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AC 19; HP 46 INIT +2; PERCEPTION +15
Melee:
+9 to hit (4STR/4BAB/1weapon); 2d6+7(6STR/1weapon)Power Attack+7 to hit (4STR/4BAB/1weapon/-2PA); 2d6+13 (6STR/1weapon/6PA)ranged composit bow +6;1d8+
Saves:
+8 FORT; +6 REF; +3 WILL

Thanks


AC 19; HP 32; INIT +6; PERCEPT +19 [+21 for traps]
Combat:
Shortbow +9 / 1d6+5; Morningstar +4 / 1d8+1; Sneak Attack +2d6
Saves:
Fort +3 Ref +9 Will +3

Pnin is going to take Draconic lessons, unless someone else would like to do that.

Does anyone else speak it already?

If anyone has a better idea for the last skill point, let me know. I covered all of my "specialities."


AC 19; HP 46 INIT +2; PERCEPTION +15
Melee:
+9 to hit (4STR/4BAB/1weapon); 2d6+7(6STR/1weapon)Power Attack+7 to hit (4STR/4BAB/1weapon/-2PA); 2d6+13 (6STR/1weapon/6PA)ranged composit bow +6;1d8+
Saves:
+8 FORT; +6 REF; +3 WILL

Can anyone recommend a good definitive guide on leveling up a ranger? Any help would be appreciated.....the curse of ADHD....


AC 19; HP 32; INIT +6; PERCEPT +19 [+21 for traps]
Combat:
Shortbow +9 / 1d6+5; Morningstar +4 / 1d8+1; Sneak Attack +2d6
Saves:
Fort +3 Ref +9 Will +3

Sanrael:

General Info:

https://www.d20pfsrd.com/classes/core-classes/ranger/

https://danipathfinder.obsidianportal.com/wikis/leveling-checklist

https://www.d20pfsrd.com/classes/character-advancement/

Specific Ranger Recommendations from someone online:

http://rpgbot.net/pathfinder/characters/classes/ranger/


Human Sorcerer4(Elemental Water) BAB +2 AC:15/19(mage armor) HP: 30 INIT:+9 Perp+8
saves:
F:4 R:5W:5
skills:
Appraise 5, Bluff 8 Intimidate 8, K-Arcana 6, K-Planes 5 Spellcraft 5, UMD 8, Perception 8
spells:
7/day elemRay 0:light, jolt, drench, message, disrupt undead, detect magic 7/day1:magic missile, mage armor, Summon 1, ENLARGE person, Grease, Protection From Evil (Burning Hands) 4/day2nd Flaming Sphere

I played a Ranger a long time ago and found the Switch Hitter was very powerful.
Rules and feats/traits/etc. are better now so not sure if you want to go that route.
Gartangor the Ranger was fun to play.


AC 19; HP 46 INIT +2; PERCEPTION +15
Melee:
+9 to hit (4STR/4BAB/1weapon); 2d6+7(6STR/1weapon)Power Attack+7 to hit (4STR/4BAB/1weapon/-2PA); 2d6+13 (6STR/1weapon/6PA)ranged composit bow +6;1d8+
Saves:
+8 FORT; +6 REF; +3 WILL

Idril
Was kinda going awitch hitter route
Composite bow then wade into melee with greatsword....


AC 19; HP 46 INIT +2; PERCEPTION +15
Melee:
+9 to hit (4STR/4BAB/1weapon); 2d6+7(6STR/1weapon)Power Attack+7 to hit (4STR/4BAB/1weapon/-2PA); 2d6+13 (6STR/1weapon/6PA)ranged composit bow +6;1d8+
Saves:
+8 FORT; +6 REF; +3 WILL

Thank you Pnin!! Much appreciate the guidance


Human Sorcerer4(Elemental Water) BAB +2 AC:15/19(mage armor) HP: 30 INIT:+9 Perp+8
saves:
F:4 R:5W:5
skills:
Appraise 5, Bluff 8 Intimidate 8, K-Arcana 6, K-Planes 5 Spellcraft 5, UMD 8, Perception 8
spells:
7/day elemRay 0:light, jolt, drench, message, disrupt undead, detect magic 7/day1:magic missile, mage armor, Summon 1, ENLARGE person, Grease, Protection From Evil (Burning Hands) 4/day2nd Flaming Sphere

Sanreal
Up to you because you probably can make it better. This is old school stuff.
Included given ranger feats this is the order I used.
Power attack
Rapid shot
Endurance (class)
Toughness
QuickDraw (got schooled by GM on how that actually works)
Manyshot
Vital Strike
Evasion (I think class)
Improved Critical

Gartangor 9th level Ranger

***You seem to be a strict melee guy right now. Can't stay away from the fight.***

Hope it can work for you.


