Blayde MacRonan's Giantslayer Discussion


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Awakened Bloodrager (Fire) 9; AC 23/14/21; 77/85 hp; F12 R8 W9; Health: Healthy (0); Rage left: 38-5+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12

Thanks for your work on this, Rohan.


M Human HP:(55)46/26 (temp HP Max 45 - Burn 36/Current 30) 3pts burn (G=41 W=28 C=14)AC:21, T:14, FF:17,CMD:18 Skills Ath +5 Climb +8 perc +6 Aco +10/+16 perf +6 Spell +7Active: 3 dr/admin

np


M Human HP:(55)46/26 (temp HP Max 45 - Burn 36/Current 30) 3pts burn (G=41 W=28 C=14)AC:21, T:14, FF:17,CMD:18 Skills Ath +5 Climb +8 perc +6 Aco +10/+16 perf +6 Spell +7Active: 3 dr/admin

OMG, I can feel the power of 3rd level right around the corner. The grasp of power is but a few post away. Yay. I'm sure we will all enjoy our level progression bonus of +1 def bonus.

I will be getting a total of 3d6 Onslaught blast Yay. 2d6 plus one extra from focus blaster class ability.

Hopefully I will be able to retrain my first level feat for point blank shot and precise shot so I don't have to keep receiving that -4 for in combat shots. That hurts on top of wound thresholds.

However instead of gaining the elemental whisper and getting a familiar I will be taking deadly aim, or something else when I plan for that feat at later levels.


M Human HP:(55)46/26 (temp HP Max 45 - Burn 36/Current 30) 3pts burn (G=41 W=28 C=14)AC:21, T:14, FF:17,CMD:18 Skills Ath +5 Climb +8 perc +6 Aco +10/+16 perf +6 Spell +7Active: 3 dr/admin

So how is everyone else doing?


M Half Drow init +6/ hp 35 [35]/ ac 18/ t 14/ ff 13/ fort +4/ ref +9/ wil +6/ perc +6/ stealth +11/ athletics 0/ b2h +3/ lore engineering +2/ finesse +11/ ki pool 7 kinetic shinobi (fading shadow) /4

Working lol. Looking forward to home time next weekend.


Awakened Bloodrager (Fire) 9; AC 23/14/21; 77/85 hp; F12 R8 W9; Health: Healthy (0); Rage left: 38-5+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12

Sleep-deprived. Preparing for a week's vacation. Preparing for a 13.1-mile trail run. Spending all my free time trying to complete tasks so we can leave. In other words, pretty standard for me. Other than the vacation part - those don't happen that often.

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45

In case it wasn't obvious, I'm working on bringing all of you together at the memorial service for Rodrick Grath. So bear with me. Hopefully, it will all come to fruition by the 16th page of the gameplay thread.


Awakened Bloodrager (Fire) 9; AC 23/14/21; 77/85 hp; F12 R8 W9; Health: Healthy (0); Rage left: 38-5+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12
Rohan Scythe wrote:

OMG, I can feel the power of 3rd level right around the corner. The grasp of power is but a few post away. Yay. I'm sure we will all enjoy our level progression bonus of +1 def bonus.

I will be getting a total of 3d6 Onslaught blast Yay. 2d6 plus one extra from focus blaster class ability.

Hopefully I will be able to retrain my first level feat for point blank shot and precise shot so I don't have to keep receiving that -4 for in combat shots. That hurts on top of wound thresholds.

However instead of gaining the elemental whisper and getting a familiar I will be taking deadly aim, or something else when I plan for that feat at later levels.

I was just looking at third level for Liesel-Marie. Unless I'm missing something (likely, because her information is all over the place), third level is something of a non-event. Picking a feat is the most exciting thing, but I can't get the feat I was planning on yet. Furious Focus or Cleave are always nice with a Power Attack build, so there are obvious options...


M Human HP:(55)46/26 (temp HP Max 45 - Burn 36/Current 30) 3pts burn (G=41 W=28 C=14)AC:21, T:14, FF:17,CMD:18 Skills Ath +5 Climb +8 perc +6 Aco +10/+16 perf +6 Spell +7Active: 3 dr/admin

Yes they are always nice. I would so be down for furious focus, that would be very beneficial. Me its not really that major, but going from 1d6 to 3d6 is a sweet jump. And hopefully get rid of that -4 combat penalty.

