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Author Topic: (3.5e) The Mad Jester's Labyrinth - Always Recruiting  (Read 23448 times)

King_of_the_weasels

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #45 on: March 11, 2012, 11:57:53 pm »

A donkey-riding charging sorcerer with 12 AC and 5 HP. At least I had the sense to make a 31 AC, 10 HP healer that is morally obligated to avoid hurting monsters.

with a -4 to hit (only when charging), if not -6 to hit, you'd have to roll a 16 to get a 10 to hit, so your never going to hit anything, unless you crit.
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Criptfeind

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #46 on: March 11, 2012, 11:59:17 pm »

+4 true strikes per day.
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Orangebottle

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #47 on: March 12, 2012, 12:03:13 am »

I want in.
Are there any spots left?
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King_of_the_weasels

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #48 on: March 12, 2012, 12:06:51 am »

+4 true strikes per day.

Which is a standard action, so you have to cast it, and hope no one gets next to you before your next turn.  and then you only have 4 attacks in 8 rounds, then you're mostly useless for the rest of the day.
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Cthulhu

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #49 on: March 12, 2012, 12:09:30 am »

I want in.
Are there any spots left?

There are unlimited spots.  Make a character and show up at the times we play (Which are still being decided) and you can play.
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Criptfeind

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #50 on: March 12, 2012, 12:10:59 am »

A donkey-riding charging sorcerer with 12 AC and 5 HP. At least I had the sense to make a 31 AC, 10 HP healer that is morally obligated to avoid hurting monsters.

Speaking of that, would you mind telling me your path to this AC? As I only understand 16 of it. I don't see how a Gnomish cloak is allowed by your vows, and for the other 14 (4 deflection and 10 misc) I am fully lost.
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Grek

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #51 on: March 12, 2012, 12:12:12 am »

+4 true strikes per day.
Only +3 true strikes. One spell slot is reserved so that I can cast Enlarge Person on myself for the extra damage.

E: Yeah, how does that AC work?
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King_of_the_weasels

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #52 on: March 12, 2012, 12:19:00 am »

+4 true strikes per day.
Only +3 true strikes. One spell slot is reserved so that I can cast Enlarge Person on myself for the extra damage.

E: Yeah, how does that AC work?

Meanwhile in "Not trying to play the system land"

*enjoys having a non-bullshit character*
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Cthulhu

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #53 on: March 12, 2012, 12:24:47 am »

+4 true strikes per day.
Only +3 true strikes. One spell slot is reserved so that I can cast Enlarge Person on myself for the extra damage.

E: Yeah, how does that AC work?

Enlarge person won't enlarge your donkey, you know.

You're trying real hard to make a hilarious, beardy, viable character, and I respect that, but looking at it I'm not sure it's going to work very well.  He's a glass cannon.  Glass cannons are usually built around disposability.  The first time he botches a charge or enters melee with more than one enemy he's going to get the wind knocked out of his mills very quickly.

did you see what i did there did you see the joke

wind mills

he rides a donkey

aheaueahueaheuaehauehaeua
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King_of_the_weasels

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #54 on: March 12, 2012, 12:32:13 am »

I GET IT!
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Grek

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #55 on: March 12, 2012, 12:35:14 am »

I've switched over to using a mule instead, they're Large and thus able to carry a Large character. I'm not sure why I originally picked a donkey.

built around disposability.
This is a high lethality game, isn't it? Why take extraordinary pains to make your characters unkillable when it's going to happen anyways?

Personally, I think everyone is merely jealous of the hilarious pun that will be made when by female mule eats the golden apple and thereby ascends to become a God Ass.
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King_of_the_weasels

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #56 on: March 12, 2012, 12:37:24 am »

I've switched over to using a mule instead, they're Large and thus able to carry a Large character. I'm not sure why I originally picked a donkey.

built around disposability.
This is a high lethality game, isn't it? Why take extraordinary pains to make your characters unkillable when it's going to happen anyways?

Personally, I think everyone is merely jealous of the hilarious pun that will be made when by female mule eats the golden apple and thereby ascends to become a God Ass.

Except that obviously won't happen since your building disposable characters so they'll never make it.
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Cthulhu

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #57 on: March 12, 2012, 12:42:01 am »

I've switched over to using a mule instead, they're Large and thus able to carry a Large character. I'm not sure why I originally picked a donkey.

built around disposability.
This is a high lethality game, isn't it? Why take extraordinary pains to make your characters unkillable when it's going to happen anyways?

Personally, I think everyone is merely jealous of the hilarious pun that will be made when by female mule eats the golden apple and thereby ascends to become a God Ass.

If it's large then you're getting into uncomfortable dungeon territory.  if there are twisty passages what will you do?
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Heron TSG

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #58 on: March 12, 2012, 12:54:10 am »

Herpderpderp, my brother's an idiot. (He made a character with a bunch of vows, and forgot that similar AC bonuses do not stack. This sheet was based on that one. Also I do not currently have Vow of Peace.)

I'll get it changed by tomorrow, but this should be the real calculation.

10 (base)
2 (dex)
1 (shield)
4 Exalted (VoP)

17 total.

If I had had Vow of Peace, then this would be the listing.

10 (base)
2 (dex)
1 (shield)
4 Exalted (VoP)
2 Natural (VoP)
2 Deflection (VoP)
2 Exalted (Vow of Peace)
2 Natural (Vow of Peace)
2 Deflection (Vow of Peace)

Adding up to 27, and for some reason the armor bonus that this character had due to chainmail (+4) was thrown into 'other' rather than the armor box. Also note that due to stacking rules, 6 of those AC points wouldn't even count.

However, this still leaves me with 17 at level 1, 23 at level 2, and an effective 32 at level 3. This would be due to the exalted spell 'Luminous Armor', which grants +5 Armor Bonus to AC and also makes the vast majority of enemies take -4 on to-hit rolls.
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Grek

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #59 on: March 12, 2012, 01:47:01 am »

If there are twisty passages what will you do?

The same thing I do to all other obstacles: Destroy them with my lance. Or dismount and use my sling. Or let the rest of the party deal with it while I help with spells.
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