AC 19; HP 46 INIT +2; PERCEPTION +15
Melee:
+9 to hit (4STR/4BAB/1weapon); 2d6+7(6STR/1weapon)Power Attack+7 to hit (4STR/4BAB/1weapon/-2PA); 2d6+13 (6STR/1weapon/6PA)ranged composit bow +6;1d8+
Saves:
+8 FORT; +6 REF; +3 WILL

Idril.....thanks....very helpful info....love the setup


AC 19; HP 46 INIT +2; PERCEPTION +15
Melee:
+9 to hit (4STR/4BAB/1weapon); 2d6+7(6STR/1weapon)Power Attack+7 to hit (4STR/4BAB/1weapon/-2PA); 2d6+13 (6STR/1weapon/6PA)ranged composit bow +6;1d8+
Saves:
+8 FORT; +6 REF; +3 WILL

Ok
Trying to calculate my HP...realistically
So level 3 base HP should be 25
But how do i add in bonuses of 16 con with +2 Belt of Con...making it a total of 18 Con??


AC 19; HP 32; INIT +6; PERCEPT +19 [+21 for traps]
Combat:
Shortbow +9 / 1d6+5; Morningstar +4 / 1d8+1; Sneak Attack +2d6
Saves:
Fort +3 Ref +9 Will +3

Not the expert, but I am pretty sure it's your Con modifier (which is +4) times your level (3) for a bonus of 12 HP.


AC 19; HP 46 INIT +2; PERCEPTION +15
Melee:
+9 to hit (4STR/4BAB/1weapon); 2d6+7(6STR/1weapon)Power Attack+7 to hit (4STR/4BAB/1weapon/-2PA); 2d6+13 (6STR/1weapon/6PA)ranged composit bow +6;1d8+
Saves:
+8 FORT; +6 REF; +3 WILL

On top of base 25 DM has given? 10 level 1, 5 level 2, 10 level 3? For a total of 37? I will go with that...if wrong I can change it....Thank you!


AC 19; HP 32; INIT +6; PERCEPT +19 [+21 for traps]
Combat:
Shortbow +9 / 1d6+5; Morningstar +4 / 1d8+1; Sneak Attack +2d6
Saves:
Fort +3 Ref +9 Will +3

And if you took favored class bonus, that is either 1 HP or 1 skill point, so a max of 40.

That's how I've been doing it, and I'm pretty sure. But if i'm wrong someone else should say something before Sanrael and Pnin break the game.


Human Sorcerer4(Elemental Water) BAB +2 AC:15/19(mage armor) HP: 30 INIT:+9 Perp+8
saves:
F:4 R:5W:5
skills:
Appraise 5, Bluff 8 Intimidate 8, K-Arcana 6, K-Planes 5 Spellcraft 5, UMD 8, Perception 8
spells:
7/day elemRay 0:light, jolt, drench, message, disrupt undead, detect magic 7/day1:magic missile, mage armor, Summon 1, ENLARGE person, Grease, Protection From Evil (Burning Hands) 4/day2nd Flaming Sphere

+1Reflex
+1Fortitude
+8 HP
Spells added: Protection From Evil, Grease(favored class no HP point)
Skills: Bluff 8 Perception 7 Know Arcana 6
Spells per day 6/1st level


AC 21; HP 36; init +3; Perception + 7

+1BAB
+1Fort
+11 HP
Spells added: (0)Spark, (1)Vanish
Spells per day 3/1st
Feat: Precise Shot


AC 19; HP 32; INIT +6; PERCEPT +19 [+21 for traps]
Combat:
Shortbow +9 / 1d6+5; Morningstar +4 / 1d8+1; Sneak Attack +2d6
Saves:
Fort +3 Ref +9 Will +3

Well, if we are going to stand around flexing:

+1 BAB
+1 to Fort & Will (take that trog sickness)
+ 10 HP
Feat: Precise Shot
Language Draconic (maybe something else if we need it)
Sneak Attack = 2d6 now
Danger Sense = +1 bonus against traps

Thundercats HO!


