DM Puppet Master's Humble Bundle Welcome Campaign (Inactive)

Game Master Anon A Mouse

Cult of the Ebon Destroyer


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I am going through and checking the loot list and working on Artair 4.0 :)

I might leave off a skill choice or two to fill in once people suggest what to take or if something is needed.

And yes, I need to understand rage better. I am reading up on that. I just need to know how much I can use it. I was saving it for the tough fight. And then it did not last long.

I might be interested in the shield of bashing. Maybe the bracers, depending on how they would work with my character.

How are we handling equipment and what we may have had versus what we no longer need, like if I take the shield can I sell my current one?

I will comment more later tonight.


Here is what I found that we found (big difference is the extra almost 400 GP):

orcs: 4x: studded leather armor, great axe, 4 javelins (I dont know what of this we grabbed, the Javelins would have been useful)
Corpse By Lake: 87gp, masterwork shortsword
Pit: Small sack, 6 platinum
Roldare: MW Crossbow, 6 bedrolls, 2 bullseye lantern, 4 oil flasks, 5 days of rations (for 1 or 6?), 2 potions of CLW
Skeletons: Silver Necklace (worth 20gp)
Frogs: Small pouch, 24gp, aquamarine ring
Catacombs: bloodstained pack, pouch, 13gp, cure moderate wounds potion
Asar: +1 chainmail, +1 longsword
Kassen: bashing shield, water elemental gem, bag of holding, 4 scales
Crypt: Wand of magic missle, bracers of armor +1, horn of fog, 354 gp, spellbook, cantrips

The room with treasures we divided up, what to do with what was unused?:
Pile 1 - Etam
- potion of bull’s strength (+4 Str for 3 minutes)
- oil of magic weapon (turns a weapon into a +1 weapon for 1 minute)

Pile 2 - Finnrick
- wand of produce flame (10 charges)
- scroll of barkskin

Pile 3 - Artair
- potion of bear's endurance (+4 Con for 3 minutes)
- oil of magic weapon

Pile 4 - Jaed
- potion of invisibility (see spell description for details. Lasts 3 minutes or until you attack, whichever comes first)
- potion of cure light wounds

Pile 5 - Finnrick
- wand of cure light wounds (10 charges)


Spells:
(CL 3rd; +8 Concentration) CANTRIP:daze(20), detect magic, prestidigitation, ray of frost, read magic; FIRST (6/7):burning disarm(16), charm person(19), entangle(16), sow thought(21);
Init +3; Senses low-light vision; Perception +2; HP:20/20; AC 16;T 14;FF 13; Fort +3, Ref +4, Will +3

Hello! Dotting in!


Hi and Welcome!

So the wand of CLW that we found has been expended as well as the scroll of Barkskin. the wand of produce flame has 6 charges left and I know that I used up all the CLW potions that I was carrying. I propose that we use some of the money to buy a wand of CLW as that will come in handy.

I have updated Finnrick with the exception of gear because we still haven't decided what we are keeping and how much each of us will get, I don't think. Thanks Etam and Artair for compiling that list. I think we might want to keep the spell book at least until the wizard that was just recruited shows up, and give her a chance to look it over.

The changes that I made were adding the traits and switching out my Feats for 2 that are for summoning.


Spells:
(CL 3rd; +8 Concentration) CANTRIP:daze(20), detect magic, prestidigitation, ray of frost, read magic; FIRST (6/7):burning disarm(16), charm person(19), entangle(16), sow thought(21);
Init +3; Senses low-light vision; Perception +2; HP:20/20; AC 16;T 14;FF 13; Fort +3, Ref +4, Will +3

In my experience, having a wand of cure light wounds around is NEVER a bad thing.


Male Dwarf Barbarian 3 | HP 41/41(+6R) | AC19(-2RAGE) T11 FF19 | BAB+3 | CMB +7 | CMD 18 | F+6 R+3 W+3 | Init +3 | Per +8

I am all for people curing me...


Welcome to the group!

MCCL and panegyric, thanks for accounting for the loot. Apart from the short sword, the invisibility potion and the potion of CLW I don't see anything else that could be useful for Jaed. I agree with Uthraed suggestion of getting a wand of CLW.

