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The Tiger's Heart Discussion


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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

Done!


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

OK, I think I am done, barring a few issues:

+1 BAB
+1 Will

Spells Known: (Not sure if I missed a better choice here)
Summon Monster I
Grease
Color Spray
Enlarge Person
Charm Person
Protect from Evil/Good/Chaos/Law
Silent Image
Mage Armor (?)
Obscuring Mists (?)

Also, on the d20pfsrd Familiar Page I noticed the list of familiar feats. But I cannot find when/if they get feats.

I also was wondering if I should be rolling Perception for the Familiar? From a RPing standpoint, I suppose I cannot know for sure what it sees since we only have an emotional connection now.


Grimm/Weed = good cop/bad cop


AC 13; HP 11; INIT +8; PERCEPT +8
Spells:
0: 4/day; 1:3/day
Saves:
Fort +1 Ref +2 Will +3
DM Darkvision wrote:
Grimm/Weed = good cop/bad cop

Lol, I had a lot of fun just imagining that scene!

I guess Weed is super Chaotic :-D


The power of Rodion is on full display!

Skill checks for the win. :D


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

The power of Rodion is on full display!

Skill checks for the win. :D

Thanks! Glad he is paying off. Hate to admit I had thought Rodion was done on the Skulk cliffs and that Grimm's inaction was trying to hint at a need for a reroll.


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 had yer back at the skulk cliffs rodion....one day we will settle a score with them


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

Rodion: Not at all. I think wizards are superior to sorcerers because of all the skills, which you just demonstrated. I didn’t heal you right away because you were so far below zero it might not have even gotten you on your feet, I healed Eterran so he could continue to kick skulk ass, though that did not end up being necessary. It was a choice based on what I thought would give the party best chance to survive.


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

Grimm: Just my insecurity about my character talking! I didn't think you were actually doing anything nefarious. I am sure you made the right call. I'm just saying that, if Rodion died, I don't think I would've been too broken up about it at the moment. Glad he is contributing now!


I think somewhere there must be a flow chart that shows how PCs collect information.

Step 1: Go to tavern.

.....


Making a new character. Are we still rolling HP for 3rd level or MAX so we don't die so much?


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 think levels 1 and 3 are max...2 is half?


Mysterious Storyteller wrote:

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.

PC creation guidelines above. Roll for HP at 3d and pray. You wouldn't die as much if you ran (or if the Paizo dice demons liked you more).


AC 13; HP 11; INIT +8; PERCEPT +8
Spells:
0: 4/day; 1:3/day
Saves:
Fort +1 Ref +2 Will +3
Mysterious Storyteller wrote:
You wouldn't die as much if you ran (or if the Paizo dice demons liked you more).

Thanks . . . top tier advice from the DM = run away from his encounters :-)


Rodion wrote:
Mysterious Storyteller wrote:
You wouldn't die as much if you ran (or if the Paizo dice demons liked you more).
Thanks . . . top tier advice from the DM = run away from his encounters :-)

More like run away when you barely survived the fight you just won and there are multiple fresh hero baddies to fight and you are not at full.

Sir Robyn lived a long, long time. ;-D


AC-22; HP 70 INIT +1; PERCEPTION +13
Melee:
Greatsword +12/+7 2d6+5; PA +10/+5 2d6+13
Saves:
+11FORT; +7REF; +9WILL

Truly, if you try and fight all comers, sometimes it does not end well.


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

Lol, I was thinking of begging for a rest; Rodion only had Grease slotted . . . didn't feel great about that.

But you are doing too good a job of making me feel like we were hot on the case. When the party saw the door was ajar, I thought we were about to finish Act One. Instead, it was curtains for Rodion.

Liking the story! Hope my next character lives more than one level though!


Aasimar Cleric (Herald Caller) 9 Move:40' AC21/FF19/T13 HP:87 Init:+2 Melee: +5/1d6(18-20,x2) Ranged: +7/1d4(19-20,x2)
Saves:
Fort+9/Ref+5/Will+10
Channel:
5d6(9/day)
Skills:
Dip11,Heal8,KArc7,KnHis4,KnPla7,KnRel8,Per16,SM10,Splcrf4
Spells:
0:DM, Light, Mend, Spark; 1(5+D):Blessx3, Burn Disarm, Comp Lang, Longstd;2(4+D)Bull Str x2, Shld Othr, Brst of Rad, Loc Obj; 3rd(3+D)Blind/Deaf, Prayer, Resist Energy Com, Fly; 4(2+D) B of Fx2, Dim Door

HP: 1d8 ⇒ 8

The dice gods favor this one!


