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20 point buy with no stat lower than 10. 2 traits. Max starting GP per class. HP progression: Lv1-max; Lv2-1/2 max; Lv3-roll; repeat every 3 levels.

STAT POINT COST
10 0
11 1
12 2
13 3
14 5
15 7
16 10
17 13
18 17

Ask any questions you have.


Background information about the nation of Andoran known to the commoner:

What is now the nation of Andoran was founded following the successful campaign of General Khastalus of Corentyn. At the time part of the empire of Taldor, the region was established in order to provide the imperial navy with ships; lumber harvested from the Arthfell Forest was transported to the shipyards at Augustana.

Eventually during a time of turmoil Andoran cut its ties with the Taldan empire in a revolt to join the newly formed nation of Cheliax. Facing challenges of corruption and decadence from within, as well as an invasion by Qadira across the empire's southern border, Taldor was forced to cede Andoran to Cheliax.

Andoran prospered as a part of the empire of Cheliax the death of the empire's patron god, Aroden, which resulted in a power struggle among the nation's various noble houses. This civil war ended with House Thrune claiming control of Cheliax.

House Thrune, a noble line dedicated to the service of the infernal powers of the 9 hells, demanded strict obedience and servitude from the citizens of the empire. Initially the ruling body of Andoran followed the mandates of Cheliax's new queen, but the people of the region quickly became outraged by her cruel and evil reign; in 4669 AR Andoran claimed its independence from the empire, casting aside its own noble class and establishing Common Rule.

The newly-established nation of Andoran abolished the practices of slavery and servitude, and embraced the belief that all are equal. Andoran continues to embody these ideals to this day, concepts they attempt to force upon other nations with what many feel to be idealistic and imperialistic fanaticism.


Arthfell is one of the five general regions in the nation of Andoran, and stretches largely along the coast of the Inner Sea from the western border with Cheliax to the Andoshen River in the east. It is thought to be bordered in the north by the Nogortha Peaks.

The region gets its name from the Arthfell Forest, which once covered the lowlands of most of western Andoran. Today, the woodland is but a small fraction of its former size due to millennia of heavy logging to feed the massive shipbuilding industry in the city of Augustana.

The ancient pine and fir trees of the Arthfell Forest make up one of the most infamous woodland regions in the nation of Andoran. Known for its druidic cabals, bands of menacing werewolves, and other dangers, Arthfell is rarely traveled, though civilization is ever encroaching on its borders. The Andoren geographical region known as Arthfell gets its name from the woodlands.


The small town of Belric has about 300 official resident townfolk, with the population of the surrounding area being maybe double that. The economy of the town is largely fed by the logging industry which is run by the Lumber Consortium which is headquartered in the city of Oregent east of the Arthfell forest.

Belric has a mayor and a small governing council, but is largely controlled by the officials of the Lumber Consortium. The town's primary claim to fame is the fact that local hero Lundren Wolfsbane is the municipality representative on the People's Council in the capital city of Almas.


I take it Belric is our starting location?


That is where our first act will take place (as noted all the way up top in the header), but you may have a background from anywhere in Golarion. Give me some broad brush strokes and I'll flesh out the details of the story.


I have several character ideas so am pretty flexible depending on what others want to do:
Elf wizard
Dwarf cleric
Paladin


DM Darkvision wrote:

I have several character ideas so am pretty flexible depending on what others want to do:

Elf wizard
Dwarf cleric
Paladin

Paladin? I am shocked sir! ;-D

Let's see if anyone else shows interest.


spells:
0:Det.Magic,RdMagic,Message,RayFrost,Drench,DisruptUndead,Breeze;1:MageArmr ,ColorSpry,BrnHands,InfHeal,Shield,MgcMiss;2:FlamingSphere,StoneCall,Scorch ingRay,MirrImg;3:Haste,ProtEner,LigtBlt
Sorcerer7(FlameElemental) ac19w/magearmor 68hp init+11
saves&skills:
Fort:7 Ref:7 Will:7 Bluff13,Spellcraft7,Perception11,Knowarcana5,KnowPlanes4,Intimidate10

Aasimar Barbarian for me!


