Rival Explorer

Raltus's page

Organized Play Member. 1,023 posts (17,323 including aliases). No reviews. No lists. 1 wishlist. 3 Organized Play characters. 34 aliases.


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Human Druid; HP 42/42 | AC 15 | T 12 | FF 14 | CMD 16 | Fort +6 | Ref +2 | Will +8 | Init +2 | Perc +11 (Darkvision 60ft)

That is hard for sure.

Liberty's Edge

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HP 33 l AC 20 (T 15/FF 15) l F +6, R +8, W+8 (+2 vs enchantments) l Ini +8 l Perc +13

Plus their CMB while being grappled.

Fen tries to get out of the tentacles moving towards the flying woman.

Keene had to move you north to get out of the tentacles


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HP 43 l AC 19 (T 13, FF17) l 3/3/5 (+2 vs Fear) l Init +2 l Perc +8 *Cover Name - Ba*

You didn't offend me as it is rather hard to do, being a nurse I have a rather twisted sense of humor. I fully understood what you are doing and applaud your RP.

I was playing Fhingle to what I see him as, he was tortured as a slave and used as a conduit to channel Hellish visions and contracts through. He just has some PTSD that he has to work though.


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Purple and Molos what Campaign traits did you pick, also I totally forgot about the special build rules I had used.

you can use 20 pt buy and always have max HP

Or

25 Pt by and roll and keep what you roll.


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Human Druid; HP 42/42 | AC 15 | T 12 | FF 14 | CMD 16 | Fort +6 | Ref +2 | Will +8 | Init +2 | Perc +11 (Darkvision 60ft)

HP: 1d4 + 4 ⇒ (3) + 4 = 7

Feat: Warrior Priest.

Skills: +1

I was not ready for the post to blow up like that, I don't get the same access at work right now for a PC so I will be a bit slower I guess.


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Human Druid; HP 42/42 | AC 15 | T 12 | FF 14 | CMD 16 | Fort +6 | Ref +2 | Will +8 | Init +2 | Perc +11 (Darkvision 60ft)

Seeing her allies begin to cut the enemies down quickly Sario tries to help out with her own Tiefling. "We will drive you from this place, you will no longer pervert this city with your wicked ways." Sario says loudly.

Scimitar: 1d20 + 5 ⇒ (18) + 5 = 231d6 + 2 ⇒ (4) + 2 = 6
Confirm?: 1d20 + 5 ⇒ (18) + 5 = 231d6 + 2 ⇒ (6) + 2 = 8

Sario fakes high with her shield to deflect the Cultists weapon, slicing low with her Scimitar she cuts across the abdomen drawing a large spray of blood.

Liberty's Edge

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HP 33 l AC 20 (T 15/FF 15) l F +6, R +8, W+8 (+2 vs enchantments) l Ini +8 l Perc +13

"Excite you?" Fen says with a wide smile as he nimbly catches the keys and opens the cages. Pulling out his own Healing wand Fen boops the two to hopefully bring them awake.

CLW: 1d8 + 1 ⇒ (3) + 1 = 4

CLW: 1d8 + 1 ⇒ (5) + 1 = 6

doesn't matter who first


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Human Druid; HP 42/42 | AC 15 | T 12 | FF 14 | CMD 16 | Fort +6 | Ref +2 | Will +8 | Init +2 | Perc +11 (Darkvision 60ft)

Tell them you want an eye that shoots lasers :)

Liberty's Edge

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HP 33 l AC 20 (T 15/FF 15) l F +6, R +8, W+8 (+2 vs enchantments) l Ini +8 l Perc +13

Kasumi I like your addition to the slide

Fen looks at the situation in the room. "You're awful crowded in there, maybe back out a bit so others can help?" Fen says.

Going to Delay to see if they move out so I can whip


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It would be 2 days for the bow to be enchanted as it is 2000 gold.

Way Finder Powering Stone 26-100 to pass: 1d100 ⇒ 98the magic worked into the wayfinder amplifies the power of the ioun stone, usually (about 75% of the time) unlocking new abilities in addition to the stone’s normal power.

