Black Dragon

"Night"'s page

43 posts. Alias of Just a Mort.


RSS


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

I think I bugged gameplay thread


2 people marked this as a favorite.
Terrinam wrote:

Go for a freedom of movement effect instead. Grease just invites fire spells. And the last thing you want is to be trapped in a field of tentacles while on fire.

Actually pathfinder removed the flammability of grease, and I also tweaked my suit for fire immunity. There seemed to be too many cases of getting caught in breath weapons, scorching rays, fireballs and that kind of stuff. I was only level 7 at that time so be nice on that FOM ring. It's not that easy to cover EVERYTHING from shadows to weapon wielding robots to swarms all by yourself.


1 person marked this as a favorite.

Oh yes, it was black tentacles. I think spiked tentacles of forced intrusion might be a 3.5 thing I'm not familiar with.


3 people marked this as a favorite.
Kjeldorn wrote:

*Sniffles, and wipes teary eyes*

They grow up so fast!

Will you lend me a hand Freehold? I guess its time for that conversation now...

Mort, we have to talk about the School Boys/Girls and the Tentacle monsters...

I've had enough tentacle experiences to last a lifetime, no thank you. My Gee M in her great wisdom decided that I should be dealing with an ebul wizard, who promptly beat me in inititiatve and black tentacled the crap out of me. Moral of the story: Always carry lube(aka wand of grease)


1 person marked this as a favorite.

Yeah I was allowed to cast invisibility and sneak past some robots after a straight up fight didn't end well. The moonflower still ate me up, though. Asked for permission to invis past them as well, but The Gee M said I can't let you sneak past every fight, this is supposed to be a playtest!

Moral of story: Don't leave the house without your lube (aka wand of grease). Yes, there was a black tentacle incident as well, earlier.

My Gee M still doesn't allow infernal healing spells to be used by paladins. Says something about evil spell descriptors and dealing with the devil. Yells at me to use that wand of CLW instead. On the other hand, not RAW, she allows me to use CLW on my suit instead of lesser restore eidolon since it's 1500 gp for 2 Wands,and PFS scenarios have limited budget.


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

Ack. That le sux. I had that before.


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

It wouldn't either way. I'll be happy once I'm past colour spray levels lol.


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

Nope. Unconscious and asleep are two different things.

Helpless

A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against helpless targets. Rogues can sneak attack helpless targets.

As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A rogue also gets his sneak attack damage bonus against a helpless foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die. Delivering a coup de grace provokes attacks of opportunity.

Creatures that are immune to critical hits do not take critical damage, nor do they need to make Fortitude saves to avoid being killed by a coup de grace.

Uncounscious

Unconscious creatures are knocked out and helpless. Unconsciousness can result from having negative hit points (but not more than the creature’s Constitution score), or from nonlethal damage in excess of current hit points.


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

Yeah if asleep it would work, but not unconscious v colour spray. And there's the CDG fort save as well...

It could be some roll over from 5e, though.


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

Sorry nope, and CDG requires a 10+dmg done Fort save or die


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

Colourspray is rough. I was wondering if I should get smoked goggles, but if I guess the capabilities of the opponent wrong, its quite painful on my end. Funnily one of the builds I was considering submitting would be colour spray heavens oracle, but you can't really pump the colourspray HD with awesome display further much past 8 or so...


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

Good luck, Rob!


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

*bows respectfully to Rob*

Go for it.


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

Only if he states he isn't interested. Because I keep my promises.


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

Saving all the money.

Level 2 update:

+8 summoner hp
+6 hp eidolon

Eidolon is at 5.5 hp/HD, so 2 HD = 11 hp + 1(con modifier) x 2(level) = 13

Eidolon gains evasion, +1 str and dex, +2 nat armor, +1 BAB

So my nat armor with Mage armor is 22 (12 Touch, 20 flat footed)

+1 evolution point (Claws)

So first round I will be wielding longspear, then after I get in close and personal, I will drop longspear and bite, claw, claw.

Night gains 1 more spell per day, and 1 more spell known: Shield.

