CMD 15 | Fort +3, Ref +5, Will +6 | Initiative +3 | Perception: +0 | Speed 20 ft. | Spells: 1st 8/8, 2nd 4/4 | Inspiration 7/7 | Active Conditions: None

Level 4

Stat Increase: +1 Charisma
Base Attack Bonus: +1
Saves: Will +1
Hit Points: +6 (Half 1d8 + 1 Con)
Spells Per Day: +2 1st level, +4 2nd level
Spells Known: +1 Cantrip (Read Magic), +3 2nd level (Augury, Burst of Radiance, Cure Moderate Wounds)
Skills: +9 Skill Points (4 class, 1 INT, 1 human, 2 background, 1 FCB)
-Appraise
-Bluff
-Craft (Calligraphy)
-Diplomacy
-K. Arcana
-K. Local
-K. Nobility
-Sense Motive
-Spellcraft


M Unbuffed stats: Hp 60/60, AC 23/FF22/T12. Saves: F+11 Ref +8, W+7 (+2 vs charm/comp.). Att +11, 1d10+8(18-20/x2). SA +3d6. Reach 10 ft, AoO 3/turn. CMB +11, CMD 23 Perc. +20, heal +22, Init +4. Cond.: non Current extra buffs: Mutagen (str), heroism, (+2ac and FF AC,, +4 str > +4 hit, +3 damage, +2 saves, +2 skills, +4 CMB and +2 CMD).

@GM For Andy's level 4 I'd like to train out one level of fighter for one level of alchemist before taking a third alchemist level. Realistically, that is probably done by spending some time with the local Dwarven bomberman/mixologist over time as he could be an instructor. Would you prefer the fighter 2 alchemist 2 version in the meantime for the remainder of the castle exploration? If we decide to head back there, that is. And does it have a cost?

Also, great post :)


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Uh, hang on. Let me figure it out.

280 gp is the standard cost for what you're looking at, and it would usually end up being a seven day process. I'm open to skipping out on the training time if you'd accept that the class features for your new alchemist level (that is, Alchemist 3) wouldn't take effect until you paid and got your training done. You'd still keep the saves, BAB, etc, but things like the extracts, cruel anatomist, and swift alchemy wouldn't be accessible.

This is largely so you don't have to do fighter 2/alchemist 2 and then reshuffle your character again afterwards. There're only a handful more encounters in Brinewall, but one of them's pretty important, so I'm not just going to claim that it's gone. Probably.


Male Human (Ulfen) NG Human Bard (Archivist) 5 | HP 29/29 | AC 15, touch 11, flat-footed 14 | CMB +1, CMD 12 | Fort +2*, Ref +5*, Will +3* | Initiative +11 | Perception: -1 | Speed 30 ft. | Spells: 1st 4/6, 2nd 0/3 | BP 0/17 | Active Conditions: none

Level 4

Stat Increase: +1 Intelligence
Base Attack Bonus: +1
Saves: Ref +1, Will +1
Hit Points: +6 (Half 1d8 + 1 Con)
Spells Per Day: +2 2nd level
Spells Known: +2 2nd level (Mirror Image, Glitterdust)
Skills: +13 Skill Points (6 class, 3 INT, 1 human, 2 background, 1 FCB)
-Diplomacy +4
-Disable Device +1
-Perform (Oratory) +1
-K. Arcana +1
-K. Local +1
-K. Dungeoneering +1
-K. History +1
-K. Nature +1
-K. Planes +1
-K. Religion +1


She/they Dwarf Kineticist 7 | HP 81/81 (0 NL) | AC 18/13/15| DR 3/adamantine | F +12 R +9 W +7 | CMB +4; CMD 17 | Init +3 | Speed 20 ft. | Perception +18; Darkvision 60'

Level 4

- Stat increase: +1 Con
- +1 BAB
- +1 to Fort and Ref saves
- +11 HP (4 from HD, 1 from FCB, 6 from Con)
- Wild talent: Earth Walk
- Background skills: +1 knowledge geography, +1 Knowledge engineering
- Adventuring skills: Heal, Perception, Sense Motive (2), Survival


M Unbuffed stats: Hp 60/60, AC 23/FF22/T12. Saves: F+11 Ref +8, W+7 (+2 vs charm/comp.). Att +11, 1d10+8(18-20/x2). SA +3d6. Reach 10 ft, AoO 3/turn. CMB +11, CMD 23 Perc. +20, heal +22, Init +4. Cond.: non Current extra buffs: Mutagen (str), heroism, (+2ac and FF AC,, +4 str > +4 hit, +3 damage, +2 saves, +2 skills, +4 CMB and +2 CMD).
Aganhei GM wrote:

Uh, hang on. Let me figure it out.