There is also more stuff on the sheet, Things under 350 gp will be available anything over 500 will have to be rolled as right now they have what they have scavenged.


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Yes you get Mythic at 6th, the end of this book, you wouldn't qualify for Vital Strike till 7th as you don't get a feat till then. Fighters get access at 6th and a few other classes since they get a bonus feat then. You could I guess in Theory train out your 5th level feat.

I am good with Retraining, we can use your clans men as well as the teacher.

Liberty's Edge

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HP 33 l AC 20 (T 15/FF 15) l F +6, R +8, W+8 (+2 vs enchantments) l Ini +8 l Perc +13

Fen moves forward squeezing past his allies.

Whip em' real good: 1d20 + 9 ⇒ (11) + 9 = 201d4 + 2 ⇒ (2) + 2 = 4

I will 5' step away next turn, just don't tell the Worg. shhh


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HP 65 l AC 21 [+2 vs Traps] (T 15 FF 16) l F +6 R +12 W +5 (+2 vs Poison/Magic) l Ini +45 Perc +10 (+3 to unusal stone/Traps)

What did he taste like?


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HP 43 l AC 19 (T 13, FF17) l 3/3/5 (+2 vs Fear) l Init +2 l Perc +8 *Cover Name - Ba*

I think Fhingle would be better suited as Neutral Good instead of Lawful Neutral.


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HP 43 l AC 19 (T 13, FF17) l 3/3/5 (+2 vs Fear) l Init +2 l Perc +8 *Cover Name - Ba*

"Let me aid you Saul" Fhingle says in Celestial.

Aid: 1d8 + 5 ⇒ (8) + 5 = 13

Saul gets a +1 to atk and the above in temp hit points


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So I built Balder on Hero Lab, because he has the ability to wield Large size weapons the War Hammer stayed Large.

Uskroth’s Armor:

Hero Chieftain Uskroth wore a suit of armor that blessed
him with enlarged size and great strength.
USKROTH’S ARMOR PRICE
11,350 GP
SLOT armor CL 5th WEIGHT 100 lbs.
AURA faint transmutation
This battered, well-used suit of +1 half-plate
automatically resizes itself to match the size
of its wearer. Once per day on command,
the armor can bestow upon its wearer
the effects of righteous might for
5 rounds. The wearer’s alignment
determines the DR gained from
this ability. A good wearer gains
DR 5/evil, an evil wearer gains
DR 5/good, and a wearer who
is neither good nor evil chooses
which DR to gain the first time
she activates this ability—once chosen, it
cannot be changed.
CONSTRUCTION REQUIREMENTS COST 6,350 GP
Craft Magic Arms and Armor, righteous might

AGRIMMOSH MAJOR ARTIFACT:

