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The Tiger's Heart Discussion


Play-by-Post Discussion

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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

Not sure how I'm feeling about Dax. Unless someone has any advice, I'm kind of fine with him dying here and rolling a new character.

Either way . . . I'm sure he'll improve overtime if he lives. Just saying don't do anything too dangerous to insure his survival.


Ardaxolion wrote:

Not sure how I'm feeling about Dax. Unless someone has any advice, I'm kind of fine with him dying here and rolling a new character.

Either way . . . I'm sure he'll improve overtime if he lives. Just saying don't do anything too dangerous to insure his survival.

Long standing rule of gaming with John. If you arent enjoying your character, make one you like.

I myself am enjoying the adventures of Dax the Misfortuned


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 figured that would be an option. I don't have the heart to pull the plug myself. But . . .if something were to happen . . .

I also enjoy seeing his struggles. I am just worried that I am the cause of his struggles. Shrug


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

Dax, I would channel energy but that would heal the bad guys too! And I’m saving my last spell in case one of our melee characters need it. Nothing against Dax just more important to keep the melee up at this point. Grimm


I love the mental image of a dour faced Grimm frustratedly yelling DAX! like a TV sitcom principal or precinct captain


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

Grimm, yeah, that's what I mean. Whatever happens happens, no hard feelings at all!

Also, Do I roll to stabilize. I cannot remember if you guys have used this or have a house rule.


So we generally don't roll to stabilize as someone usually pulse heals at some point or combat ends before it becomes an issue.

Fare thee well Dax, we hardly new ye..


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

Alright, I'm just to see how the dice gods favor Dax stabilize:

DC 10 to stabilize

Stable?: 1d20 + 2 - 12 ⇒ (19) + 2 - 12 = 9

-13/8 HP

Stable?: 1d20 + 2 - 13 ⇒ (9) + 2 - 13 = -2

-14/8 HP = Dax dead


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

So, a doomed character indeed.

Thinking of a new character. Thinking wizard or paladin. I would say an Enchanter wizard might fill in the Dax-shaped hole better? Or do you guys think a Paladin?

Mysterious Storyteller: let me know how you want to introduce the new character


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)

i would think enchanter wizard....but what would make the experience most fun for you???


Ardaxolion wrote:

So, a doomed character indeed.

Thinking of a new character. Thinking wizard or paladin. I would say an Enchanter wizard might fill in the Dax-shaped hole better? Or do you guys think a Paladin?

Mysterious Storyteller: let me know how you want to introduce the new character

What about build towards a paladin eldritch knight?

Wizard fills the roster better as you already have 2.5 melee


Make what you want and I'll weave it in when you are ready


AC 13; HP 11; INIT +8; PERCEPT +8
Spells:
0: 4/day; 1:3/day
Saves:
Fort +1 Ref +2 Will +3

Alright, I think this character is ready to go, barring anything you guys think is out of order. .

Wanted to have this up last night, sorry for the delay.

Basic idea is that he will be a Conjurer, mainly relying on Summoning in battle (though I would say we will still see some of Dax's tricks).

Questions

I wanted to ask about how to calculate the effect of Augment Summoning (+4 to STR and CON for every summoned creature)

d20pfsrd has [info] for the augmented eagle, but I'm confused about the calculations. Shouldn't a +4 bonus to STR bump the attack bonus from +3 to +5?

What's up with the "Alternative Summoning Options"? The Bloody Skeleton seems interesting, but I'm fine with Eagles (and confused how the bonuses are applied, see above).

Does Augment Summoning apply to the Mount spell?


AC 13; HP 11; INIT +8; PERCEPT +8
Spells:
0: 4/day; 1:3/day
Saves:
Fort +1 Ref +2 Will +3

Thought of another question:

How do I calculate familiar HP. Should I use the same rules PC's use (full, half, full, half, . . .)?


Rodion wrote:

Alright, I think this character is ready to go, barring anything you guys think is out of order. .

Wanted to have this up last night, sorry for the delay.

Basic idea is that he will be a Conjurer, mainly relying on Summoning in battle (though I would say we will still see some of Dax's tricks).