280 gp is the standard cost for what you're looking at, and it would usually end up being a seven day process. I'm open to skipping out on the training time if you'd accept that the class features for your new alchemist level (that is, Alchemist 3) wouldn't take effect until you paid and got your training done. You'd still keep the saves, BAB, etc, but things like the extracts, cruel anatomist, and swift alchemy wouldn't be accessible.

This is largely so you don't have to do fighter 2/alchemist 2 and then reshuffle your character again afterwards. There're only a handful more encounters in Brinewall, but one of them's pretty important, so I'm not just going to claim that it's gone. Probably.

Fair enough. Looking at our recent findings we have over 1400 g found in coins on the last expedition, so I'll use my fifth of that now to pay for this retrain. Let's say I hand it to Losk and that Andy tries to learn what he can from the dwarf other than beer brewing :)

I'll look around for an opportunity to train out combat reflexes the next time we visit a settlement for the healer's hands feat, unless one of the clerics in the carvan happens to have it. Combat reflexes hasn't done much for us while we do seem to struggle a bit on the healing front. Though I'm sure Teruko being level 4 now will also help out there.

Fighter 1/alchemist 3

Feats: Power attack, combat reflexes, phalanx formation.

+1 Strength
+1 BAB
+1 fort
+8 hp (using fcb on hp twice)

+2 level 1 spellslots.

+4 formulae (will look at this and return tomorrow)

Inactive class features until training: Sneak attack +1d6 (to 2d6).

Skills: +2 sp (retrain to alch), +8 sp (new alch level).

> Diplomacy +2, spellcraft +1, Perception +1, heal +1, craft: alchemy +1, knowledge: geography +1, survival +1, knowledge: planes +2.


HP 67/67 AC 21 TAC 12 FF 19 | CMD 24 | F +7 R +4 W +5 (+2 vs evil and fear, endure elements) | Challenge: 3/3 Resolve: 4/4 Honor: 1/2 | Ini: +2 | Senses: +11
Skills:
Acro+10,Bluff+4,Climb+15,Diplo+10,HandleA+6,Intim+10,K.history+12,K.nobilit y+12,K.planes+9,K.dung/religion/nature+4,Linguistics+3,SenseMotive+10,Survi val+5,Swim+10
Human (Tien) male Samurai (Yojimbo) 7 | Treasure | 3 Con damage

Agree on the Combat Reflexes, it is generally an overkill, although the not being flatfooted in first round is great. In general NPCs make a better use of that feat because the general ratio of number of foes to face.

Oracles have a slow start but now that Teruko has found her family's seal I am sure she is going to gain a lot of momentum! :D

With her, a bard and an alchemist in the party (and the powers of the seal we found), we should not have any healing problems if we can find a few wands in our journey. So feel free to go with whatever feat seems more fun to you Andochtuir, if that is the healing hands, then sure, go for it :)

Besides, glitterdust and burst of radiance, I see GM Aganhei rereading the blind rules a lot going forward, hehe.


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I don't think any of our clerics have Healer's Hands, unfortunately. Losk also remains baffled as to why Andochtuir doesn't want to supplement your extracts with alcohol, but is willing to accept that he doesn't.

Yeah, three of my PCs in another game have the ability to inflict blindness (under various circumstances), so I've got to get real familiar with those rules. EDIT: I missed the pun there. When I saw it, I winced but chuckled.

Healing probably will be less of a problem so long as you keep stocked up on wands, it's true. The big issue with using the seal is that the oni enemies in Minkai will notice that it's been exposed. And they'll know where it is! So, uh, risk/reward style thing. If you're already storming a base of theirs, probably not a bad thing to open it. If you're lying low, might not be the best place to use it.

There's also the risk of it being stolen if you get knocked out during combat. That would be very bad.