The prebuff rounds will now be mage armor + shield.

AC with mage armor + shield = 26 (12 touch(or 18 v incorp touch), 24 flat footed)

Skill ranks:

Perception +1
Spellcraft +1
Knowledge Planes +1
Knowledge Nature +1

Background skills:
Animal Handling +1
Linguistics +1


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

Night attempts to stabilize the mage.

Stabilize: 1d20 ⇒ 15

He then bows to the crowd and collects his winnings.

On his downtime, he goes to work as a stablehand.


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

It's Voog's turn now I think, so I'll level later...


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

Night snaps at the staff throwing mage, snapping only air.

bite: 1d20 + 3 ⇒ (5) + 3 = 8

To make things simpler I will roll my turn attack as well. On Night's turn...

Night attempts to bite the mage.

bite: 1d20 + 3 ⇒ (17) + 3 = 20
dmg: 1d6 + 3 ⇒ (5) + 3 = 8


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

Night winces as the thrown quarterstaff gives him a light bruise. He then snaps back in retaliation at the mage, falling short.

bite: 1d20 + 3 ⇒ (3) + 3 = 6


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

Night snaps at the mage in question, but goes wide.

bite: 1d20 + 3 ⇒ (1) + 3 = 4


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

Spellcraft: 1d20 + 6 ⇒ (9) + 6 = 15

'I knew that was the right thing to do with finger wagglers.'Night thinks to himself as he steps forward to give the mage another bite.

5ft step taken

bite: 1d20 + 6 ⇒ (8) + 6 = 14
dmg on hit: 1d6 + 3 ⇒ (5) + 3 = 8

Same drill


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

Hearing the word mage, Night decides to adopt the same tactics the used effectively against the initiate of fire, and charges right at the mage snapping at him after he has switched his longspear to a one handed grip.

charge: 1d20 + 5 ⇒ (17) + 5 = 22
dmg: 1d6 + 3 ⇒ (6) + 3 = 9

He then regrips his longspear with both hands.


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

For the next fight since I will probably be asleep.

Prep

Night casts Mage Armor on himself, and equips his longspear.

Actual fight

Night salutes the crowd, then moves into the arena.

init: 1d20 + 8 ⇒ (9) + 8 = 17

Realized my init was a +8 and not a +6, +2 dex,+4 improved init, +2 reactionary. Or if you wish, with GM permission, we can switch the init back to +6,then I switch one of my traits for sacred touch. I am VERY tired of not being able to make all those stabilize checks...


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

For the next fight since I will probably be asleep.

Prep

Night casts Mage Armor on himself, and equips his longspear.

Actual fight

Night salutes the crowd, then moves into the arena.

init: 1d20 + 8 ⇒ (13) + 8 = 21

Realized my init was a +8 and not a +6, +2 dex,+4 improved init, +2 reactionary


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

Ok. If you wish then Ill continue till 2. I don't want to go back on my promises.


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

Dayjob - Off to be stablehand again! Taking 10, total 17.

77 gp saved + 333 gp = 410 gp

Purchases:
Scroll of lesser evolution surge (150 gp)
Scroll of see invisibility (150 gp)
Healers kit (50 gp)
Saving 60 gp.


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

Night quickly stablizies the dwarf before bowing to the crowd.

heal check: 1d20 ⇒ 3
heal check: 1d20 ⇒ 12
heal check: 1d20 ⇒ 4
heal check: 1d20 ⇒ 4
heal check: 1d20 ⇒ 7
heal check: 1d20 ⇒ 8
heal check: 1d20 ⇒ 2
heal check: 1d20 ⇒ 8

"Damn it..."He curses as the bleeding refuses to stop.

heal check: 1d20 ⇒ 9
heal check: 1d20 ⇒ 16

The other heal checks are if he still can be saved...not too much hope about that...

If the dwarf dies:

"I'm sorry. You shouldnt have stubbornly pushed on..."He says sadly to the corpse.

If someone stabilizes the dwarf, or Night managed to eventually get that heal check out:

"Phew."Night heaves a sigh of relief.

