Hellknight Armiger

Falcatania's page

39 posts. Alias of Zorblag.


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Half-orc Warpriest 6 | HP: 21/45 | AC: 32 (14 tch, 28 Fl) | CMB: +12 CMD: 24 | F: +12, R: +9, W: +12 | Init: +8 | Perc: +13 (Darkvision 60) | Speed 40 ground / 70 fly| Resist Cold (10)

Oh, and my preference would be to keep the number of enemies up rather than dropping it as long as we're still going. Especially for the higher level gauntlets I think that'll push us in a way that's more enjoyable. I'd certainly still play if we dropped down to less battles, but going through the meat grinder is part of the appeal here!

By the way, thank you for letting us know what's happening and soliciting the input! It's much appreciated!


Half-orc Warpriest 6 | HP: 21/45 | AC: 32 (14 tch, 28 Fl) | CMB: +12 CMD: 24 | F: +12, R: +9, W: +12 | Init: +8 | Perc: +13 (Darkvision 60) | Speed 40 ground / 70 fly| Resist Cold (10)

If weekly is sustainable I'm fine with that, but I'd try to go with one a week rather than once or twice. I think that makes it less likely to feel like you're missing posts you said you'd make (which I think makes it more likely to miss future posts.) Posting once a week with the option to say "This week didn't work, I'll get you next week!" as totally acceptable would be my recommendation.

Don't push yourself harder than you've got time for, but I would like to keep playing if possible and I've got no problem if that's posting every week or two. We're not going to lose track of the plot in this one!


Half-orc Warpriest 6 | HP: 21/45 | AC: 32 (14 tch, 28 Fl) | CMB: +12 CMD: 24 | F: +12, R: +9, W: +12 | Init: +8 | Perc: +13 (Darkvision 60) | Speed 40 ground / 70 fly| Resist Cold (10)

Yeah, I've got a little dex, (I think that at level 12 I'll be dual wielding falcatas instead of two handing one like I am now,) but most of my AC is from the armor, natural armor and enhancement bonuses. Not a lot of dodge in there, and I lose some from being large.

It's nice that different approaches can be viable!


Half-orc Warpriest 6 | HP: 21/45 | AC: 32 (14 tch, 28 Fl) | CMB: +12 CMD: 24 | F: +12, R: +9, W: +12 | Init: +8 | Perc: +13 (Darkvision 60) | Speed 40 ground / 70 fly| Resist Cold (10)

I don't mean to criticize your approach at all Mu, just noting how different our two are. Mine did just get me hit for more than half of my HP, so there might be flaws with it (though it was a relatively lucky roll for the devil.)


Half-orc Warpriest 6 | HP: 21/45 | AC: 32 (14 tch, 28 Fl) | CMB: +12 CMD: 24 | F: +12, R: +9, W: +12 | Init: +8 | Perc: +13 (Darkvision 60) | Speed 40 ground / 70 fly| Resist Cold (10)

Of course not. I'm a half-orc that self buffs and uses power attack. It's nothing like you're strategy. Er, because I can fly for another couple minutes I guess?


Half-orc Warpriest 6 | HP: 21/45 | AC: 32 (14 tch, 28 Fl) | CMB: +12 CMD: 24 | F: +12, R: +9, W: +12 | Init: +8 | Perc: +13 (Darkvision 60) | Speed 40 ground / 70 fly| Resist Cold (10)

Thanks for letting us know! Life takes precedent for sure, but knowing that you're busy and haven't forgotten is always nice!

@Mu, we pretty much have opposite tactics here. I'm not trying to sneak at all, just sit there as a tempting target and then hit hard when they come to take the bait.


Half-orc Warpriest 6 | HP: 21/45 | AC: 32 (14 tch, 28 Fl) | CMB: +12 CMD: 24 | F: +12, R: +9, W: +12 | Init: +8 | Perc: +13 (Darkvision 60) | Speed 40 ground / 70 fly| Resist Cold (10)

Falcatania Round 6:

"Ah good, there you are. That's a nice hit, you just have to do more like it quickly next time."

