Cleric 5| HP: 50/50 | AC: 25, T:12, FF:23 | Fort: +9(+4vs Spells,SLA, poisons) | Ref: +3(+4vs Spells,SLA, poisons) | Will: +10 (+4vs Spells,SLA, poisons)| Init: +3 | Perception: +11
Harrim nods at Amiri. See, this woman understands. We can but do our best, and enjoy the now. Fighting tooth and claw to leave a lasting mark will bring only suffering. He then turns, making no move to take the conversation further from the primally beautiful woman. As that is asking the impossible. Though you are true in one thing, Groetus knows much more than I do about many things. Tis why I spend so often in contemplative thought. Often, on more than merely the end. The why, how of it, even the why of life. Hoping perhaps, he will deign to share his wisdom further. He takes a long quaff of his mead.
Cleric 5| HP: 50/50 | AC: 25, T:12, FF:23 | Fort: +9(+4vs Spells,SLA, poisons) | Ref: +3(+4vs Spells,SLA, poisons) | Will: +10 (+4vs Spells,SLA, poisons)| Init: +3 | Perception: +11
The true joke, Regongar, are those people that believe they will leave a true lasting mark on things. As they are truly the most foolish of all. Is all he says as he takes part in the food.
Cleric 5| HP: 50/50 | AC: 25, T:12, FF:23 | Fort: +9(+4vs Spells,SLA, poisons) | Ref: +3(+4vs Spells,SLA, poisons) | Will: +10 (+4vs Spells,SLA, poisons)| Init: +3 | Perception: +11
Harrim sighs heavily.
Harrim, for his part, seems aloof, giving only a small nod of respect to Jamandi.
Cleric 5| HP: 50/50 | AC: 25, T:12, FF:23 | Fort: +9(+4vs Spells,SLA, poisons) | Ref: +3(+4vs Spells,SLA, poisons) | Will: +10 (+4vs Spells,SLA, poisons)| Init: +3 | Perception: +11
As for names... I'll list a few I thought of. Belthouse (bell-thoose) (as in noose)
Will think over some more. I also vote we call the capital Esperro (which could mean "hope", taken from the latin term Spes)
Cleric 5| HP: 50/50 | AC: 25, T:12, FF:23 | Fort: +9(+4vs Spells,SLA, poisons) | Ref: +3(+4vs Spells,SLA, poisons) | Will: +10 (+4vs Spells,SLA, poisons)| Init: +3 | Perception: +11
Regongar Stormborn wrote: Was SO disappointed with the Psychic ... The Psychic does Okay for itself once they get 3rd level spells. Its not as strong as an arcanist or wizard, or even quite as good as a sorcerer IMO. But, I tinkered around with them, and with about 10 sessions past level 7 (as the Gm, not a player) The following changes made it a solid contender. 1-
2-
Cleric 5| HP: 50/50 | AC: 25, T:12, FF:23 | Fort: +9(+4vs Spells,SLA, poisons) | Ref: +3(+4vs Spells,SLA, poisons) | Will: +10 (+4vs Spells,SLA, poisons)| Init: +3 | Perception: +11
Completely forgot to level up... I would also like GP update after selling off the unclaimed items. Also, I'll take the amulet of natural armor as well. I missed it before/thought someone else took it. I forgot, are crafting feats allowed or banned for this game?
Cleric 5| HP: 50/50 | AC: 25, T:12, FF:23 | Fort: +9(+4vs Spells,SLA, poisons) | Ref: +3(+4vs Spells,SLA, poisons) | Will: +10 (+4vs Spells,SLA, poisons)| Init: +3 | Perception: +11
Harrim merely watches of his soon to be flock. It was inevitable. But, he would not push them more than they needed. For now, he was content. Though he does quip often about the pointlessness of worrying to much about things. Not much Harrim would do here I think, even a modified and somewhat different Harrim haha.
Cleric 5| HP: 50/50 | AC: 25, T:12, FF:23 | Fort: +9(+4vs Spells,SLA, poisons) | Ref: +3(+4vs Spells,SLA, poisons) | Will: +10 (+4vs Spells,SLA, poisons)| Init: +3 | Perception: +11
Harrim will hold onto the heavy pick as well I think since he can use it, and doesn't have any permanent magical weapons. Just in case we run into something before selling things.
Cleric 5| HP: 50/50 | AC: 25, T:12, FF:23 | Fort: +9(+4vs Spells,SLA, poisons) | Ref: +3(+4vs Spells,SLA, poisons) | Will: +10 (+4vs Spells,SLA, poisons)| Init: +3 | Perception: +11
Harrim gives a glance towards Pyros. Oh, so only Aldori will be allowed to live in this new barony? I say, Rostland has outlived itself, why try to carry on the name of that which nears its end. Let us make something new, and not attempt to cling to the past. Though, then again. I suppose it doesn't truly matter.