There a few feats that I am looking at later levels. A feat called burn resistance, which I can't get till 7th level. It helps reduce the effects of burn hp dmg. Also another one called Metal manipulator, which I need stone shape to use. it gives me the ability to alter metal to shape it however I want. Which means if I am thinking correctly that I could turn a non-magical sword/couple of swords into a plate male suit or chain mail. But there is the fact that its only makes crude doors, coffers etc. So its a matter of what the DM would allow, and if I would have to make a craft something else with ability to make anything of decent creation.

Oh yeah and deadly aim.

I'm still trying to get my bearings on whether I want to go Con or Dex for future stat bonus. Specially since my Onslaught blast doesn't add con to single targets, but adds it to multiple targets. Also I was rereading and found out that I don't get the damage bonus for burn, but I still get the bonus to att. So I might end up going Dex and just be able to hit things, LOL.


Awakened Bloodrager (Fire) 9; AC 23/14/21; 77/85 hp; F12 R8 W9; Health: Healthy (0); Rage left: 38-5+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12

Eventually, Arcane Strike is on my list (requires spellcasting, which I will not have until 4th level, so a 5th level option at the earliest) and Blooded Arcane Strike (which, as you probably guessed, requires Arcane Strike).

So many options when you mash up classes - do I enhance the sorcerer aspect of the bloodrager, the barbarian aspect of the bloodrager, or the kineticist aspect of the awakened archetype? Right now, I'm thinking, for simplicity's sake, I will focus on her hitting more often and harder and use her spellcasting and kineticist talents to help her in those endeavors.

Of course, I may change my mind and want something completely different tomorrow. ;-)


M Human HP:(55)46/26 (temp HP Max 45 - Burn 36/Current 30) 3pts burn (G=41 W=28 C=14)AC:21, T:14, FF:17,CMD:18 Skills Ath +5 Climb +8 perc +6 Aco +10/+16 perf +6 Spell +7Active: 3 dr/admin

Well I can see that completely. Arcane strike is a really nice endeavor to say the least. Following up with blooded arcane strike means for a quite a impressive outcome.

I was looking at other classes to cross over with my Onslaught Sniper but I can't really find anything that gives as much of a punch. One of things I really like about this archetype is when I start getting multiple dice, for each dice I can divide up to that many number of targets at one time, essentially becoming an AOE caster. In addition to that I can choose to target the same target with multiple dice. composite blast is what I am waiting for.

I've decided to dedicate myself as a dps glass cannon, going to focus more on Dex then Con. So I will need my fellow melee fighters for aid.

I know the feeling you always want to change and try something new as you grow the character. Specially if you come across something really nice, your like oh I got to try this or add this or make this happen.

Like right now I have to redo my thought process for all my feats because I originally wanted a familiar now I am going to focus on DPS, so kinda a turn of events.

Hey don't forget about endurance feat, reduces the penalty of wounds by one category. I am thinking about picking that up to. So I honestly don't know, so many options and not enough feats.

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45

Aside from what you get from class and a feat, the only other thing you'll get at third level is a +1 deflection bonus to AC from automatic bonus progression.

I wasn't sure if everyone remembered this or not, so I'll just say don't forget that y'all have +1 weapon attunement and +1 armor attunement at your current level, where you can attune yourself to any one weapon in your possession, and attune yourself to one suit of armor or one shield in your possession; you can change the weapon and armor attunement once per day. If you selects a normal set of clothing as your armor, it counts as having a starting enhancement bonus of +0 (which is great for monks and spellcasters without armor proficiency). Since it says any weapon or one suit of armor or shield, I'm interpreting that as meaning that they do not have to be of masterwork quality for the purpose of attunement.

Endurance is a good feat to pick up because, like Rohan mentioned, it reduces the penalty from being grazed, wounded, or critical by 1 (to –0, –1, and –2, respectively) in addition to what other benefit it provides. Another feat specifically for wound thresholds is called Twist the Knife, where you gain a +1 bonus on attack and damage rolls against grazed, wounded, or critical enemies. So far I haven't taken advantage of it yet, but for me, it's a bit too early to start introducing NPCs that make use of it.

There's even a feat for healing called Critical Cure. With it, when you cast a conjuration (healing) spell, it cures 1 additional hit point if the recipient of the healing is grazed, wounded, or critical. And the additional healing increases by an additional 1 point at caster level 6th, and every 6 caster levels thereafter.

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45

While this is more for the benefit of Mesa's player, I figure everyone could stand to see this so as a reminder on how skills work for this campaign. I tried to simplify things as much as I could, but I still think it can be done better. If you have any questions or comments, don't hesitate to ask.

