Ware your words, for Truenames hold power - Reign of Winter OOC


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M Human Commoner/1, Expert/1

Ow.

That didn't end as well as I might have hoped.


Orc/Rngr HP:24/24, - AC: 17/T:13/FF:14 - Percep: +6(Dark Vision/Scent) F: +5/R: +6/W: +1 - CMB: +7 - CMD: 20, Speed: 30ft, Init: +5 /FE-Human

Bandits tougher than planned? I know that feeling all too well!


Minor Crab-beast

The sidhe fell to the same problem that the black house did - killed all the bandits in one spot, making it easy for the invisible leader to swoop in and animate them.

Only the sidhe have four risen to deal with (well... two left now) and the DM rolled a wee bit better for HP :P


M Gnome with Redcap Tendencies Rog3 AC 18/T14/FF15; 30 HP; F+4/R+6/W+1; +5 Init.; +8 Perception; +0 Sense Motive

Uh. I went to bed pleased with how things looked, only to find they did not come to fruition. Good try Bastigar, would have been grand had it worked.


Male Pyg Skilled Bushwhacker/Scout

Katherson Level 2

Oracle
Skill Point
HP 5 + 0

Level 0: Light

Skills:

Disable Device +1
K. Planes +1
Spellcraft +1
Survival +1
Perception +1
Acrobatics +1
Heal +2


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Minor Crab-beast

Happy Father's Day to much of the world (except you Aussies :P)

Hope that wishes are extended both up and down the paternal lineage. I'll be celebrating with bacon and egg muffin breakfast, scallop and codfish biriyani lunch and pizza for tea.... Mmmmm, calories...

Sorry for lack of post yesterday - had a power blackout.


Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1

I seem to have had two posts lost to the paizo servers, yesterday and two days before that. I'd like to try to find out what happened to them, but I've really got my hands full right now.

I have another make or break/"pass or you're out of med school" test in Pathology next Monday. I know it seems like I have these constantly and I guess I do, which is probably why I'm frazzled all of the time. This is the last test for Pathology and assuming I pass it, fifth term is supposed to be much easier. That means I'll have about seven months of clearer sailing without all the nervous breakdowns.

I never seem to get problems one at a time however. My grandmother died yesterday and I'm trying to get in touch with my family to find out what is going on. All I know right now is from an email to from my father telling me that the memorial is next Tuesday, the day after my exam. I'm really hoping that is the case but that seems an awfully long time to wait and I'm afraid he might be thinking this Tuesday. If that is the case, then I can't do both.

So, please bear with me. I've been a regular poster in the past, I've just got these periods where everything melts down and I have to weave my way through it.

PS: I forgot to say. Thank you in advance for well-wishes. Physical distance and parental divorce kept me from being too close to my grandmother although I liked her quite a lot. She was 96, extremely wealthy and worked exactly three days in her life. (no joke, her SS checks each month are for $0.96.) She had a wonderful life and died peacefully in her sleep. She is ultimately the one who pays tuition here, and for that I am extremely grateful. I'm going to miss her but feel this was a good end to a pretty great life.


Minor Crab-beast

Tis a bit weird Hilde to have the posts disappear, but don't stress about it - the servers have some strange gremlins at times and I know you're floating around in the ether.

Good luck for the upcoming exam, and condolences for the loss of your grandmother.


Fluid Inter-dimensional physically detached consciousness Roguish Healer/4

I'm sorry for your loss, Hilde. Best of luck on your exams, I know that having to do them while in mourning is going to make it so much more difficult to concentrate.


Orc/Rngr HP:24/24, - AC: 17/T:13/FF:14 - Percep: +6(Dark Vision/Scent) F: +5/R: +6/W: +1 - CMB: +7 - CMD: 20, Speed: 30ft, Init: +5 /FE-Human

Sorry to hear you are having such a tough time!


Minor Crab-beast

Also - Slaugh Sidhe, when you next rest you'll level up to two too, so feel free to start ringing in the changes. I'll have posts up both sides a wee bit later when kiddles are sleeping.