Cleric 5| HP: 50/50 | AC: 25, T:12, FF:23 | Fort: +9(+4vs Spells,SLA, poisons) | Ref: +3(+4vs Spells,SLA, poisons) | Will: +10 (+4vs Spells,SLA, poisons)| Init: +3 | Perception: +11
As a chaotic neutral myself, I'm all for a very decentralized, hands off state. Just the way the founding fathers wanted. We'll never be a great power, but, at least the people will be happy. I could also use a belt.
Cleric 5| HP: 50/50 | AC: 25, T:12, FF:23 | Fort: +9(+4vs Spells,SLA, poisons) | Ref: +3(+4vs Spells,SLA, poisons) | Will: +10 (+4vs Spells,SLA, poisons)| Init: +3 | Perception: +11
Thank you bandit cleric. total of -5 hp Harrim continues to press the cleric. attack: 1d20 + 8 + 2 + 1 + 1 - 1 ⇒ (12) + 8 + 2 + 1 + 1 - 1 = 23
Cleric 5| HP: 50/50 | AC: 25, T:12, FF:23 | Fort: +9(+4vs Spells,SLA, poisons) | Ref: +3(+4vs Spells,SLA, poisons) | Will: +10 (+4vs Spells,SLA, poisons)| Init: +3 | Perception: +11
Harrim attacks the rogue in front of him, eager to give more than he took. attack: 1d20 + 8 + 2 + 1 + 1 - 1 ⇒ (3) + 8 + 2 + 1 + 1 - 1 = 14
attack: 1d20 + 8 + 2 + 1 + 1 - 1 ⇒ (12) + 8 + 2 + 1 + 1 - 1 = 23
Cleric 5| HP: 50/50 | AC: 25, T:12, FF:23 | Fort: +9(+4vs Spells,SLA, poisons) | Ref: +3(+4vs Spells,SLA, poisons) | Will: +10 (+4vs Spells,SLA, poisons)| Init: +3 | Perception: +11
Harrim swings his flail at the man that stabbed him. flail,DF,bless,magic weapon,PA: 1d20 + 8 + 2 + 1 + 1 - 1 ⇒ (8) + 8 + 2 + 1 + 1 - 1 = 19
active buffs: Divine favor, magic weapon, bull strength, Ironskin, bless
Cleric 5| HP: 50/50 | AC: 25, T:12, FF:23 | Fort: +9(+4vs Spells,SLA, poisons) | Ref: +3(+4vs Spells,SLA, poisons) | Will: +10 (+4vs Spells,SLA, poisons)| Init: +3 | Perception: +11
my only suggestion would be to spoiler the spell, example- DC 16 spellcraft:
He is casting the spell grease! Just so people aren't rolling, then waiting for you to respond. This may not be a huge issue most of the time, but perhaps for some niche spells or abilities.
Cleric 5| HP: 50/50 | AC: 25, T:12, FF:23 | Fort: +9(+4vs Spells,SLA, poisons) | Ref: +3(+4vs Spells,SLA, poisons) | Will: +10 (+4vs Spells,SLA, poisons)| Init: +3 | Perception: +11
I have the spell- Ironskin up atm. Also, just to add to the levitate spell- you can freely move horizontally if you have a means to propel yourself. In this case, either pulling via the wall, or jumping across. Or, he could simply run to the side the SL is on, then levitate up to the edge and step over. If he makes the will save.
Cleric 5| HP: 50/50 | AC: 25, T:12, FF:23 | Fort: +9(+4vs Spells,SLA, poisons) | Ref: +3(+4vs Spells,SLA, poisons) | Will: +10 (+4vs Spells,SLA, poisons)| Init: +3 | Perception: +11
just for future note, Harrim's AC is 29 (28 FF). I'll try to remember to keep it updated in my posts. Oh, ye just went an' made a mistake lad, but if you are so eager for groetus's embrace, let me shepherd ye soul to the great end. As he prepares to counter attack.
Cleric 5| HP: 50/50 | AC: 25, T:12, FF:23 | Fort: +9(+4vs Spells,SLA, poisons) | Ref: +3(+4vs Spells,SLA, poisons) | Will: +10 (+4vs Spells,SLA, poisons)| Init: +3 | Perception: +11
He is held in place, now is a good chance to strike if you can, I cannot say for how long the magic will hold! As even magic turns to dust in the end!