I have finished the one-sword-in-each-hand-I-will-flank-you-and-cut-you Jaed version and I have updated his sheet. This is the hit dice roll for level 3:

hit die: 1d8 ⇒ 6

@DM, when you have time, could you please generate the stats block for the new Jaed? Thanks!

Tomorrow I will update his profile here and write some IC text.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Is anybody going to IC say hi to the new folk? I know Etam's currently away and Jard said he'll post tomorrow, but did Artair or Finnrick want to at least give their names?

I'll also get updated character stat blocks later tonight.


Is Jaed interested in the longsword? If not Artair might be able to put it to use. Hate to ditch our only magic weapon. I posted my "Attack" focused version of Artair as well. I need to add equipment I noticed (his AC was really low) and I intend to RAGE more. Any suggestions?

Looking at the cost of the wand of CLW is there any way to get a used one? Otherwise that would likely be our whole treasury.


Spells:
(CL 3rd; +8 Concentration) CANTRIP:daze(20), detect magic, prestidigitation, ray of frost, read magic; FIRST (6/7):burning disarm(16), charm person(19), entangle(16), sow thought(21);
Init +3; Senses low-light vision; Perception +2; HP:20/20; AC 16;T 14;FF 13; Fort +3, Ref +4, Will +3

Yeah, you are actually able to buy a wand with less charges.

... unless, of course, the GM says they don't have any in stock. :P


Jaed is using two short swords so feel free to take the long sword if you think it is useful for Artair.

I'm actually going to buy another masterwork short sword for his off hand with the money we get from the loot. It's 310 gp so I think I will have enough. And some more daggers in case we are involved in ranged combat.

Can we buy (and sell) all these things in Kassen or do we have to wait until we get somewhere else?


Male Dwarf Barbarian 3 | HP 41/41(+6R) | AC19(-2RAGE) T11 FF19 | BAB+3 | CMB +7 | CMD 18 | F+6 R+3 W+3 | Init +3 | Per +8

Are there any skills that we are lacking?

I realized that I did not fill in the two background skills, so I am likely going to revise Artair again. Any suggestions? I am trying to be less a jack of all trades and more of a single direction character: do damage.

Hence why I added Cleave and reworked some. But I would like some feedback on it, even if it is just that it looks good.

Thanks!


I totally forgot about the background skills. I have updated Jaed to include those.

Regarding the skills, Jaed is still focused in stealth and finding and disable traps. I have ranks in knowledge(local) and knowledge(dungeoneering).

@Artair: From my understanding you get 2 background skill ranks per level, so you should have 6 ranks to spend.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

The only partially charged wand of CLW in Kassen has 22 charges and is being sold for 300 gp. If you wanted a different number of charges, you'd have to wait until you get to the capital, which is a significantly bigger place with more variety. For a similar reason, you can buy any mundane item here but magical items would be more rare. Selling items shouldn't be a problem.

@Artair: I think you skill points are off. Otherwise you're not using the gear that I have you marked as using. If you tell me where you put ranks, I can try to see what's different. Right now my best guess is that you're no longer wearing both scale mail armor and carrying a heavy wooden shield or you forgot to reduce some of your skills when you swapped Athletic for Cleave.

Jaed:
It looks like you replaced the Trap Spotter talent for the Combat Trick one. Is that correct? Otherwise you're over by 1 feat. It also looks like you got rid of your crossbow. Otherwise, you're in a medium load which drops your AC.

Also, I can't tell what traits you picked. I'm guessing maybe reactionary based on your init? Here's what you have thus far though:

