hence the break to watch always sunny and do forum
fuck optimization Iām an inquisitor for THE GODDESS OF PLANAR TRAVEL
Heavenās Light (Conduit)
You are a luminous beacon in the darkness, an icon of order and kindness through which the light of Heaven itself can shine, even in the most dreadful of realms.
Prerequisite(s) : Knowledge (planes) 1 rank.
Benefit(s) : As a standard action, you can emit an aura of bright light centered on a glowing halo above or behind your head. The illumination provided is equal in intensity to that of a torch. If you have at least 5 ranks in Knowledge (planes) the illumination is equivalent to that created by a daylight spell. If you have at least 15 ranks in Knowledge (planes), the light becomes further infused with Heavenly power, and each evil creature within 30 feet of you must succeed at a Fortitude save (DC = 10 + half your level + your Charisma modifier) or become sickened by the light for as long as it remains in range plus 1 additional round after leaving the area.
You can use this featās benefit for a number of rounds per day equal to your ranks in Knowledge (planes). These rounds need not be consecutive.
this is useless
but has some cool rp potential
āFear me not Iām sent by the heavensā
halo appears
Iām likely going to be a healer + tank since you guys are being dps? and magicboy?
You shouldnāt
so CHOOSE, HEATHENS
Heavenās Light (Conduit)
You are a luminous beacon in the darkness, an icon of order and kindness through which the light of Heaven itself can shine, even in the most dreadful of realms.
Prerequisite(s) : Knowledge (planes) 1 rank.
Benefit(s) : As a standard action, you can emit an aura of bright light centered on a glowing halo above or behind your head. The illumination provided is equal in intensity to that of a torch. If you have at least 5 ranks in Knowledge (planes) the illumination is equivalent to that created by a daylight spell. If you have at least 15 ranks in Knowledge (planes), the light becomes further infused with Heavenly power, and each evil creature within 30 feet of you must succeed at a Fortitude save (DC = 10 + half your level + your Charisma modifier) or become sickened by the light for as long as it remains in range plus 1 additional round after leaving the area.
You can use this featās benefit for a number of rounds per day equal to your ranks in Knowledge (planes). These rounds need not be consecutive.
Healerās Hands (Conduit)
Your healing efforts are bolstered by positive energy.
Prerequisite(s) : Heal 1 rank, Knowledge (planes) 1 rank.
Benefit(s) : You can use the Heal skill to treat deadly wounds as a full-round action. You do not take a penalty for not using a healerās kit when treating deadly wounds this way, and you can do so on a given creature more than once per day. When treating deadly wounds this way, if your result exceeds the DC by 10 or more, add your ranks in Knowledge (planes) to the damage healed. These benefits do not apply to creatures that are not healed by positive energy.
You can use this featās benefit a number of times per day equal to your ranks in Knowledge (planes).
Iām taking this spell if Heavenās Light is taken:
Stabilize
School conjuration (healing); Level cleric/oracle 0, druid 0, inquisitor 0, psychic 0, witch 0
CASTING
Casting Time 1 standard action
Components V,SEFFECT
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)DESCRIPTION
Upon casting this spell, you target a living creature that has ā1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.
how do you all feel about open world
- Open world me up fam
- fuck open world, this aint skyrim
0 voters
fuck
- open world me up fam
- fuck open world, this aint skyrim
0 voters
ok so imma delay char creation a bit. sry but finals r dumb and i have my 2 hardest ones tmrw so imma study some.
4, 4, 5, 4, 5, 2, 3, 2, 6, 2, 5, 3, 5, 3, 3, 4, 1, 1, 4, 3
1, 4, 1, 6
13
10
14
12
8
11
sticking with prior numbers
human time
AHHHHHH NAUTICAL COMBAT
Ships have 3 different pools of health, crew, hull, and sails, when cannons are fired you must declare which pool you are hitting, Hulls have an AC of 12-15, Sails 14-16, and Crew can be from 1-20 AC depending on range.
If the hull is depleted the ship will begin sinking, after 7 rounds if it is not boarded it will be sent to Davy Jonesās locker, and a small percentage of the loot will float up to the surface
If the Sails are depleted they cannot move and can be boarded, but can still fire
If the crew is depleted then the ship is easily captured once boarded
Cannons do 1d4+1 for every cannonball that lands on itās mark (dw, they donāt have much HP)
Boarding
Boarding is when you and your crew pull a ship close enough to jump on. This will start an encounter with 4-5 enemies to defeat.
Any objections or ideas to add?
All Iām saying is 4 to 5 fools are going to be boarded and washed with the deck