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Posted: Fri Jul 07, 2006 3:16 pm
So anyways, I'll let you reroll your stats if you want, but next time do the 5d6 and drop the lowest two. I let Dimitri reroll when he got bad ones (didn't let him reroll his HPs though... lol). That reminds me: Don't forget to roll your hp... you'll roll 4d8, add 8 for first level, and then add your Con modifier x5.
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Posted: Fri Jul 07, 2006 10:08 pm
Umm, what else do I need to correct?
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Posted: Sat Jul 08, 2006 9:12 am
You've got a bunch of miscellaneous modifiers that don't seem to come from anywhere. +3 bluff, +2 heal, +2 Knowledge (Arcana), +2 Spellcraft, and +2 Survival.
Also your attack bonus with two weapons would be -1 with the main hand and -5 with the off hand since you do not have Two-Weapon Fighting.
And can you explain the Tamo Assassin's Daggers... why does it say the damage is 1d3/1d6 and the critcial x4/x2? Also explain the Thunder/Fire Quarterstaff.
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Posted: Sat Jul 08, 2006 9:43 am
Okay, I am finally finished. ::drumroll:: Presenting, the amazingly dedicated-to-goodness-for-the-world's-sake lawful and good Cleric, Gloria Lavvia!!! ::crowd applauses for the greatness:: Whoo, yeah! xd
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Posted: Sat Jul 08, 2006 9:46 am
(Oh, s**t! I still have to reroll her stats! My bad! xp )
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Posted: Sat Jul 08, 2006 9:52 am
::throws tomato at Ironiiku::
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Posted: Sat Jul 08, 2006 9:57 am
Okay, now I really am finished. However, I was pissed on my first roll becasue it was 6-2-2-2-2. I mean, WTF is up with that?!? stressed
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Posted: Sat Jul 08, 2006 12:09 pm
All you gotta do is put your new ability scores in (and make all the right changes that the new scores will cause) and do your HP and you'll be done.
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Posted: Sat Jul 08, 2006 9:54 pm
Velris the Blade You've got a bunch of miscellaneous modifiers that don't seem to come from anywhere. +3 bluff, +2 heal, +2 Knowledge (Arcana), +2 Spellcraft, and +2 Survival. Also your attack bonus with two weapons would be -1 with the main hand and -5 with the off hand since you do not have Two-Weapon Fighting. And can you explain the Tamo Assassin's Daggers... why does it say the damage is 1d3/1d6 and the critcial x4/x2? Also explain the Thunder/Fire Quarterstaff. I shall explain: +3 bluff is from having a snake familiar, unless construct doesn't count, +2 heal is from the surgen's kit, corrected the +2 arcane mistake, the remaining +2 spellcraft/survival are from synenergy (unless you don't use that.). I'm not gonna be attacking with 2 weapon until I get 2-weapon fighting, quote me on that. Chances are that the other weapon is just there for picture purposes. Tamo daggers or tamo assassin's daggers are in essence 2 daggers that sheathe together to form a club (padded or otherwise). Meaning I'll either be using the daggers or the club never together. In combat, I'll mention whether or not I'm using the club form or the dagger form. If I'm allowed to use it. The fire/thunder staff is a quarterstaff where one end has a glass resuvior filled with alchemist fire, where on a successfull attack I can make a secondary touch attack in an attempt to break the bottle (hence fire). The thunder portion of it comes from the other half that has a talon design, attached to it is a thunder to, on a standard action I can strike the ground beneath my foe's feet and activate the thunderstone. reloading either side is a full action provoking AoO. Again, in combat I'll post which side I'll be using. If I'm allowed to use it.
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Posted: Sat Jul 08, 2006 10:46 pm
Yeah, I use synergies. I just always forget about them xp
I would say no to the +3 bluff because the construct familiar is harder to kill and has that useful spit attack which the snake usually doesn't have.
I'll let you have your weapons.
Just be sure that you have chosen all the spells that you want and will let you survive and be effective, because after the game starts you can't go back and switch around spells. I wouldn't recommend decastave or master's touch because they both put you into melee, and your low AC and attack bonus will most likely lead to your death. I would recommend having a few scrolls of charm person (useful in battle and in interrogations) and invisibility... You don't need to memorize web or false life since you have scrolls of them. I would instead memorize something like scare which will greatly aid you against the enemies you'll face in this adventure, and glimpse of fear will combo nicely with it.
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Posted: Sun Jul 09, 2006 7:57 pm
Also, Dimitri, you get to choose one more language to know.
Ironiiku, just do your hit points and you're done (you have 18+4d cool
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Posted: Sun Jul 09, 2006 8:32 pm
Done and done. Sorry, but I didn't put in Scare. To be honest, it makes me rather uneasy, do mainly to the fact it might affect my teammates *cough*fightersandtheirabyssmalWillsaves*cough*
Oh, any recommendations on the last language?
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Posted: Sun Jul 09, 2006 8:39 pm
Well, you do have Stinking Cloud xp
Goblin will prove to be very useful in this campaign, so you might choose that. Beyond that, choose anything that fits your fancy.
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Posted: Sun Jul 09, 2006 8:44 pm
M'kay, done. And what's wrong Stinking Cloud? I'll have you know it's a great crowd control domokun ! I did what you said and replaced the decastave and replaced it with better things heart . I'll say this much, the rogue will have a field day.
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Posted: Sun Jul 09, 2006 8:45 pm
Oh, the bg of our char. were we a party the entire time or did we just happen to join up and collectively complete the last adventure?
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