Jaed Zandorias
Male human rogue (unchained) 3 (Pathfinder Unchained 20)
N Medium humanoid (human)
Init +9; Senses Perception +8
--------------------
Defense
--------------------
AC 19, touch 16, flat-footed 13 (+3 armor, +5 Dex, +1 dodge)
hp 29 (3d8+9)
Fort +3, Ref +8, Will +3
Defensive Abilities danger sense +1, evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +7 (1d4+1/19-20) or
mwk short sword +7 (1d6+5/19-20) or
short sword +6 (1d6+2/19-20) or
2 short swords +7/+6 (1d6+5/1d6+2 19-20)
Special Attacks sneak attack (unchained) +2d6
--------------------
Statistics
--------------------
Str 13, Dex 20, Con 14, Int 12, Wis 14, Cha 10
Base Atk +2; CMB +3; CMD 19
Feats Dodge, Improved Initiative, Two-weapon Fighting, Weapon Finesse, Weapon Focus (short sword)
Skills Acrobatics +10, Appraise +6, Bluff +6, Climb +4, Diplomacy +5, Disable Device +11, Disguise +4, Escape Artist +9, Intimidate +4, Knowledge (dungeoneering) +6, Knowledge (local) +6, Linguistics +5, Perception +8, Sense Motive +7, Sleight of Hand +10, Stealth +10, Swim +4, Use Magic Device +4
Languages Common, Dwarven, Elven
SQ rogue talent (combat trick), trapfinding +1
--------------------
Special Abilities
--------------------
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

If other people want updated stat blocks, either point me to a character sheet or tell me exactly what changed and I'll make them.


@DM: You are right about both. I replaced the Trap Spotter talent with the Combat Trick, getting the Weapon Focus (short sword) feat with it. No more auto-rolls for trap spotting so we'll go back to our door inspection routine :)

I will break it down:

The selected traits are Reactionary and Acrobat. They are in the last page of the linked character sheet.

The feats are Dodge, Improved Initiative, Two-Weapon fighting, Weapon Finesse and Weapon Focus (short sword).

The three favored class bonuses are HP.

The unchained rogue talent is Combat Trick and the unchained rogue finesse training weapon is short sword.

The background skills ranks went to Sleight of Hand x3, Appraise x2 and Linguistics (choosing elven as the bonus language).

I hope that makes things easier for you.


@DM: Jaed has left the crossbow at home so if my calculations are correct he should be carrying 38 lbs of gear. I will rely on the daggers if he is involved in ranged combat.


Seems that I forgot equipment...


Hello everyone,

after a gruelling 5 days locked in a farm, I'm back. I'm reading through the story and will interact soon (probably in a couple of hours or so) =)

question regarding loot and etc: how much did we each get in the end? and did we come to a decision regarding any party equipment? I want to know if I'll have enough money to get the masterwork spear (which is super expensive because it's a double weapon).

@DM: I'd love a new stats block, if you are ok with my changes on Etam. you can find the sheet here: http://www.myth-weavers.com/sheet.html#id=971525

@shisui @lilly: welcome =)


Welcome back! I think how much we'll get depends on selling the long sword or not. It's not clear to me if Artair is going to use it in the end. I'm fine either way, but I'd also want to buy another masterwork short sword and a couple of extra daggers.


How much is the spear? DO we need to divide things up equally? It is in our best interest for him to have a good weapon. Just like it is in our best interest to have a wand of CLW.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Ahh, I didn't scroll down far enough. I missed that there's a section for traits at the bottom of the sheet. Here are updated character stat blocks.