Consolidated Group Skills:

The Consolidated Skills optional rules reduces the total number of skills from 35 to 14, while the Grouped Skills optional rules allows for broad training in a group of skills with specialization in a few specific skills (called specialties). Characters are allowed to take specialties in a skill that isn't in one of their selected groups. However, the bonus with that skill isn't as high as it would be if they were also trained in the corresponding skill group. At 1st level, a character gains one skill specialty, plus a number of bonus skill specialties equal to 1/2 their Intelligence modifier. At 6th level and every 4 levels thereafter, a character gains a specialty in one additional skill. If at any point a character's Intelligence modifier increases or decreases, the number of bonus skill specialties changes accordingly. If a character has a specialty in a skill and that skill is also in a skill group their trained in, their bonus on checks using the skill is equal to the relevant ability modifier + character level. If only one applies – the character only has a specialty in the skill or they're trained in that skill’s group but don’t have a specialty in the skill – their bonus is equal to the relevant ability modifier + 1/2 character level (minimum 1). If a skill is on a character's class skill list, the character gains the +3 bonus if they’re trained in its skill group or has a specialty in it – the character doesn’t have to both be trained and have a specialty. Class skill bonuses look only at specific skills, not groups. If Influence is on a character’s class skill list but Performance isn’t, having training in the Social skill group doesn’t allow that character to gain the class skill bonus on Performance checks. Any circumstance that modifies skill checks, such as the Skill Focus feat or certain spells, still grants the same bonus or penalty as it would if the campaign weren’t using grouped skills. In addition, characters gain one additional skill specialty at 1st level that can only be used to select a background skill and can expend their normal skill specialties to select either background or adventuring skills. Background Skills are skills don't directly affect the careers of typical adventurers the same way that adventuring skills do, but are useful means for characters to interact with and explore the world outside of combat. The following skill specialties are background skills: Artistry, Lore, Nature, Performance, Religion, Society. Adventuring skills are those skills that are most relevant for characters while they're actively adventuring. Most adventuring skills are related to training and practice, and each has a clear and specific application to the everyday challenges that face a professional adventurer. The following specialties are considered adventuring skills: Acrobatics, Athletics, Finesse, Influence, Perception, Spellcraft, Stealth, Survival. Artistry and Lore are considered specialties of Scholarly. Artistry means you are skilled in the creative arts, following your aesthetic sensibilities to bring to life the wonders of your imagination and is also the replacement for Appraise, Craft and Profession, while Lore is a specialized area of knowledge, generally narrower than that of a full-fledged scholar and acts as a catchall skill for information (Lore [engineering] or Lore [orc history], for example). Characters can take a specialty in Lore any number of times, choosing a different type of Lore each time. To attempt a check with a Lore skill, a character must have a specialty in it. Any class that gains Craft or Perform as a class skill also counts Artistry as a class skill. Lore is always considered a class skill for all characters. Having training in the Scholarly skill group doesn’t allow a character to use all the potential Lore skills untrained, but it does enable a character with one or more Lore skills to add her full level as a bonus on those checks, rather than just 1/2 their level.

Groups/Skills
Natural/Nature, Survival
Perceptive/Perception
Physical/Acrobatics, Athletics
Scholarly/Artistry, Lore, Religion, Society, Spellcraft
Social/Influence, Linguistics, Performance
Thieving/Finesse, Stealth

And while I can't properly reproduce the the necessary table, this link will take you to the proper table. Just remember to reduce both the number of skill groups and the number of skill specialties your character gains by 1/2 (rounded down, to a minimum of 1) and use 1/2 the class’s skill ranks per level from the core rules to determine that class’s number of skill groups and specialties.


M Human HP:(55)46/26 (temp HP Max 45 - Burn 36/Current 30) 3pts burn (G=41 W=28 C=14)AC:21, T:14, FF:17,CMD:18 Skills Ath +5 Climb +8 perc +6 Aco +10/+16 perf +6 Spell +7Active: 3 dr/admin

Awesome, thanks. I believe we are all just waiting to play again.

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45

Well, if you're talking about Liesel-Marie, Nyym, and Rohan, then that's an easy enough fix. Mesa's working on the performance for Rodrick's memorial service with Barnabus, so there's nothing more I can do with that until later. Which means the focus is back on you guys now. Whenever y'all are ready to leave, just focus the light of the lantern on the barrier and you guys will be able to exit the dimensional pocket and be back in Trunau, specifically the Hopespring.