Questions

I wanted to ask about how to calculate the effect of Augment Summoning (+4 to STR and CON for every summoned creature)

d20pfsrd has [info] for the augmented eagle, but I'm confused about the calculations. Shouldn't a +4 bonus to STR bump the attack bonus from +3 to +5?

What's up with the "Alternative Summoning Options"? The Bloody Skeleton seems interesting, but I'm fine with Eagles (and confused how the bonuses are applied, see above).

Does Augment Summoning apply to the Mount spell?

1. Don't worry about any delay. John is out in nature for the rest of the week and this will significantly slow down posting (to the point of almost 0).

2. The eagle is shown correctly. It doesn't get +2 to hit for AS because their to hit attack is DEX based not STR based.

3. Bloody skeleton is just an additional creature you can summon.

4. Augmented summoning applies to mount spell, but summoned mounts can't be directed like summoned monsters and don't attack but rather just serve as a riding conveyance.

summon monster text:

It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one of the creatures from the 1st Level list on Table: Summon Monster. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell.


Rodion wrote:

Thought of another question:

How do I calculate familiar HP. Should I use the same rules PC's use (full, half, full, half, . . .)?

Familiar should use same rules as PC, which means in this campaign:

Full/Half/Roll


AC 13; HP 11; INIT +8; PERCEPT +8
Spells:
0: 4/day; 1:3/day
Saves:
Fort +1 Ref +2 Will +3

Got it. Thanks for answering all my questions! And sorry I forgot the HP rules for this campaign.

Figured we'd be off for a bit due to John's absence too.


AC 13; HP 11; INIT +8; PERCEPT +8
Spells:
0: 4/day; 1:3/day
Saves:
Fort +1 Ref +2 Will +3

So for the Skeleton summon, the 2 claws attack would have attack bonus of +4 and damage roll 1d4+4?

Is there a place I can see which summon's rolls are based off which stats?


Rodion wrote:

So for the Skeleton summon, the 2 claws attack would have attack bonus of +4 and damage roll 1d4+4?

Is there a place I can see which summon's rolls are based off which stats?

+4/+4=yes

No on the second, but most are STR. Flying creature is DEX


Rodion wrote:

Alright, I think this character is ready to go, barring anything you guys think is out of order. .

Wanted to have this up last night, sorry for the delay.

Basic idea is that he will be a Conjurer, mainly relying on Summoning in battle (though I would say we will still see some of Dax's tricks).

Questions

I wanted to ask about how to calculate the effect of Augment Summoning (+4 to STR and CON for every summoned creature)

d20pfsrd has [info] for the augmented eagle, but I'm confused about the calculations. Shouldn't a +4 bonus to STR bump the attack bonus from +3 to +5?

What's up with the "Alternative Summoning Options"? The Bloody Skeleton seems interesting, but I'm fine with Eagles (and confused how the bonuses are applied, see above).

Does Augment Summoning apply to the Mount spell?

Looking at your PC sheet more I would recommend taking acid dart vs. shift. A lv 1 you have only 2 1st level spells (3 at 2nd) and being able to do a reach touch attack for 1d6+1 7x/day seems much more valuable than being able to teleport around the battle field 5' 7x/day.

Unless you plan to pair the teleport piece with a level of rogue to sneak attack or something?

JMO


Is Rodion ready to rock?


AC 13; HP 11; INIT +8; PERCEPT +8
Spells:
0: 4/day; 1:3/day
Saves:
Fort +1 Ref +2 Will +3

I think I understand your reasoning. Acid Dart would effectively give me 7 more attacking spells before I'm out for the day. However, here was my logic:

1) Ranged touch didn't seem to go that well for Dax. Wouldn't the darts have a net -2 attack penalty? Maybe I'm overcompensating.

2) If I get meleed, I could get a summon up and then use Shift to retreat (because it's a swift action).

3) Maybe not so much at early levels, but I was thinking Shift could be a way to get basically two move actions (say, move a spell and then move me). Basically Shift seems like it will be useful foreer whereas Acid Dart only at early levels

BUT of course Rodion would have to live to long enough for (3) to even apply . . .