Male Gnome Rogue/Sorcerer
Stats:
Init +3 Per +5 | AC 16/14/14 | HP 25/25 | F +4/R + 5/ W +0| +2 vs illusion | CMB +0 CMD 13 | spells | 1st (4/4) | Spell Failure: 10%

Level Up:

Hit Die: 1d6 + 2 ⇒ (4) + 2 = 6

Melee: laughing touch +5 touch
Special Attacks: sneak attack +1d6, laughing touch 6/day
Spell-Like Abilities: (CL 2; Concentration +5)
Sorcerer Spells Known: (CL 2nd; Concentration +5)
1st (4/day)— two known
0 (at will)—daze (DC 15), detect magic, message, ray of frost

BAB: +1, CMB:+0, CMD: 13
Skills: Stealth +12, Disable Device +8 Escape Artist +8, Knowledge (arcana) +6, Climb +6 Favored Class: Skill (2)
Feats: Weapon Finesse, Eschew Materials

Level-up in progress, boss! It's a big level for Bastagar, and I'm excited to see what this trickster can do. I've decided on everything but my two first level spells known. On that I want to consult the rest of the Sluagh Sidhe. I was wondering what the others thought about what the party needs right now?

I'm getting the impression that one of my spells should be a damaging one, as the Halfhand's ungodly crossbow rolls can't last forever. Here I'm opting for a weapon-like spell that I can sneak attack with (in addition to my ray of frost, so my options are shocking grasp (melee) or snowball from Peoples of the North (ranged, with a stagger effect).

Also on the table are shield and vanish as defensive options, sleep with a nice DC 16 as a disabling spell (seeing as the Halfhand has color spray covered) and silent image for fun. (And god knows you've been spending too much time writing statblocks when you italicise every spell name out of force of habit)


Minor Crab-beast

Gah - ran out of time tonight - tomorrow post incoming, but I'm in a course the whole week so it will be late evening my time when it goes live.


Male Human(Ulfen) Bard(Savage Skald) 2

@Bastagar: Whilst Ray of Frost and Snowball are certainly flavorful options, from a mechanics perspective, I would be leery of taking them - a lot of things we encounter in the 'frozen north' will probably have some degree of cold resistance, limiting the usefulness of those spells.

I would recommend taking Acid Splash instead of Ray of Frost. Shocking Grasp is also not a terrible option for melee.

As for the second spell, Shield and Vanish are good options (particularly the latter, as it allows you to set-up sneak attacks more easily), but another option to consider is Infernal Healing (possibly re-flavored as 'First World Healing'...?), since we are low on healing.

--------------

Regarding Olaf's level-up, I am seriously considering taking a level of Armored Hulk Barbarian, to increase survivability...


Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1
Olaf Eriksson wrote:
@Bastagar: another option to consider is Infernal Healing (possibly re-flavored as 'First World Healing'...?), since we are low on healing

Hilde is supposed to be a healing/PBAoE type defensive paladin rather than an offensive powerhouse. Hopefully this adventure will help me get into good armor and then I should be better off.

HP: Avg +1 = 6 + 2 (con) = 21 total
BAB: +2, +3 str, +1 mw sword = +6 to hit
Saves: Fort: +8, Ref +5, Will +8 - +2 vs death, energy drain, neg energy, necromancy. +2 vs evil spells, +1 vs undead and spells cast by evil outsiders.
Lay on Hands - 4/day for 1d6
Diplomacy +8, Knowledge: religion +5, Sense Motive +7, Spellcraft +5, Use Magic Device +7 (for when she gets a CLW wand).
She gets more paladin abilities next level and then spells the level after that, but at least now she can fill the roll I meant for her: defensive/healing tank. Don't be disappointed by her damage, that's going to come from the pucks.


Male Human (Chelaxian) Conjurer (Teleportation)/3
Stats:
HP 22 | Init +9 Per +1 (+9 familiar; Scent) | AC 15 (T: 13, FF: 12) | Fort +1 / Ref + 6 / Will +1 | CMB +0 CMD 13
Spells Prepared:
1st - Endure Elements, Enlarge Person, Colour Spray, Vanish, Grease | 2nd - Glitterdust, Flaming Sphere, Flaming Sphere

Oh, are we allowing Infernal Healing? I'll take it for us if that's the case. Can make scrolls an' stuff. Can also make scrolls of CLW if either Kelgar or Olaf participate. Only take 2 hours.

