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I believe amulet does improve your flat footed AC which is nice.

As a character I always rounded down.


DM Darkvision wrote:

I believe amulet does improve your flat footed AC which is nice.

As a character I always rounded down.

So +3 STR bonus 2HW is +4 damage not +5?


That’s what I’ve done in the past.


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

Back to the treasure. I have the following distribution.

TUR: +1 ring of protection, healing potion
DAR: +1 amulet natural armor, MW rapier, and +1 Greatsword (from Weed)
WEED: +1 Greataxe

Did WEED take the +1 breastplate? If not, he should.


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

There is also 550gp worth of additional treasure, plus the 600gp reward from the carnival for discovering the true killer (DM can we assume we received this or do you want us to go to carnival and RP it?)

1150 total, I would like 750 for another CLW wand, and then divide the remainder 100gp each.


Plus there are all the associated body disposal fees, reward processing surcharges, and town head tax schedules to deal with.

You guys could actually be facing a lien and some back taxes here!


Let's actually finish the Chapter before we go divvying up the loot....


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

Not that I want to take over for Tarvoth, but I my math saays 250 each after adding the carnival's payment.

Dardanius definitely approves the purchase of a wand, without that last wand we'd be dead.


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:

Not that I want to take over for Tarvoth, but I my math saays 250 each after adding the carnival's payment.

Dardanius definitely approves the purchase of a wand, without that last wand we'd be dead.

Unfortunately I already had the 600gp from the carnival in my computations so it is only 100gp each.


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

Ah, that is unfortunate. Sorry if I sounded presumptive, I meant to include question marks in my post.

Dar is levelled up.


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

Level 4 Magus - Bladebound
+11 hp
+1 bab
+1 fort/will
Spell Recall
+1 2nd lvl spell, +1 for int
2 spells known; Blur, Umbral Weapon
+4 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)

Level 2 fighter/level 2 rogue
+6 hp
+1 bab
+1 reflex
+8 skills
evasion
open to suggestions as to my rogue talent....


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

Take combat trick for a bonus combat feat.

You also need to switch to light armor to use evasion.


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

gotcha...thanks


44HP seems like a lot for Tarvoth?


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

16 CON, favored class

1st: 12
2nd: 8
3rd: 12 (rolled max 8)
4th: 12


Totally over powered. Time for the undead ninja-dragons...


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

Forgot the key stat point:

+1 to CON

I heard somewhere that you need hp to survive!


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)

oh ya....4th level boost.....wait....how does that work with multiclass, 2nd level fighter and 2nd level rogue??? anyone?
also who is really well versed in combat feats....soooo many listed....


HP Uber Alles!


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

Isn't Dardanius a ranged build? Why aren't you upgrading your bow to +1? Seems that would be more beneficial than a +1 melee weapon.

Why shortbow? Composite longbow does 1d8 damage compared to 1d6 for shortbow.


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

Weed: possible combat feats

Furious Focus (Combat)
Even in the midst of fierce and furious blows, you can find focus in the carnage and your seemingly wild blows strike home.

Prerequisites: Str 13, Power Attack, base attack bonus +1.

Benefit: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.

Dodge
+1 dodge bonus to AC

Toughness
+1 hit point per level
(4 extra hp right now and +1 per level for the rest of your levels.
——————/—————-
Your disable device is off, the max skill points you can put in a skill is the same as your level so you can only put 4 skill points in disable
—————————-
Trade your +1 breastplate for a +1 chain shirt, your AC will be worse but you will be able to use evasion


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:

Isn't Dardanius a ranged build? Why aren't you upgrading your bow to +1? Seems that would be more beneficial than a +1 melee weapon.

Why shortbow? Composite longbow does 1d8 damage compared to 1d6 for shortbow.

Shortbow: I see the error of my ways. I guess I was starting from Pnin's equipment and never realized that the shortbow was a consequence of the rogue class.

+1 enhancement: Similar shortsightedness. "Me get melee weapon. Me trade for melee weapon."

@Mysterious Storyteller: Any issue with me switching over?

@anyone: Still curious whether the masterwork ammo is a useful purchase. And/or why it exists.

Thanks for all the help, Tarvoth!


No problem with Dardanius switching over.

MW ammo is not useful. Does not stack with MW or magical bow and improving the bow is more cost effective than the ammo costing.

Having some specific arrows at some point might be useful (holy, flaming, etc.).


@Weed-I would take Furious Focus or Toughness. Better chance to hit or better chance to not die are both really good options. Dodge=meh; reduces being hit chance by 5% and some situational issues.

Someday if you get money buy celestial armor.

https://www.d20pfsrd.com/magic-items/magic-armor/specific-magic-armor/celes tial-armor/


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

Dar:

I would argue that weapon finesse is not optimal use of limited number of feats especially for a ranged paladin. You need a ton of ranged feats for the bow and LOH is one of your best abilities and you should probably put feats into it to make it even better like Extra LOH and Greater Mercy. Of course optimization is not required and you could prefer something else just for the flavor!


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:

Dar:

I would argue that weapon finesse is not optimal use of limited number of feats especially for a ranged paladin. You need a ton of ranged feats for the bow and LOH is one of your best abilities and you should probably put feats into it to make it even better like Extra LOH and Greater Mercy. Of course optimization is not required and you could prefer something else just for the flavor!

Noted! Even when I was typing my response, I was thinking "Am I really going to end up taking Finesse?"

DM Maybe I will stop being thickheaded and switch to the greatsword. If that is still OK.