If someone helped stablize the dwarf

Night gives the person his heart felt thanks.


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

Night snaps at the dwarf again, without much success. Getting impatient and hoping to finish the job, he steps back(5ft) then runs the dwarf through.

bite: 1d20 - 2 ⇒ (4) - 2 = 2

longspear: 1d20 + 3 ⇒ (16) + 3 = 19
dmg: 1d8 + 3 ⇒ (2) + 3 = 5

I threaten him with longspear only now so he can 5ft out of the way and cast


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

”I guess we’ll have to do it the hard way.”

Night continues biting the dwarf, managing to hit only armor.

bite: 1d20 + 3 ⇒ (3) + 3 = 6


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

”Give up, dwarf – look, you can barely stand.” Night gives a matter-of-fact comment as he continues biting at the dwarf.

bite: 1d20 + 3 ⇒ (3) + 3 = 6


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

Nights backstory:

Night was just another stable hand when he was kidnapped by evil cultists off the street and experimented on. Their goal was to create "super soldiers" loyal to the cult. They fused an outsider into Night and were to start the conditioning phase when they were busted. Not by heroic adventurers, but by an adventuring party told to raid their stronghold for the cults books that an evil wizard wanted.

The amoral adventurers, with a mind only for profit sold the other captives to the slave markets and noted that Night, with his unusual configuration, would be worth more being sold to the arena and sold him to the arena.

Think Night as Anakin Skywalker trying to win his freedom from Watto


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

Night has ranks in spellcraft. I'd like to have a shot at identifying spells cast heh.

Night continues to bite his opponent, trying to bring him down.

bite: 1d20 + 3 ⇒ (10) + 3 = 13


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

I choose not to take the 5 ft step. Reason being I wish to keep him threatened at both 5 ft and 10 ft since I suspect he is a spellcaster. I know the damage would change because my natural weapons become secondary(take - 5 to hit, deal 1/2 str dmg) the moment I use a manufactured weapon.

Night stoically shrugs and continues trying to nip the dwarf.

bite: 1d20 + 3 ⇒ (16) + 3 = 19
dmg: 1d6 + 3 ⇒ (4) + 3 = 7


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

Night decides to stay in close and personal and continues to bite the dwarf, managing to mangle his shoulder.

bite: 1d20 + 3 ⇒ (19) + 3 = 22
dmg: 1d6 + 3 ⇒ (5) + 3 = 8

Natural attack Bestiary Rules

If a creature has only one natural attack, it is always made using the creature’s full base attack bonus and adds 1-1/2 times the creature’s Strength bonus on damage rolls. This increase does not apply if the creature has multiple attacks but only takes one.

Issue is I truly have only 1 natural attack. My longspear does not threaten at 5 ft and I choose not step back to take my longspear attack during my attack round.

Any AOOs are now taken at a +3


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

'Initiate of fire? Is he going to throw fireballs at me? Spellcasters usually don't do so well up close. I should take the initiative and charge at him.'Night thinks to himself.

Assuming 60 ft away

Night switches his longspear to his one handed grip, then charges at the initiate of fire, snapping at his shoulder.

charge: 1d20 + 5 ⇒ (1) + 5 = 6

His teeth snap only air. He quickly re grips his longspear with both hands.

AC 18, I threaten at both 5 and 10 ft. Feel free to roll the AOOs for me. It will be for damage. Bite is 1d6+3,longspear is 1d8+3. +5 to hit.


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

Night casts his mage armor and equips his longspear in his preparatory rounds.

He then bows to the crowd once he steps into the arena.

Ready and waiting

Init: 1d20 + 6 ⇒ (17) + 6 = 23


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

Items to buy:

Alchemist fire (5) - 100 gp

Acid flask (5) - 50 gp

Cold Iron Morningstar - 16 gp - was previously in my sheet but I removed it because I realized I busted the 70 gp budget for summoners.

Silver mace - 24 gp- was previously in my sheet but I removed it because I realized I busted the 70 gp budget for summoners.