Two Handed Power Attack Falcata +1 attack: 1d20 + 18 ⇒ (17) + 18 = 35
Damage (S): 2d6 + 26 ⇒ (1, 5) + 26 = 32 => 27 after DR
Critical Confirmation: 1d20 + 18 ⇒ (3) + 18 = 21 Fails
Haste Two Handed Power Attack Falcata +1 attack: 1d20 + 18 ⇒ (15) + 18 = 33
2d6 + 26 ⇒ (5, 6) + 26 = 37=> 32 after DR

I think that it should only have taken 24 damage from my attack from before instead of 25, but that should be enough to kill it regardless. If I've miscalculated that and it's still alive after my attacks I'll use a fervor point to cast Cure Moderate Wounds instead of Lesser Restoration as a swift action. If it's dead I'll save the spell slot and heal between battles.

Healing if the Salikotal Devil is still alive: 2d8 + 6 ⇒ (6, 4) + 6 = 16


Buff Durations:

Magic Vestment: 11976 rounds
Barkskin: 1177 rounds
Resist Energy (Cold): 586 rounds
Heroism: 378
Delay Poison: 295 rounds
Weapon of Awe: 47 rounds
Shield of Faith: 39 rounds
Fly: 36 rounds
Bull’s Strength: 30 rounds
Enlarge Person: 6 rounds
Divine Favor: 5 rounds
Long Arm: 4 rounds
War Mind Blessing: 3 rounds
Channel Vigor: 3 Rounds
Resistance: 2 rounds


Half-orc Warpriest 6 | HP: 21/45 | AC: 32 (14 tch, 28 Fl) | CMB: +12 CMD: 24 | F: +12, R: +9, W: +12 | Init: +8 | Perc: +13 (Darkvision 60) | Speed 40 ground / 70 fly| Resist Cold (10)

I think you mean 'Bob want smash' there. Third person is worth it, but it takes attention until you just naturally start using it.


Half-orc Warpriest 6 | HP: 21/45 | AC: 32 (14 tch, 28 Fl) | CMB: +12 CMD: 24 | F: +12, R: +9, W: +12 | Init: +8 | Perc: +13 (Darkvision 60) | Speed 40 ground / 70 fly| Resist Cold (10)

We need our noble songbird back!

Or some temporal juggling to let the rest of us figure out who thinks they're hunting us now.


Half-orc Warpriest 6 | HP: 21/45 | AC: 32 (14 tch, 28 Fl) | CMB: +12 CMD: 24 | F: +12, R: +9, W: +12 | Init: +8 | Perc: +13 (Darkvision 60) | Speed 40 ground / 70 fly| Resist Cold (10)

Falcatania Round 5:

Falcatania will look around for signs of an enemy. If she sees one within 70 feet she'll fly and attack it. If not she'll ready an attack against any opponent who she detects within 15 feet of her (so her reach.)

Initiative from the last set: 17

Perception: 1d20 + 13 ⇒ (8) + 13 = 21

Two Handed Power Attack Falcata +1 attack (direct or readied): 1d20 + 18 ⇒ (9) + 18 = 27
Damage (S): 2d6 + 26 ⇒ (1, 2) + 26 = 29

If there's an attack of opportunity to be made beyond that Falcatania will make it.
Two Handed Power Attack Falcata +1 attack: 1d20 + 18 ⇒ (19) + 18 = 37
Damage (S): 2d6 + 26 ⇒ (5, 4) + 26 = 35
Critical Confirmation: 1d20 + 18 ⇒ (8) + 18 = 26
Damage (S): 4d6 + 52 ⇒ (1, 3, 5, 2) + 52 = 63 = 98 damage on crit


Buff Durations:

Magic Vestment: 11977 rounds
Barkskin: 1178 rounds
Resist Energy (Cold): 587 rounds
Heroism: 379
Delay Poison: 296 rounds
Weapon of Awe: 48 rounds
Shield of Faith: 40 rounds
Fly: 37 rounds
Bull’s Strength: 31 rounds
Enlarge Person: 7 rounds
Divine Favor: 6 rounds
Long Arm: 5 rounds
War Mind Blessing: 4 rounds
Channel Vigor: 4 Rounds
Resistance: 3 rounds


Half-orc Warpriest 6 | HP: 21/45 | AC: 32 (14 tch, 28 Fl) | CMB: +12 CMD: 24 | F: +12, R: +9, W: +12 | Init: +8 | Perc: +13 (Darkvision 60) | Speed 40 ground / 70 fly| Resist Cold (10)

Money where my mouth is. I'm guessing Basilisk for this fight. Remember to avert your gaze!