I'll get some stats up when I get home. Were we rolling for HP?


M Human Commoner/1, Expert/1

Infernal Healing would be awesome, I hadn't thought of that. I'll definately consider it, even if the Halfhand grabs it. It's got a great "black magic" vibe that we could both pull off.

I knew Lay on Hands was on it's way though. That should be big. It's essentially a flat 4d6 of swift action healing that can keep Hilde in the thick of things, or to use out of combat when she's using her bow. I'm curious what feat Hilde started with? I don't think Power Attack or Deadly Aim would go astray.

As for scribing, some scrolls of shield would be a lifesaver for Bastagar. I think I'll opt for shocking grasp for my offensive spell, though I haven't yet decided how to fluff it.

Should I grab sleep? Bastagar can hopefully use it while being stealthy or when we fight at a range, or we can just play smart and delay our actions to avoid friendly fire with it. It would give us plenty more chances to Coup de Grace (and sneak attack) things, although it does give us a peaceful option against certain foes, and it's really quite powerful with my fey bloodline arcana.

We'll have to wait for Voice to chime in re: Infernal Healing (and Snowball as well). And the loot. The shiny shiny loot.


Minor Crab-beast

As written - Infernal Healing would be a no... especially when you consider I don't think anyone has a drop of devil's blood? - or wants to be casting evil descriptor spells around a paladin?

But I have an alternative... would work the same, and Bastagar wouldn't have an issue with it... though Halfhand might need to think on it...

I'm going to flavor it as Echoes of the First World - and give it a fae tinge to it :P

What do I need to chime in about Snowball?


Male Human (Chelaxian) Conjurer (Teleportation)/3
Stats:
HP 22 | Init +9 Per +1 (+9 familiar; Scent) | AC 15 (T: 13, FF: 12) | Fort +1 / Ref + 6 / Will +1 | CMB +0 CMD 13
Spells Prepared:
1st - Endure Elements, Enlarge Person, Colour Spray, Vanish, Grease | 2nd - Glitterdust, Flaming Sphere, Flaming Sphere

Level-Up Information:

Conjurer (Teleportation)/2

Statistics
HP +6 (Base 3 + 2 CON + 1 Favoured Class)
BAB +1
Will +1

Skill Points (Base 2 + 5 INT + 1 Racial)
Increase: +1 to the following: Kn (Nature, Arcana), Spellcraft, Stealth
New: 1 rank in the following: Kn (Dungeoneering, Engineering, History), Linguistics

New Language
Giant

New Spells (2)
I'll decide these after we explore the place a bit more, just in case we find some scrolls or something.

Ormr
Ormr gains the BAB, Will and Skill Point increases above, as well as +3 HP.


Male Human (Ulfen) Vigamaðr-Lochlannach (Fighter - Vikingr) 8 | HP: 83/83 | AC: 29 T 12 FF 27 | Saves: Fort +10, Ref +4, Will +5 | CMD: 26, CMB: +12 | Init: +3 | Perception +3| 20ft. Move | Rage 0/17

Skäne's level up info:

+9 HP (Average +1 [6], +1 Favoured Class, +2 CON)
+1 BAB
+1 FORT Save

gain Ámáttugr (Fearsome) Class Ability

selected Saving Shield Feat (that and my Skjǫldr Bera (Shield Bearer) trait grants adjacent allies +2 AC or +4 1/day)

selected following skills:

1 rank in Climb
1 rank in Intimidation
1 rank in Perception

Ultimately means close/shield wall fighting alongside Skäne will be a huge benefit to our other scrappers - keep us in the ficht longer :)

His new class ability allows him to attempt to Demoralise as a move action.


Male Human (Chelaxian) Conjurer (Teleportation)/3
Stats:
HP 22 | Init +9 Per +1 (+9 familiar; Scent) | AC 15 (T: 13, FF: 12) | Fort +1 / Ref + 6 / Will +1 | CMB +0 CMD 13
Spells Prepared:
1st - Endure Elements, Enlarge Person, Colour Spray, Vanish, Grease | 2nd - Glitterdust, Flaming Sphere, Flaming Sphere

@vov: Would that Echoes of the First World spell use Fey blood as a requirement? Because the Halfhand would totally be up for bleeding faeries for magic. (Though somehow I think that would offend our Fey Paladin just as much as the Infernal variant, hah).