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

Ooh! The blue eyes are nice.


Aasimar Cleric (Herald Caller) 9 Move:40' AC21/FF19/T13 HP:87 Init:+2 Melee: +5/1d6(18-20,x2) Ranged: +7/1d4(19-20,x2)
Saves:
Fort+9/Ref+5/Will+10
Channel:
5d6(9/day)
Skills:
Dip11,Heal8,KArc7,KnHis4,KnPla7,KnRel8,Per16,SM10,Splcrf4
Spells:
0:DM, Light, Mend, Spark; 1(5+D):Blessx3, Burn Disarm, Comp Lang, Longstd;2(4+D)Bull Str x2, Shld Othr, Brst of Rad, Loc Obj; 3rd(3+D)Blind/Deaf, Prayer, Resist Energy Com, Fly; 4(2+D) B of Fx2, Dim Door

Eterran's cousin?


Let me know when the other 2 PCs are ready and Weed is leveled.

Think about how the 3 new PCs weave into the story.


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

Mysterious Storyteller,

It is I (Rodion/Pnin/Dax). I am posting this here for visibility, but I sent you a PM with some questions before I commit to the character creation. Sorry if I'm overcomplicating it!


Dardanius wrote:

Mysterious Storyteller,

It is I (Rodion/Pnin/Dax). I am posting this here for visibility, but I sent you a PM with some questions before I commit to the character creation. Sorry if I'm overcomplicating it!

Darn you Darn-danus! [misspelling on purpose]

Welcome; I'll respond to the PM shortly.

No such thing as a bad question (almost always true) :D


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

This one seems relevant to everyone:

In terms of equipment, your post above made it sound like you still want us to use the max starting GP for our class.

Just making sure we shouldn't be using the Character Creation table value of 3000 for a Lvl 3 Character.


Dardanius wrote:

This one seems relevant to everyone:

In terms of equipment, your post above made it sound like you still want us to use the max starting GP for our class.

Just making sure we shouldn't be using the Character Creation table value of 3000 for a Lvl 3 Character.

3000GP is the right starting amount.

Weed-once all of the dead's valuables are liquidated you can spend that amount also.


Aasimar Cleric (Herald Caller) 9 Move:40' AC21/FF19/T13 HP:87 Init:+2 Melee: +5/1d6(18-20,x2) Ranged: +7/1d4(19-20,x2)
Saves:
Fort+9/Ref+5/Will+10
Channel:
5d6(9/day)
Skills:
Dip11,Heal8,KArc7,KnHis4,KnPla7,KnRel8,Per16,SM10,Splcrf4
Spells:
0:DM, Light, Mend, Spark; 1(5+D):Blessx3, Burn Disarm, Comp Lang, Longstd;2(4+D)Bull Str x2, Shld Othr, Brst of Rad, Loc Obj; 3rd(3+D)Blind/Deaf, Prayer, Resist Energy Com, Fly; 4(2+D) B of Fx2, Dim Door

I like Dardanius already, getting me extra gold!

My 2 major purchases are Wand of CLW and Cloak of Resistance +1


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

ok....


Aasimar Cleric (Herald Caller) 9 Move:40' AC21/FF19/T13 HP:87 Init:+2 Melee: +5/1d6(18-20,x2) Ranged: +7/1d4(19-20,x2)
Saves:
Fort+9/Ref+5/Will+10
Channel:
5d6(9/day)
Skills:
Dip11,Heal8,KArc7,KnHis4,KnPla7,KnRel8,Per16,SM10,Splcrf4
Spells:
0:DM, Light, Mend, Spark; 1(5+D):Blessx3, Burn Disarm, Comp Lang, Longstd;2(4+D)Bull Str x2, Shld Othr, Brst of Rad, Loc Obj; 3rd(3+D)Blind/Deaf, Prayer, Resist Energy Com, Fly; 4(2+D) B of Fx2, Dim Door

I also picked up the trait that gives me disable device since we don't have a rogue.


Tarvoth wrote:
I also picked up the trait that gives me disable device since we don't have a rogue.

That's a TRAIT?! NERFED!!!!


Aasimar Cleric (Herald Caller) 9 Move:40' AC21/FF19/T13 HP:87 Init:+2 Melee: +5/1d6(18-20,x2) Ranged: +7/1d4(19-20,x2)
Saves:
Fort+9/Ref+5/Will+10
Channel:
5d6(9/day)
Skills:
Dip11,Heal8,KArc7,KnHis4,KnPla7,KnRel8,Per16,SM10,Splcrf4
Spells:
0:DM, Light, Mend, Spark; 1(5+D):Blessx3, Burn Disarm, Comp Lang, Longstd;2(4+D)Bull Str x2, Shld Othr, Brst of Rad, Loc Obj; 3rd(3+D)Blind/Deaf, Prayer, Resist Energy Com, Fly; 4(2+D) B of Fx2, Dim Door

Does that mean I need to pick another trait?


Tarvoth wrote:
Does that mean I need to pick another trait?

No, but that's a CRAZY powerful trait.

If you want to take it, add a drawback. 2 traits (one being disable device) and 1 drawback = OK


Aasimar Cleric (Herald Caller) 9 Move:40' AC21/FF19/T13 HP:87 Init:+2 Melee: +5/1d6(18-20,x2) Ranged: +7/1d4(19-20,x2)
Saves:
Fort+9/Ref+5/Will+10
Channel:
5d6(9/day)
Skills:
Dip11,Heal8,KArc7,KnHis4,KnPla7,KnRel8,Per16,SM10,Splcrf4
Spells:
0:DM, Light, Mend, Spark; 1(5+D):Blessx3, Burn Disarm, Comp Lang, Longstd;2(4+D)Bull Str x2, Shld Othr, Brst of Rad, Loc Obj; 3rd(3+D)Blind/Deaf, Prayer, Resist Energy Com, Fly; 4(2+D) B of Fx2, Dim Door

Drawback added


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 leveling up...couple questions....weed is a fighter/rogue....should i go another level at fighter and then rogue,,,or?? a little confused on when and how i do this...any help would be appreciated


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

HD: 1d10 ⇒ 2

Boo, dice demons!

I think Dardanius is done.

Going for a Divine Hunter ranged paladin.

FYI, anyone else thinking of ranged attacks will get Precise shot as a bonus feat against my target if you stay within 10 feet of Dar after he successfully hits. Lots of conditions . . .


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)

sweet.....will help with the bow....arent we getting max hp at 3rd? and half at second?


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

Weed:

Mysterious Storyteller wrote:

HP progression: Lv1-max; Lv2-1/2 max; Lv3-roll; repeat every 3 levels.

Which makes the HP calculation more spicy, but apparently sucky for Dar.

Not that I'm at all an expert, but it might be good to take a level of Rogue to get the skill ranks and sneak attack damage now.

Fighter 3 looks like you just get armor training. Seems like it could wait a level.


Weed wrote:
sweet.....will help with the bow....arent we getting max hp at 3rd? and half at second?

Weed: You need to roll your HP @ 3d level.


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

Can someone confirm my interpretation of the Magial Knack Trait?

My reading of everything below is that when Dar can cast spells at Level 4, his current hit die will be 4, but his caster level will be 1. With Magical Knack his caster level raises to 3. BUT Dardanius will only be able to cast Level 1 spells.

Here are the relevant sections from the PHB. Sorry for the long post.

Magical Knack

Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.

Paladin Spells

Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.

To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Charisma modifier.

Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.

A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.


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)

so if im going for rogue for third level...roll hp dice for rogue....do i pick level 1 rogue skills.....?


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 think im essentially level 1 rogue...sorry dumb question


Dardanius wrote:

Can someone confirm my interpretation of the Magial Knack Trait?

My reading of everything below is that when Dar can cast spells at Level 4, his current hit die will be 4, but his caster level will be 1. With Magical Knack his caster level raises to 3. BUT Dardanius will only be able to cast Level 1 spells.

Here are the relevant sections from the PHB. Sorry for the long post.

Magical Knack

Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.

Paladin Spells

Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.

To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Charisma modifier.

Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.

A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.

If you take Knack, at 4th level Pally your caster level would be 3d instead of 1st regarding duration of spells etc. So CLW would be 1d8+3 HP vs 1d8+1 and Longshot would last 3 rounds instead of 3.

Does that make sense?


Weed wrote:
i think im essentially level 1 rogue...sorry dumb question

You keep your 2 levels of fighter and ADD 1 level (1st level) or rogue.

You would roll 1d8 for Rogue HP and select all the skills etc. that a 1st level rogue would get.

2nd level fighter
1st level rogue

Yes?


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)

gotcha.....


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)

HP: 1d8 ⇒ 6


Weed wrote:
[dice=HP]1d8

Nice!


Aasimar Magus(Archon-Blooded Blade Bound) 11 AC25-29/FF19-23/T14 HP:114-125 Init:+5 Melee: +18/+13/1d6+11(18-20) Ranged: +9/+4/1d8+4(x3), perception+30
Saves:
Fort+13/Ref+7/Will+11
Arcane Pool:
9,1/3lvl + int+feat
blackblade arcpol:
3,1+int
Skills:
clmb+8/fly+6/intim+7/knowArc+17/knowDung+18/knowNat+15/knowPlanes+15/perc+3 0/ride+5/senmot+10/spllcrft+18/swm+8/UMD+5

in process


Aasimar Cleric (Herald Caller) 9 Move:40' AC21/FF19/T13 HP:87 Init:+2 Melee: +5/1d6(18-20,x2) Ranged: +7/1d4(19-20,x2)
Saves:
Fort+9/Ref+5/Will+10
Channel:
5d6(9/day)
Skills:
Dip11,Heal8,KArc7,KnHis4,KnPla7,KnRel8,Per16,SM10,Splcrf4
Spells:
0:DM, Light, Mend, Spark; 1(5+D):Blessx3, Burn Disarm, Comp Lang, Longstd;2(4+D)Bull Str x2, Shld Othr, Brst of Rad, Loc Obj; 3rd(3+D)Blind/Deaf, Prayer, Resist Energy Com, Fly; 4(2+D) B of Fx2, Dim Door

If Weed is going rogue then I will ditch trapfinding trait for something else.


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15
Mysterious Storyteller wrote:


If you take Knack, at 4th level Pally your caster level would be 3d instead of 1st regarding duration of spells etc. So CLW would be 1d8+3 HP vs 1d8+1 and Longshot would last 3 rounds instead of 3.

Does that make sense?

Yes, that's what I was trying to say. But can you please confirm that Dar would NOT get 3rd level paladin spells at Level 4, right? Caster Level does not let me cast the higher level spells?


Aasimar Cleric (Herald Caller) 9 Move:40' AC21/FF19/T13 HP:87 Init:+2 Melee: +5/1d6(18-20,x2) Ranged: +7/1d4(19-20,x2)
Saves:
Fort+9/Ref+5/Will+10
Channel:
5d6(9/day)
Skills:
Dip11,Heal8,KArc7,KnHis4,KnPla7,KnRel8,Per16,SM10,Splcrf4
Spells:
0:DM, Light, Mend, Spark; 1(5+D):Blessx3, Burn Disarm, Comp Lang, Longstd;2(4+D)Bull Str x2, Shld Othr, Brst of Rad, Loc Obj; 3rd(3+D)Blind/Deaf, Prayer, Resist Energy Com, Fly; 4(2+D) B of Fx2, Dim Door
Dardanius wrote:
Mysterious Storyteller wrote:


If you take Knack, at 4th level Pally your caster level would be 3d instead of 1st regarding duration of spells etc. So CLW would be 1d8+3 HP vs 1d8+1 and Longshot would last 3 rounds instead of 3.

Does that make sense?

Yes, that's what I was trying to say. But can you please confirm that Dar would NOT get 3rd level paladin spells at Level 4, right? Caster Level does not let me cast the higher level spells?

No, you don't get 3rd level spells, you just cast 1st level spells like you were 2 levels higher.


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

Thanks, Tarvoth. I just wanted to make sure I was reading it correctly before I settle on that Trait.

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