Female Elf Wizard 3, HP: 18/18, AC 17/14f/13t, Fort: +2 Ref: +6 Will +3, Init: +5, Perception: +9 (darkvision)
@Jolienne
Always sad to see a player go, good luck with your other commitments.
For the melee fighters, I am expecting us to possibly get into a fight with undead shortly.. maybe. I do have Enlarge person kicking about if we need it, who out of you guys would best benefit from the extra reach and strength?
I really on Dex and twf, so Enlarge person would not be beneficial to me since it would make it very hard to hit with both of my attacks. I would suggest either Ash or Torald.
@Kalina - I'm trying to settle into a style of rp with Ash to match his 7 cha. He's not unfriendly, but without even being aware of it, he's kind of an a-hole.
@Kalina - I'm trying to settle into a style of rp with Ash to match his 7 cha. He's not unfriendly, but without even being aware of it, he's kind of an a-hole.
Kalina
*Scroll of Protection from Evil (1)
*Scroll of Detect Undead (1)
*Scroll of Hide from Undead (2)
*Haunt Siphon (1)
*Potion of Lesser Restoration (1)
*Flask of Holy Water (1)
Male Half-Elf Alchemist (Vivisectionist/Chirurgeon) 2
Benedict would take 2 holy waters because he has the Throw Anything ability and does 4 points of splash damage instead of just 1 and adds 3 to the main damage.
Ash
Non-magical Silver Arrows (12)
+1 Arrows (10)
+1 Ghost Touch Arrows (5)
+1 Undead Bane Arrows (2)
*Potion of Cure Light Wounds (1)
*Flask of Holy Water (1)
Kalina
*Scroll of Protection from Evil (1)
*Scroll of Detect Undead (1)
*Scroll of Hide from Undead (2)
*Haunt Siphon (1)
*Potion of Lesser Restoration (1)
*Flask of Holy Water (1)
A= Town Square
B= The Posting Poles
C= The Laughing Demon (Tavern)
D= Ravengro Town Hall
E= Temple of Pharasma
F= Ravengro Town Hall
G= Ravengro Forge
H= Jominda's Apothecary
I= Ravengro Jail
J= The Silk Purse (Moneylenders)
K= The Outward Inn (Inn)
L= The Unfurling Scroll (Magic)
M1= Councilman Vashian Hearthman House
M2= Councilwoman Mirta Straelock Residence
M3= Councilwoman Shanda Faravan House
M4= Councilman Gharen Muricar House
N= The Lorrimor Residence
O= Harrowstone Memorial
P= Road to The Restlands
Q= Gibbs Hephenus' Shack
R= Road to Harrowstone
Just so you know and don't think I try to block you by making everyone hate you:
The Adventure Path has a Trust mechanic build in which leads to many of the townsfolk only letting to access certain things when you either persuade them, pay them or have enough trust.
(I'm not 100% following the DC's and possibilities in the path and let fitting roleplay also help you.)
Just a note: Kalina's around, probably resting. She has no Knowledge Skills, unless "Subject of Study trait" (studying the undead with Lorrimor) gives her a small chance to discover something on Undead.
@Kalina When researching with the Books you can make the checks untrained (as a matter of fact, none in the group seems to even have the skills for it)
Female Elf Wizard 3, HP: 18/18, AC 17/14f/13t, Fort: +2 Ref: +6 Will +3, Init: +5, Perception: +9 (darkvision)
Nope, though the remaining knowledge checks I will eventually get once my Int gets high enough but for now I will cope with only 3 of them. I just thought Arcana and planes would be more useful, though history has come up twice now so maybe I should've taken that one first, oh well.
I can't currently edit on the map. Whilst I figure out what downloads I need, and usage, could someone place me behind Raoul (black dot) with a purple dot. Kalina rolled a 21 initiative. (and 22 perception).
Down means well into negative HP, so for animals effectively dead. On the off chance that for some reason you want to keep anything alive I just wrote down. With enemies were it really matters I would write down the negative HP.
Concerning the Ref Save and the Stirges I completely forgot that and it doesn't really matter anyway (the chance that the last one you hit gets only 2 Damage in a hit is kinda small).
But to tell the truth I'm not really sure if they loose it.
"An attached stirge is effectively grappling its prey. The stirge loses its Dexterity bonus to AC..."
I would take that as them not really grappling (so no grappled condition and thus full ref save). Would they indeed grapple that had a few strange consequences.
A stirge that had hit him could for example stop the Tarasque from moving (or Ash from doing his 5 ft step) without having to win a grapple check and despite its size.
Down means well into negative HP, so for animals effectively dead. On the off chance that for some reason you want to keep anything alive I just wrote down. With enemies were it really matters I would write down the negative HP.
Thanks for the clarification.
DM Fink:
At the end of combat, Kalina would like to gather the stirges that had gotten to "drink." She would like to drink the party member's blood that they had taken. Obviously she would like to be subtle about this, but she has no real stealth roll. Perhaps she could bluff that she would like to take them to study... and then disappear with them briefly. How would you like me to roll this?
Just pick them up and do with them what you want, if you try to tell a lie, roll bluff. If you just pick them up and no one asks, better for you, you will surely find some time alone.