Male Pyg Skilled Bushwhacker/Scout
Olaf Eriksson wrote:
Regarding Olaf's level-up, I am seriously considering taking a level of Armored Hulk Barbarian, to increase survivability...

As a Bard/Barbarian I think you'd be happier with an Invulnerable Rager. I have an Armored Hulk in another game and I constantly wish I'd taken Invulnerable Rager instead.


Male Human(Ulfen) Bard(Savage Skald) 2

I appreciate the advice, but I am only planning to take a one level dip for Heavy Armor Proficiency, and proficiency with all martial weapons.

From level 6 onwards, I will be taking Dragon Disciple :-P

If this was not a 'Viking' campaign, I would take Fighter as my one level dip (as it would be more optimal), but a Viking who passes up the opportunity to rage just... feels wrong ;-)


Minor Crab-beast

My anti-dip antennae rise...

Heavy armor would equal spell failure chances... and on the weapon proficiencies... is it one in particular you're after or just generally the extra flexibility?

I tend to look down an elongated nose over librarian glasses with quizzical eyebrow raised at 1 level cherry pickin dips. If there is another way to get same with either a deeper dip (couple of levels) or through a sidestep I'd prefer that...

Perhaps a custom Bardic masterpiece?


Minor Crab-beast
The Halfhand wrote:
@vov: Would that Echoes of the First World spell use Fey blood as a requirement?

Not quite - how about a token of a fae's favor freely given :P


Male Human(Ulfen) Bard(Savage Skald) 2

In all honesty, it is mostly the apparent lethality of the AP thus far that has made me wary of being lightly armored - being a front-line glass-cannon in a Norse campaign is probably not a good idea ;-)

ASF only applies to spells with Somatic components, so if I focus on spells that only have Verbal components, or that would only be cast outside combat (like, say, Liberating Command and Comprehend Languages) I should be fine... until I can afford the 'Arcane Armor Training' chain of feats :-)


M Human Commoner/1, Expert/1

Hrm, if you're really set on dipping I'd go fighter for a defensive feat (or power attack a level early). Really though you're not getting anything out of it that you wouldn't at 3rd, and you're probably delaying your PrC by a level. (Edit: Nevermind no you aren't.)

Really though, your hit die just doubled and you have shield proficiency already. Your con is kind of low, though. But I suppose the favoured class bonus is there. I'm curious what you have that Skill Focus for, I'd've grabbed Toughness, personally.

I might even grab Toughness for Bastagar. I think I've been unconcious in every other combat so far. :P


Male Human (Chelaxian) Conjurer (Teleportation)/3
Stats:
HP 22 | Init +9 Per +1 (+9 familiar; Scent) | AC 15 (T: 13, FF: 12) | Fort +1 / Ref + 6 / Will +1 | CMB +0 CMD 13
Spells Prepared:
1st - Endure Elements, Enlarge Person, Colour Spray, Vanish, Grease | 2nd - Glitterdust, Flaming Sphere, Flaming Sphere

Dragon Disciple, eh? That's cool. I've never seen one in play before (Barring Deekin from Neverwinter Nights, who was a bard as well, come to think of it...). I probably would have gone Battle Herald myself for a combat bard. Should be interesting to see how it goes nonetheless.

Edit: @Bastagar - He's got Skill Focus for Eldritch Heritage (Arcane) later on. It's in his build progression.


Minor Crab-beast

Olaf - yeah... though to me (note: personal feelings shining through) it's a decision made solely for mechanical reasons rather than roleplay and character.

Ultimately up to you, though still dangling an olive branch out there to collaboratively figure out a way for it to be included while you stay full Bard - or wondering if a second Barb level is in the offing?