Awakened Bloodrager (Fire) 9; AC 23/14/21; 77/85 hp; F12 R8 W9; Health: Healthy (0); Rage left: 38-5+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12
DM Blayde MacRonan wrote:

While this is more for the benefit of Mesa's player, I figure everyone could stand to see this so as a reminder on how skills work for this campaign. I tried to simplify things as much as I could, but I still think it can be done better. If you have any questions or comments, don't hesitate to ask.

** spoiler omitted **...

I have seen mention where a character would get a second specialized skill at second level, but then I see where that doesn't appear to apply to Liesel-Marie. I don't believe I took one - is that correct?

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45
Liesel-Marie Frostvale wrote:
DM Blayde MacRonan wrote:

While this is more for the benefit of Mesa's player, I figure everyone could stand to see this so as a reminder on how skills work for this campaign. I tried to simplify things as much as I could, but I still think it can be done better. If you have any questions or comments, don't hesitate to ask.

** spoiler omitted **...

I have seen mention where a character would get a second specialized skill at second level, but then I see where that doesn't appear to apply to Liesel-Marie. I don't believe I took one - is that correct?

The background skill (which is what you're talking about), was something that y'all should have gotten at 1st level. I only mentioned it at 2nd level because I forgot to do so earlier on. That's totally on me, as at the time, I was still in the process of figuring things out. I do not believe you have chosen a background skill as of yet. Choose one specialty from the list of background skills.


Awakened Bloodrager (Fire) 9; AC 23/14/21; 77/85 hp; F12 R8 W9; Health: Healthy (0); Rage left: 38-5+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12
DM Blayde MacRonan wrote:
Liesel-Marie Frostvale wrote:
I have seen mention where a character would get a second specialized skill at second level, but then I see where that doesn't appear to apply to Liesel-Marie. I don't believe I took one - is that correct?
The background skill (which is what you're talking about), was something that y'all should have gotten at 1st level. I only mentioned it at 2nd level because I forgot to do so earlier on. That's totally on me, as at the time, I was still in the process of figuring things out. I do not believe you have chosen a background skill as of yet. Choose one specialty from the list of background skills.

Actually, no, that's not what I'm talking about. Above the Background Skills header on your linked page and above the "Skill Specialties and Groups by Level" table.

d20pfsrd wrote:
At 1st level, a character gains one skill specialty, plus a number of bonus skill specialties equal to 1/2 her Intelligence modifier. At 2nd level and every 2 levels thereafter, a character gains a specialty in one additional skill. If at any point her Intelligence modifier increases or decreases, her number of bonus skill specialties changes accordingly. Each skill specialty applies to a single, specific skill, and a character is allowed to take a specialty in a skill that isn’t in one of her skill groups. However, her bonus with that skill isn’t as high as it would be if she were also trained in the corresponding skill group.

That said, I mis-spoke, anyway. I took Perception at first level and Intimidate at second level, so I have selected my due specialties.

I will take Knowledge (geography) as her background skill based on her extensive travels. She doesn't remember most of those travels, but memories of what she's seen and learned still remain, just below the surface.

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45

It's my fault that I'm not making this clearer for y'all to understand. The problem comes from my having read both the grouped and consolidated skill sections pretty much since Pathfinder Unchained was released. Because remember, it's not just grouped skills we're using, but consolidated skills as well.

So, let's see if we can get this cleared up.

As a bloodrager, using the standard method from the Core Rulebook, you would usually get 4 + Intelligence modifier in skills, with an additional skill for being human, bringing your total number of skills to 5.

With the consolidated group skills, you would only get 1 skill group and and 1 specialty (half of the number that is listed on the chart for grouped skills), plus 1/2 your Intelligence modifier (which is basically beneficial only to those with at least a 14 Intelligence). As a human, you get an extra skill specialty. On top of that, you get a background skill. This should give you 1 skill group and three specialties total.

So going with your choices, you should have Influence (for intimidate), Perception, and Nature (due to Knowledge [geography]) as skill specialties. None of these are class skills for the bloodrager (if you look on the page for consolidated skills, you will see that Athletics and Spellcraft are class skills for your class), so you don't get the +3 class skill bonus. For the purpose of example, lets say that you chose Perceptive as your skill group.

Bearing that in mind, your skills should look like this: Influence +2 (1 due to 1/2 level + Charisma modifier), Nature +1 (1 due to 1/2 level + Intelligence modifier), and Perception +3 (2 due to level + Wisdom modifier). Influence and Nature only get half your level due to not having been trained in their respective groups (Social and Natural, respectively), while Perception gets your full level because you're trained in the Perceptive skill group.