Dwarf Cleric 2 AC18/FF18/T10 HP:16 Init:+0 Melee: +3/1d8+2(x3) Ranged: +1
Spells:
0:Detect Magic, Light, Mend; Read Magic. 1st(3+D):Bless, Divine Favor, Comp Languages, Burning Hands
Saves:
Fort+5/Ref+0/Will+6(+5 v spells, SLA, +3 v poison)
channel:
1d6(5/day)
Skills:
ArmChk-6,App1,Blf1,Cli2,Dip7,Dis1,EA0,Fly0,Hel3,Intim1,K-arc5,K-his5,K-nat5 ,K-pla5,K-rel7,Per7,SM9,Stl0,Sur3,Swm0

I was hoping for a brother dwarf!


Naugrimm wrote:
I was hoping for a brother dwarf!

Does Naugrimm have his own story or would he like one provided to him?


Dwarf Cleric 2 AC18/FF18/T10 HP:16 Init:+0 Melee: +3/1d8+2(x3) Ranged: +1
Spells:
0:Detect Magic, Light, Mend; Read Magic. 1st(3+D):Bless, Divine Favor, Comp Languages, Burning Hands
Saves:
Fort+5/Ref+0/Will+6(+5 v spells, SLA, +3 v poison)
channel:
1d6(5/day)
Skills:
ArmChk-6,App1,Blf1,Cli2,Dip7,Dis1,EA0,Fly0,Hel3,Intim1,K-arc5,K-his5,K-nat5 ,K-pla5,K-rel7,Per7,SM9,Stl0,Sur3,Swm0
Mysterious Storyteller wrote:
Naugrimm wrote:
I was hoping for a brother dwarf!
Does Naugrimm have his own story or would he like one provided to him?

Sent an email with an idea, feel free to modify


Aasimar Barbarian 2 AC17/FF15/T12 HP:25 Init:+2 Melee: +7/1d12+6(x3) Ranged: +4/1d8(x3)
Saves:
Fort+6 /Ref+2 /Will+1
Rage:
12rnds(+6class,+3con,+3trt)
Skills:
Acr+6, Cli+4, Hand+4, Int+6, K-nat+4, Per+6, Ride+2, Sur+6, Swm+4, Senmot+3

Baby steps


Eterran wrote:
Baby steps

Bruh, you need to get your eyes looked at. I think it's like pink eye but different....


M Half elven Melee ranger

ok
sorry guys
long busy week and just got a chance to sit down and think about character
seems like we need some more frontline power? im thinking, elf, half elf, or dwarven type....but a bit undecided...suggestions??


Dwarf Cleric 2 AC18/FF18/T10 HP:16 Init:+0 Melee: +3/1d8+2(x3) Ranged: +1
Spells:
0:Detect Magic, Light, Mend; Read Magic. 1st(3+D):Bless, Divine Favor, Comp Languages, Burning Hands
Saves:
Fort+5/Ref+0/Will+6(+5 v spells, SLA, +3 v poison)
channel:
1d6(5/day)
Skills:
ArmChk-6,App1,Blf1,Cli2,Dip7,Dis1,EA0,Fly0,Hel3,Intim1,K-arc5,K-his5,K-nat5 ,K-pla5,K-rel7,Per7,SM9,Stl0,Sur3,Swm0

A rogue would also be helpful for the detect/disarm traps. Maybe Fighter-Rogue? You could take Fighter at 1st, Rogue at 2nd, then Fighter the rest of the way? But if that doesn’t sound interesting play what you want!

If you put all your stat buy points in Str/Con/Dex with a human, half-orc or half-elf you could have 18 Str, 14 Con, 14 Dex and 10’s for the rest.

Clint will be pure melee, I should be able to stand up front and be mediocre, mainly suck up attacks. Believe Pnin will play arcane caster so he will probably hide in back.


You could be a ranger trapper archetype

Gains trap finding and disable device at LV 1

http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo-ranger -archetypes/trapper

You do that straight up and cover the traps or even mix in a few levels of unchained rogue.

You could do a fighter (or ranger as above) rogue combo and focus on DEX to get to finesse training so your DEX bonus acted as STR damage

Finesse training:

Finesse Training (Ex)
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

How about a half-elf fighter (or ranger) rogue with skill focus in perception and then take canny observer at 2nd level rogue talent for +4 perception?

You could go 2 weapon fighter with kukuri in each hand and get improved critical which would give you a potential crit on 15-20 plus sneak attack potentially from each weapon.