Human Sorcerer4(Elemental Water) BAB +2 AC:15/19(mage armor) HP: 30 INIT:+9 Perp+8
saves:
F:4 R:5W:5
skills:
Appraise 5, Bluff 8 Intimidate 8, K-Arcana 6, K-Planes 5 Spellcraft 5, UMD 8, Perception 8
spells:
7/day elemRay 0:light, jolt, drench, message, disrupt undead, detect magic 7/day1:magic missile, mage armor, Summon 1, ENLARGE person, Grease, Protection From Evil (Burning Hands) 4/day2nd Flaming Sphere

Is everyone getting a feat? Thought that was every 4 levels.


AC 19; HP 46 INIT +2; PERCEPTION +15
Melee:
+9 to hit (4STR/4BAB/1weapon); 2d6+7(6STR/1weapon)Power Attack+7 to hit (4STR/4BAB/1weapon/-2PA); 2d6+13 (6STR/1weapon/6PA)ranged composit bow +6;1d8+
Saves:
+8 FORT; +6 REF; +3 WILL

Good question
I think it might depend on class
How about skill points??


Everyone gets a feat at odd levels. Skill points depend on class. Bonus feats depend on class.


Human Sorcerer4(Elemental Water) BAB +2 AC:15/19(mage armor) HP: 30 INIT:+9 Perp+8
saves:
F:4 R:5W:5
skills:
Appraise 5, Bluff 8 Intimidate 8, K-Arcana 6, K-Planes 5 Spellcraft 5, UMD 8, Perception 8
spells:
7/day elemRay 0:light, jolt, drench, message, disrupt undead, detect magic 7/day1:magic missile, mage armor, Summon 1, ENLARGE person, Grease, Protection From Evil (Burning Hands) 4/day2nd Flaming Sphere

Apparently you get a feat every odd level.
Need to look at what I need.
Any ideas for a third level Sorceress?Anyone...anyone?

Not mocking the GM. Sent at same time.


AC 19; HP 32; INIT +6; PERCEPT +19 [+21 for traps]
Combat:
Shortbow +9 / 1d6+5; Morningstar +4 / 1d8+1; Sneak Attack +2d6
Saves:
Fort +3 Ref +9 Will +3

Eldritch Heritage?


AC-22; HP 44 INIT +3; PERCEPTION +11
Melee:
Greatsword +9/2d6+6; PA: +9; 2d6+9
Saves:
+7FORT; +2REF; +7WILL

We just missed the perfect chance to take down the Paralictor! Curral casts CAUSE instead of cure and Pnin sneak attacks the Paralictor. We could have completely taken down our oppressors/slave masters! :D


AC 19; HP 46 INIT +2; PERCEPTION +15
Melee:
+9 to hit (4STR/4BAB/1weapon); 2d6+7(6STR/1weapon)Power Attack+7 to hit (4STR/4BAB/1weapon/-2PA); 2d6+13 (6STR/1weapon/6PA)ranged composit bow +6;1d8+
Saves:
+8 FORT; +6 REF; +3 WILL

Damn
Youre right
My intelligence is only 10....whats your excuse!!


We can redo the round if you’d like to give your plan a shot.


AC 19; HP 32; INIT +6; PERCEPT +19 [+21 for traps]
Combat:
Shortbow +9 / 1d6+5; Morningstar +4 / 1d8+1; Sneak Attack +2d6
Saves:
Fort +3 Ref +9 Will +3

DM offering to redo the round is scarier than anything else we've done. Pnin is not up for Kiryl's extravaganza.


AC 19; HP 46 INIT +2; PERCEPTION +15
Melee:
+9 to hit (4STR/4BAB/1weapon); 2d6+7(6STR/1weapon)Power Attack+7 to hit (4STR/4BAB/1weapon/-2PA); 2d6+13 (6STR/1weapon/6PA)ranged composit bow +6;1d8+
Saves:
+8 FORT; +6 REF; +3 WILL

Lol
Im with Pnin


AC-22; HP 44 INIT +3; PERCEPTION +11
Melee:
Greatsword +9/2d6+6; PA: +9; 2d6+9
Saves:
+7FORT; +2REF; +7WILL

It may not have worked, but it would have been an epic tale to be sure....


TPKs usually are Kiryl.