Influence consolidates Bluff, Diplomacy, and Intimidate under one specialty. Nature, likewise, brings Handle Animal, Knowledge (dungeoneering, geography, nature) under the same specialty, while Perception brings both Perception and Sense Motive under the same specialty.

As a bloodrager, because of how this works, the Acrobatics skill and the intimidate function of Influence can be used while bloodraging. This also affects certain rage powers: Raging climber, raging leaper, and raging swimmer are replaced with raging athlete, which adds the barbarian’s level as an enhancement bonus on all Athletics checks and treats all such checks to jump as though the character had a running start.

Basically, even though you have fewer skills to draw upon, you actually can do more with them due to the consolidation aspect. So Liesel-Marie can actually use all functions of the Influence skill specialty (change others’ attitudes, create diversions, demoralize, feint in combat, gather information, intimidate, lie, make requests, pass secret messages) normally, but is limited only to the intimidate function while bloodraging. Nature allows her the following functions: handle animals, identify monsters (aberrations, animals, fey, monstrous humanoids, oozes, plants, vermin), recall knowledge (about dungeons, geography, or nature), while Perception gives her these functions: discern secret messages, get hunches, notice creatures and details, search locations, sense enchantments, sense motives.

As a special note for bards, Performance applies to all types of performance, rather than being broken down like the core Perform skills. Bardic knowledge adds 1/2 the bard’s class level (minimum 1) on all Nature, Religion, Society, and Spellcraft checks, and the bard can attempt checks with these skills untrained. Versatile performance allows the bard to substitute Performance when attempting either Acrobatics or Influence checks. He must choose only one of these two skills, and doesn’t increase the number of substituted skills at higher levels. Lore master applies to Nature, Religion, Society, and Spellcraft checks.


Awakened Bloodrager (Fire) 9; AC 23/14/21; 77/85 hp; F12 R8 W9; Health: Healthy (0); Rage left: 38-5+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12

Reviewing my selections, I think I had it generally right other than the missing background specialty. My chosen skill group was the Physical skill group, as indicated on my character sheet. My specialties were still selected with the traditional skills in mind, so that needs clarification in my character sheet.

I'm not sure the background skills are really thought out with respect to being used with the consolidated and grouped skills systems together, but if you are happy with me getting the entire Nature skill because I selected one of the traditional skills it subsumes, I'll go with it.

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45

I don't have a problem with it. Considering that you won't get another specialty until 6th level, being able to make the most out of what you do have before then counts.

The background skills are a bit hinky, but they add a bit more in the way of options to choose from and give the option of having an occupation like smith right out the gate be more than just fluff or flavor.


M Human HP:(55)46/26 (temp HP Max 45 - Burn 36/Current 30) 3pts burn (G=41 W=28 C=14)AC:21, T:14, FF:17,CMD:18 Skills Ath +5 Climb +8 perc +6 Aco +10/+16 perf +6 Spell +7Active: 3 dr/admin

Liesel I understand the complications. I barely understand the consolidated skills. Personally it seems like there is a lot more trouble figuring it out then just rolling with basic skill checks. Which is what I would prefer. DM fixed my skills and thats what they are, I don't mess with them other then when I have to make a check and I refer back to the skills that DM made for me. Other then how to modify them or level them up---- Clueless.


Female Void K Weird Musician 4 Gender:F Age:19 Str:8 Dex:14 Con:13 Int:12 Wis:14 Cha:20

Isn't there a chart that shows what flows into what some where?


Awakened Bloodrager (Fire) 9; AC 23/14/21; 77/85 hp; F12 R8 W9; Health: Healthy (0); Rage left: 38-5+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12

I attempted such a chart, of sorts, on my character sheet. Naturally, my notations about bonuses and such won't apply to you undoubtedly more-skilled character, but it might be a starting point.

My bolded skills are components of my selected skill group. My italicized skills are my selected specialities. Formatting on the boards didn't allow what I wanted as far as appearance, but I believe there are options that will - I just did not have time to investigate them, too, after creating the chart.


M Human HP:(55)46/26 (temp HP Max 45 - Burn 36/Current 30) 3pts burn (G=41 W=28 C=14)AC:21, T:14, FF:17,CMD:18 Skills Ath +5 Climb +8 perc +6 Aco +10/+16 perf +6 Spell +7Active: 3 dr/admin

So after nearly 3 hours of busting my head around in the clouds of Consolidated Skill groups, I think I finally made some form of progress. I even tried to make a simple sheet for everyone to use as needed to figure them out yourself.

Please use it if you need it: Excel Sheet for Consolidated skills

In the bottom you type X for skills in both specialized and groups.