Half-orc Warpriest 6 | HP: 21/45 | AC: 32 (14 tch, 28 Fl) | CMB: +12 CMD: 24 | F: +12, R: +9, W: +12 | Init: +8 | Perc: +13 (Darkvision 60) | Speed 40 ground / 70 fly| Resist Cold (10)

Yeah, I fear that I've rolled a boring foe for us. I was expecting 1d3 followed by 1d8; that's what the initial roll that got us the white dragon was. My assumption was that the 2 on the d3 gave us CR 6 (instead of 5 or 7 as we were told that CRs would be within one of level) and that the 8 gave the dragon based on the list of creatures that rorek55 liked (if I were putting the list together it would have been 8 for alphabetical reasons and both young and white could play into that depending on how they were listed.)

Switching to 1d4 for the first roll confuses me a bit though, but I fear we'll get a CR 5, alphabetically low monster. Maybe I've got the system wrong and we'll get something more exciting though!


Half-orc Warpriest 6 | HP: 21/45 | AC: 32 (14 tch, 28 Fl) | CMB: +12 CMD: 24 | F: +12, R: +9, W: +12 | Init: +8 | Perc: +13 (Darkvision 60) | Speed 40 ground / 70 fly| Resist Cold (10)

1d4 ⇒ 1
1d8 ⇒ 1

Everyone loves ones, right?


Half-orc Warpriest 6 | HP: 21/45 | AC: 32 (14 tch, 28 Fl) | CMB: +12 CMD: 24 | F: +12, R: +9, W: +12 | Init: +8 | Perc: +13 (Darkvision 60) | Speed 40 ground / 70 fly| Resist Cold (10)

Swift action and free action before a full round action should be all good to go! Nice round of attacks!

*edit* Actually I think there are a couple issues with that attack. When you're using elemental blood I think you should be getting 2d6 shock damage overall (you already get 1d6 from the greataxe being shocking.) Never Mind, you had that, just in separate places.

Also, when you crit with the greataxe, as a weapon with a x3 crit multiplier, the extra critical damage should be 2d12 + 24 (so twice the damage dice and static bonuses, but without the extra dice from lightning damage.)


Half-orc Warpriest 6 | HP: 21/45 | AC: 32 (14 tch, 28 Fl) | CMB: +12 CMD: 24 | F: +12, R: +9, W: +12 | Init: +8 | Perc: +13 (Darkvision 60) | Speed 40 ground / 70 fly| Resist Cold (10)

Falcatania Round 4:

Preparation again!

Round 1: Return to the Center of the arena (up to 3 rounds of moving)
Round 2:
Round 3:
Round 4: Read Scroll of Delay Posion (Immunity to Poison for 30 minutes)
Round 5: Cast Resistance (+1 to saves for one minute)
Round 6: Activate Blessing: War Mind (+1 Insight to Hit, +1 Dodge to AC or +10 to base movement for one minute, choose which at the start of each round.)
Round 7: Drink Potion of Long Arm (+5 foot reach for one minute)
Round 8: Read Scroll of Divine Favor (+2 Luck to Hit and Damage for one minute)
Round 9: Drink Enlarge Person (+2 Size to Str, -2 Size to Dex, -1 to AC, -1 to Hit, Reach: Net: +1 Damage, -2 to AC, Reach for one minute)
Round 10: Read Scroll of Channel Vigor (various choices, but haste by default for 6 rounds)

Total effects: +12 to AC, +3 to Fort and Wil, +2 to Ref, +8 to Hit, +7 damage (+3 from Str), Large, 15 foot reach, +6 Str, -2 Dex, +2 to Skill checks, Blessing’s floating bonus (starts in listed to hit as fight opens), hasted

In the middle of the Arena waiting for the next foe.