If you are interested, I'm sure John or I can quickly help you build something along those lines. :D


AC 21; HP 84 INIT +2; PERCEPTION +16
Melee:
+13to hit (4STR/7BAB/2weapon); 2d6+8(6STR/2weapon)Power Attack+10 to hit (4STR/5BAB/2weapon/-2PA); 2d6+14 (6STR/2weapon/6PA)ranged composit bow +6;1d8+
Saves:
+9(+10) FORT; +7(+8) REF; +3(+4) WILL
Quote:

How about a half-elf fighter (or ranger) rogue with skill focus in perception and then take canny observer at 2nd level rogue talent for +4 perception?

You could go 2 weapon fighter with kukuri in each hand and get improved critical which would give you a potential crit on 15-20 plus sneak attack potentially from each weapon.

If you are interested, I'm sure John or I can quickly help you build something along those lines. :D

i do like the half elf fighter/rogue with skill focus in perception

nothing like a couple kukri swinging about....i would be grateful with any help with build


Dwarf Cleric 2 AC18/FF18/T10 HP:16 Init:+0 Melee: +3/1d8+2(x3) Ranged: +1
Spells:
0:Detect Magic, Light, Mend; Read Magic. 1st(3+D):Bless, Divine Favor, Comp Languages, Burning Hands
Saves:
Fort+5/Ref+0/Will+6(+5 v spells, SLA, +3 v poison)
channel:
1d6(5/day)
Skills:
ArmChk-6,App1,Blf1,Cli2,Dip7,Dis1,EA0,Fly0,Hel3,Intim1,K-arc5,K-his5,K-nat5 ,K-pla5,K-rel7,Per7,SM9,Stl0,Sur3,Swm0

Dex to damage doesn't kick in until 3rd level unchained rogue so you may want to go first 3 levels as unchained rogue, then fighter or maybe fighter 1, then rogue 3.

As 1/2 elf you could use this stat array:

Str:10
Dex: 19
Con: 15
Int:10
Wis:10
Cha:10

River Rat trait:
You gain a +1 trait bonus on damage rolls with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you.

Will DM allow River Rat to use a kukri instead of dagger?

Feats:
Two Weapon Fighting. Skill Focus perception.

If your first level is fighter you get another bonus feat so maybe Toughness (+3hp) or Dodge (+1AC), Iron Will (+2 will saves), Weapon Focus Kukri (+1 to hit with kukri). Any of these would be good for combat.


Start with lv 1 unchained rogue knife master archetype (1d8 sneak attack damage with kukri instead of 1d6) and take it through 3d level before starting to take fighter to capture finesse training damage:

http://www.d20pfsrd.com/classes/core-classes/rogue/archetypes/paizo-rogue-a rchetypes/knife-master

http://www.d20pfsrd.com/classes/unchained-classes/rogue-unchained

STR 10
DEX 20
CON 11
INT 10
WIS 12
CHA 10

Take 1 point of CON at 4th level then all DEX

River rat trait for kukri is approved.

Take TWF with 1st level feat and skill focus perception with 1/2 elf feat. Will allow you to make 2 attacks/round at 1st level with +1 to hit on each.

https://www.d20pfsrd.com/feats/combat-feats/two-weapon-fighting-combat/

http://www.d20pfsrd.com/races/core-races/half-elf

Your perception will be +10 at 1st level

Make sure to put a point in acrobatics every level so you can move into flanking position without taking an AOO.

http://www.d20pfsrd.com/skills/acrobatics


Dwarf Cleric 2 AC18/FF18/T10 HP:16 Init:+0 Melee: +3/1d8+2(x3) Ranged: +1
Spells:
0:Detect Magic, Light, Mend; Read Magic. 1st(3+D):Bless, Divine Favor, Comp Languages, Burning Hands
Saves:
Fort+5/Ref+0/Will+6(+5 v spells, SLA, +3 v poison)
channel:
1d6(5/day)
Skills:
ArmChk-6,App1,Blf1,Cli2,Dip7,Dis1,EA0,Fly0,Hel3,Intim1,K-arc5,K-his5,K-nat5 ,K-pla5,K-rel7,Per7,SM9,Stl0,Sur3,Swm0

Knife Master has NO trap finding so kind of defeats a main point of being a rogue.