Jaed:
Jaed Zandorias
Male human rogue (unchained) 3 (Pathfinder Unchained 20)
N Medium humanoid (human)
Init +11; Senses Perception +8
--------------------
Defense
--------------------
AC 19, touch 16, flat-footed 13 (+3 armor, +5 Dex, +1 dodge)
hp 29 (3d8+9)
Fort +3, Ref +8, Will +3
Defensive Abilities danger sense +1, evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +7 (1d4+1/19-20) or
mwk short sword +7 (1d6+5/19-20) or
short sword +6 (1d6+2/19-20) or
2 short swords +7/+6 (1d6+5/1d6+2 19-20)
Special Attacks sneak attack (unchained) +2d6
--------------------
Statistics
--------------------
Str 13, Dex 20, Con 14, Int 12, Wis 14, Cha 10
Base Atk +2; CMB +3; CMD 19
Feats Dodge, Improved Initiative, Two-weapon Fighting, Weapon Finesse, Weapon Focus (short sword)
Traits acrobat, reactionary
Skills Acrobatics +11, Appraise +6, Bluff +6, Climb +4 (2 instead of -5 penalty when using the Climb skill to attempt an accelerated climb), Diplomacy +5, Disable Device +11, Disguise +4, Escape Artist +9, Intimidate +4, Knowledge (dungeoneering) +6, Knowledge (local) +6, Linguistics +5, Perception +8, Sense Motive +7, Sleight of Hand +10, Stealth +10, Swim +4, Use Magic Device +4
Languages Common, Dwarven, Elven
SQ rogue talent (combat trick), trapfinding +1
Other Gear studded leather, dagger, mwk short sword, short sword, backpack, bedroll, belt pouch, chalk, hemp rope (50 ft.), sack, thieves' tools, waterskin, 42 gp, 7 sp, 9 cp
--------------------
Special Abilities
--------------------
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Etam:
Etam Rethgifner
Human fighter (weapon master) 3 (Pathfinder RPG Advanced Player's Guide 109)
LN Medium humanoid (human)
Init +2; Senses Perception +4
--------------------
Defense
--------------------
AC 21, touch 14, flat-footed 18 (+7 armor, +2 Dex, +1 dodge, +1 trait)
hp 35 (3d10+9)
Fort +5, Ref +3, Will +2; +1 bonus vs. effects targetting a Spear held by you
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee mwk weighted spear +8 (1d8+6/×3) or
spear +9 (1d8+7/×3) or
warhammer +7 (1d8+4/×3)
Ranged javelin +5 (1d6+4)
Special Attacks weapon training
--------------------
Statistics
--------------------
Str 19, Dex 15, Con 15, Int 13, Wis 13, Cha 12
Base Atk +3; CMB +7; CMD 20
Feats Cleave, Dodge, Power Attack, Shield Of Swings[APG], Weapon Focus (spear)
Traits defender of the society, possessed
Skills Acrobatics -2 (-6 to jump), Climb +5, Handle Animal +5, Intimidate +5, Knowledge (engineering) +7, Perception +4, Profession (soldier) +6, Ride +2, Survival +7, Swim +5
Languages Common, Dwarven
SQ weapon guard
Combat Gear oil (5); Other Gear +1 chainmail, heavy wooden shield, javelin, mwk weighted spear, spear, warhammer, backpack, bedroll, hemp rope (50 ft.), sack, 64 gp, 3 sp
--------------------
Special Abilities
--------------------
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Shield of Swings During a full-round attack with a 2-handed weapon, you may halve your damage to gain +4 AC and CMD until the beginning of your next turn.
Weapon Guard +1: Spear (Ex) +1 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon.
Weapon Training +1: Spear (Ex) +1 to hit and damage with your chosen weapon.

As for how treasure is split, as long as you can all agree to it, I don't mind what method you use. Though I might suggest that if you plan to give Etam more so he can buy a masterwork spear, you might want to later given him a little less to even things out.

Now that Etam's back, I'll give him a chance to post and the move things along probably tomorrow afternoon/evening.


I was at football tonight and am headed to an archery tournament tomorrow. It is in rural Indiana, so no telling how my cell coverage will be. Just a warning. I will get my equipment updated before then hopefully.

Are the bracers something that would be useful, or stick with the armour?

And did we ever determine what the ring was or what it was worth?


ok, so mixing our lists, along with some suggestions of people who can hold the items:

#1 keep
* masterwork shortsword (Jaed)
* chainmail +1 (Etam)
* potion cmw (anyone, really)
* elemental gem (Finnrick, since he is going the summoner route might make sense)
* bag of holding (Jaed, since he's our own personal little greedy rogue)
* horn (any takers for this? perhaps we can find an IC way of handing it to the new guys?)