Type G for any skill thats not in both groups but is in one of the two groups.

God I hope this works and is correct. Please let me know if it is any help. My head is burnt out.

Here are my corrected values and skills for Rohan

Groups
Perceptive
Physical

Grouped Skills Only
Athletic 4+1= +5 (+6 when Jumping)

Specialty Skills
Perceptive +5
Acrobatics 9+2 = +11

Background Skill
Performance (circus arts) +4


M Human HP:(55)46/26 (temp HP Max 45 - Burn 36/Current 30) 3pts burn (G=41 W=28 C=14)AC:21, T:14, FF:17,CMD:18 Skills Ath +5 Climb +8 perc +6 Aco +10/+16 perf +6 Spell +7Active: 3 dr/admin

With no time to retrain, this battle is going to be lethal for Rohan if I have to fight people in combat. Time to aim for the random people not in combat.


M Human HP:(55)46/26 (temp HP Max 45 - Burn 36/Current 30) 3pts burn (G=41 W=28 C=14)AC:21, T:14, FF:17,CMD:18 Skills Ath +5 Climb +8 perc +6 Aco +10/+16 perf +6 Spell +7Active: 3 dr/admin

On the excel sheet I made it a little clearer now for selecting which group/specialty/class skill all stacks together with Drop down list selections.

This excel sheet has made a world of difference for me to understand, and I hope it does for you to.

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45

I don't know if anyone has noticed but there is a link for consolidated skill groups at the top of the page. There, you'll see the charts that I couldn't put here on the Paizo site.

Hopefully, they'll do a much better job of getting across what I've been trying to tell you.

Edit: There is an error on one of the charts. Where the Skill Groups are listed, under the "Included Skills" section for Social, Linguistics is not one of the skills for that group. Linguistics is included as part of the Society specialty, as indicated the consolidated skills chart above it.


M Human HP:(55)46/26 (temp HP Max 45 - Burn 36/Current 30) 3pts burn (G=41 W=28 C=14)AC:21, T:14, FF:17,CMD:18 Skills Ath +5 Climb +8 perc +6 Aco +10/+16 perf +6 Spell +7Active: 3 dr/admin

That sheet was extremely hard to follow, I had to copy and paste the text to word and find the information within to identify the stuff for the excel sheet. It was a headache. But perhaps others will do just fine. I am just glad the excel sheet will help me make correct adjustments to my character.


Awakened Bloodrager (Fire) 9; AC 23/14/21; 77/85 hp; F12 R8 W9; Health: Healthy (0); Rage left: 38-5+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12

Time's tight - will post when I can. Congratulations on third level, everybody!


M Human HP:(55)46/26 (temp HP Max 45 - Burn 36/Current 30) 3pts burn (G=41 W=28 C=14)AC:21, T:14, FF:17,CMD:18 Skills Ath +5 Climb +8 perc +6 Aco +10/+16 perf +6 Spell +7Active: 3 dr/admin

Before I post there a few things I need clarification on. I assume that our arrival is to the left of the map around the number 10 or are we at the other end by the 1? Many of the buildings have what looks like mud scattered around them, would you be referring to these locations as troubled locations including the 3 fires?

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45

You're coming from the right side of the map, by the number 1. As for the deal with the buildings, you'll find out as this portion progresses.


Awakened Bloodrager (Fire) 9; AC 23/14/21; 77/85 hp; F12 R8 W9; Health: Healthy (0); Rage left: 38-5+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12

OK, what little leveling up was necessary is complete. The hard choice was the feat, and I went with Endurance to reduce those penalties when I get in over my head. Again.


M Human HP:(55)46/26 (temp HP Max 45 - Burn 36/Current 30) 3pts burn (G=41 W=28 C=14)AC:21, T:14, FF:17,CMD:18 Skills Ath +5 Climb +8 perc +6 Aco +10/+16 perf +6 Spell +7Active: 3 dr/admin

Nice, I am picking up fighter next level Archetype Unbreakable. Gives me Die hard and endurance at first level. Its a really good choice. I want/need that endurance feat. Twist the Knife (Combat) is also a great one, helps even the ties between being wounded and them being wounded to. Giving you a bonus to hit and damage if there wounded or below. less then 75% of health. Excellent option.

Does Twist the Knife (Combat) Still apply to Kinectic blast, after all weapon focus can because kinectic blast is treated like a weapon. But I want to clear it with you first DM?