SLOT none CL 20th WEIGHT 10 lbs.
AURA strong transmutation
Agrimmosh appears to be a simple stone blacksmith’s
hammer engraved with Minderhal’s holy symbol. It functions
as a +2 impactUE warhammer that automatically resizes itself
to match the size of its wielder. Once per day as a full-round action, the wielder of Agrimmosh c an u se t he h ammer to
cast heightened enlarge person (Fortitude D C 23 negates).
This effect lasts for 20 minutes. Whenever the wielder
of Agrimmosh confirms a critical hit against a creature of
the humanoid type, the target creature must succeed at a
DC 23 Fortitude save or shrink by one size category, as by
heightened reduce person. This effect lasts for 20 minutes.
In addition, Agrimmosh has other powers that are
currently dormant. When the Hammer of Unmaking is struck
against Minderhal’s Forge in the Cathedral of Minderhal (see
Pathfinder Adventure Path #93: Forge of the Giant God),
these powers are reawakened, and Agrimmosh gains the
following abilities.
Whenever the wielder of Agrimmosh successfully strikes
a creature with the hammer, as an immediate action he can
attempt a targeted dispel check against the struck creature,
as dispel magic, to end a single ongoing transmutation effect
that alters the target’s size. Other ongoing spells and effects
are unaffected. The wielder uses the hammer’s caster level
as his own when attempting such a dispel check.
Agrimmosh a lso g ains 3 c harges, w hich r enew a t t he
beginning of each day. The wielder can expend the listed
number of charges to activate one of the following spelllike
abilities as a full-round action; expending an extra
charge to activate the spell-like ability reduces the casting
time to a swift action instead. Regardless, the wielder of
Agrimmosh can activate only one of the weapon’s spell-like
abilities per round.
• Heightened enlarge person (1 charge, DC 23; this replaces
Agrimmosh’s 1/day enlarge person ability)
• Heightened mass enlarge person (2 charges, DC 23)
Lastly, Agrimmosh can be used in conjunction with
Minderhal’s Forge at the Cathedral of Minderhal to resize
magic armor and weapons. More details on this ability can be
found in Pathfinder Adventure Path #93.
DESTRUCTION
If Agrimmosh is heated in Minderhal’s Forge at the Cathedral
of Minderhal for 10 years and then quenched in the blood of
a slain rune giant, it loses all of its magical abilities and is
destroyed, shattering into a thousand pieces.

A lot to read


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Arrows 33/40 Blunt 20/20 HP 32/35 l AC 18 (T 14, FF 14) l F +5 R +8 W +2 (+2 vs enchantments) l Ini +5 l Perc +13 (+2 traps +1 vs giants +2 vs surprise)
Doors/Traps:
[dice=Trap]1d20+15[/dice][dice=disable device]1d20+14[/dice][dice=Stealth]1d20+10[/dice]

Quiary pokes his head back in the room a bit as the two are talking "Shhh... I can hear you down the hall, at least go back into the big room. Plus Caeldren is right, a shield doesn't allow you to dip and dodge, put and arrow or blade where you want it to inflict the most pain." Quiary smirks then heads back out

Grand Lodge

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HP 15 l AC 17 (T 13/ FF 14) l F+1 R+6 W+3 l Ini +3 Perc +10 (+1 to find Traps)
spell save bonuses:
+2 vs. enchantments, +1 trait bonus vs. charm and compulsion spells or +2 if directed to break the law

"I agree with getting to the safehouse first, once we know that it is "safer?" Chorlo smirks at his own bad joke "We can then go to this Pemak's Tincture and see what we can find out about the poison, it was recently burglarized and this poison is famous for use by the poisoner's guild here in Daggermark."

You put reset, just funny because he does for the next group to go through this modules :)


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HP 43 l AC 19 (T 13, FF17) l 3/3/5 (+2 vs Fear) l Init +2 l Perc +8 *Cover Name - Ba*

Fhingle snaps his fingers at the woman, her wounds close but no healing comes to her.

"She is stable for now, what do you want to do with her?" Fhingle says.

Stabilize


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Human Druid; HP 42/42 | AC 15 | T 12 | FF 14 | CMD 16 | Fort +6 | Ref +2 | Will +8 | Init +2 | Perc +11 (Darkvision 60ft)

"So we should expect more resistance once inside? Some of my magics won't be as effective without plant life but I will make due." Sario says eating some of her stew


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HP 43 l AC 19 (T 13, FF17) l 3/3/5 (+2 vs Fear) l Init +2 l Perc +8 *Cover Name - Ba*

Fhingle a bit shocked at this turns and flees with Cassisu


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HP 43 l AC 19 (T 13, FF17) l 3/3/5 (+2 vs Fear) l Init +2 l Perc +8 *Cover Name - Ba*

Fhignle mutters something in Celestial, his body changes into what looks like white hot heat. Moving towards the down Hellknight Fhingle lays a hand on him.

Energy Body: 1d6 + 4 ⇒ (2) + 4 = 6

If anyone else needs healing from this.

