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So my group is about 11th level and the combats are starting to reallybog down as people calculate modifiers, decide from a long list of options, etc. Does anyone have any tips for speeding this up? We even have an erasable game mat so we can write down the bless, prayer, haste, etc. But it's still painful.


Does the feat Acrobatic help a bard that's using Perform (Dance) for his acrobatics check? The feat says that it helps with Acrobatics checks, which technically this isn't; it's a Perform (Dance) check. But an armor check penalty would still apply to the acrobatics check, even though it doesn't apply to the perform check.

All the older threads I found ended in house rules for what modifies a versatile performance substitution. Is there an official clarification anywhere?


If you're under both spell, can you get the +2 the hit, AC, and reflex from Blessing and the extra attack from Haste, or do they not stack at all? It's clear you don't get 60ft movement or +3 to hit (2 from Blessing, 1 from Haste).

Thanks


In our game last night it came up that it's not entierly clear if you need to continue to save vs. the -4 Str/Dex penalty if you succeed on the Fort save but stay in the smoke cloud. The description says:

SRD wrote:
All within the cloud take -4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud.

Stinking Cloud, for comparison, says:

SRD wrote:
Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn.

Good arguments were made both ways, but in the end we temporarily ruled that since it doesn't say you have to continue making the save, you don't.

How are other people running this? I didn't see other threads addressing this topic.

Full Name

Kelsier Palance

Race

NG Human Two-Weapon Warrior (Fighter)/3 -

Classes/Levels

HP 26/26- AC 18/T:14/FF:14 (+1 vs. melee while two-weapon fighting) - Perception: +7 - Fort: +4, Ref: +4, Will: +1- (+1 vs. Fear) CMB: +7 CMD 20 - Speed 30 ft. - Init. +3

Gender

M

Size

Medium

Age

19

Alignment

NG

Languages

Common, Tien, Ancient Osiriani

Occupation

Sailor

Strength 18
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 10
Charisma 7

About Kelsier Palance

Kelsier Palance
6/9 XP
NG Male Human Fighter (two-weapon warrior) 3
Init +3, Perception +7

STR 18, DEX 16, CON 12, INT 12, WIS 10, CHA 7

HP 26/26 (10 fighter + 12 fighter + 3 Con + 1 favored class)
AC 18*, Touch 14*, Flat-footed 14/15, (+4 Armor, +3 Dex, +1 Dodge) *+1 vs. melee in a round where he attacked with two weapons
Fort +4, Ref +4, Will +1 (+1 vs. Fear)
BAB +3, CMB +7, CMD 20

Speed 30ft.

MELEE
Two-bladed Sword +7 (1d8+6, 19-20/x2)
Longsword +7 (1d8+4, 19-20/x2)
Armor Spikes +7 (1d6+4, x2)
MWK Lucerne Hammer - Brace, Reach, +2 Sunder vs. M/H Armor - +8 (1d12+6, x2)
Silvered Morningstar - +7 (1d8+3, x2)
Silvered Kukri - +7 (1d4+3, 18-20/x2)
Cold Iron Spear (2) - +7 (1d8+4, x3)
Greatsword - +7 (2d6+6, 19-20/x2)
Spiked Gauntlet - +7 (1d4+4, x2) *ALWAYS WORN*
TWF
Two-bladed Sword +5/+5 (1d8+4/1d8+2, 19-20/x2)
Longsword/Armor Spikes +5/+5 (1d8+4/1d6+2, 19-20/x2, x2)
Cold Iron Spear/Armor Spikes +5/+5 (1d8+4/1d6+2, x3, x2)
Spiked Gauntlets/Armor Spikes +5/+5 (1d4+4/1d6+2, x2, x2)
Silvered Morningstar/Silvered Kukri +5/+5 (1d8+3/1d4+1, x2, 18-20/x2)

RANGED
---* Cold Iron Javelin w/Amentum (2) - +6 (1d6+4, x2, 50ft.) *NEED TO BUY MORE* ---
Cold Iron Spear (2) - +6 (1d8+4, x2, 20ft.)

FEATS
Two Weapon Fighting
Combat Reflexes (Human)
Dodge (Fighter)
Mobility (Fighter)
Exotic Weapon Prof. (Two-bladed sword)

TRAITS
Captain's Blade
Valashmai Veteran

SKILLS 14 = 3 * (2 class + 1 INT + 1 Skilled + 2/3 favored class)
+9 Acrobatics* (3 ranks + 3 class + 3 DEX) {+1 trait bonus while ship-board},
+8 Climb* (1 rank + 3 class + 4 STR) {+1 trait bonus while ship-board},
+6 Craft (alchemy) (2 ranks + 3 class + 1 INT)
+5 Knowledge, Dungeoneering (1 rank + 3 class + 1 INT),
+5 Knowledge (Engineering), (1 rank + 3 class + 1 INT)
+7 Perception (3 ranks + 3 class + 0 WIS+ 1 trait),
+4 Profession (Sailor) (1 rank + 3 class + 0 WIS),
+4 Survival (1 rank + 3 class + 0 WIS) {+1 trait bonus in the Jungle},
+8 Swim* (1 rank + 3 class + 4 STR)
*-1 Armor Check Penalty (-2 total w/Shield)

LANGUAGES
Common, Tien, Ancient Osirian

CHRONICLE BOONS
The Favor of Gartahegn: While in a settlement of 5000 people or more anywhere on the continent of Garund, you may purchase mundane equipment (but not weapons or armor) through your favorable connections with House Cartahegn at a 10% discount.

COMBAT GEAR
MWK Chain shirt w/Armor Spikes,
MWK Lucerne Hammer,
Sawback Longsword,
*BUY Adamantine/MWK Cold Iron two-bladed sword for 3.45k OR unadorned version for 100gp to cover over with Silver*
Two-Bladed Sword (100gp, 10lbs.)
MWK Steel Quickdraw Throwing Shield, *SELL THIS*
Silvered Morningstar,
silvered kukri,
3 cold iron javelins w/amentum (3 used), *BUY MORE OF THESE OR COMP. LONGBOW*
2 Cold Iron Spears,
Greatsword,
spiked gauntlet

CLW Wand (49/50 charges left)

OTHER GEAR
MWK backpack,
belt pouch,
50 ft. Silk Rope,
Sack,
Grappling Hook,
Bell,
Candle,
Chalk,
Charcoal,
Fishhook,
Flint and Steel,
Parchment (1),
Sewing Needle,
Signal Whistle,
Tindertwig (3),
Earplugs,
False-Bottomed cup,
Paper (1),
Cologne,
Rice Paper (2),
Stationary,
Wandermeal (12),
Weapon Cord (3),
Whistle,
Oil (3),
Desnan Candle Firework,
Paper Candle Firework,
Vermin Repellant (2),
Whetstone,
Twine 100ft.,
Grappling Arrow,
Magnet (2),
Powder (3),
Compass,
Sunrod (2)

Miscellaneous
5'11"
185 lbs.

107.5 lbs. EQ Weight (116 lbs. capacity w/MWK backpack)