Guess you could throw in 1 level of Ranger Trapper to pick it back up.

And I would rather have 19 Dex and 15 Con, than 20 Dex, 11Con and 12 Wis.


Naugrimm Firebeard wrote:

Knife Master has NO trap finding so kind of defeats a main point of being a rogue.

Guess you could throw in 1 level of Ranger Trapper to pick it back up.

Hahahahaha, classic! Can't believe I read right through that.

John's right. NO knife master. ;-p

Just regular strength rogue


Although thinking about it, you could dip that level of ranger for trapper at the start


AC 14; HP 8; INIT +9; PERCEPT +6
Spells:
0:Detect Magic, Prestidigitation, Acid Splash, Light; 1: Grease, Color Spray
Saves:
Fort +2 Ref +2 Will +2

Sorry for taking so long getting back to you. Spent a lot of yesterday trying to build the character. I think I'm done. But I'm still worried I missed something along the way. Let me know!

Biggest Question: I cannot decide which Familiar to take with my tattoo. The best options seem to be: Thrush, Owl, or Hawk. Any thoughts??

Gnome, Tattooed Sorcerer, Draconic Bloodline (Cannot decide between Green, White, or Silver (is there a difference between White and Silver???))

Str:8 (10 - 2 for Gnome)
Dex: 14
Con: 14
Int: 12
Wis: 11
Cha: 18 (really wanted 20, but didn't feel comfortable sacrificing so many other stats)

Spells:

0: Detect Magic, Prestidigitation, Acid Splash, Light (too much overlap with Naugrimm?)
1: Mage Armor, Color Spray

I also have some bonus Ghost Sounds from Mage Tattoo

Feat: Improved Initiative

Skills: Bluff, Diplo, Know Arcana, Perception


Dwarf Cleric 2 AC18/FF18/T10 HP:16 Init:+0 Melee: +3/1d8+2(x3) Ranged: +1
Spells:
0:Detect Magic, Light, Mend; Read Magic. 1st(3+D):Bless, Divine Favor, Comp Languages, Burning Hands
Saves:
Fort+5/Ref+0/Will+6(+5 v spells, SLA, +3 v poison)
channel:
1d6(5/day)
Skills:
ArmChk-6,App1,Blf1,Cli2,Dip7,Dis1,EA0,Fly0,Hel3,Intim1,K-arc5,K-his5,K-nat5 ,K-pla5,K-rel7,Per7,SM9,Stl0,Sur3,Swm0

Looks good, though I think I'm missing something on the AC.

Haramaki: +1
Small size: +1
Dexterity: +2
AC14, or 17 when you have Mage Armor up.

Most people tend to take the Initiative increasing familiars, but your init is already high. Perception and diplomacy are both key skills so increases to either would be good. Looks like you will be doing most of the talking for the party with an 18 Charisma, but your Diplomacy should already be pretty good without another boost. So do whatever you like best.


I'd skip mage armor and get a spell with better utility.

Ac 18 isn't that great and you should stay away from melee anyways. If you want MA, buy a wand at some poinr.

Snowball maybe if you go white or silver?

I'd take HP familiar or INIT


AC 23; HP 51; INIT +6; PERCEPT +27
Combat:
Shortbow +13 / 1d6+6; Morningstar +6 / 1d8+1; Sneak Attack +4d6
Saves:
Fort +4 Ref +12 Will +5

Yeah, I meant to mention the Greensting Scorpion as another one I was thinking about. But I had a similar thought.

Anyway, I bought a buckler for the last +1 to AC. I guess I will drop it because I forgot about the 5% spell failure. But for future notice, does a sorcerer need to have both hands free?

Confused by what Naugrimm said about the Mage Armor: Isn't it a +4 to AC? Whereas you said 14 to 17. Shouldn't it raise me from 14 to 18? Does it overlap with something?