M Human HP:(55)46/26 (temp HP Max 45 - Burn 36/Current 30) 3pts burn (G=41 W=28 C=14)AC:21, T:14, FF:17,CMD:18 Skills Ath +5 Climb +8 perc +6 Aco +10/+16 perf +6 Spell +7Active: 3 dr/admin

P.S. if the barricade is made of rock, stone, mud or dirt I ignore the difficult terrain, however I believe it is likely wood fixtures.

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45

It's wooden.


Awakened Bloodrager (Fire) 9; AC 23/14/21; 77/85 hp; F12 R8 W9; Health: Healthy (0); Rage left: 38-5+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12

My focus is often defensive first. The longer I can stay on my feet, the better the chance I can put them in the dirt with my existing firepower. That said, Twist the Knife is an attractive choice once my Arcane Strike pair is firmly seated on my character sheet. :D


M Human HP:(55)46/26 (temp HP Max 45 - Burn 36/Current 30) 3pts burn (G=41 W=28 C=14)AC:21, T:14, FF:17,CMD:18 Skills Ath +5 Climb +8 perc +6 Aco +10/+16 perf +6 Spell +7Active: 3 dr/admin

Believe it or not the biggest thing that concerns me is the lack of healing properties that we have in the group. We have a large amount of damage and Liesel is a excellent front liner, so I am considering the possibilities of taking on a healer level in there to help assist in medical aid because I am at the back anyways. However, I really don't have the wisdom to stomach any amazing benefits out of a healer class, BUT healing is healing its meant to be primarily for aid not dmg, So anyways I will look into it, its not official yet.


Awakened Bloodrager (Fire) 9; AC 23/14/21; 77/85 hp; F12 R8 W9; Health: Healthy (0); Rage left: 38-5+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12

I'm concerned about our lack of healing, as well, but I'm planning to stick with the front-liner role. Our DM is aware of our shortcomings and I think is taking that into account with the treasure allocations.

Just don't spend so much time altering Rohan that you end up with a character you don't really want to play. As you consider these changes, please keep that in mind. I'd rather you played something you like than played something to maximize the group's potential. Worry about your potential and we will see where the chips fall from there.


M Human HP:(55)46/26 (temp HP Max 45 - Burn 36/Current 30) 3pts burn (G=41 W=28 C=14)AC:21, T:14, FF:17,CMD:18 Skills Ath +5 Climb +8 perc +6 Aco +10/+16 perf +6 Spell +7Active: 3 dr/admin

So looking into options, Witch might be an option with the healing Hex. It allows me to heal you once with cure light wounds as part of a hex, each. And 2 spells per day. Which can give me up to 2 more cure light spells. Its not a lot but its more then we have now.

Hex: Healing

Spells
0-level: Stabilize, Guidance, Detect Magic (So we don't miss those nice shinnies)

1st level: Cure Light Wounds, Enlarge Person, Unseen Servant, Reduce Person

I just don't know if a male character can play a witch, it doesn't say anything and I would assume that it would mean he is a Warlock per say.


M Human HP:(55)46/26 (temp HP Max 45 - Burn 36/Current 30) 3pts burn (G=41 W=28 C=14)AC:21, T:14, FF:17,CMD:18 Skills Ath +5 Climb +8 perc +6 Aco +10/+16 perf +6 Spell +7Active: 3 dr/admin

Well I agree with you 100% their however, I have always been more about the groups need then mine. Although I was planning to take a level of fighter or something else just to give a little variety to my character build, then continue on with my Kinecist Onslaught. So picking up some healing is not just good for you but also good for me.


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Female Void K Weird Musician 4 Gender:F Age:19 Str:8 Dex:14 Con:13 Int:12 Wis:14 Cha:20

....... you guys do know i'm a bard right? My primary purpose aside from looking dead sexy is buffing, that includes heals. Not many yet but i got um.

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45

Don't forget that you have a bard in the group now. Bards are one of the few arcane casting classes that have access to healing magic. This also means that any cure wands you come across can be used by her as well.

So, no need to worry about the lack of healing. It's covered.


