HM's Carrion Crown AP - CT

Satin Knights

First Post
Keep the companion. The other hunter's bond option would give us 1/2 your favored enemy bonus against just one opponent for 1 round. You burn your move action to do that. With your wisdom, burning the move action is usually not worth it. It will hardly ever get used. Even a high wis ranger is not likely to take this option.
 

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Satin Knights

First Post
And if you are going to be enlarging alot, the lucerne hammer is a nice weapon. I can teach you how to use it. :p (Rangers are proficient with them already. You could beat me at my own game.)
 

GlassEye

Adventurer
Thanks for the advice; lots to assimilate there.

I'm missing how you've achieved 6d6; I see 3+1 attacks for 4d6, flanking w/PS 8d6. Regardless, I do like animal companions... Ape seems better in many ways to a lot of the companions but I'd kinda like to stay in concept for Gregori: in this case, either a dog (mechanically poor, imo) to represent his family's crest or a wolf (better) reincarnation of one of the wolves his grandfather slew. EDIT: Unless I switch archetypes (still a possibility) Ape isn't a valid selection for ranger animal companion.

I won't qualify for Master Chymist until 8th level. So, at 8th his mutagen will last 80 minutes, 3/day. That's 240 minutes of better natural attacks than Aspect of the Beast provides but AotB will be there whenever I need it. Of course, I've still got normal weapon use. (Prior to 8th its mutagen only 1/day, 10 min/level.) So, I'm still debating this one.

I was thinking/planning Holy Amulet of Mighty Fists. A bit more expensive, a bit more situational... but +2d6 vs. evil creatures. I have this vague notion that the deeper he slips into his curse (faux-lycanthropy) the more he turns to religion and 'holy relics' like a Holy Amulet of Mighty Fists. I can accomplish his religious bent with other methods, however.

Gregori doesn't qualify for Precise Strike at first level because of his 12 DEX. I could switch scores with his INT 13 so he makes the prereq... Won't really affect him other than to keep his bomb damage low; but since I'm focusing on melee rather than bombs probably a logical switch. Then at the end of section one I can either increase DEX for a bit of AC boost or STR for more to hit/damage. I think I like that change. That also opens up the 5th level feat for Boon Companion.

Lucerne Hammer is good and gets even better with multiple attacks and enlarging. Not quite the direction I want for Gregori though I'll keep it mind since having a variety of options is a good idea.

Wow, thanks, SK. You've helped me focus the character quite a bit.
 

Satin Knights

First Post
An average ape is d6+6 for each of the claw/claw/bite. So, it is 3d6+18 correctly. I had shortened that to 6d6 which is a bit low. Layer on Precise Strike and an AoMF, and they are awesome.

You are a medium or large, furry, two legged hybrid beast with claws. Only an ape would or could go toe to toe with you in a pit fight. Most of the other animals would cower away. Your not handsome enough to be a true ape, but you are at least better looking than those shaved monkeys called men.

If you are beast master/skirmisher/shapeshifter, ape is valid. Skirmisher gives up spells. Beast master gives up hunter's bond to gain multiple companions from the full druid's list. and shape shifter gives up camouflage, favored terrain, master hunter. It would even let you have an ape 6 and a wolf 1. You can layer archetypes as long as they don't replace the same base class feature. Ooh. Form of the Jackal.

The hammer is essentially a free weapon for you. He might start a fight with it, and then faux-rage out, dropping the hammer, and go claw/claw/bite. Once the mutagen kicks in, I would expect Gregori to drop the hammer.

Start with the small amulet and work up. I am sure I would buy the hand me down off of you for Toddy or Henry when the time comes.

Don't let me sway you, play only what you want. I just see lots of potential with that character concept.
 

perrinmiller

Adventurer
OOC: Wow, hard to process all of that. No time. :blush: I am interested in further insights as well, SK. But I suggest we do that all in the OOC thread. Having this info in two different places is becoming harder to find.
 

HolyMan

Thy wounds are healed!
Once again the group finds itself back out in the jungle. Though this time they are better equipped and prepared. They march through weapons in hand and senses alert, even as they keep as quiet as they can.