Dwarf Cleric 2 AC18/FF18/T10 HP:16 Init:+0 Melee: +3/1d8+2(x3) Ranged: +1
Spells:
0:Detect Magic, Light, Mend; Read Magic. 1st(3+D):Bless, Divine Favor, Comp Languages, Burning Hands
Saves:
Fort+5/Ref+0/Will+6(+5 v spells, SLA, +3 v poison)
channel:
1d6(5/day)
Skills:
ArmChk-6,App1,Blf1,Cli2,Dip7,Dis1,EA0,Fly0,Hel3,Intim1,K-arc5,K-his5,K-nat5 ,K-pla5,K-rel7,Per7,SM9,Stl0,Sur3,Swm0

bonuses of the same type generally don’t stack so Haramaki and Mage armor would not stack since they both give an armor bonus


AC 14; HP 8; INIT +9; PERCEPT +6
Spells:
0:Detect Magic, Prestidigitation, Acid Splash, Light; 1: Grease, Color Spray
Saves:
Fort +2 Ref +2 Will +2

Need to get used to switching the account!

Wand of mage armor seems good. I was on the fence about taking it, especially since my spells are so limited.

Shame that it doesn't stack with armor . . . I guess that's a hard pass on Mage Armor for me.

Snowball is an interesting idea if I go ice dragon. I was thinking of using acid splash in a similar fashion (1d3 + 2 if I take green dragon and carry a flask of acid). But I think the 1d6+1 has the same average damage. Does a damaging spell have more utility?

Other level 1 spells I was thinking of taking: Vanish, Grease, or Magic Missile if we want more damage. Thoughts?


Grease is great for crowd control. MM sucks at early levels. Vanish = why?

Ray of frost is same as acid splash.


Grease has some good utility. Cast on someone or on their big bad weapon!


AC 14; HP 8; INIT +9; PERCEPT +6
Spells:
0:Detect Magic, Prestidigitation, Acid Splash, Light; 1: Grease, Color Spray
Saves:
Fort +2 Ref +2 Will +2

Vanish because it goes with the Gnome's Illusion proficiencies. Shrug.

I like Grease, but does it overlap too much with Color Spray? I suppose it would be more useful against undead.

I am liking the ray of frost idea! Guess I'm going with a Cold Dragon

Am I right thinking that the Owl is a better familiar bonus because we will spend most of our time in low-light conditions?


Not sure why you are thinking liw light conditions? So no.


AC 14; HP 8; INIT +9; PERCEPT +6
Spells:
0:Detect Magic, Prestidigitation, Acid Splash, Light; 1: Grease, Color Spray
Saves:
Fort +2 Ref +2 Will +2

Well, aren't dungeons relatively low light? What worries me is the hawk's familiar bonus:

d20pfsrd wrote:
The master of a hawk familiar gains a +3 bonus on sight-based and opposed Perception checks in bright light.

versus the Owl's:

d20pfsrd wrote:
Master gains a +3 bonus on sight-based and opposed Perception checks in shadows or darkness

Since the owl only has low light vision, I took "shadows or darkness" to mean low light conditions. I'm not sure how you'd describe a dungeon's light. But I was thinking it wouldn't be bright . . .


Both are situational. I like the every time sure thing


AC 14; HP 8; INIT +9; PERCEPT +6
Spells:
0:Detect Magic, Prestidigitation, Acid Splash, Light; 1: Grease, Color Spray
Saves:
Fort +2 Ref +2 Will +2

I too would rather have an every time thing. But there is no "every Perception check." Is that a vote for the thrush? Something else?

I just think that the familiar and its bonus would be a a far better option than the dragon claws. Besides that, I really have no strong opinions here.


Many familiars grant full time +2 save bonuses.

Some provide +3 HP (50% increase at 1st level; less useful thereafter).

I like +4 to initiative.

+1 NA?

+3 diplomacy?

I think any of the above are better than 'works in some conditions' ability.


Dwarf Cleric 2 AC18/FF18/T10 HP:16 Init:+0 Melee: +3/1d8+2(x3) Ranged: +1
Spells:
0:Detect Magic, Light, Mend; Read Magic. 1st(3+D):Bless, Divine Favor, Comp Languages, Burning Hands
Saves:
Fort+5/Ref+0/Will+6(+5 v spells, SLA, +3 v poison)
channel:
1d6(5/day)
Skills:
ArmChk-6,App1,Blf1,Cli2,Dip7,Dis1,EA0,Fly0,Hel3,Intim1,K-arc5,K-his5,K-nat5 ,K-pla5,K-rel7,Per7,SM9,Stl0,Sur3,Swm0

I agree, full time is better.