Dardanius-For sure go great sword.

Ranged feats (esp. w/feat starved Pally) go something like:

Point blank shot
Precise shot
Rapid shot
Deadly aim
Point blank master
Manyshot
Clustered shots


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:

Dardanius-For sure go great sword.

Ranged feats (esp. w/feat starved Pally) go something like:

Point blank shot
Precise shot
Rapid shot
Deadly aim
Point blank master
Manyshot
Clustered shots

Thanks for the advice! I think that progression sounds similar to the feat tree I've been looking at for Pnin, too. I guess I am type-cast.


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

Tarvoth has 6 channels left for the day.

He can also cast bless and/or 2 bull's strength to buff the party before attacking. The spells only last 4 minutes (40 rounds) so may be better to save 1 or 2.

What do you guys think?


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

i agree
better to be able to pull an ace outta your sleeve


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'd say save it. But I'm representing the vote of two dead spell casters . . .


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

First, wanted to say that I enjoyed that chapter and its dark ending. Looking forward to what's next!

I think I'm updated apart from the Feat:

+5 HP
+1 BAB
Divine Bond with the Longbow

Feat options:
Deadly Aim (but I'm not hitting anyway)
Weapon Focus (see above)
Selective Channel (to help out with healing)

Not sure what would most help the party.


AC-27; HP118 INIT +9; PERCEPTION +20
Melee:
+1 Falchion +16/11/6(2d4+7/18-20/x2); +3 Compound Long Bow +26/21/16(1d8+11/19-20/x3/100’); Deadly Aim +23/18/13(1d8+17/19-20/x3/100’)
Saves:
+10FORT; +12REF; +10WILL (+3 vs fear)
Dardanius wrote:

First, wanted to say that I enjoyed that chapter and its dark ending. Looking forward to what's next!

I think I'm updated apart from the Feat:

+5 HP
+1 BAB
Divine Bond with the Longbow

Feat options:
Deadly Aim (but I'm not hitting anyway)
Weapon Focus (see above)
Selective Channel (to help out with healing)

Not sure what would most help the party.

Selective channel is a waste for you. You shouldn't be channeling almost ever anyways (like EVER) as you are burning 2:1 your LOH. Tarvoth is for healing, you are for killing foes and staying on your feet (with LOH) to kill more foes.

I would say Deadly Aim. You get +4 damage to every arrow and -2 to hit so your attacks with rapid shot and DA now look like +4;1d8+8/+4;1d8+8. When you crit you get +12 more damage. You need to buy a DEX belt as soon as you can.

Otherwise weapon focus. The trade off is hit 15% more often with less damage.


Dardanius wrote:

First, wanted to say that I enjoyed that chapter and its dark ending. Looking forward to what's next!

I think I'm updated apart from the Feat:

+5 HP
+1 BAB
Divine Bond with the Longbow

Feat options:
Deadly Aim (but I'm not hitting anyway)
Weapon Focus (see above)
Selective Channel (to help out with healing)

Not sure what would most help the party.

Glad you liked the chapter (and are not into licking your own delicious blood)! :D


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)

yes....awesome job Mysterious....very enjoyable

soooo...im unsure as to wether i should continue as rogue or take level in fighter....any suggestions...im unsure if its even "legal" to just switch willy nilly...regardless....what helps the party most...


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

To my untrained eyes, I like the bonuses Level 3 Rogue gives (+1d6 to sneak attack and +1 trap sense. At least compared to Level 3 Fighter (Just Armor Training, which does help your rogue abilities).

On the other hand, I don't think you were able to use sneak attack this past level, so maybe I'm overvaluing due to Pnin bias.

Just my opinion.


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)

ya i wasnt using sneak attack much i found because i was wading straight into meele....i can go fighter or rogue as wish when i gain level right? i cant see anything that says i have to stick to it...


You get +1BAB at level 3 & 4 rogue so that's probably the last levels of rogue I would take (if at all). You have some trap/lock skills not, not sure what else you are trying to accomplish with anything beyond 3-4 levels in it. After that I'd just stick with fighter.

In any case you don't seem to be doing much with the rogue levels besides locks/traps.


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

Maybe you should take a page out of San's playbook and duck into the bushes or hide anytime there is impending violence.

;-p


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)

ya...basically the only interest I had was in being able to check for traps and disable devices...locks...traps....i could definitely use the ability to increase my AC and definitely increase HP


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

I heard that Kael!!!!
lol.....ouch.....sooooo Evasion or invisibility??? lol


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 have dipped rogue on a number of characters, sometimes I bail after only 2 levels, mainly to get trapfinding, evasion and skills. If you want a 3rd level of rogue IMO that would be okay for the skills and extra 1d6 sneak attack, which you need to start using more. After that I would definitely go fighter all the way.


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 guys...thanks for the input


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

1/2 hit points this level, right?


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)

this is 5th level we just reached right??


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
Weed wrote:
this is 5th level we just reached right??

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)

sorry....i just had a bit of a mindf%$# there....
so if this is odd level it should be full HP no? like 1st..3rd...5th??
sorry crazy day at work and meetings etc...a bit fried


Tarvoth wrote:
1/2 hit points this level, right?

Yes. Thought about doing 2 levels just to see you guys roll!


Weed wrote:

sorry....i just had a bit of a mindf%$# there....

so if this is odd level it should be full HP no? like 1st..3rd...5th??
sorry crazy day at work and meetings etc...a bit fried

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

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