[sblock=Combat]
Code:
Character      AC  HP  InHand/Condition
Gergori        ??  ??  ????/????
Halal          ??  ??  ????/????
Marshan        ??  ??  ????/????
Firvinianna    ??  ??  ????/????
Toddy          ??  ??  ????/????
Henry          ??  ??  ????/????
wolf           ??  ??  ????/????
[/sblock]

[sblock=OOC] Please post up a Perception, Stealth, and INIT along with your stat blocks. I will then fill in the combat block after getting your numbers. We will have a surprise round unless everyone on both sides notice each other.[/sblock]
 

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Satin Knights

First Post
[sblock=Marshan's Mob mini stats]Marshan ~ Perception: +6; Stealth: +2; Initiative: +2; Low Light vision
AC: 17/19 (12 Touch, 15 Flat-footed) (2 Dex, 5 armor, /2 Shield Ally) AC: 19 walking next to Toddy
HP: 41 Current HP: 41
CMB: 6 CMD: 18 Fort: +6 Reflex: +4 Will: +6; circumstantial +2 each save for Shield Ally; +2 vs. Enchantment

Current Weapons in Hand:
MW Lucerne Hammer +7, d12+4 at 10' reach; When Enlarged: MW Lucerne Hammer +7, 3d6+6 at 15-20' reach
Cestus +6, d4+1 at 5' reach, offhand; When Enlarged: Cestus +6, d6+1 at 5-10' reach

Skills: +6 Perception, +5 Sense Motive, +2 Stealth; Combat Reflexes, Precise Strike, Boon Companion
Cantrips: Acid Splash, Detect Magic, Guidance, Mage Hand, Message, Open/Close
Summoner 1st Level Spells: 5/2 remaining; Mage Armor, Grease, Shield, Unseen Servant
Summoner 2nd Level Spells: 2/2 remaining; Haste, Glitterdust (DC 13), Lesser Evolution Surge (5 min)
Orisons: Create Water, Detect Poison, Purify Food/Drink, Stabilize
Cleric 1st Level Spells: 5; Enlarge Self*, Bless, Divine Favor, Protection from Evil, Entropic Shield
Cleric 2nd Level Spells: 3; Barkskin* (50 min, +2), Share Language (Henry), Share Language (Demon Wolf)
Cleric 3rd Level Spells: 2; Fly* (5 min), Prayer
Domain Power: 5/5 remaining; Enlarge self as a swift action for 1 round
Summoner Monster III: 4/4 remaining; std action SLA summon (5 min): d4+1 dogs, d3 small elementals, d3 Wolves, Wolverine, Crocodile, Dire Bat, Cheetah, Lantern Archon, Leopard, Gorilla, Constrictor Snake, Monitor Lizard
Channel Energy: 3d6 in a 30' burst, 4/day, DC 13, Not Selective; Does not provoke AoO; 0 used


Toddy ~
Perception: +13; Stealth: +7; Initiative: +3; Darkvision 60 ft
AC: 23 (13 Touch, 20 flat-footed) (3 Dex, 6 NA, usually 4 Mage Armor) Current AC: 23
HP: 30 Current HP: 30
CMB: 7 CMD: 20 Fort: +6 Reflex: +7 Will: +1
Natural Weapons: Bite +7, d6+3+d6 shock; Claw +7, d4+3+d6 shock; Claw +7, d4+3+d6 shock + Precise Strike
Skills: +18 Acrobatics, +13 Perception, +4 Sense Motive, +7 Stealth, +18 Fly, +4 UMD, Combat Reflexes, Precise Strike, Evasion
Size: medium & 5' reach; Move: 40' walk, 40' Fly perfect

Henry the Ape ~ Perception +5; Stealth +7; Initiative: +3; Low Light vision, Scent
AC: 22 (13 Touch, 19 flat-footed) (3 Dex, 5 NA, usually 4 Mage Armor) Current AC: 22
HP: 37 Current HP: 37
CMB: 7 CMD: 20 Fort: +6 Reflex: +7 Will: +1
Natural Weapons: Bite +9, d6+6; Claw +9, d6+6; Claw +9, d6+6 + Precise Strike
Skills:+7 Acrobatics, +18 Climb, +5 Perception, +7 Stealth, +10 Swim, Combat Reflexes, Precise Strike, Toughness, Evasion, Scent
Size: large 10x10 & 10' reach; Move: 30', Climb 30'
[/sblock][sblock=GE & daily precast spells]Mage Armor on Toddy (6hr), Mage Armor on Henry, Share Language Common & Celestial on Henry (24hr), Share Language Common & Celestial on Demon Wolf, Mage Armor on Demon Wolf for 6 hours.[/sblock]

 
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Maidhc O Casain

Na Bith Mo Riocht Tá!
Stealth (1d20+12=16)
Perception (1d20+17=28)
Initiative (1d20+5=8)

[sblock=Mini Stats (Level 5)]Initiative: +5
AC: 19 (13 Flat-Footed, 16 Touch)
HP: 41/41
CMB: +4 CMD: 17
Fort:
+5 Reflex: +7 Will: +6