Male Human (Ulfen) Vigamaðr-Lochlannach (Fighter - Vikingr) 8 | HP: 83/83 | AC: 29 T 12 FF 27 | Saves: Fort +10, Ref +4, Will +5 | CMD: 26, CMB: +12 | Init: +3 | Perception +3| 20ft. Move | Rage 0/17

Black Hus Booty:

If no-one else lays claim - Skäne will gladly take the Cloak of the Yeti...

DMVoV is the Gold Ingot up for grabs also - my boy would like the Taldan connection if little else :)


Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1
Twigs wrote:
I'm curious what feat Hilde started with? I don't think Power Attack or Deadly Aim would go astray.

I'm sure some would consider it silly, but Hilde's first feat was Angelic Blood, which I reskinned to Fey Blood. It gives her +2 saves to spells with the Evil descriptor, +2 to stabilize, 1 damage to any undead or evil outsider standing next to me if I take damage.

I took it because it's a pre-req for Angelic Flesh > Angelic Wings > Metallic Wings. I think it will be cool to have a Paladin dressed all in plate with steel wings that she uses in combat to augment her sword. Kind of like Archangel in the old XMen comics. I also thought I could get my smite evil bonus through the wings, although I'm not so sure of that now. Either way, I think it's cool.

So my feat isn't based around combat bonuses or anything, just cool roleplaying. I will admit however, that my saves are pretty impressive. At second level I can get as high as a +12 Will save against an evil spell cast by an undead or evil outsider. I think this is important for a paladin like Hilde who is more of the "shining icon" type than the "undead slayer" type of paladin.

PS: I forgot to add my favored class hit point to my post above. Hilde actually has 22 hit points now. I took half +1 hit points because I dislike rolling. I never seem to roll well and I don't like feeling weak because of bad rolls.


M Gnome with Redcap Tendencies Rog3 AC 18/T14/FF15; 30 HP; F+4/R+6/W+1; +5 Init.; +8 Perception; +0 Sense Motive

Relatively simple level-up for a future munchkin murder machine.

Level Up info:

Rogue 2
hp Average + Con + Racial bonus = 5 + 3 + 1 = 21
8 + 2 Int skills = Acrobatics, Bluff, Climb, Disable Device, Escape Artist, Intimidate, Knowledge (nature), Perception +6, Sleight of Hand, Stealth
+1 BAB
+1 Ref
Evasion
Rogue Talent: Combat Talent - Two Weapon Fighting.


VC - Sydney, Australia

Nor sure quite how we need to approach loot n booty, but what I DO have is a few concerns about buying and selling gear; that tin pot town isn't really going to be big enough for decent mundane items, let alone magic, so we might need to think how we approach things like selling and distributing wealth - given there is no real market to sell to.


Male Human(Ulfen) Bard(Savage Skald) 2

Hmmm... How about two levels of 'Unbreakable' Fighter?


Male Human (Chelaxian) Conjurer (Teleportation)/3
Stats:
HP 22 | Init +9 Per +1 (+9 familiar; Scent) | AC 15 (T: 13, FF: 12) | Fort +1 / Ref + 6 / Will +1 | CMB +0 CMD 13
Spells Prepared:
1st - Endure Elements, Enlarge Person, Colour Spray, Vanish, Grease | 2nd - Glitterdust, Flaming Sphere, Flaming Sphere

Not to beat a dead horse, but that stipulation about Disable Device checks going wrong on a failure of 5 or more only applies to disarming traps and sabotage. Opening locks is a seperate part of the same skill that doesn't hold this penalty.

Disable Device: Try Again wrote:

Varies. You can retry checks made to disable traps if you miss the check by 4 or less, though you must be aware that you fail in order to try again. You can retry checks made to open locks.

Further evidence, from the PRD (emphasis mine):

Using Skills: Taking 20 wrote:
... Common “take 20” skills include Disable Device (when used to open locks), Escape Artist, and Perception (when attempting to find traps)...

It's what Open Lock DCs are scaled against (which is why they're ridiculously high for their level).


Male Human(Ulfen) Bard(Savage Skald) 2
The Halfhand wrote:

Dragon Disciple, eh? That's cool. I've never seen one in play before (Barring Deekin from Neverwinter Nights, who was a bard as well, come to think of it...). I probably would have gone Battle Herald myself for a combat bard. Should be interesting to see how it goes nonetheless.