Initiative for the Second Fight: 1d20 + 8 ⇒ (9) + 8 = 17


Buff Durations:

Magic Vestment: 11978 rounds
Barkskin: 1179 rounds
Resist Energy (Cold): 588 rounds
Heroism: 380
Delay Poison: 297 rounds
Weapon of Awe: 49 rounds
Shield of Faith: 41 rounds
Fly: 38 rounds
Bull’s Strength: 32 rounds
Enlarge Person: 8 rounds
Divine Favor: 7 rounds
Long Arm: 6 rounds
War Mind Blessing: 5 rounds
Channel Vigor: 5 Rounds
Resistance: 4 rounds


Half-orc Warpriest 6 | HP: 21/45 | AC: 32 (14 tch, 28 Fl) | CMB: +12 CMD: 24 | F: +12, R: +9, W: +12 | Init: +8 | Perc: +13 (Darkvision 60) | Speed 40 ground / 70 fly| Resist Cold (10)

I don't think it's time to give up on rorek55 just yet. Life happens even in the middle of gauntlets and dragon slaying. I'm hopeful!


Half-orc Warpriest 6 | HP: 21/45 | AC: 32 (14 tch, 28 Fl) | CMB: +12 CMD: 24 | F: +12, R: +9, W: +12 | Init: +8 | Perc: +13 (Darkvision 60) | Speed 40 ground / 70 fly| Resist Cold (10)

I know that if we get flying creatures again at the end with consistent ranged attacks it's going to be bad news for me. I've got an ability to attack at range, but it's not very effective. I only brought this one potion of flying and I'm hoping I can stretch it to 3 fights. After that I'll need to sort things out. Flying creature the first round might do me in in the long run, we'll see.


Half-orc Warpriest 6 | HP: 21/45 | AC: 32 (14 tch, 28 Fl) | CMB: +12 CMD: 24 | F: +12, R: +9, W: +12 | Init: +8 | Perc: +13 (Darkvision 60) | Speed 40 ground / 70 fly| Resist Cold (10)

And I just realized that I gave myself an extra +1 to hit on the rolls there (I was forgetting to subtract one for size which shouldn't matter for anything in this fight so far, but still.) I've dropped a dodge point of AC from the War Mind Blessing to switch it to attack rolls to make up that difference as that seems like it makes the most sense.

There are a lot of mechanisms going on here. I don't envy Yolo keeping track of hers!


Half-orc Warpriest 6 | HP: 21/45 | AC: 32 (14 tch, 28 Fl) | CMB: +12 CMD: 24 | F: +12, R: +9, W: +12 | Init: +8 | Perc: +13 (Darkvision 60) | Speed 40 ground / 70 fly| Resist Cold (10)

Falcatania Round 3:

Reflex save vs DC 16: 1d20 + 9 ⇒ (10) + 9 = 19

Between that and the Resist Energy I have up that should be 0 damage I think.

Falcatania narrows her eyes and smiles a grim smile as switches her focus from defense. She dodges to the side of the freezing breath and shrugs off the remaining cold. Now that the dragon has closed the gap she sees the opening she needs. Flying directly towards the beast, and then curving slightly to the left, her arms stretch out unnaturally far to swing her Falcata, held in both hands, at her scaly foe.

Two handed Power Attack with +1 Keen Falcata: 1d20 + 18 ⇒ (16) + 18 = 34
Damage (S): 2d6 + 26 ⇒ (6, 5) + 26 = 37

After her swing, the half-orc watches the dragon, waiting at a distance for any opening to slash out once more.

Attack of Opportunity: 1d20 + 18 ⇒ (10) + 18 = 28
Damage (S): 2d6 + 26 ⇒ (1, 2) + 26 = 29

Switching War Mind Blessing to +1 to hit instead of +1 AC. Move action to move 15 feet towards the dragon (so to 15 feet away from it), Standard Action to Attack. If the dragon takes a 5 foot step to try to approach it still won't be within range unless it has reach, so I'm hoping it will have to move through my threatened area if it wants to make a melee attack.

And that was so close to the crit I needed to end the fight in one shot. Ah well, taking more than one hit to kill a dragon isn't unexpected.


Buff Durations:

Magic Vestment: 11988 rounds
Barkskin: 1189 rounds
Resist Energy (Cold): 598 rounds
Heroism: 390
Weapon of Awe: 59 rounds
Shield of Faith: 51 rounds
Fly: 48 rounds
Bull’s Strength: 42 rounds
Enlarge Person: 6 rounds
Divine Favor: 5 rounds
Long Arm: 4 rounds
War Mind Blessing: 3 rounds
Channel Vigor: 3 rounds


Half-orc Warpriest 6 | HP: 21/45 | AC: 32 (14 tch, 28 Fl) | CMB: +12 CMD: 24 | F: +12, R: +9, W: +12 | Init: +8 | Perc: +13 (Darkvision 60) | Speed 40 ground / 70 fly| Resist Cold (10)

@rorek55, It's all good! That last form me was a reply to Yolo's comment rather directed at than you.