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Awakened Bloodrager (Fire) 9; AC 23/14/21; 77/85 hp; F12 R8 W9; Health: Healthy (0); Rage left: 38-5+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12

Oh, and I was going to mention that we have a bard in the party now... guess that's been amply covered. :D


M Human HP:(55)46/26 (temp HP Max 45 - Burn 36/Current 30) 3pts burn (G=41 W=28 C=14)AC:21, T:14, FF:17,CMD:18 Skills Ath +5 Climb +8 perc +6 Aco +10/+16 perf +6 Spell +7Active: 3 dr/admin

Alright, Alright You all convienced me, I will pick up my fighter class instead of the witch class. SCANS OVER THE BATTLE FIELD FOR HEALING WANDS. ROFLMAO


M Human HP:(55)46/26 (temp HP Max 45 - Burn 36/Current 30) 3pts burn (G=41 W=28 C=14)AC:21, T:14, FF:17,CMD:18 Skills Ath +5 Climb +8 perc +6 Aco +10/+16 perf +6 Spell +7Active: 3 dr/admin
Correction Rohan wrote:
"Not Choking, yay"

LOL miss spelled


Female Void K Weird Musician 4 Gender:F Age:19 Str:8 Dex:14 Con:13 Int:12 Wis:14 Cha:20

I'd have posted but the site always seems to be down when i have time to do so.


M Human HP:(55)46/26 (temp HP Max 45 - Burn 36/Current 30) 3pts burn (G=41 W=28 C=14)AC:21, T:14, FF:17,CMD:18 Skills Ath +5 Climb +8 perc +6 Aco +10/+16 perf +6 Spell +7Active: 3 dr/admin

I know the feeling. It has been down everytime I have hoped on and tried to do something, I was getting so frustrated when I lost a 4 paragraph description and hit submit and it goes down again. I really really hope Paizo gets a handle on this.


Awakened Bloodrager (Fire) 9; AC 23/14/21; 77/85 hp; F12 R8 W9; Health: Healthy (0); Rage left: 38-5+1/38; Spells left: 3/3, 1/1; Effects: Endure Elements (heat only), Wyrmsbreath 0 pts, Remaining healing: 20, 19, 12

Let's clear something up: I think Rohan's player and I have a different image of the current situation. DM posted that Kytynna and Agrit had already taken Sara over the barricade before you long-blasted that orc. Liesel-Marie was unburdened when you tried to give her aid. I expect the injured were taken back away from the barricade once they were over, so that last remark seems to be out of context. But what's actually going on currently, so we can get back on the same page?

Dark Archive

Male kaiju dungeon master; hp 697 Healthy/522 Grazed/348 Wounded/174 Critical/-15 hp Disabled (fast healing 30); AC 48, T 8, FF 43; F +34, Ref +25, Will +23; Init +9; Perc +45

Liesel-Marie is correct. Sara and Agrit were accompanied by Kytynna back to the barricade.

Until I'm told otherwise, I'm going with the assumption that everyone is back near the barricade to recover in relative safety or to be treated by triage established by the priests. Though they have no spells to use on the group, they can provide treatment of through use of the Survival skill as well as some cure potions (since they are aware that you are acting in the capacity of militia, they are a little more willing to provide some potions so you can go back out onto the field of battle to defend Trunau. But understand, this resource is one of diminishing returns, so think carefully about your characters' actions going forward. Combat may be a sure-fire and direct method of gaining XP, there are other ways of gaining them as well. After all, your characters can't gain XP if they're dead.

Right now, given the actions taken by Rohan and Mesa, enough time has passed to allow Liesel-Marie to recover from being fatigued. In addition, Sara has instructed one of the priests to give her a metal tin . The group also receives a vial of singer's solution, 2 scrolls of nap stack, and 2 potions of cure moderate wounds (2d8+3 worth of healing).

Using Scrolls:

So, the scrolls of nap stack present a problem: none of you are divine spellcasters. Spellcraft can be used to solve this problem. You'll need to make a DC 23 Spellcraft check to use the scroll. If you don't have at least a 13 Wisdom score, you'll also need to make a separate Spellcraft check to emulate an ability score (for this, you roll the Spellcraft check and subtract that result from 15 to determine your caster level; you need to get at least a CL of 6 to succeed).

Alchemical Burn:

Some alchemical items allow you to accept alchemical burn. To accept alchemical burn, you voluntarily take 1 point of nonlethal damage per character level when imbibing the item to gain the listed benefit. This damage can’t be healed by any means other than getting a full night’s rest, which removes all alchemical burn and associated nonlethal damage. Nonlethal damage from alchemical burn can’t be reduced or redirected, and if you are incapable of taking nonlethal damage, you gain no benefit from alchemical items that cause alchemical burn. You can accept alchemical burn only once per round, and can’t accept both alchemical
burn and burn from the kineticist class in the same round. A kineticist can use her internal buffer to avoid accepting alchemical burn. If you have accepted alchemical burn, you cannot benefit from abilities that allow you to ignore or alter the effects received from nonlethal damage. You can benefit from only one item that uses alchemical burn at a time. If you imbibe another, the second item has no effect.

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