Senses: Low Light Vision, Trapspotter
Perception: +17 (+19 vs. Traps), Sense Motive: +10

Current Weapon in Hand: Longbow, Cestus

Special Abilities: Bleeding Touch (5/5), Judgements (2/2)

Prayers Available Cantrips (At-Will), 1st (5/5), 2nd (3/3)
Cantrips: Disrupt Undead, Guidance, Resistance, Sift
1st Level: Cure Light Wounds, Divine Favor, Hide from Undead, Shield of Faith
2nd Level: Consecrate, Invisibility, Spiritual Weapon
[/sblock]
 

perrinmiller

Adventurer
Firvinianna Laali - Female Half-drow Elven Sorceress

Frivin whispers to her companions, "Didn't we pass through her before when we were inexperienced novices and face some difficulties with a few orcs?" She has been walking along, her longbow in one hand with her buckler strapped to her arm. Ever since entering the dangerous wilderness, her Mage Armor spell has been in effect.

[sblock=Actions]Pre-combat preps: Mage Armor in effect.
Initiative (1d20+5=24); Woo-HOO!
Perception (1d20+11=23)
Stealth (1d20+10=21)
Free Action:
Move Action:
Standard Action:
[/sblock][sblock=Mini Stats]Initiative: +5
AC: 19 (12 flat-footed, 13 Touch, 19 w/Mage Armor)
HP: 37 Current: 37
CMB: +3 CMD: 16 Fort: +1 Reflex: +7 Will: +5 (+7 vs. Enchantments)
+1 for all with Resistance; Immune to Magical Sleep; Resist 10 Electricity

Current Weapon in Hand: Longbow

Bardic Performance: 15/15 Rounds Lingering (+2 Rounds) Remaining; Inspire Courage +2, Fascinate, Countersong, Distraction, Inspire Competence +2
Elemental Ray:
6/6 Remaining (1d6+2 dmg) (Turn any elemental spell into Electricity)
Cantrips:Acid Splash, Ray of Frost, Detect Magic, Disrupt Undead, Ghost Sound, Message, Light, Prestidigitation, Open/Close, Mend, Mage Hand, Read Magic
Sorcerer 1st Level Spells (DC15): 6/7 remaining; Mage Armor, Magic Missile, Shield, Burning Hands* (Electric), Color Spray, Silent Image, Alarm
Sorcerer 2nd Level Spells (DC16): 5/5 remaining; Flaming Sphere, Stone Call, Scorching Ray* (Electric)
Bard 1st Level Spells (DC15): 5/5 remaining; Cure Light Wounds, Grease, Vanish, Timely Inspiration
Bard 2nd Level Spells (DC16): 3/3 remaining; Gallant Inspiration, Silence, Blindness/Deafness
Wand of Magic Missiles (50 charges)
Metamagic Rod of Lesser Silent 3/3 per day remaining[/sblock]___________________________________________

Firvinianna1-1.jpg
Firvinianna Laali
 

GlassEye

Adventurer
[sblock=Mini Stats level 5]Gregori Ostov (full sheet)
Initiative: +1
AC: 17 (16 flat-footed, 11 Touch) 19 17
HP: 50 Current: 50
CMB: +10 CMD: 21 Fort: +5 Reflex: +5 Will: +1

In Hand: none
-- claw (x2) +10 (1d6+5) +12 (1d8+7) +12 (2d6+8) +reach; PA +10 (2d6+12)
-- bite +12 (1d8+7) +12 (2d6+8) +reach; PA +10 (2d6+12)
-- longsword +10 (1d8+5 19-20/x2); Power Attack: longsword +8 (1d8+9)
-- +12 (1d8+7); PA: longsword +10 (1d8+11)
-- cestus
-- Bomb +7 (3d6+1) Range: 20 feet; Splash: 4; +7 (3d6); Splash 3
~ STR Mutagen + Enlarge

Bombs 2/2 remaining
Extracts Prepared
1st - Cure Light Wounds x2, Enlarge x2
2nd - Alchemical Allocation, Invisibility
Mutagen Prepared Strength

Gear 10,500 gp
Amulet of Mighty Fists (Shock)

Demon ~ wolf companion
Size Medium; HD 5 (x hp); Speed 50 ft.; AC 17 (+3 Dex, +4 natural);
Attack bite +5 (1d6+2 plus trip); Ability Scores Str 14, Dex 16,
Con 15, Int 3, Wis 12, Cha 6; Special Qualities scent.
Feats: Precise Strike, +2[/sblock]
 
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