Energy Body: 1d6 + 4 ⇒ (1) + 4 = 5
Energy Body: 1d6 + 4 ⇒ (2) + 4 = 6
Energy Body: 1d6 + 4 ⇒ (4) + 4 = 8

Fhingle offers his hand out to those in need of healing.


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Khaz:

Lord Hulrun was killed during the attack and the
demons have his body on display!

Jocasta:

I swear the sun’s been rising later and setting earlier
each day—soon it’ll be forever night!F


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HP 43 l AC 19 (T 13, FF17) l 3/3/5 (+2 vs Fear) l Init +2 l Perc +8 *Cover Name - Ba*

Will save: 1d20 + 5 ⇒ (2) + 5 = 7

Fhingle rocks in pain from the spell and from the Incoming damage all his friends tooks.

Fhingle takes up to 5 from each of the damage you took.
Cassius took no damage but Fhingle took 3
Saul took 7 damage Fhingle took 5
Fhingle is Lawful Neutral so I take 12?


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Specials:
Blessings 3/4 day, Fervor (1d6,0/3 day),
HP 29 AC 19, T 10, FF 19 /CMD 13/F+5/Ref+1/Will+6/Ini+4/Perc+6

Merry Christmas to all here or Holidays to those who don't celebrate the fat man.


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HP 43 l AC 19 (T 13, FF17) l 3/3/5 (+2 vs Fear) l Init +2 l Perc +8 *Cover Name - Ba*

"He is right Saul, you were doing well, don't end up like Logan." Fhingle lets the last work hang


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No it hit, i added th dmg on


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We are yes


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Lots to Read, I will also give 1 minute of prep time before the battle starts, this is long play smart, "bodies" will be left on the battle field but turned upside down, they are dead and count as rough terrain. Also a new map is up for this fight.

Sharpened Stakes: The easternmost barricade is equipped
with sharpened and splintered wooden fences that Omast
salvaged from the wreckage of nearby homes. A PC can
ready an action to impale an incoming attacker on the fence
posts as though readying a brace weapon against a charge.
If readied in this way, the fence posts deal 2d8 points of
damage to an orc that ends its movement on the barricade
in a square threatened by the PC.

Barricades: Two barricades have been set up on the
hill leading toward the western gate. The barricades are
approximately 3 feet high and 5 feet wide. A barricade has an
AC of 5, hardness 5, hp 20 per 5-foot square, and a break DC
of 20. It costs 2 squares of movement to cross a barricade. A
barricade provides cover, but only to creatures within 30 feet
of it. An attacker can ignore the cover if he’s closer to the
obstacle than his target. See page 195 of the Pathfinder RPG
Core Rulebook for more details on low obstacles and cover

Flaming Boulder: A large boulder that came crashing into
Trunau not long after the raid began sits in the middle of
the hill between the two barricades (area L11a). The boulder
is nearly 10 feet across, and the PCs can roll the stone down
the hill (toward the gates) at almost any angle. Additionally,
the boulder picked up some of the same alchemical reagent
that set fire to the trees in area L8, and can be ignited with a
torch. Starting the boulder on its journey downhill requires
a move action and a successful DC 13 Strength check. The
boulder travels in a 10-foot-wide line, attacking all creatures
in its path. The boulder has a melee attack bonus of +10; on
a successful hit, it deals 3d6 points of bludgeoning damage
(plus 1d6 points of fire damage if it’s on fire). In addition, any
creature struck by the boulder must succeed at a DC 10 Ref lex
save or be knocked prone. The boulder crashes through any
barricades in its path, but comes to a halt when it hits a sturdy
solid object such as the inner quarter’s wall

Rolling Logs: Two bundles of logs have been lashed to the
western side of the westernmost barricade, one on each side
of the road (areas L11b). This timber can be cut loose to roll
downhill with devastating effect. Releasing the lashings
of one of the log bundles requires two full-round actions
(thus, releasing a bundle takes one character 2 rounds, and
two characters 1 round; four characters could release both
bundles in 1 round). Alternatively, a bundle can be released
as a standard action by dealing at least 2 points of damage
to the lashings with a slashing weapon. When unleashed,
a bundle of logs tumbles down the hill in a 20-foot-wide
line, attacking all creatures in its path. A bundle of rolling
logs has a melee attack bonus of +15; on a successful hit, it
deals 3d6 points of bludgeoning damage. In addition, any
creature struck by the logs must succeed at a DC 15 Ref lex
save or be knocked prone. The rolling


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Khaz I love the RP, I had to work the sword into the game since it is a big part of the story. You should have got it underground but this was the best place I could put it in.