Female LG Human Oracle (Psychic Searcher) 4 | HP 27/27 | AC 17, touch 13, flat-footed 14 | CMB +2, CMD 15 | Fort +3, Ref +5, Will +6 | Initiative +3 | Perception: +0 | Speed 20 ft. | Spells: 1st 8/8, 2nd 4/4 | Inspiration 7/7 | Active Conditions: None

Level 4 does make a big difference for Teruko. Between getting 2nd level spells and bumping her charisma to 20 she's doubled her spells per day. Hopefully she'll be able to start contributing a bit more to combat.

Plus she can finally identify all those scrolls we found :)


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Haha. Read magic is really useful, I've discovered in my year or so running games here. Because the DC is oddly high for discerning scrolls.


M Unbuffed stats: Hp 60/60, AC 23/FF22/T12. Saves: F+11 Ref +8, W+7 (+2 vs charm/comp.). Att +11, 1d10+8(18-20/x2). SA +3d6. Reach 10 ft, AoO 3/turn. CMB +11, CMD 23 Perc. +20, heal +22, Init +4. Cond.: non Current extra buffs: Mutagen (str), heroism, (+2ac and FF AC,, +4 str > +4 hit, +3 damage, +2 saves, +2 skills, +4 CMB and +2 CMD).

Well. I wasn't planning on using Andy's more evil class features, but following that reveal by Riftun there might be a special exception made should we happen to capture those folk!


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I'm sure it'll be fine. Maybe.

Sorry, I'll try to get posts up later tonight, but it's been a kind of gross day.


Female Human Player/DM

Thank you Andy xD I do my best and thought that was a whitty response from the soft boy.


M Unbuffed stats: Hp 60/60, AC 23/FF22/T12. Saves: F+11 Ref +8, W+7 (+2 vs charm/comp.). Att +11, 1d10+8(18-20/x2). SA +3d6. Reach 10 ft, AoO 3/turn. CMB +11, CMD 23 Perc. +20, heal +22, Init +4. Cond.: non Current extra buffs: Mutagen (str), heroism, (+2ac and FF AC,, +4 str > +4 hit, +3 damage, +2 saves, +2 skills, +4 CMB and +2 CMD).

So, I found out during levelling that Andy actually can still select a second level alchemist discovery. His cure spells automatically can be shared due to being a surgeon, but replace poison use rather than the discovery. And until he gets second level spells he doesn't have that many good spells to share with others, or slots for it. So I'll put the actual infusion on hold to level 5 I think.

Anyone have any suggestions? There are a few fun ones I can see. Like, growing an extra arm ("Losk, WHAT was in that drink!?"). Or taking a tumor familiar (Part of his hair gains a will of its own and flies off every now and then). Aside from being somewhat comical, the extra arm seemingly allows using a 2H weapon + a shield, and the tumor familiar could be a bat, which automatically detects most hidden enemies within 20 feet of where it is.


HP 67/67 AC 21 TAC 12 FF 19 | CMD 24 | F +7 R +4 W +5 (+2 vs evil and fear, endure elements) | Challenge: 3/3 Resolve: 4/4 Honor: 1/2 | Ini: +2 | Senses: +11
Skills:
Acro+10,Bluff+4,Climb+15,Diplo+10,HandleA+6,Intim+10,K.history+12,K.nobilit y+12,K.planes+9,K.dung/religion/nature+4,Linguistics+3,SenseMotive+10,Survi val+5,Swim+10
Human (Tien) male Samurai (Yojimbo) 7 | Treasure | 3 Con damage

I have the Lands of the Linorm Kings Companion, and I guess I finally found a good reason to read it through! :D


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It may help, yes! Ragnhildr knows a fair bit, as she's a traveler by nature. Kelda knows more about the Thanelands and Kalsgard, though - that's where she lives.

Also, Andochtuir: I can't really say one way or another, though I do find the idea of tumor familiars hilarious. The extra arm would also be unusual. I'm not sure the latter is permanent? If it is, it would get you lots of attention, even when you're trying to lie low.

I'll try to move us onwards to the following day today. I totally blanked on it yesterday.