Half-orc Warpriest 6 | HP: 21/45 | AC: 32 (14 tch, 28 Fl) | CMB: +12 CMD: 24 | F: +12, R: +9, W: +12 | Init: +8 | Perc: +13 (Darkvision 60) | Speed 40 ground / 70 fly| Resist Cold (10)
The Haste Spell Description wrote:
All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed. Multiple haste effects don’t stack. Haste dispels and counters slow.

I think it's pretty explicit about that. It's why I've got my move listed as 40/70 fly right now. It'd doubling my normal ground move of 20 and adding 30 to the fly speed of 40 I get from the potion of fly.


Half-orc Warpriest 6 | HP: 21/45 | AC: 32 (14 tch, 28 Fl) | CMB: +12 CMD: 24 | F: +12, R: +9, W: +12 | Init: +8 | Perc: +13 (Darkvision 60) | Speed 40 ground / 70 fly| Resist Cold (10)

The Haste effect from Channel Vigor gives me fly 70 right now. And thanks for the potion change allowance!


Half-orc Warpriest 6 | HP: 21/45 | AC: 32 (14 tch, 28 Fl) | CMB: +12 CMD: 24 | F: +12, R: +9, W: +12 | Init: +8 | Perc: +13 (Darkvision 60) | Speed 40 ground / 70 fly| Resist Cold (10)

Well, just realized that I have an illegal potion of See Invisiblity (it's a personal spell and can't be a potion.) Any objection to replacing it with a potion of Cure Moderate Wounds (the most basic level 2 potion I can think of)?


Half-orc Warpriest 6 | HP: 21/45 | AC: 32 (14 tch, 28 Fl) | CMB: +12 CMD: 24 | F: +12, R: +9, W: +12 | Init: +8 | Perc: +13 (Darkvision 60) | Speed 40 ground / 70 fly| Resist Cold (10)

Falcatania Round 2:

Round 2 Actions
Free action: Shift Falcata to one hand
Standard Action: Cast Weapon of Awe
Move action: Fly 60 feet west
Free action: Shift Falcata to Two-Handed
Free action: Yell at Dragon "What, you're afraid to come attack me? Surely you wish to test your mettle against a superior foe!"

From your description I'm assuming it's 90 feet directly above me. I'm trying to move to a spot where it can move and attack me with melee if it chooses, but won't be able to fly over, make a breath attack and move out of my range (70 foot fly speed right now.) If the 60 feet west doesn't accomplish that based on the first double move action I just saw then move as much more or less as is needed to accomplish that if possible.

Attack of Opportunity

If the Dragon provokes an attack of opportunity by moving after entering my reach of 15 feet (or any other way)

+1 Keen Falcata Attack: 1d20 + 20 ⇒ (10) + 20 = 30
Damage (S): 2d6 + 20 ⇒ (4, 5) + 20 = 29


Buff Durations:

Magic Vestment: 11989 rounds
Barkskin: 1190 rounds
Resist Energy (Cold): 599 rounds
Heroism: 391
Weapon of Awe: 60 rounds
Shield of Faith: 52 rounds
Fly: 49 rounds
Bull’s Strength: 43 rounds
Enlarge Person: 7 rounds
Divine Favor: 6 rounds
Long Arm: 5 rounds
War Mind Blessing: 4 rounds
Channel Vigor: 4 rounds


Half-orc Warpriest 6 | HP: 21/45 | AC: 32 (14 tch, 28 Fl) | CMB: +12 CMD: 24 | F: +12, R: +9, W: +12 | Init: +8 | Perc: +13 (Darkvision 60) | Speed 40 ground / 70 fly| Resist Cold (10)
rorek55 wrote:
I also likely should have noted to use the base CL for scrolls, however, It was my slip up, so for this run, consider yourself having pulled one over on me due to negligence ;)

Doh! Sorry about that. Is that your policy for potions as well? I didn't need to design this first round around those mechanisms, but they were pretty handy.