I definitely defer to your know-how. But let me know what you think about the above reasoning if you get a chance.


Rodion wrote:

I think I understand your reasoning. Acid Dart would effectively give me 7 more attacking spells before I'm out for the day. However, here was my logic:

1) Ranged touch didn't seem to go that well for Dax. Wouldn't the darts have a net -2 attack penalty? Maybe I'm overcompensating.

2) If I get meleed, I could get a summon up and then use Shift to retreat (because it's a swift action).

3) Maybe not so much at early levels, but I was thinking Shift could be a way to get basically two move actions (say, move a spell and then move me). Basically Shift seems like it will be useful foreer whereas Acid Dart only at early levels

BUT of course Rodion would have to live to long enough for (3) to even apply . . .

I definitely defer to your know-how. But let me know what you think about the above reasoning if you get a chance.

John and Clint should chime in as well.

Thoughts: Ranged touch AC is some of the easiest to hit in the game; medium term you can take precise shot to eliminate the -4 to fire into melee, plus your BAB is horrible but will get better.

Having limited numbers of spells makes Rodion relatively useless after the first 2-3 encounters of any adventure. Plus, what else are you going to do while your summoneds melee? Fire into the fray with a light crossbow against regular AC?

Stay away from melee! Dax rushing up to try and one-shot groups with color spray was brave, but foolish. Let your 3 meat shields (and/or your summoned meat shields) do the bleeding.

Shift is useful forever, but only if you are forever making huge tactical mistakes.


AC 13; HP 11; INIT +8; PERCEPT +8
Spells:
0: 4/day; 1:3/day
Saves:
Fort +1 Ref +2 Will +3

Yes, please anyone else should weigh in!

Mysterious Storyteller wrote:
Stay away from melee! Dax rushing up to try and one-shot groups with color spray was brave, but foolish. Let your 3 meat shields (and/or your summoned meat shields) do the bleeding.

I was rushing Dax in becasue of Color Spray's area of effect. I was frustrated that one of Dax's two first level spells was basically useless. I feel like its too hard to use without being able to see the map. Don't plan on rushing in anymore . . . Lesson learned.

Mysterious Storyteller wrote:
Thoughts: Ranged touch AC is some of the easiest to hit in the game; medium term you can take precise shot to eliminate the -4 to fire into melee, plus your BAB is horrible but will get better.

Formatting error led to my feats not being displayed. Fixed now.

I thought about taking some ranged feats (Pnin has survived with that logic). But Precise Shot would take both my feats. And I'm not sure it would end up not being useful long term. (Again, I agree about the uselessness of long term thinking if there is no long term).

Mysterious Storyteller wrote:
Having limited numbers of spells makes Rodion relatively useless after the first 2-3 encounters of any adventure. Plus, what else are you going to do while your summoneds melee? Fire into the fray with a light crossbow against regular AC?

Yeah, this is another one of my concerns. But isn't this true of any low-level magic user? I was hoping that after 2-3 counters we'd be able to rest. I guess a more typlcal average is 4 encounters per day?

While people/summons are meleeing I thought I'd rely more on Daze this time. And then crossbow.

TBH, I think you are convincing me about Acid Dart. But even if I have that instead of Shift, I *still* run out of spells at some point and am relatively useless :-(. Low level magic is a rough ride.


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

Back from the wild!


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

Read Treantmonk’s guide to being a pathfinder wizard. Some good info though I don’t agree with everything. I always like the bonded item for the extra spell.


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

All,

So if you had to make a character based upon yourself, what class or classes would you be and why?

Me: Druid or Ranger based on my love of the outdoors, hiking, wildlife, etc.


AC 13; HP 11; INIT +8; PERCEPT +8
Spells:
0: 4/day; 1:3/day
Saves:
Fort +1 Ref +2 Will +3

I read through Treantmonk's guide as I was making Rodion. Definitely appreciated some of what he said. He was the main influence on me trying a summoner type.