Edit: @Bastagar - He's got Skill Focus for Eldritch Heritage (Arcane) later on. It's in his build progression.

Dragon disciples can be very effective - I have played several before :-)

For example, I had one build that, at level 11 when raging, had a Strength of 42 :-D


Male Human (Chelaxian) Conjurer (Teleportation)/3
Stats:
HP 22 | Init +9 Per +1 (+9 familiar; Scent) | AC 15 (T: 13, FF: 12) | Fort +1 / Ref + 6 / Will +1 | CMB +0 CMD 13
Spells Prepared:
1st - Endure Elements, Enlarge Person, Colour Spray, Vanish, Grease | 2nd - Glitterdust, Flaming Sphere, Flaming Sphere

Haha, sounds absolutely monstrous.

Oh yeah, DM! I'd like to see what can fly with Unseen Servant before I start preparing it. Better to sort it out now than have to do it on the fly. So a few questions:

  • Can I refluff it as animating my shadow? There wouldn't be a huge problem with it not being completely invisible, would there?
  • Can I command it to reload my crossbow between shots?
  • Can I give it my shield to hold and then stand behind it as cover?
  • Can I do the above, but make it lower to function as low cover?
  • Can I carry it on my person when it's not actively out doing things? (ie. functioning as my shadow when I move around.)


M Human Commoner/1, Expert/1

What the Halfhand said is my understanding as well, that being why it's the only skill with "DC 25" being a reasonable number at first level.

On Aasimar feats, Hilde, that first wings one looks mighty cool if you haven't encountered anything else that lets you fly yet. It's a bit more "angel" than "fey", in my book, but she'd also look very much like a valkyrie, which is too cool of an idea for words. They're a long way off though. Like, 11th level far off. What are you thinking about for the next few levels?

Looking at their ARG page I'd consider that Celestial Servant feat a bit later if you grab a paladin mount. That's DR/5 and Smite Evil for your mount at level 5. In the meantime I'd find something to help Hilde in combat. Her AC/surviability is already pretty impressive, so I don't think Power Attack and Deadly Aim would be a bad idea as her sole damaging feats, nor would Extra Lay on Hands be a bad idea.

In fact... Lex! Can I take Extra Lay on Hands on my houseruled cleric? I'm now seriously considering it.


VC - Sydney, Australia

Only hassle with Angel wings is needing to be at least level 10 to get them :(


Male Dwarf Inquisitor | AC19 T11 FF18 CMD 15* | HP 30 | F+7* R+3* W+7* | Init +4 | Per +9* | Sense +9

Kelgar Level 2:

Another level of inquisitor.

HP: 5 base +3 Con +1 favored = +9

New Spells:
0: Disrupt Undead
1: Litany of Sloth

New Skills (7 total)
+1 Acrobatics
+1 Climb
+1 Know Nature
+1 Know Planes
+1 Perception
+1 Sense Motive
+1 Spellcraft


Minor Crab-beast

So I was probably wrong on RAW for the locks... but the keys were still quicker for a few of the padlocks :P

Shifty - the lack of a stable place to sell goods is a struggle in the whole AP, which I'm willing to make an effort to alleviate where possible. In this case, you'll fortuitously arrive into Heldren just as a blacksmith arrives to peddle his wares - so mundane arms and armor can be had with relative ease.

Halfhand - re: Unseen Servant: No issue fluffing it as your shadow, and no issue with it following you closely enough to appear as though it's still your shadow when it isn't.

As to the other questions, I'd say yes to the crossbow reloading (but that doesn't actually save you time, as it would still be a move action to take the crossbow back from your shadow) - and no to it serving as a mobile shield holder. It can be ordered to hold a shield, but I wouldn't think the spell is flexible enough to allow said shield to provide real benefit to you.

Olaf - up to you, taking a two level exploration of your more martial side and ability to take a pounding is more genial to my ears than a one level dip in Barbarian purely for rage and heavy armor.