Half-orc Warpriest 6 | HP: 21/45 | AC: 32 (14 tch, 28 Fl) | CMB: +12 CMD: 24 | F: +12, R: +9, W: +12 | Init: +8 | Perc: +13 (Darkvision 60) | Speed 40 ground / 70 fly| Resist Cold (10)

Starting with a dragon seems fitting enough. Good luck everyone!

Oh, and theater of the mind should work fine for me.


Half-orc Warpriest 6 | HP: 21/45 | AC: 32 (14 tch, 28 Fl) | CMB: +12 CMD: 24 | F: +12, R: +9, W: +12 | Init: +8 | Perc: +13 (Darkvision 60) | Speed 40 ground / 70 fly| Resist Cold (10)

Falcatania's Opening:
"A flying opponent already. That's a shame, but there's nothing to be done about it."

Preparations

Round 1: Read Scroll of Magic Vestment (+5 Armour Enhancement 20 hours)
Round 2: Drink Potion of Barkskin (+5 Natural Armor Enhancement 120 minutes)
Round 3: Drink Potion of Heroism (+2 Morale to Hit, Saves, Skills for 40 minutes)
Round 4: Cast Shield of Faith (+3 Deflection to AC for 5 minutes), Draw Falcata
Round 5: Read Scroll of Bull’s Strength (+4 Enhancement to Str for 5 minutes)
Round 6: Activate Blessing: War Mind (+1 Insight to Hit, +1 Dodge to AC or +10 to base movement for one minute, choose which at the start of each round.)
Round 7: Drink Potion of Long Arm (+5 foot reach for one minute)
Round 8: Read Scroll of Divine Favor (+2 Luck to Hit and Damage for one minute)
Round 9: Drink Enlarge Person (+2 Size to Str, -2 Size to Dex, -1 to AC, -1 to Hit, Reach: Net: +1 Damage, -2 to AC, Reach for one minute)
Round 10: Read Scroll of Channel Vigor (various choices, but haste by default for 6 rounds)

Total effects: +13 to AC, +2 to Fort and Wil, +3 to Ref, +8 to Hit, +5 damage (+3 from Str), Large, 15 foot reach, +6 Str, -2 Dex, +2 to Skill checks, Blessing’s floating bonus (starts in listed AC as fight opens), hasted

Initiative

Initiative: 1d20 + 8 ⇒ (18) + 8 = 26 I have the higher modifier, so I should win that

Round 1

Move action: Retrieve Potion of Fly from Belt Pouch
Standard action: Drink Potion of Fly
Swift Action: Spend one Fervor Point to Cast Resist Energy (Cold)
Free Action: Switch Falcata to Two-Handed
Free Action: Yell at dragon "Come, give me your worst!

Attack of Opportunity

If the Dragon provokes an attack of opportunity by moving after entering my reach of 15 feet (or any other way)

+1 Keen Falcata Attack: 1d20 + 20 ⇒ (2) + 20 = 22
Damage (S): 2d6 + 18 ⇒ (4, 4) + 18 = 26

Buff Durations:

Magic Vestment: 11990 rounds
Barkskin: 1191 rounds
Resist Energy (Cold): 600 rounds
Heroism: 392
Shield of Faith: 53 rounds
Fly: 50 rounds
Bull’s Strength: 44 rounds
Enlarge Person: 8 rounds
Divine Favor: 7 rounds
Long Arm: 6 rounds
War Mind Blessing: 5 rounds
Channel Vigor: 5 rounds


Half-orc Warpriest 6 | HP: 21/45 | AC: 32 (14 tch, 28 Fl) | CMB: +12 CMD: 24 | F: +12, R: +9, W: +12 | Init: +8 | Perc: +13 (Darkvision 60) | Speed 40 ground / 70 fly| Resist Cold (10)

Right, I've made some last minute tweaks to the character for optimization at 6th level that can be expanded beyond and figuring out exactly how my preparation at the start of the gauntlet and between fights needs to look. Looking forward to starting tomorrow!