M Unbuffed stats: Hp 60/60, AC 23/FF22/T12. Saves: F+11 Ref +8, W+7 (+2 vs charm/comp.). Att +11, 1d10+8(18-20/x2). SA +3d6. Reach 10 ft, AoO 3/turn. CMB +11, CMD 23 Perc. +20, heal +22, Init +4. Cond.: non Current extra buffs: Mutagen (str), heroism, (+2ac and FF AC,, +4 str > +4 hit, +3 damage, +2 saves, +2 skills, +4 CMB and +2 CMD).

I think the extra arm would be permanent. That said, It's kind of cheesy as well I believe (2 h weapon + shield? 3 swords at once?) thus I'll go for the familiar. Better flavor too, probably.

Also, I'll be offline the next three days due to a somewhat impromptu mini-vacation. Please bot me if needed and I'll see you all when I get back :)


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Sure thing! See you when you get back!


Male Human (Ulfen) NG Human Bard (Archivist) 5 | HP 29/29 | AC 15, touch 11, flat-footed 14 | CMB +1, CMD 12 | Fort +2*, Ref +5*, Will +3* | Initiative +11 | Perception: -1 | Speed 30 ft. | Spells: 1st 4/6, 2nd 0/3 | BP 0/17 | Active Conditions: none

Oh heck, I was planning on having Riftun have his chat with Zaiobe in the morning but I don't want to make everyone wait xD

Damn Riftun for sleeping in late!


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Everyone doing alright? Been a quiet weekend.


M Unbuffed stats: Hp 60/60, AC 23/FF22/T12. Saves: F+11 Ref +8, W+7 (+2 vs charm/comp.). Att +11, 1d10+8(18-20/x2). SA +3d6. Reach 10 ft, AoO 3/turn. CMB +11, CMD 23 Perc. +20, heal +22, Init +4. Cond.: non Current extra buffs: Mutagen (str), heroism, (+2ac and FF AC,, +4 str > +4 hit, +3 damage, +2 saves, +2 skills, +4 CMB and +2 CMD).

Just got back yesterday and catching up on all pbp's took longer than anticipated. I left this one open for now as i don't know yet what type of familiar to pick. Riftun is a god of knowledge checks but Andy could take a sage familiar to shore us up there(and tbe sage advice familiar feat is pretty nifty), or a crafting familar and go the crafting route instead. Or something else? I know there's aid another builds or infusion builds that can inject the wielder with infusions furinf combat.

Then there's the question of which animal. Do we want Andy being quick, mentally resilient or have echolocation within 20 feet which detects most hidden things?

Choices, choices...


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Welcome back! There's at least one familiar archetypes I'd veto, by the way - emissary, which doesn't fit most characters, but especially an alchemist. There might be others, but Sage seems fine to me.


Female LG Human Oracle (Psychic Searcher) 4 | HP 27/27 | AC 17, touch 13, flat-footed 14 | CMB +2, CMD 15 | Fort +3, Ref +5, Will +6 | Initiative +3 | Perception: +0 | Speed 20 ft. | Spells: 1st 8/8, 2nd 4/4 | Inspiration 7/7 | Active Conditions: None

I had a rough weekend but am catching up now.


Male Human (Ulfen) NG Human Bard (Archivist) 5 | HP 29/29 | AC 15, touch 11, flat-footed 14 | CMB +1, CMD 12 | Fort +2*, Ref +5*, Will +3* | Initiative +11 | Perception: -1 | Speed 30 ft. | Spells: 1st 4/6, 2nd 0/3 | BP 0/17 | Active Conditions: none

Yeah, sorry I have also had a really rough couple of days and am still pulling myself together but I'll try to get a post up later today. <3


HP 67/67 AC 21 TAC 12 FF 19 | CMD 24 | F +7 R +4 W +5 (+2 vs evil and fear, endure elements) | Challenge: 3/3 Resolve: 4/4 Honor: 1/2 | Ini: +2 | Senses: +11
Skills:
Acro+10,Bluff+4,Climb+15,Diplo+10,HandleA+6,Intim+10,K.history+12,K.nobilit y+12,K.planes+9,K.dung/religion/nature+4,Linguistics+3,SenseMotive+10,Survi val+5,Swim+10
Human (Tien) male Samurai (Yojimbo) 7 | Treasure | 3 Con damage

As others seemed interested on coming back to Brinewall before going to Karlsgard, I decided to take a lower profile so others can pursue their goals, but I am here around!


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Yeah there's another couple bits to finish up here. At least, one encounter that might be... appropriate.