M Human Commoner/1, Expert/1

Ooh, Diehard. Now there's a thought. Deviating from straight bard means you'll never get inspire courage +2 though (or if you stick it out for two more levels move action bardic performance, which is what makes melee bards so great). It also would mean you won't get second level arcane spells until level 7 at your second level of dragon disciple (assuming you jump right into it) so I'd be leery of taking more than one level of fighter.

I mean, we pretty much have you covered for spellcasting, but you'd be really limiting how much you get from bard levels save for light-armour spellcasting.


Male Human (Ulfen) Vigamaðr-Lochlannach (Fighter - Vikingr) 8 | HP: 83/83 | AC: 29 T 12 FF 27 | Saves: Fort +10, Ref +4, Will +5 | CMD: 26, CMB: +12 | Init: +3 | Perception +3| 20ft. Move | Rage 0/17

Olaf/DMVoV: Wouldn't the Northlands version of the Skald provide some inspiration - still keeps the flavor but also has much more martial options/abilities?

Just a wee thoucht :)


Orc/Rngr HP:24/24, - AC: 17/T:13/FF:14 - Percep: +6(Dark Vision/Scent) F: +5/R: +6/W: +1 - CMB: +7 - CMD: 20, Speed: 30ft, Init: +5 /FE-Human
DM - Voice of the Voiceless wrote:


Shifty - the lack of a stable place to sell goods is a struggle in the whole AP.

Ergh, and here I was thinking it was just going to be a problem for now!


HP 35/39 | AC 16 CMD 17 | Fort +7 Reflex +1 Will +5 | Perception +7 Initiative +1

Black Hus Booty:
I say go ahead and take it. Getting our primary tank more tank-y is a win in my book!

I'm fine if you take the ingot as well. If it turns out to be a plot device, we can always revisit it. : shrugs :


HP 35/39 | AC 16 CMD 17 | Fort +7 Reflex +1 Will +5 | Perception +7 Initiative +1

Also, i just re-edited the permissions on that booty doc. Now (as I had originally though mistakenly thought to be the case) everyone should be able to make changes to it.

Sorry for the mix-up.


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Minor Crab-beast

Past midnight and chidlet is still awake... no game post today, tomorrow cross fingers.


Fluid Inter-dimensional physically detached consciousness Roguish Healer/4

Black Hus Booty:
What exactly does the weapon oils do?


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HP 35/39 | AC 16 CMD 17 | Fort +7 Reflex +1 Will +5 | Perception +7 Initiative +1

Black Hus Booty:
If I understand correctly, it's basically a Potion of Magic Weapon.

Standard action to use it, put it on your weapon, it gains a +1 enhancement bonus to attack and damage rolls for 1 minute (as i think it's a caster level 1).


Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1
Twigs wrote:

On Aasimar feats, Hilde, that first wings one looks mighty cool if you haven't encountered anything else that lets you fly yet. It's a bit more "angel" than "fey", in my book, but she'd also look very much like a valkyrie, which is too cool of an idea for words. They're a long way off though. Like, 11th level far off. What are you thinking about for the next few levels?

Looking at their ARG page I'd consider that Celestial Servant feat a bit later if you grab a paladin mount. That's DR/5 and Smite Evil for your mount at level 5. In the meantime I'd find something to help Hilde in combat. Her AC/surviability is already pretty impressive, so I don't think Power Attack and Deadly Aim would be a bad idea as her sole damaging feats, nor would Extra Lay on Hands be a bad idea.

I have been considering:

3rd - Antagonize
5th - Two-Weapon Fighting (to shield bash)
7th - Angelic Flesh (pre-req)
9th - Angelic Wings (a level early so I need special approval)
11th - Metallic Wings

I like Two Weapon Fighting more than Power Attack. 1) It's best with a two handed weapon, 2) it's only a couple points of damage and 3) I get full smite benefits to the other attack from my shield.

I'd like approval from Voice to take Wings as my 9th level feat, even if I can't use them until 10th, because if not I get metallic wings at 13, simply because I don't get a 10th level feat. Angelic Blood and Angelic Flesh are pretty weak, but the picture of Hilde with wings in my mind is just too perfect.

I don't plan to take the mount either. Half the time they don't get to fight, they require a feat chain (Mounted Combat) to really be effective and the benefits from the Sword chain are pretty useful.

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