#2 maybe
* bracers of armour +1 (500gp) the new casters might find this useful
* spell book (112.5gp) is there anything useful for lilly here?
* longsword +1 (1000gp)

#3 sell/gold
* MW crossbow (150gp)
* magic missiles wand (375gp)
* silver necklace (20gp)
* aquamarine ring (1250gp) took the freedom to google this and it seems to be a swimming ring
* bashing shield +1 (500gp)
* 2 lanterns (12gp + 3sp)
* gold: 87 + (6 * 10) + 24 + 354 + 13 = 538gp

based on that and what we've been discussing, there are four main scenarios:
sell only #3: 2845gp = 711.25/each
sell #2 and #3: 4457.5gp = 1114.375/each
sell only #3, buy half-charged CLW wand: 2845gp - 750gp = 523.75/each
sell #2 and #3, buy half-charged CLW wand: 4457.5gp - 750gp = 926.875/each

with we sell only group #3 and get the wand, Etam would need around 100gp extra to get the spear (600gp, currently have 40gp). as the DM said, if we do that he should get less cash next time.

what do you say? should we vote? mine goes for selling everything.

@MCCL, how do you feel about the sword, in the end? I was thinking we could ditch it and just have a couple of vials of magic weapon oil in case we find incorporeal foes, but it's of course not the same thing.


sorry, I meant sell everything and get the CLW wand.


Spells:
(CL 3rd; +8 Concentration) CANTRIP:daze(20), detect magic, prestidigitation, ray of frost, read magic; FIRST (6/7):burning disarm(16), charm person(19), entangle(16), sow thought(21);
Init +3; Senses low-light vision; Perception +2; HP:20/20; AC 16;T 14;FF 13; Fort +3, Ref +4, Will +3

Giving me the magic missiles wand would greatly improve my combat effectiveness. The spell book would help lilly no matter what, even if there are opposition school spells since it just takes 2 slots to cast them. The bracers of armor is actually helpful for lilly alone, since I actually DO have an armor bonus.


Spells:
1st 6/6 2nd 5/5 3rd 5/5 4th 4/4
prepared spells:
1st- Speak with Animals, Bristle , Longstrider 2nd-Barkskin Bulls Strength Scamper Pox Pus,
Half-Elf Druid 8 HP: 50/50 M: 56/56 AC: 20 TAC: 13 FF:17 Saves: 7:6:15 Init: +5 Per: +24

Haha a swimming ring i could use that, just kidding ill rely on someone to rescue me.


I'm ok giving Etam some more gp to buy his spear. Right now, I only want to buy a masterwork short sword (310 gp) and 3 more daggers (6 gp) so we should have enough money for everything.

@Panegyric: Thanks for the summary! I think you made a small mistake. The half-charged CLW wand is 300 gp so we should have enough money even if we sell #3 minus the magic missiles wand (which would go to Sato).

@Finnrick: Better if it's not me or we'll spend a lot of rounds going up and down as last time :)

@DM: Thanks for the stat block. Reagrding the loot, can we pretend we sold and bought everything before leaving or will we have a chance to do that when we get to our destination?


Male Dwarf Barbarian 3 | HP 41/41(+6R) | AC19(-2RAGE) T11 FF19 | BAB+3 | CMB +7 | CMD 18 | F+6 R+3 W+3 | Init +3 | Per +8

Since things are going on, should we say we sold the:
swimming ring (1250)
the silver necklace (20)
the lanterns (12.3)
to get a total of 1282.3GP.

When added to the 538 GP we found, that gives us 1720.3 GP.

This would give us enough to buy the:
masterwork short sword (310)
3 daggers (6)
Wand of CLW (300)
spear (600)

This only adds up to 1216. So even if we needed to spend more we would be OK (504.3 GP)

I am trying to do my equipment right now.

Edit: How do we price out the Wands? Dont we need to know the caster level for that?


Spells:
1st 6/6 2nd 5/5 3rd 5/5 4th 4/4
prepared spells:
1st- Speak with Animals, Bristle , Longstrider 2nd-Barkskin Bulls Strength Scamper Pox Pus,
Half-Elf Druid 8 HP: 50/50 M: 56/56 AC: 20 TAC: 13 FF:17 Saves: 7:6:15 Init: +5 Per: +24

So I Just went back into Finnricks profile to update my spell list for the day and noticed that the changes I made weren't there. I guess it didn't save when I edited it. I am on my laptop and have the character sheet on my desktop at home. I will update it when I go home tomorrow morning. I don't know what happened. That being said I'm going to put my prepared spells here.

