Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
Don't spoil my good ideas! I planned on having a ghost take over Spug, push Grergof in after Darius and cut the rope. And then walking off laughing. What do you think of that?
Well I have always wanted to try a magus..Maybe one who has no arms and arcane strikes with his feet! Neyths's big foot of justice is going to ram his big toe up your arse!
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
Fyi. Magus are probably one of my favourite classes.
If Darius dies then I'm gonna try an Inquisitor who will be Darius' TWIN BROTHER Sirius!! *gasp*!!
Who said something about dying? You would have to resolve that situation. And if you fail to do so, Jominda will kill all the remaining ghosts singlehandedly and safe you from your misery :P
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
Jominda's a bad ass! Do you think she'd go for older men who happen to be followers of Iomedae? ;)
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
Haha. Oh man Darius will probably get such a slap.
@Spugnoir
What keeps this mole on your left foot? Does it cling on itself or have you bound it there. And isn't that uncomfortable while wearing shoes?
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
And is the mole a symbiote and Spugnoir is actually the moles puppet??
We have one in a offline game. It is fun to be able to do some martial stuff and casting. Just like a cleric. Only that you get th egood spells from level one ;)
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
@Grergof. Okay cool thanks!
I played a Magus once for about three sessions, and it's pretty awesome and they have some of the coolest spells. Ton's of fun and quickly become one of my favourite classes.
These objects consist of 120gp (40 gp each)
masterwork heavy crossbow
masterwork longsword (Darius)
masterwork heavy mace (Spugnoir)
stone
ring of keys.
@Grergof
I hope this guessing around about the five prisoners weapons doesn't get too frustrating. But you have really bad luck of wasting the best rolls on attacks that do nothing :(
You didn't decide yourself if you rest or not. I decided for you after Spugnoir asked ;). And this way it is much more interesting. And once it is over I'll tell you why.
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
Now I can tell you why I preferred to have this fight now and not later. But only for those who want to know.
Want to know:
This prison is a bit of a sandbox. Leading to you meeting rather easy enemies late or hard enemies early. The Mosswater Marauder is a rather easy one. Which could be easily killed with a single channel of positive energy (including all the skulls) if the roll is at least average. So it was much more interesting now that you have no channel. And I think it increased the thrill for you quite a bit to fight him on these conditions.
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
I think that it was the right call. And it was fun :). I like living on the edge. Haha that's what the game is for right!
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
You can bet I'll have detect magic readied from now on.
Female Human Diviner (8) - Init +10, Save +3/+2/+9, AC15/11/15, HP42, Perc +10
You'd also need the int and the ranks in Spellcraft for that to be worth something. And I can even cast identify for a +10 bonus on top of my Spellcraft 8 ;)
I put my stats in my profile. I'm rather good at what I do.
six suits of masterwork chainmail (1 Varsk, 1 Darius)
six suits of masterwork studded leather armor (1 Spugnoir)
four masterwork longswords
four masterwork heavy maces
two masterwork heavy crossbows (1 Darius)
120 crossbow bolts
case of 10 crossbow bolts
wand
4 potions of cure moderate wounds (1 each, 1 left over)
rope
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
I'll take like 10 crossbow bolts. But I think Spugnoir should take the magical ones and the stone of alarm and if we get the new guy he could get the want?. And Gergof the magical Mace?
I don't mind taking the rope of climbing or also giving it to the new guy? Thoughts?
I should probably buy a horse or donkey to carry all my stuff.
This is a stone of alarm. The mace and the crossbow bolts have some simple magic enhancement (+1) and this wand has eleven charges of Hold Person. Last but not least this rope is a rope of climbing
six suits of masterwork chainmail (1 Varsk, 1 Darius)
six suits of masterwork studded leather armor (1 Spugnoir)
four masterwork longswords
Three masterwork heavy maces
two masterwork heavy crossbows (1 Darius)
120 crossbow bolts (10 Darius)
case of 10 crossbow bolts +1 (Spugnoir)
Wand of Hold Person 11 charges
4 potions of cure moderate wounds (1 each, 1 left over)
Rope of Climbing
Heavy Mace +1
Stone of Alarm (Spugnoir)
Varsk could use the magical mace since he needs a way to harm ghosts and other critters
I can Lay on Hands to harm ghosts. Darius can channel.
Spugnoir why don't you take the magic mace so you have something that might be able hit a ghost, as you normally are stuck with nothing to do...
I can always use the hand axe if need be. I just realized it probably decapataes its victims and produces those flaming skull things.
Ok, I will toss the MWK mace I took back into the pile
Treasure Pool
two full healer kits
3 vials of antitoxin
2 vials of antiplague
3 doses of bloodblock
3 doses of smelling salts
2 vials of soothe syrup
two potions of remove disease
a bronze war medallion from the Shining Crusade
an unframed Taldan painting of Stavian I
a set of a noblewoman’s silver hair clips
a masterwork punching dagger
a pouch containing a dozen masterwork shurikens
a masterwork silver war razor
a wand of lesser restoration (10 charges).
2 Potions CLW
six suits of masterwork chainmail (1 Varsk, 1 Darius)
six suits of masterwork studded leather armor (1 Spugnoir)
four masterwork longswords
Three masterwork heavy maces
two masterwork heavy crossbows (1 Darius)
120 crossbow bolts (10 Darius)
case of 10 crossbow bolts +1 (Spugnoir)
Wand of Hold Person 11 charges
4 potions of cure moderate wounds (1 each, 1 left over)
Rope of Climbing
Heavy Mace +1 (Spugnoir)
Stone of Alarm (Spugnoir)
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
Sorry guys. Was a busy day. Lots of work around the house. I see I missed like, all the action. I did have some spells left so woulda spent them making sure everyone's back up to full health. And I need to change the spells for today cos I changed then but just haven't updated my profile. I'll do them now and make sure Spugnoir doesn't die.
The main problem for Spugnoir might be that he went to work and has no opportunity to end this. Because Gibs life is hanging on a thread. If sneeze to hard he will fall over.
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
If I use Heat Metal on the razor to get Gibbs to drop it, will that damage kill him?
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
That problem is solved for now. But for educational purpose: The damage from heat metal is rather low. And you need to damage someone into negative HP > than his constitution.
Also Gibs has had 10hp non leathal damage from the sheriff. Which leads to him falling unconcious even before he starts dying.
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
Really? Negative his Con in HP before he does. I thought npc's just died at 0 HP while PC's had to go to negative their Con. Interesting.
Unimportant enemies are conveniently considered dead once they fall over. But if you ever channel positive energy to heal your companions while standing still in the battlefield you will find out that this is not true.
The only reason to do it that way is to prevent the heros from going around and making sure that everyone is dead. At least as long as it's a mostly good aligned hero party. For the average evil party this would be part of the fun.