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Due to computer issues, I may have to be incommunicado for a few days. Sorry about that. My monitor's going insane, and it's practically illegible at the moment. Hopefully it'll get fixed soon, but until then, my posting capacity will be limited. Sorry everyone.


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She/they Dwarf Kineticist 7 | HP 81/81 (0 NL) | AC 18/13/15| DR 3/adamantine | F +12 R +9 W +7 | CMB +4; CMD 17 | Init +3 | Speed 20 ft. | Perception +18; Darkvision 60'

Beardhog is now my favourite thing.


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My computer is fixed, so posting from me will resume tomorrow morning. You guys've been kind of busy! Good on you all.


M Unbuffed stats: Hp 60/60, AC 23/FF22/T12. Saves: F+11 Ref +8, W+7 (+2 vs charm/comp.). Att +11, 1d10+8(18-20/x2). SA +3d6. Reach 10 ft, AoO 3/turn. CMB +11, CMD 23 Perc. +20, heal +22, Init +4. Cond.: non Current extra buffs: Mutagen (str), heroism, (+2ac and FF AC,, +4 str > +4 hit, +3 damage, +2 saves, +2 skills, +4 CMB and +2 CMD).

Well, that was quick! Good job everyone.

Semi related note, I really like some of the team synergies we have access to. For Andy, if an enemy is ever blinded, it would both activate his sneak attack (2d6 atm) and grant the other normal benefits. And if Torra can passively push enemies away with her blast, he could strike and 5ft step back - which would force a chasing opponent into an AoO from his reach weapon.


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Man, I forgot the sneak attack damage. So yeah, the quickling is very dead. Fortunately, he had a cold iron weapon, though with the sneak attack damage it wouldn't have mattered.


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M Unbuffed stats: Hp 60/60, AC 23/FF22/T12. Saves: F+11 Ref +8, W+7 (+2 vs charm/comp.). Att +11, 1d10+8(18-20/x2). SA +3d6. Reach 10 ft, AoO 3/turn. CMB +11, CMD 23 Perc. +20, heal +22, Init +4. Cond.: non Current extra buffs: Mutagen (str), heroism, (+2ac and FF AC,, +4 str > +4 hit, +3 damage, +2 saves, +2 skills, +4 CMB and +2 CMD).

Hey everyone,

Sorry for my part absense, I have a brutal work deadline to meet by the end of the week in preparation for my vacation. As such I won't be posting much until sunday probably. Apologies for the inconvenience and please bot me if needed.


Male Human (Ulfen) NG Human Bard (Archivist) 5 | HP 29/29 | AC 15, touch 11, flat-footed 14 | CMB +1, CMD 12 | Fort +2*, Ref +5*, Will +3* | Initiative +11 | Perception: -1 | Speed 30 ft. | Spells: 1st 4/6, 2nd 0/3 | BP 0/17 | Active Conditions: none

Hey, just checking. Are aesthetic changes to spells not allowed in this campaign? That's fine if so just wanted to know~


HP 67/67 AC 21 TAC 12 FF 19 | CMD 24 | F +7 R +4 W +5 (+2 vs evil and fear, endure elements) | Challenge: 3/3 Resolve: 4/4 Honor: 1/2 | Ini: +2 | Senses: +11
Skills:
Acro+10,Bluff+4,Climb+15,Diplo+10,HandleA+6,Intim+10,K.history+12,K.nobilit y+12,K.planes+9,K.dung/religion/nature+4,Linguistics+3,SenseMotive+10,Survi val+5,Swim+10
Human (Tien) male Samurai (Yojimbo) 7 | Treasure | 3 Con damage

I just found this feat Loyal to the Death, with that Tian requirement it almost seems purposely made for Yuto! :D

A pity it is a Teamwork feat.


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Riftun wrote:
Hey, just checking. Are aesthetic changes to spells not allowed in this campaign? That's fine if so just wanted to know~

Nah, they're allowed within reason. I may have misread/just plain missed your differences for the glitterdust thing, so I apologize there.

Also, yeah, that's pretty great for Yuto. Shame, as you say, that it's a Teamwork Feat... and I don't think samurai get the "effectively give everyone X teamwork feat for Y rounds" that cavaliers have. Alas, it would suit him so well.

"Full devotion until death."

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