Stone bow - 35 gp

Sling bullets(30) - 3sp (foc)

Scroll of shield (25 gp)

Grappling hook (1 gp)

50 ft silk rope (10 gp)

2 sacks of powder (2 gp?)

How do you feel about crafting? I'm considering picking up craft wondrous at level 3 and crafting during downtime days.

Gp spent - 264 gold pieces. Saving the rest, together with the 7 gp previously saved. 77 gp left.

Actually wait.

Night moonlights with the stable master as a stable hand. Or the zookeeper(assuming the arena has beasts kept some place) if the arena has no stables.

Take 10 for handle animal, total 17

handle animal if take 10 is not allowed: 1d20 + 7 ⇒ (2) + 7 = 9

Hey, who knows if there are some knights around that need their warhorses groomed and fed? In pathfinder society technically you need the farmstead vanity for using handle animal for day job, but who knows down here =P


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

Night moves over to his downed opponent trying to stabilize him. 'It might be me next time bleeding to death on the arena floor. He fought well. He shouldn't die this way.'

Stabilize: 1d20 ⇒ 9

Stabilize: 1d20 ⇒ 14

"Don't die on me!" Night curses as he fails to staunch the bleeding.

Stabilize: 1d20 ⇒ 20

Once he is sure the rogue is in no immediate danger, he bows to the crowd.

Night in his last incarnation was a paladin. I guess some of that goodness still carries over. Though he has gotten darker and snarkier.


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

Will buy items. Let me think what to buy. I need to start collecting my usual.. Ahem.. Pathfinders kit.


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

"Nice one."Night compliments him on his efforts. He then snaps at the rogue's head as a feint(not really using feint, just describing the miss in flowery language) before leaping backwards (5ft step) and running him through his chest with his longspear.

bite: 1d20 - 2 ⇒ (12) - 2 = 10

longspear: 1d20 + 3 ⇒ (18) + 3 = 21
dmg: 1d8 + 3 ⇒ (5) + 3 = 8

Using the following section of natural attack rules:

Creatures with natural attacks and attacks made with weapons can use both as part of a full attack action (although often a creature must forgo one natural attack for each weapon clutched in that limb, be it a claw, tentacle, or slam). Such creatures attack with their weapons normally but treat all of their available natural attacks as secondary attacks during that attack, regardless of the attack’s original type.

I am wielding my longspear in my arms, and my bite has nothing to do with the limbs wielding the longspear.


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

Night calmly moves up to finish the job. But his longspear clatters harmlessly off the cutpurses's armor."I suppose it's just a matter of time.."

Longspear: 1d20 + 3 ⇒ (5) + 3 = 8
dmg: 1d8 + 3 ⇒ (5) + 3 = 8

*Grin. I've almost forgotten what it's like when you can't hit unless you roll above 10*


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

”You can’t run forever, you know.” Night says conversationally as he closes the distance between him and the cutthroat, holding his longspear one handed, drawing another javelin, and hurling it at the cutthroat. In his eagerness to finish the job, his javelin toss goes wide. He then regrips his longspear with both hands.

Using the following rules

The synthesist uses the eidolon’s base attack bonus (+1), and gains the eidolon’s armor and natural armor bonuses and modifiers to ability scores.

If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a regular move.

javelin: 1d20 + 1 ⇒ (6) + 1 = 7

Factored in penalty range increment

Same drill as last round


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

"I'm ready." He gives a bow, gravely, to the audience.

Night casts mage armor on himself as one of the prepatory rounds. He makes sure he's wielding his longspear.

Init: 1d20 + 6 ⇒ (5) + 6 = 11

Night, seeing the opponent has not acted, draws a javelin and tosses it at his opponent. He regrips his longspear with two hands.

javelin toss: 1d20 + 1 ⇒ (13) + 1 = 14
dmg on hit: 1d6 + 2 ⇒ (6) + 2 = 8

-2 has been factored in for range increment.

Significance of longspear is that I have 10 ft reach - anyone approaching into melee range will take an AOO unless they Acro, or are using a reach weapon.

AC 20, CMD 15