Now Khaz you don't use the mace that is your Deity's favored weapon, the Issue with this sword is that if it is in the hands of a different Paladin it will "morph" into the favoured weapon of your Deity.


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Human Druid; HP 42/42 | AC 15 | T 12 | FF 14 | CMD 16 | Fort +6 | Ref +2 | Will +8 | Init +2 | Perc +11 (Darkvision 60ft)

Pretty sure there is much more to that Scene than just that Image haha


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HP 43 l AC 19 (T 13, FF17) l 3/3/5 (+2 vs Fear) l Init +2 l Perc +8 *Cover Name - Ba*

Fhingle watches the two men not get along, getting a bit more quiet himself/ Once they return he helps with some unloading then goes to painting.

C Paint: 1d20 + 8 ⇒ (19) + 8 = 27 Fhingle does this till he is ready for bed then goes to sleep


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The lantern Archon finishes off the human and Lorena skewers the final Tiefling. The dust settles in this library the woman at the back kicks away a lit torch from the books and those contained within the circle of books.

"Who...who are you?" the woman says almost crying


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HP 43 l AC 19 (T 13, FF17) l 3/3/5 (+2 vs Fear) l Init +2 l Perc +8 *Cover Name - Ba*

"He also smells like he might have peed himself." Fhingle adds


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Updated with some additional sorting by Traits:

Melee
Khaz Cloudbreaker - Paladin - Child of the Crusade
Godwyn Clearwater - Paladin - Child of the Crusades
Lysander The Sword - Magus - Riftwarden Orphan
Lisla Cerridian - Magus - Riftwarden Orphan
Godwin Solace - Warpriest - Stolen Fury

Divine
Reulin Drelge - Crusader Cleric - Touched By Divinity
Lorena - Oracle - Touched by Divinity
Lisandra Elsinore- Life Oracle - Touched by Divinity

Skills
Regena Reneta - Inquisitor - Exposed to Awfulness
Reyr Sundark - Ranger - Stolen Fury
Terry - Rogue - Chance Encounter

Arcane
Reuleaux - Wizard - Riftwarden Orphan
Colr R Warwick - Wizard - Touched by Divinity
Carson Whitaker - Wizard - Riftwarden Orphan

Sorted by Traits

Riftwarden Orphan
Reuleaux
Carson Whitker
Lysander the Sword
Lisla Cerridian

Touched by Divinity
Colt Warwick
Reulin Drelge
Lorena
Lisandra Elisnore

Exposed to Awfulness
Regena Reneta

Stolen Fury
Reyr Sundark
Godwin Solace

Chance Encounter
Terry The Rogue

Child of the Crusades
Khaz Cloudbreaker
Godwyn Clearwater


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The World wound Pours forth Demons of every kind, the Storm King has made and attempt on the Ward Stones once before and our Intel tells us that he will likely do so again but who knows when. We seek knights, Paladins and all those whom would serve in the 5th Crusade heading into the World wound to drive back the Demonic presence, and close the festering wound that has destroyed Sarkoris.