I think I agree with you about the Bonded item, but wanted to try the Animal Companion.


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)

ranger and rogue would be favorite class....
up here in the great white north plenty of nature and outdoors...


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

As for me, Druid appeals to the side of me that likes nature/animals. But Wizard/Bard probably win out due to my love of learning and teaching.


Straight stats I'd say either some type of arcane spell caster, bard, or paladin (I self-rate highly in INT and CHA).

Real life I'm probably a NPC Expert class-high end merchant or something

https://www.d20pfsrd.com/classes/npc-classes/expert/

The idealized version of me would be a Paladin


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

We should run a campaign where we play ourselves as characters!


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

Is Game Player a class?


Naugrimm Firebeard wrote:
We should run a campaign where we play ourselves as characters!

I know the perfect GM to run it....~looks at Darkvision meaningfully~


Torvald Torvaldson wrote:
Naugrimm Firebeard wrote:
We should run a campaign where we play ourselves as characters!
I know the perfect GM to run it....~looks at Darkvision meaningfully~

Look in the mirror! You are a way better GM than me!


Eterran wrote:
Is Game Player a class?

What do you think a rogue is?!!!


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

http://the-eye.eu/public/Books/retrowith.in/Pathfinder/Pathfinder%20RPG%20C ompatible/%20Player%27s%20Aid%202%20-%20Monster%20Summoning%20Cards%20%28oe f%29.pdf

Summon Monster stats


AC 13; HP 11; INIT +8; PERCEPT +8
Spells:
0: 4/day; 1:3/day
Saves:
Fort +1 Ref +2 Will +3

That's a neat resource, Grimm! Thanks


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

Unfortunately I think the eagle only stays 2 rounds
Summon lasts 1/round level
Then Summoners charm gives 1 extra round at 1st level


AC 13; HP 11; INIT +8; PERCEPT +8
Spells:
0: 4/day; 1:3/day
Saves:
Fort +1 Ref +2 Will +3

Thanks. I just saw the post in the other forum and explained what I think my error was there . . .

Feeling really dumb. Much clearer now why Mysterious Storyteller thought Acid Dart was so necessary . . . Just oops all around.


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.


Knowledge local description:

Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)

I interpret that to say that you would have a sense of anyone that wasn't from 'round these parts'. There is no written backstory for Rodion that I am aware of so it's difficult to pinpoint how he would know who is who in Belric so I'm playing a little fast and loose for the sake of storytelling.


AC 13; HP 11; INIT +8; PERCEPT +8
Spells:
0: 4/day; 1:3/day
Saves:
Fort +1 Ref +2 Will +3

I read through the description before my post, I am having a hard time finding which Knowledge check would be more applicable. Maybe history?

I mean, I'm basically a beginner player so bear with me, but my idea was that people might speak with an accent or wear different clothing if they hailed from different parts. And then, on top of that, with enough knowledge Rodion could pinpoint where they are from. This seems analogous to similar situations on Earth?

As for the backstory, I am sorry, it slipped my mind. I will send one to you tomorrow at the latest.


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

Putting this out there as something that might interest the group:

Eterran and Naugrimm are playing Classic WOW online. If anyone else wants to sign up and join us we have characters on the Smolderweb server.


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

are you playing on PC?? not sure if mine can run it


Eterran’s on a PC, I’m on a Mac

Google “WOW system requirements” and that should tell you what you need


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)

creating a free account to try it out....how do i find you guys?


Weed wrote:
creating a free account to try it out....how do i find you guys?

We are in WOW Classic, not sure if free account works in Classic or just the regular game. If you can get in Wow Classic, create a Horde character on Smolderweb server. My characters are named Curufinwe and Gurthang. Clint’s is Boskk. If u can’t get in Classic just check out regular game and see how you like, it is similar to Classic.


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)

Will do thanks


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

2nd lvl Unchained Barbarian

+9 - hp 6 + 2con + 1favcl
+1 bab
+1 fort
gain DR 1
+2 rounds rage
Accurate Stance

skills - 4
+1 perception,handleanimal,acrobatics,survival

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