Spells:

0 level
Detect Magic
Guidance
Create Water
Enhanced Diplomacy

1st level
Hydraulic Push 2
CLW 1
Snowball 1

2nd Level
Aggressive Thunder Cloud
Summon Swarm


panegyric wrote:

ok, so mixing our lists, along with some suggestions of people who can hold the items:

#1 keep
* masterwork shortsword (Jaed)
* chainmail +1 (Etam)
* potion cmw (anyone, really)
* elemental gem (Finnrick, since he is going the summoner route might make sense)
* bag of holding (Jaed, since he's our own personal little greedy rogue)
* horn (any takers for this? perhaps we can find an IC way of handing it to the new guys?)

#2 maybe
* bracers of armour +1 (500gp) the new casters might find this useful
* spell book (112.5gp) is there anything useful for lilly here?
* longsword +1 (1000gp)

#3 sell/gold
* MW crossbow (150gp)
* magic missiles wand (375gp)
* silver necklace (20gp)
* aquamarine ring (1250gp) took the freedom to google this and it seems to be a swimming ring
* bashing shield +1 (500gp)
* 2 lanterns (12gp + 3sp)
* gold: 87 + (6 * 10) + 24 + 354 + 13 = 538gp

based on that and what we've been discussing, there are four main scenarios:
sell only #3: 2845gp = 711.25/each
sell #2 and #3: 4457.5gp = 1114.375/each
sell only #3, buy half-charged CLW wand: 2845gp - 750gp = 523.75/each
sell #2 and #3, buy half-charged CLW wand: 4457.5gp - 750gp = 926.875/each

with we sell only group #3 and get the wand, Etam would need around 100gp extra to get the spear (600gp, currently have 40gp). as the DM said, if we do that he should get less cash next time.

what do you say? should we vote? mine goes for selling everything.

@MCCL, how do you feel about the sword, in the end? I was thinking we could ditch it and just have a couple of vials of magic weapon oil in case we find incorporeal foes, but it's of course not the same thing.

I am interested in the longsword and the shield.

I also have a few values different than you:
MW Crossbow is 167.5 (35+300, halved)
Longsword is another 15 for the cost of the sword
Spellbook is 187.5 (20*7.5+6*15+2*60+15 halved, this is the value of renting and writing each of the spells and the book)
The horn also should sell for 1000.
The gem would fetch 1250 if Finnrick does not want it.

And do we know what the CL is on the Wand of Magic Missile? Do we assume first?

Let me know if I got anything wrong.


I have updated my character in my profile. Let me know if it looks right. I double and triple checked the skills and I think that I did them right.


@MCCL: thanks for the corrections on the values! I find it all very confusing, and the organised guy here is Etam, not myself.

my view on the horn and gem is that they can be really good to have in certain situations and if used in a smart way. Like using the horn for sneaking around, or perhaps to allow jaed to score a few extra sneak attacks (not sure what the rules are on this, actually), whilst the gem might be good for some boss battle that we need an expendable meat shield without using spell slots. I don't feel strongly about either item, though, so if you guys want to sell those items I won't object.

as for bracers, magic missile wand and spellbook, I'm happy to give them to lilly/sato.


I didn't think of using the horn like that. Maybe we can keep it and the gem for now and sell them later if we see they are not that useful.

No objection to give the other things to Lilly and Sato.


Spells:
(CL 3rd; +8 Concentration) CANTRIP:daze(20), detect magic, prestidigitation, ray of frost, read magic; FIRST (6/7):burning disarm(16), charm person(19), entangle(16), sow thought(21);
Init +3; Senses low-light vision; Perception +2; HP:20/20; AC 16;T 14;FF 13; Fort +3, Ref +4, Will +3

Excellent! I'll take the wand but Lilly can have the books and bracers. How many charges does it have?


Male Dwarf Barbarian 3 | HP 41/41(+6R) | AC19(-2RAGE) T11 FF19 | BAB+3 | CMB +7 | CMD 18 | F+6 R+3 W+3 | Init +3 | Per +8

I agree, I think that everyone had what they needed to get their equipment. I think that I was like -30gp since I went for the double dwarven war axe to work better with Cleave. But that is in the cushion as well.


Male Human Rogue 8 | HP 85/88 | AC 22 FF 22 T 18 | BAB +6/+1 | CMB +7/+2 | CMD 25 | F +6 R +12 W +5 | Init +11 | Per +13 (Trapfinding +21)

@Sato: If I recall correctly, it had 10 charges and Finnrick used one so it should have 9 left.


@Jaed @Sato: wasn't that the produce flame wand?


Male Human Rogue 8 | HP 85/88 | AC 22 FF 22 T 18 | BAB +6/+1 | CMB +7/+2 | CMD 25 | F +6 R +12 W +5 | Init +11 | Per +13 (Trapfinding +21)

@panegyric, @Sato: Ooops, you are right. I was confusing both. The magic missile wand has 22 charges.


I guess you were right about using the rage more...


OK, so while raging I have 6 extra hit points.
Should I track those last, since when I am done raging they go away?

So if I am at a 2 hp left when I am done raging I will be at -4?
Am I figuring this right?


Spells:
(CL 3rd; +8 Concentration) CANTRIP:daze(20), detect magic, prestidigitation, ray of frost, read magic; FIRST (6/7):burning disarm(16), charm person(19), entangle(16), sow thought(21);
Init +3; Senses low-light vision; Perception +2; HP:20/20; AC 16;T 14;FF 13; Fort +3, Ref +4, Will +3

Yes, your total AND current hit points go down when you end your rage, which is why some late level barbarians dance with death if they end a rage with only a few hit points.

You'll need a bit of help getting back on your feet, but someone with healing should be able to fix you up fast enough.

Or, you could talk to the gm about changing to an unchained version of the barbarian. They get temporary hit points and a morale boost to attack and damage instead of a str/con boost.


Spells:
1st 6/6 2nd 5/5 3rd 5/5 4th 4/4
prepared spells:
1st- Speak with Animals, Bristle , Longstrider 2nd-Barkskin Bulls Strength Scamper Pox Pus,
Half-Elf Druid 8 HP: 50/50 M: 56/56 AC: 20 TAC: 13 FF:17 Saves: 7:6:15 Init: +5 Per: +24

Did we ever decide on what kind of clw wand to get ive already used up my heal for the day. But i know we did say that we had bought one b4 we left.


Yeah, I saw the UNchained version. Thought about it.


Finnrick wrote:
Did we ever decide on what kind of clw wand to get ive already used up my heal for the day. But i know we did say that we had bought one b4 we left.

We spent 300 on one with 22 charges remaining. I have an accounting of all of our group stuff.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

You can still change to unchained if you want, but if you want to do that, you should do it really soon.


I have just realized that as Jaed has now a bag of holding, he can put the crossbow in it and carry it with him without being in medium load (47.5 lbs in total). It won't be immediately accessible during combat (probably I will need a full round action to equip it, right?) but it is better than not having it.

I am also going to pretend that Jaed conveniently "forgot" to return the masterwork crossbow he borrowed from Roldare if that is ok. If not, he will take his old plain crossbow. I have updated his character sheet to reflect the changes.

@MCCL: There were 504.3 gp left after all the buying and selling, right? Are we going to divide it or are we going to keep it as a fund for the future?


Just check on the bag of holding stuff. Bolts might not want to be stored in the bag. I am not on my computer right now, but I will check on the GP. We can do what we want with it, I suppose. We might have some more stuff to hold coming up. And I can always serve as a but of a pack mule too.


thanks for doig the accountancy for the group, @MCCL =)

do you guys reckon we'll need tents and travelling gear in general? I still have some of it and it's super heavy. In any case, Etam would be happy to share the pack mule honours with Artair


Good point, we don't want the bag to be pierced by the bolts. I suppose that Jaed can carry them in a quiver attached to his belt.

I am carrying a bedroll in the bag. I suppose I can also put one tent in it. Apart from that, Jaed is happy to carry whatever else fits in the magical bag but there is not much he can carry outside it without going into medium load.

@MCCL: thanks for being our master of coin :)


Hey, it is the math major in me. :)

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