Character Generation:

I am going to give 2 options here.
1. You can go 25 pt buy but you have to roll your HP and stay with whatever you roll.
2. You can go a 20 pt buy and have max HP at every level
Backgrounds skills will be in effect.
Variant Multiclassing
Unchained Classed only
Skill Unlocks – Rogue’s get it naturally
Stamina System – Fighters get it naturally, everyone can feat into it.
The new Poison/Disease system

Races and Classes:

All Common races
All Classes – Yes Gunslinger without having to go bolt ace is acceptable.
Tiefling or Aasamir – Aasamir’s are welcome but Tieflings are not overly as they are suspect to their demonic partenage. This City does not like those who are not of the common races.
I am not overly familiar with the Occult Classes but you can play them if you wish.
No 3rd party please don’t ask this can get crazy enough as it is without some of the more powerful 3rd party classes. I do like them though I will tell people that much.

Background:

Nothing to overly expansive, Most people are going to be new to adventuring or crusading and hoping to get their fair share of the loot that is left in the country that was Sarkoris. A 2-3 paragraphs max is good for me.

Please no RP in the thread, ask any questions on the thread unless it is absolutely necessary.

[b][/bigger]Recruitment is open for 1 week closing on Sunday Jan 7th at 11:59:59 EST [/bigger][/bg]

I realize I am opening this on New Years Eve here in Canada but I find recruitments that run to long tend to get a bit much. I am running a game for some friends and am playing in some so this will be my first AP recruitment and 2nd overall on these forums.


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"Many, I didn't leave this floor, I had my own work to do, to pervert to corrupt." The Tiefling hisses at Don

The Room you are in
Blood and filth smear floor of this long room. Six white
stone statues of famous heroes line the hall—each clawed,
bloodstained, partially smashed, or otherwise defaced. At the
far end of the hall, a raised dais holds an upturned alabaster
altar. Sitting atop the upside-down altar is a hideous mass
of severed limbs that have been stitched together into a vile
monstrous insectoid shape. Before the dais, seven ratty bedrolls
have been laid out on the floor.

Office:

P9. Priest’s Chambers
A long table and six chairs have been pushed against the
western wall. On the opposite wall, a tapestry depicting a
map of Mendev hangs from a silver rod—the tapestry has been
slashed several times and splashed with filth. A bedroll sits
on the floor, and on the nearby table is an array of alchemical
devices and a long wooden sword case wrapped with cords, as
if ready for travel.

On the table are 3 Holy Symbols of Iomadae and Sheylyn. There is a Sword case and the what works out to be a masterwork Alchemy lab This provides a +4 to Craft Alchemy skills.

Sword Case:

Inside is a Cold Iron Long sword, the magical aura on it radiates demon slaying. There is also a note See notes if this doesn't work

Once in the next Room Alchemy DC 20:

The Tiefling is trying to infest the holy symbols with Demon's Plague so that once someone touches they become infested.


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As Iko travels down the alley ways he ducks into some debris to avoid some cultists that are moving by, there are 4 cultists all with masks on and a few Dretches.

Iko:

"We should have persued them right up to that blasted hold out, I bet we could have taken them." One of the cultists says.

"Jeslyn says we cannot abandon the The Garrison, she is almost done the spell to corrupt that stupid stone fragment."


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Specials:
Blessings 3/4 day, Fervor (1d6,0/3 day),
HP 29 AC 19, T 10, FF 19 /CMD 13/F+5/Ref+1/Will+6/Ini+4/Perc+6

After Aliva checks the room she comes back.

"Not much up there, some skulls in cups and nice marble tables. They would be worth a bit but nothing else that I noted." Aliva then follows the group out with Ai'Sha


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I hate your tripping, so much ahah

The Large orc goes down, breaking the table as he tries to avoid Iko's lashing limbs.

Initiative Rd 1
Don, SteelGate
Iko, Orc (19)
Lynn (Now you healed already), Tink <---


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The man goes into the back again, coming out with a few nice out fits for the group. 100 gp each outfits for the PC's

The man arrives at Tink, "I guess I will have to make a hole in the back for your tail to come out. As to sleeping, you are more than welcome to rest here for the remainder of the day."


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"That there be a warm up, I was showin' ye all how ta not lift this ere heavy what ere it is. I be showin' ye all how ta in a minute, I will let ye have yer turn."

Bufalgar backs up to let the other move up.

