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
Gnite folks. It's 2:30am so I'm turning in. Catch ya tomorrow.
If you consider this fun and want to do a little more hide and seek with undead please tell me. Story wise these events have lead to the desired goal. But if you like a bit more action and less talking...
Down the corridor, door on the left, everyone only one undead. Next?
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
Huh? What did I miss? About the handholding and whatever?
Did we do summin wrong? Me am confused.
@Lucy
A number of times per day equal to 3 + her Intelligence modifier, when
she spontaneously casts a cure spell, she can either turn the effect into a ray and increase the range to close or remove the Will save but deal half the normal amount of damage.
Did this somewhere get erratad? Because as written it is completely useless. You remove the will save but get the same result as if the undead saved against it.
Human Cavalier 1 | HP 14/14 | AC 19, touch 10, flatfooted 19 | F +6 R +0 W +4 | Init +0, Percep +9
That was a misprint, it's going in the first FAQ. It was meant to be "remove the Will save for half damage," meaning the target gets no Will save. Apparently someone in editing misread it and changed it "for clarity."
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
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
Can someone explain how the List function works at the top of each post? And what's it's for exactly. Thank ya kindly!
Can someone explain how the List function works at the top of each post? And what's it's for exactly. Thank ya kindly!
It looks like you add a post to a list which appears on your characters profile under wishlists.
When you click on LIST a dialog pops up that let's you select an existing list if you already have some or offers new list. It seems to be to collect posts you want to remember for later reference.
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
@Darius and Gregof. Please leave this vermin to Aada, Spugnoir and who ever appears later and decides to be in the lower part of the crypt. So they have a chance to do something before the second round starts.
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
Cool cool. No worries. I'll check back later tonight anyway :)
After the fight with the centipedes is over there will be a level up. Personally I think level ups are no reason to pause the playing as it is possible to continue with a not or partially updated character.
But if someone is bored and has the time you can prepare that ahead of time.
Some additional info:
Hitpoints gained are half+1 of what dice you would roll. Example: You level a d6 class like psychic you get 4HP, cleric with d8 get 5HP, pallies d10 gives 6HP (+con +bonus if applicable). If you don't want that and prefer a roll, then you tell me and I roll for you on the discussion board. The decision is made now and counts for the rest of your career. For those who don't like math: The offered fix values are above average dice rolls.
If someone thinks about multiclassing: The fractional BAB and Saves are used from the Unchained book.
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
Cool. I'll level mine up this evening and I'll take the half +1 on HP thanks.
Btw for my first time playing by post I'm really enjoying the game. So thanks guys! And I think we have a pretty rad group.
Hope no one hates Darius even though he can be sarcastic and grumpy. It's the arthritis! :)
As I haven't found something where I could upload pictures without agreeing to 50 pages of terms of use I don't want to read. And as most of the play is about roleplay I suggest a simple aproach.
If someone is in melee with the creature you want to bomb that one is going to get damage (if you don't have the feat to leave them out). I have a picture in mind and would interpret your thrown bomb in your best interest. If you're not sure. Just ask me if it's safe or if you can hit more than one enemy. As I'm usually fast to respond that should be no hindrance.
HP=4+1+2=6
Bab +1
Fort/Ref +1
Discovery: Infusion. I can now share my extracts with others.(Healing potions ahoy!)
Poison Resistance+2
Poison Use:Save when poisoning weapons
+1 1st level extract a day
New extract:Targeted Bomb Admixture
+1 Bomb a day
Skills
+1 All adventuring skills
+1 Know-History and Linguistics(Elven)
A dozen silver arrows
four sun rods
six flasks of holy water,
10 magic arrows wrapped in paper,
five ghost touch arrows bound together
two undead bane arrows bound together
five potions of cure light wounds
two potions of lesser restoration
a scroll of detect undead
two scrolls of hide from undead
scroll of protection from evil
a thin darkwood case decorated with an image of a scarab with a single eye glaring from its back
As tempting as rolling for hit points is: I'll take the average.
Level up:
+8 HP (6 +1 for Con + 1 favored Class Bonus)
+1 BAB
+4 Fort/Will
+3 Reflex
Divine Grace (Included in Saves above)
Lay on Hands (4 per day)
Skills:
+1 Diplomacy
+1 Perception
+4 Sense Motive
A dozen silver arrows
four sun rods
six flasks of holy water, (1 each, 1 left over)
10 magic arrows wrapped in paper,
five ghost touch arrows bound together
two undead bane arrows bound together
five potions of cure light wounds (1 each)
two potions of lesser restoration
a scroll of detect undead( Darius)
two scrolls of hide from undead (1 to Grergor 1 to Darius)
scroll of protection from evil (Darius)
a thin darkwood case decorated with an image of a scarab with a single eye glaring from its back
These are my suggestions for distribution right now. Lucy can look over the arrows and vials for more info
Please don't forget that this treasure lies on the table of Father Grimburrow who is as of now the rightful owner of all this stuff. The 'we're going to take all of that, thank you very much' might cause some irritations.
As for Lucy's suggestion: Only the vials are unidentified. Everything else is labelled in a way the typical user knows what to expect.
Human Cavalier 1 | HP 14/14 | AC 19, touch 10, flatfooted 19 | F +6 R +0 W +4 | Init +0, Percep +9
I'll just take high average.
Level Up
+7 HP (4+2 con+1 FCB)
+1 BAB
+1 Will
2 new spells (detect undead and heightened awareness)
+1 cantrip/day (will generally be disrupt undead)
+1 1st level spell/day (will generally be heightened awareness)
Spoiler alert, even levels for wizards are boring.
I know the levels where you get new spell levels are more interesting but I always love level two especially for wizards and such for the much needed hit points.
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
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
Please do me a favor. If you want to move from one place to the other consider this:
- Do I know where I am?
- Do I know where I want to go?
- