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The Tiger's Heart Discussion


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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

3rd level hp
hp: 1d8 ⇒ 4


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)

hmmmmmm....im wondering if switching to rogue at this level is beneficial....my BAB will suffer wont it? should i wait a couple levels?


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)

is Grimm gone or just in jail


Weed wrote:
hmmmmmm....im wondering if switching to rogue at this level is beneficial....my BAB will suffer wont it? should i wait a couple levels?

Straying from melee means you always give up some BAB. Just depends what you want to play. You will still lose the BAB in a few levels.


Weed wrote:
is Grimm gone or just in jail

For the purposes of this adventure (unless John changes his mind on who he wants to play) Grimm is in jail locally but 'out' of the campaign.


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....agreed....i will stay with the switch to rogue


Weed wrote:
ok....agreed....i will stay with the switch to rogue

Regardless, you will still have to roll for LV3 HP


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)

already done.....HP: 1d8 ⇒ 6


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....pretty sure im done and 99% up to speed....Dar....can you give me a brief explanation/tutorial on Pnins school of rogues on Trap finding?? thats a perceptioncheck?? and how does sneak attack work with a greatsword...?? and do i choose between sneak attack or power attack when i choose to deviate from a normal straight forward melee attack?? sorry to bombard ya with questions...


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
Mysterious Storyteller wrote:
Weed wrote:
is Grimm gone or just in jail
For the purposes of this adventure (unless John changes his mind on who he wants to play) Grimm is in jail locally but 'out' of the campaign.

Grimm is out, Tavoth is in.


Trapfinding

A rogue adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

For disable device get a set of MW thieves tools for 100gp, gives you +2 on disable device skill check.


Sneak Attack

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

*I'm not aware of any rules that prevent you from using a great sword during sneak attack. Also not aware of anything that would prevent power attack and sneak attack from stacking. But Mysterious Stranger has the last say in this game.

Evasion (Rogue 2nd level)
If you take more levels of rogue beyond 1st, you may want to change to light armor to get the benefit of evasion.


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
Weed wrote:
ok....pretty sure im done and 99% up to speed....Dar....can you give me a brief explanation/tutorial on Pnins school of rogues on Trap finding?? thats a perceptioncheck??

Definitely wanted to make sure I got back to you, but Darkvision laid it out up there. I took a trait that helped with perception, bought a bunch of gear, and that's pretty much it. Just for taking Rogue you will get +1 to perception (for traps).

Weed wrote:


and how does sneak attack work with a greatsword...?? and do i choose between sneak attack or power attack when i choose to deviate from a normal straight forward melee attack?? sorry to bombard ya with questions...

As Darkvision says above, I think it's up to Mysterious Storyteller for how the power attack mechanics will go.

But I'll try to describe how Sneak attack works in practice (at least in Darkvision's game). Pnin just has to achieve a flank on an enemy with an ally (picture literal backstabbing). Then the sneak attack applies (+1d6 damage). It could also apply if we gain a surprise round on the enemy (but that has not been our play style lately . . . )


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

thanks guys......im sure i will hear from mysterioso regarding the stacking


Male half-orc Paladin(Sacred Shield)2/Sorcerer(Draconic)3/DragonDisciple8 AC35/39w/shield hp168 init+9
saves:
Fort:22 Ref:16 Will:20
skills:
dip13 per8 senmot6 knowarcana9 intimidate19 bluff10

I find that popping up from stealth and screaming SNEAK ATTACK!! works well too...


Sneak attack and power attack can both be done at the same time provided you have the right elements to sneak attack an opponent.


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)

kinda like HAWK STRIKE!!!


Male half-orc Paladin(Sacred Shield)2/Sorcerer(Draconic)3/DragonDisciple8 AC35/39w/shield hp168 init+9
saves:
Fort:22 Ref:16 Will:20
skills:
dip13 per8 senmot6 knowarcana9 intimidate19 bluff10

Ooh! I like that. Squeeee!!!


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

Is there some reason why we're not just attacking these guys? We know that Borvius and crew are behind the murders and these guys clearly work for Borvius.


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

Taking down Borvius doesn't mean we have to fight the entire thieves guild if we don't have to.


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

Do you think we'd win? Maybe I'm still shook from the last fight we had . . .


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

and there's that, no i don't think we'd win at this level.


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 our focus should be borvious...we dont need other enemies....


A gold crown is just a 'role played' term for GP.

Regards,

Your hard working story teller


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

Yeah . . . being relatively new to this I struggled to find a RPing term other than GP.


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

1. I enjoy a combo of role-play and hack'n'slash.

2. Tarvoth is proposing an assault on the thieves den. Let's be proactive instead of reactive. Borvius is essentially a mob boss, if we take out people that work for him then we hurt him. The sheriff is going to do squat where he is concerned but we can. If we all die in this "frontal assault" so be it, at least we tried to do something. If we survive, we've weakened Borvius and hopefully set up a final confrontation.

That's my 2 cents.


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 tend to agree.....hes been setting us up....now lets go and attack him....thats why i would like to find where he lives...maybe attack there by surprise...or just go into thieves den and do as you say....thoughts?


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

I am frustrated by my lack of being able to see what to do next. I don't know if it's the format or me just getting old. I apologize for my roleplaying ineptness.

I think i'd like to check out where Borvius lives, try and discover some evidence to turn over to the sheriff. I just don't see a group of 3rd level toons taking a frontal assault to the thieves den. Now if we were 5th level....

I, of course, will do whatever the group wants. If it's a frontal assault, bring it on.


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

I agree more with Turran. Both his frustration and that we should probably not try to kill the guy in his bed.

Dardanius is ok with B&E against Borvius's business, less OK with his home.

We could also try tugging at the loose ends with the carnival. Are they hapless patsies? Are they interfering with a larger plan?

Why are there always archers ready to fire on us wherever we are?


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

I wasn't talking about killing him in his home, just looking for evidence.


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

We kill stuff in d&d all the time and this guy has murdered multiple people and tried to frame others for his crime. If anyone deserves to die it is him.


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
Turran wrote:

I wasn't talking about killing him in his home, just looking for evidence.

Yeah, that's what I'm saying. I'd like to look for evidence. Not kill the guy in a home invasion.

Tarvoth wrote:

We kill stuff in d&d all the time and this guy has murdered multiple people and tried to frame others for his crime. If anyone deserves to die it is him.

Yeah, my objection is to do it in a home invasion, possibly in front of his family. Like would you still be gung ho about this if we break-in and his children watch us fight their father?

I say all this partly because I'm RPing a paladin. But I think we all have to admit there is a difference between killing in self-defense, killing monsters in dungeons, and becoming the Manson family.


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

1. The dungeon is the home of monsters.

2. Borvius is a monster.


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

Hey, I'm not saying that if he attempts to kill us during our peaceful fact finding mission, that we don't get to defend ourselves. Our primary objective is not assasination right now.


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)

he did slay that other family....so are we the manson family if we slay the manson family....doesnt that make us dicaprio and pitt


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

Nothing wrong with killing the bad guys!


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

TL;DR Dardanius will break-in. He won't if you tell him that your goal is to murder the dude in his sleep!

Tarvoth wrote:

1. The dungeon is the home of monsters.

2. Borvius is a monster.

You're not wrong. I'm just saying maybe I'd feel bad about killing orcs and other races in front of their children too.

I thin Turran and I are saying the same thing. Dardanius will not go to the house if the party phrases it as "let's go get Borvius while he sleeps." Dardanius will defend his life if attacked. I think he is willing to Batman things from here on out. There is a higher law and a higher good than to let Borvius continue to murdering citizens.

Weed wrote:


he did slay that other family....so are we the manson family if we slay the manson family....doesnt that make us dicaprio and pitt

I appreciate the reference. But in that case, it was them invading DiCaprio's house, right?

I still would like to know his motives before our plan escalates to killing him.

In talking about it with other people, I reread a lot of posts. I'd like to know why he started out attacking the carnival. I'd like to know about his "friends in high places" that we were warned about. I think there is plenty to unravel and a home break-in might help. I'd rather do the offices first, but Dardanius is good for either.


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 agree with Dardanius....words of wisdom


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

Why is Dar's melee weapon a rapier? If you don't use a shield then 2 handed weapon is probably the way to go because it will give you better damage. Or am I missing something?


Tarvoth wrote:
Why is Dar's melee weapon a rapier? If you don't use a shield then 2 handed weapon is probably the way to go because it will give you better damage. Or am I missing something?

Elven curve blade!

https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/curve-blade- elven/


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

Suggest that Dar, Tur and Weed each take one of: +1 ring of protection, +1 amulet natural armor, and +1 breastplate. Tur should probably take the healing potion given his ability to get hit for massive amounts of damage.

Does anyone want the +1 greataxe or MW rapier?


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

I'll take the ring and the pot. No on the weapons.


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
Tarvoth wrote:
Why is Dar's melee weapon a rapier? If you don't use a shield then 2 handed weapon is probably the way to go because it will give you better damage. Or am I missing something?
Mysterious Storyteller wrote:
Tarvoth wrote:
Why is Dar's melee weapon a rapier? If you don't use a shield then 2 handed weapon is probably the way to go because it will give you better damage. Or am I missing something?

Elven curve blade!

https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/curve-blade- elven/

Sorry, I'm clearly late to the discussion page as usual.

Re Rapier: Just me going off of the Core stuff, I suppose. I admit to being unaware of the elven curve blade (despite being mentioned by name in the Weapon Finesse feat). Also, the elven curved blade looks like it is listed in the "Exotic" category (in which paladins aren't proficient). But since the DM is suggesting, I assume it is all good?

If Dar can use exotic weapons, can we have found a masterwork elven curved blade? Asking too much?

Regarding other stuff: I think it makes more sense for Dar to grab the amulet of natural armor? Due to the Max Dex?


Dardanius wrote:
Tarvoth wrote:
Why is Dar's melee weapon a rapier? If you don't use a shield then 2 handed weapon is probably the way to go because it will give you better damage. Or am I missing something?
Mysterious Storyteller wrote:
Tarvoth wrote:
Why is Dar's melee weapon a rapier? If you don't use a shield then 2 handed weapon is probably the way to go because it will give you better damage. Or am I missing something?

Elven curve blade!

https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/curve-blade- elven/

Sorry, I'm clearly late to the discussion page as usual.

Re Rapier: Just me going off of the Core stuff, I suppose. I admit to being unaware of the elven curve blade (despite being mentioned by name in the Weapon Finesse feat). Also, the elven curved blade looks like it is listed in the "Exotic" category (in which paladins aren't proficient). But since the DM is suggesting, I assume it is all good?

If Dar can use exotic weapons, can we have found a masterwork elven curved blade? Asking too much?

Regarding other stuff: I think it makes more sense for Dar to grab the amulet of natural armor? Due to the Max Dex?

Forgot you weren't elvish so ECB is probably a no-go, sorry.


@Weed-I sent you a DM, check your private message box.


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

Oh great, Weed is being MC'd. Lead us to our deaths please.


Some people use mutant undead death spiders, some people use subtle plot devices... ;-D


@Dardanius: In lieu of ECB, you can take Weed's +1 greatsword.


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

Yes, that will save was ominous.

Just to clarify, the +1 greatsword refers to it being +1 to hit and damage, right? So strictly better than rapier at this point (no Weapon Finesse).

But Dardanius will also switch out his common rapier for the masterwork one.

Also, a general question: does the amulet improve my Touch AC. My reading of the rules is that it's a no, but I'm trying to help save this guy's life!


Dardanius wrote:

Yes, that will save was ominous.

Just to clarify, the +1 greatsword refers to it being +1 to hit and damage, right? So strictly better than rapier at this point (no Weapon Finesse).

But Dardanius will also switch out his common rapier for the masterwork one.

Also, a general question: does the amulet improve my Touch AC. My reading of the rules is that it's a no, but I'm trying to help save this guy's life!

GS = +1 hit/damage (and lets you bypass magic DR); way better than the rapier as your +to hit for STR & DEX is +3 (16 STR/DEX) and your damage with the GS is at least +4, maybe +5 (Darkvision weigh in on round up or round down?).

amulet does not improve touch specifically: When you are the target of a touch attack, your AC doesn't include any armor bonus, shield bonus, or natural armor bonus. All other modifiers, such as your size modifier, Dexterity modifier, and deflection bonus (if any) apply normally.

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