AC-22; HP 44 INIT +3; PERCEPTION +11
Melee:
Greatsword +9/2d6+6; PA: +9; 2d6+9
Saves:
+7FORT; +2REF; +7WILL

Summon forth the celestial porpi!!!


I think only half the party died in that encounter.


AC 19; HP 46 INIT +2; PERCEPTION +15
Melee:
+9 to hit (4STR/4BAB/1weapon); 2d6+7(6STR/1weapon)Power Attack+7 to hit (4STR/4BAB/1weapon/-2PA); 2d6+13 (6STR/1weapon/6PA)ranged composit bow +6;1d8+
Saves:
+8 FORT; +6 REF; +3 WILL

Just giving my character a last once over...is there anything rose im missing?? Im not clear on feats...special bonuses for race..class...any help would be greatly appreciated


Sanrael Bloodthorn wrote:
Just giving my character a last once over...is there anything rose im missing?? Im not clear on feats...special bonuses for race..class...any help would be greatly appreciated

Melee: Powert Attack +7, 2d6+9

Saves: Fort: +7, Will: +2

2nd level Ranger gets a Combat Style Feat: http://www.d20pfsrd.com/classes/core-classes/ranger/ranger-combat-styles/

3rd level:

A ranger gains Endurance as a bonus feat at 3rd level.

At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

Cold (ice, glaciers, snow, and tundra)
Desert (sand and wastelands)
Forest (coniferous and deciduous)
Jungle
Mountain (including hills)
Plains
Planes (pick one, other than Material Plane)
Swamp
Underground (caves and dungeons)
Urban (buildings, streets, and sewers)
Water (above and below the surface)


AC 19; HP 46 INIT +2; PERCEPTION +15
Melee:
+9 to hit (4STR/4BAB/1weapon); 2d6+7(6STR/1weapon)Power Attack+7 to hit (4STR/4BAB/1weapon/-2PA); 2d6+13 (6STR/1weapon/6PA)ranged composit bow +6;1d8+
Saves:
+8 FORT; +6 REF; +3 WILL

Thank you very much....appreciated


Human Sorcerer4(Elemental Water) BAB +2 AC:15/19(mage armor) HP: 30 INIT:+9 Perp+8
saves:
F:4 R:5W:5
skills:
Appraise 5, Bluff 8 Intimidate 8, K-Arcana 6, K-Planes 5 Spellcraft 5, UMD 8, Perception 8
spells:
7/day elemRay 0:light, jolt, drench, message, disrupt undead, detect magic 7/day1:magic missile, mage armor, Summon 1, ENLARGE person, Grease, Protection From Evil (Burning Hands) 4/day2nd Flaming Sphere

GM: Not sure I understand Eldritch Heritage feat. Can Idril take it? Not sure about pros and cons. My reading is I cannot take it yet without skill focus. Is it worthwhile?


AC 19; HP 32; INIT +6; PERCEPT +19 [+21 for traps]
Combat:
Shortbow +9 / 1d6+5; Morningstar +4 / 1d8+1; Sneak Attack +2d6
Saves:
Fort +3 Ref +9 Will +3

Idril: I forgot about the skill focus part :-(

When I ran a sorcerer, I found heritage helpful to pick up the arcane bloodline as well. Lots of useful spells in that bloodline, but too plain for character building? YMMV.


Idril Doriath wrote:
GM: Not sure I understand Eldritch Heritage feat. Can Idril take it? Not sure about pros and cons. My reading is I cannot take it yet without skill focus. Is it worthwhile?

Yes, you would need to take the associated skill focus. I'm not a huge fan of eldritch heritage because you probably need to invest 3-4 feats to get the best use out of it, but if you had a specific use in mind it might be fantastic.


Idril Doriath wrote:
GM: Not sure I understand Eldritch Heritage feat. Can Idril take it? Not sure about pros and cons. My reading is I cannot take it yet without skill focus. Is it worthwhile?

Good defensive feats would be Dodge or any of the 3 feats that improve your Saves.


Human Sorcerer4(Elemental Water) BAB +2 AC:15/19(mage armor) HP: 30 INIT:+9 Perp+8
saves:
F:4 R:5W:5
skills:
Appraise 5, Bluff 8 Intimidate 8, K-Arcana 6, K-Planes 5 Spellcraft 5, UMD 8, Perception 8
spells:
7/day elemRay 0:light, jolt, drench, message, disrupt undead, detect magic 7/day1:magic missile, mage armor, Summon 1, ENLARGE person, Grease, Protection From Evil (Burning Hands) 4/day2nd Flaming Sphere
DM Darkvision wrote:
Idril Doriath wrote:
GM: Not sure I understand Eldritch Heritage feat. Can Idril take it? Not sure about pros and cons. My reading is I cannot take it yet without skill focus. Is it worthwhile?
Good defensive feats would be Dodge or any of the 3 feats that improve your Saves.