Half-orc Warpriest 6 | HP: 21/45 | AC: 32 (14 tch, 28 Fl) | CMB: +12 CMD: 24 | F: +12, R: +9, W: +12 | Init: +8 | Perc: +13 (Darkvision 60) | Speed 40 ground / 70 fly| Resist Cold (10)
rorek55 wrote:
you will fight, receiving no rests, until you win the gauntlet (and so a small reward!) or die. At which point, you will be resurrected, and forced into another gauntlet, after receiving a power boost.

From the OP. I believe that we'll go to further rounds whether we live or not. I have no idea what the rewards for surviving might be.


Half-orc Warpriest 6 | HP: 21/45 | AC: 32 (14 tch, 28 Fl) | CMB: +12 CMD: 24 | F: +12, R: +9, W: +12 | Init: +8 | Perc: +13 (Darkvision 60) | Speed 40 ground / 70 fly| Resist Cold (10)

Fair enough! And now I've tinkered a bit with equipment and am down to just 2 sp to spend. I think I'll save that for a rainy day.


Half-orc Warpriest 6 | HP: 21/45 | AC: 32 (14 tch, 28 Fl) | CMB: +12 CMD: 24 | F: +12, R: +9, W: +12 | Init: +8 | Perc: +13 (Darkvision 60) | Speed 40 ground / 70 fly| Resist Cold (10)

Yeah, there are some issues that I'm not going to deal particularly well with (swarms and flying enemies are the two most obvious off the top of my head, though I'm not completely helpless against either,) but I did try to put a couple utility things in there both spell and item-wise to cover a variety of situations.

I'll find out how prepared I am shortly I'd imagine.

@Bob I don't think that the mage armor will stack with your +1 plate as they're both providing an armor bonus, though I suppose that it'd be additional defense against incorporeal enemies that the plate isn't providing.


Half-orc Warpriest 6 | HP: 21/45 | AC: 32 (14 tch, 28 Fl) | CMB: +12 CMD: 24 | F: +12, R: +9, W: +12 | Init: +8 | Perc: +13 (Darkvision 60) | Speed 40 ground / 70 fly| Resist Cold (10)

I am here to spend the entire minute before the fight starts buffing, and then hit things ... probably almost as hard as Bob?


Half-orc Warpriest 6 | HP: 21/45 | AC: 32 (14 tch, 28 Fl) | CMB: +12 CMD: 24 | F: +12, R: +9, W: +12 | Init: +8 | Perc: +13 (Darkvision 60) | Speed 40 ground / 70 fly| Resist Cold (10)

@Bob, we're getting power attack for free here (we're using the Elephant in the Room Feat Tax rules,) so you should have another feat to pick to do something fun with!


Half-orc Warpriest 6 | HP: 21/45 | AC: 32 (14 tch, 28 Fl) | CMB: +12 CMD: 24 | F: +12, R: +9, W: +12 | Init: +8 | Perc: +13 (Darkvision 60) | Speed 40 ground / 70 fly| Resist Cold (10)

Falcatania is ready to go. Thanks for the spot! The numbers should all be right I think, but please do look them over to make sure it all seems on the up and up!

Looks like a good mix to run through the gauntlet. I'll be interested to see what gives the various characters involved troubles (because it probably won't be the same things.)


If you work fast you can possibly get something in.

Right now by my count we have the following classes submitted:

Bard
Brawler
Druid (backup to the brawler?)
Kineticist
Paladin
Sorcerer
Summoner
Warpriest
Wizard

There was talk of the following, but I don't see them completed:

Cleric
Fighter
Monk

And as I post this I see that you've got that all sorted already anyhow. Regardless of that there are lots of good options still out there!

Additionally, I'm excited that we're getting close on this!


OK, my spells and equipment are now adjusted for a minute between fights (and I assume a minute of prep before the first, though I'll make do with whatever's provided if that's wrong.)


In terms of timing, a minute to set up at the start would be lovely, but will we still be able to pass on the time between fights if we want to? I'm looking at trying to make better use of shorter duration buffs.


I think that Edge93 was asking about the prep before the fight. It looked like you had said 3 rounds for that.


Right, here's the creatively named Falcatania, Warpriest of Irori who's ready to do some killing in the arena. Let me know if it looks like there's anything off!

Do we have an idea of about how many fights we'd be going up against at each level if we make it through the gauntlet (like 5ish, 10ish, 20ish?)