Dwarf Cleric 2 AC18/FF18/T10 HP:16 Init:+0 Melee: +3/1d8+2(x3) Ranged: +1
Spells:
0:Detect Magic, Light, Mend; Read Magic. 1st(3+D):Bless, Divine Favor, Comp Languages, Burning Hands
Saves:
Fort+5/Ref+0/Will+6(+5 v spells, SLA, +3 v poison)
channel:
1d6(5/day)
Skills:
ArmChk-6,App1,Blf1,Cli2,Dip7,Dis1,EA0,Fly0,Hel3,Intim1,K-arc5,K-his5,K-nat5 ,K-pla5,K-rel7,Per7,SM9,Stl0,Sur3,Swm0

Let's get his campaign started!


Aasimar Barbarian 2 AC17/FF15/T12 HP:25 Init:+2 Melee: +7/1d12+6(x3) Ranged: +4/1d8(x3)
Saves:
Fort+6 /Ref+2 /Will+1
Rage:
12rnds(+6class,+3con,+3trt)
Skills:
Acr+6, Cli+4, Hand+4, Int+6, K-nat+4, Per+6, Ride+2, Sur+6, Swm+4, Senmot+3

I am ready.


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

Man....I must be really stupid...had a time finding my way here....think I havew it almost figured out...


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

just have to figure out how to add pic and flesh out the rest
is there an easy way to switch between campaigns


Dwarf Cleric 2 AC18/FF18/T10 HP:16 Init:+0 Melee: +3/1d8+2(x3) Ranged: +1
Spells:
0:Detect Magic, Light, Mend; Read Magic. 1st(3+D):Bless, Divine Favor, Comp Languages, Burning Hands
Saves:
Fort+5/Ref+0/Will+6(+5 v spells, SLA, +3 v poison)
channel:
1d6(5/day)
Skills:
ArmChk-6,App1,Blf1,Cli2,Dip7,Dis1,EA0,Fly0,Hel3,Intim1,K-arc5,K-his5,K-nat5 ,K-pla5,K-rel7,Per7,SM9,Stl0,Sur3,Swm0

At some point both campaigns should show up when you click on “campaigns” under your alias.

You can add an avatar to your alias using “my account”


All:

For some reason I am suffering the Curse of DM Darkvision and had to reset the gameplay for this campaign at:

https://paizo.com/campaigns/v5748p75ivkg6/gameplay&page=last

Post #1 is up and running; game on!


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

ok.....I think ive found my way here....


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

Ive been struggling with the build that i had for weed, if its ok i wanna go with original suggestion of fighter 1st....rogue at 2nd, then fighter for a while....with stats being; St 18/Dex 14/Con 14 and 10 for remaining stats...all good with this?


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

If so...will be up and tunning bu days end...rousing Weed out of his Fugue state


Dwarf Cleric 2 AC18/FF18/T10 HP:16 Init:+0 Melee: +3/1d8+2(x3) Ranged: +1
Spells:
0:Detect Magic, Light, Mend; Read Magic. 1st(3+D):Bless, Divine Favor, Comp Languages, Burning Hands
Saves:
Fort+5/Ref+0/Will+6(+5 v spells, SLA, +3 v poison)
channel:
1d6(5/day)
Skills:
ArmChk-6,App1,Blf1,Cli2,Dip7,Dis1,EA0,Fly0,Hel3,Intim1,K-arc5,K-his5,K-nat5 ,K-pla5,K-rel7,Per7,SM9,Stl0,Sur3,Swm0

It’s your character, play whatever is fun for you. Don’t feel obligated to take any levels of rogue unless you want to.


Dwarf Cleric 2 AC18/FF18/T10 HP:16 Init:+0 Melee: +3/1d8+2(x3) Ranged: +1
Spells:
0:Detect Magic, Light, Mend; Read Magic. 1st(3+D):Bless, Divine Favor, Comp Languages, Burning Hands
Saves:
Fort+5/Ref+0/Will+6(+5 v spells, SLA, +3 v poison)
channel:
1d6(5/day)
Skills:
ArmChk-6,App1,Blf1,Cli2,Dip7,Dis1,EA0,Fly0,Hel3,Intim1,K-arc5,K-his5,K-nat5 ,K-pla5,K-rel7,Per7,SM9,Stl0,Sur3,Swm0

Feel free to bot Grimm: July 21-27

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