Should I take Greater Fortitude +2 save or Dodge +1 AC?

I ask the mighty GM which would be better for this campaign.
Also ask everyone else for their input.


AC-22; HP 44 INIT +3; PERCEPTION +11
Melee:
Greatsword +9/2d6+6; PA: +9; 2d6+9
Saves:
+7FORT; +2REF; +7WILL

I vote for Dodge as you will use it with more frequency.

Your FORT at +4 is actually pretty dang good! Kyril is only +6 with a 16 CON and that being one of his primary saves.


AC 21; HP 36; init +3; Perception + 7

yep yep!


If you're going to boost a save, I would boost Will rather than Fort, but agree that AC is likely to be used more often.


Human Sorcerer4(Elemental Water) BAB +2 AC:15/19(mage armor) HP: 30 INIT:+9 Perp+8
saves:
F:4 R:5W:5
skills:
Appraise 5, Bluff 8 Intimidate 8, K-Arcana 6, K-Planes 5 Spellcraft 5, UMD 8, Perception 8
spells:
7/day elemRay 0:light, jolt, drench, message, disrupt undead, detect magic 7/day1:magic missile, mage armor, Summon 1, ENLARGE person, Grease, Protection From Evil (Burning Hands) 4/day2nd Flaming Sphere

My original thought was Dodge. But thought that was wrong. Too many save problems. Wow...I was going the opposite direction. Sorcerer Will save is the best I can get in the class. (Unless GM knows better).

I choose Dodge.


In my opinion, will is the most important save, then fort, then reflex. More AC is always good.


Human Sorcerer4(Elemental Water) BAB +2 AC:15/19(mage armor) HP: 30 INIT:+9 Perp+8
saves:
F:4 R:5W:5
skills:
Appraise 5, Bluff 8 Intimidate 8, K-Arcana 6, K-Planes 5 Spellcraft 5, UMD 8, Perception 8
spells:
7/day elemRay 0:light, jolt, drench, message, disrupt undead, detect magic 7/day1:magic missile, mage armor, Summon 1, ENLARGE person, Grease, Protection From Evil (Burning Hands) 4/day2nd Flaming Sphere

@GM If I cast Elemental Ray into melee do I take a -4 penalty? Can I hit one of my friends? Just checking.


Yes -4, unless you take the feat that negates. If you rolled a 1 then hitting your companions is a possibility.


AC-22; HP 44 INIT +3; PERCEPTION +11
Melee:
Greatsword +9/2d6+6; PA: +9; 2d6+9
Saves:
+7FORT; +2REF; +7WILL

Anyone want to lay claim to the +1 ring of protection (2,000 GP)?


AC 21; HP 36; init +3; Perception + 7

I will if no one else wants it.


AC 19; HP 46 INIT +2; PERCEPTION +15
Melee:
+9 to hit (4STR/4BAB/1weapon); 2d6+7(6STR/1weapon)Power Attack+7 to hit (4STR/4BAB/1weapon/-2PA); 2d6+13 (6STR/1weapon/6PA)ranged composit bow +6;1d8+
Saves:
+8 FORT; +6 REF; +3 WILL

Im sporting one already....and nicely in debt....all yours Curral


AC 19; HP 32; INIT +6; PERCEPT +19 [+21 for traps]
Combat:
Shortbow +9 / 1d6+5; Morningstar +4 / 1d8+1; Sneak Attack +2d6
Saves:
Fort +3 Ref +9 Will +3

I'm interested, but not sure if I can afford it. Accountant Kiryl, where is your bounty calculation?


AC 19; HP 32; INIT +6; PERCEPT +19 [+21 for traps]
Combat:
Shortbow +9 / 1d6+5; Morningstar +4 / 1d8+1; Sneak Attack +2d6
Saves:
Fort +3 Ref +9 Will +3

Also/Alternatively is there a better armor I should be investing in? The light armor list seems sparse to me? Is there a wand of Mage Armor?

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