Grand Lodge

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Is there a place to buy the Campaign setting book in PDF?


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Human Druid; HP 42/42 | AC 15 | T 12 | FF 14 | CMD 16 | Fort +6 | Ref +2 | Will +8 | Init +2 | Perc +11 (Darkvision 60ft)

"Merlin just end the demon, they wouldn't be so kind in turn. We are not taking prisoners here."

Sario will then turn and move into the house.

"Scared little man, come out to play, children cannot defend themselves like we can. Your demonic masters will kill you when you return with news of your failure here."

intimidate: 1d20 ⇒ 20

Grand Lodge

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Even if it just showed a dot beside the threads that had a new post.

Grand Lodge

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Feats for a specific weapon should be done as weapon groups, it really would solve problems and the feat bloat that happens.

It also makes sense in game terms. I understand maybe not real life terms BUT this is not real life.

Grand Lodge

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Lady-J wrote:
Balkoth wrote:
Raltus wrote:

I mean if your Human fighter is balanced using a 20 point buy

Str 17 (+2 human)
Dex 13
Con 14
Int 13
Wis 12
Cha

He is suffering no negatives and at 4 (+1 str), 8th (+1 dex), 12 (+1 int)

Have you ever looked at the Fighter special ability called Armor Training? At level 3, 7, 11, and 15 your Max Dex increases by 1 for your armor. This means if you're wearing a Full Plate at level 3 then you need 14 Dex to make use of your unique Fighter feature. And at level 15 (or shortly thereafter) you need 20 Dex. Which actually works out quite nicely with the +6 belt of Dex (coupled with your starting score of 14).

Again, this is the DEFAULT Fighter. No swapping out bonuses, no archetypes, no nothing. Default Fighter from Core Rule Book. Yet with ABP one of his only class features (higher AC from Dex than other classes) doesn't work and if you eliminate stat boosts all together it gets even worse.

Could you redesign the Fighter so he simply gets +1 Dodge AC at level 3/7/11/15 or something? Sure, but that's not how it's set up by default.

In other words, I'm not trying to min-max with crazy feats or races or whatever. I'm just trying to use the default Fighter right out of the box.

how about giving them a more workable pointbuy then

40 point buy should be the standard fantacy amount with 35 being low point buy and 50 being epic point buy this way the fighter can actually get the stats needed to make full use of the class abilities you want him to use
str 20(+2 human)
dex 16
con 14
int 12
wis 14
cha 11

I was just trying to work within the means of the game at present.

People would still complain the fighter/rogue/monk are weak with 40 point builds.

Grand Lodge

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I have both, I personally like the MiC better than UE only because it is laid out better and the charts in the back are nicer.

Plus there are gear sets.

Grand Lodge

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There are also the Legendary abilities for the ABP I know they come online at 19th but they seem cool too and help with further bumping your numbers higher.

Has anyone use they Armor as DR alternate progession?

Grand Lodge

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Balkoth I read your posts, I do agree, I feel that you still want the stat boosting items, I am NOT calling you a min/maxer at all.

I mean if your Human fighter is balanced using a 20 point buy

Str 17 (+2 human)
Dex 13
Con 14
Int 13
Wis 12
Cha

He is suffering no negatives and at 4 (+1 str), 8th (+1 dex), 12 (+1 int) you are going to get bonus' at those levels PLUS those from ABP. I realize that it is not perfect for classes using a shield or 2 weapons but really unless you are using hero lab you can rule how you wish.

Magic items that are stat boosting are like a crutch that everyone thinks they need. A fighter with an 18 Str should be enough to take you all the way to 20th, you don't need 24 str because you got the +6 belt and put all your extras into Str. Now you have a 29 Str but cannot get that 30th point.

If a humans Str caps at 18 it would make more sense, it would keep those large beings more dangerous because they can have higher stat bonuses.

Might Items should add quirky abilities that you cannot normally get from your class, boots of flying for a fighter because they cannot fly. Fun stuff not flat + x Stat

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