Cleric 5| HP: 50/50 | AC: 25, T:12, FF:23 | Fort: +9(+4vs Spells,SLA, poisons) | Ref: +3(+4vs Spells,SLA, poisons) | Will: +10 (+4vs Spells,SLA, poisons)| Init: +3 | Perception: +11
Harrim moves up closer to the swirling melee, but not before muttering a prayer to Groetus. Patient Groetus, grant this stag lord peace in the knowledge that his end has come, that all will come to ruin. Let him be still. moved and casting Hold person on the stag lord, since he is already shaken for that sweet -2. DC 17 will. If failed, may make an additional save at the end of every round/turn.
Cleric 5| HP: 50/50 | AC: 25, T:12, FF:23 | Fort: +9(+4vs Spells,SLA, poisons) | Ref: +3(+4vs Spells,SLA, poisons) | Will: +10 (+4vs Spells,SLA, poisons)| Init: +3 | Perception: +11
moving through fog doesn't take extra movement, You can see enough 5ft around you to move. I know generally what was in front of me and where. It does however keep me from doing anything but moving this turn either way... Harrim moves up and out of the cloud before spotting his target, grumbling as he does so.
Cleric 5| HP: 50/50 | AC: 25, T:12, FF:23 | Fort: +9(+4vs Spells,SLA, poisons) | Ref: +3(+4vs Spells,SLA, poisons) | Will: +10 (+4vs Spells,SLA, poisons)| Init: +3 | Perception: +11
Buffs- Bull's strength, magic weapon, bless, Ironskin I will assume Divine favor falls under the "rounds per level" limitation. Since it lasts only 1 minute. spells prepared:
Divine favor - 2/2 magic Weapon- 0/1 Doom- 1/1 Bless- 0/1 True Strike- 1/1 (domain) 2nd level-
AC is 29 ATM. In order- Bless->magic weapon->Bull's Strength->Ironskin, Also note, my plan for ultimate shut down- Doom (or demoralize) into sicken, into Save or suck. As both combined provide a -4 to their saving throw.
Cleric 5| HP: 50/50 | AC: 25, T:12, FF:23 | Fort: +9(+4vs Spells,SLA, poisons) | Ref: +3(+4vs Spells,SLA, poisons) | Will: +10 (+4vs Spells,SLA, poisons)| Init: +3 | Perception: +11
technically you can still target a square in a fog cloud. So, if someone was entangled and glued to the ground, then used an obscuring mist. An archer could still shoot where they were (with a 50% miss chance) I also have- Cloud of Seasickness
Cleric 5| HP: 50/50 | AC: 25, T:12, FF:23 | Fort: +9(+4vs Spells,SLA, poisons) | Ref: +3(+4vs Spells,SLA, poisons) | Will: +10 (+4vs Spells,SLA, poisons)| Init: +3 | Perception: +11
I'm sorry. Forgot to say. I'm on vacation to celebrate mine and my grandpa's birthdays (18 and 16th respectively)from yesterday to Sunday. My labtop is broken so I wont have much access time to make posts. I'll see if I can make a post or two from my phone. But feel free to bot.
Cleric 5| HP: 50/50 | AC: 25, T:12, FF:23 | Fort: +9(+4vs Spells,SLA, poisons) | Ref: +3(+4vs Spells,SLA, poisons) | Will: +10 (+4vs Spells,SLA, poisons)| Init: +3 | Perception: +11
How do you run buff spells? Do you count talking against them, or do you allow them to function for the combat talking aside? Basically, could I cast bull's strength and magic weapon and have them for the inevitable combat, or would it take too long? perception: 1d20 + 12 ⇒ (7) + 12 = 19
Harrim merely rubs his beard, casting his eyes around the place as he seems lost in thought for a moment.
Cleric 5| HP: 50/50 | AC: 25, T:12, FF:23 | Fort: +9(+4vs Spells,SLA, poisons) | Ref: +3(+4vs Spells,SLA, poisons) | Will: +10 (+4vs Spells,SLA, poisons)| Init: +3 | Perception: +11
as far as the game goes, I've chosen the LG option 3 times, and won each time. Its very possible, but difficult. Often you need to buff up before going "hey, I'm here to kill you btw" That said, I can't say how it will go in a TT setting.
Cleric 5| HP: 50/50 | AC: 25, T:12, FF:23 | Fort: +9(+4vs Spells,SLA, poisons) | Ref: +3(+4vs Spells,SLA, poisons) | Will: +10 (+4vs Spells,SLA, poisons)| Init: +3 | Perception: +11
Harrim gives a glance to Valerie.
Its easily apparent to Pyros and Faerin he is on a proselytizing rant again, and may not stop without being told to do so. Above game, sneaking in would be difficult, though useful for making the fight easier. However, we do have several fog spells amongst us, mine in particular applies the sickened condition, and it would be the time where "buffing and going all out" would apply. (likely for us and the enemy however), its also the lawful
Cleric 5| HP: 50/50 | AC: 25, T:12, FF:23 | Fort: +9(+4vs Spells,SLA, poisons) | Ref: +3(+4vs Spells,SLA, poisons) | Will: +10 (+4vs Spells,SLA, poisons)| Init: +3 | Perception: +11
simpler times. But all times must come to an end, so is the way of the world. ahem. Sorry. Harrim been getting to me haha.
Cleric 5| HP: 50/50 | AC: 25, T:12, FF:23 | Fort: +9(+4vs Spells,SLA, poisons) | Ref: +3(+4vs Spells,SLA, poisons) | Will: +10 (+4vs Spells,SLA, poisons)| Init: +3 | Perception: +11
Harrim keeps to himself for now. There was a time for preaching, and while he so loved to do so with those that could not help but listen he would give them a reprieve for now.
Cleric 5| HP: 50/50 | AC: 25, T:12, FF:23 | Fort: +9(+4vs Spells,SLA, poisons) | Ref: +3(+4vs Spells,SLA, poisons) | Will: +10 (+4vs Spells,SLA, poisons)| Init: +3 | Perception: +11
I was looking at the more easily accessible version I suppose... I did like the idea of being able to trip/disarm with me flail, so if it is a dex 13 requirement, I may finagle around.
Cleric 5| HP: 50/50 | AC: 25, T:12, FF:23 | Fort: +9(+4vs Spells,SLA, poisons) | Ref: +3(+4vs Spells,SLA, poisons) | Will: +10 (+4vs Spells,SLA, poisons)| Init: +3 | Perception: +11
It seems unbecoming to ambush one you have already come to terms with. Though, then again... He lets his thought taper off. He doesn't see a reason to suddenly attack them, though, he doesn't have much reason not to either. Other than past dealings.
Cleric 5| HP: 50/50 | AC: 25, T:12, FF:23 | Fort: +9(+4vs Spells,SLA, poisons) | Ref: +3(+4vs Spells,SLA, poisons) | Will: +10 (+4vs Spells,SLA, poisons)| Init: +3 | Perception: +11
Harrim rubs his beard contemplatively, looking at a general map of the area. If not today, then tomorrow or the next. Such is the end of all things... He replies in part too Regongar, in part to voice his own pondering. He then lets out a harrumph. Still, I suppose days hence is better than today. I will not rush the inevitable if it need not be. I'd rather we guide these poor souls to their final rest, so I will nary disagree with scouting. That said, we likely 'ave a good idea of what to expect. Either way, the real trick will be both entering and move around without drawing the entire place down on our 'eads. Hmm. Harrim seems to lose himself to his thoughts once more. After a bit, he speaks up once again. As for the latter, I have to admit, I've never been adept at moving quietly, and this armor makes it nigh impossible now. It may be best to try and go at night, when the most would be sleepin' and eyes of guards be heavy. He casts an eye towards the cheerful elf
Cleric 5| HP: 50/50 | AC: 25, T:12, FF:23 | Fort: +9(+4vs Spells,SLA, poisons) | Ref: +3(+4vs Spells,SLA, poisons) | Will: +10 (+4vs Spells,SLA, poisons)| Init: +3 | Perception: +11
I may regret it, but I think I may pick up deft Manuevers with Harrim (instead of combat casting or a +1 AC feat) Since I'll be using a flail fairly often, and 1d10+5 w/out buffs isn't the scariest thing at this point. Though if I have time to buff, that goes to 1d10+10, if I drop three spells. so Disarm/trip might prove usefull.
Cleric 5| HP: 50/50 | AC: 25, T:12, FF:23 | Fort: +9(+4vs Spells,SLA, poisons) | Ref: +3(+4vs Spells,SLA, poisons) | Will: +10 (+4vs Spells,SLA, poisons)| Init: +3 | Perception: +11
no that makes sense, I thought Regongar was considering them, apologies. Also, are we using crafting feats or no? I won't be taking any (since Harrim) But am curious if anyone else is.
Cleric 5| HP: 50/50 | AC: 25, T:12, FF:23 | Fort: +9(+4vs Spells,SLA, poisons) | Ref: +3(+4vs Spells,SLA, poisons) | Will: +10 (+4vs Spells,SLA, poisons)| Init: +3 | Perception: +11
Harrim will take the divine scrolls, since I think he is the only one that can really use them. Bless x2
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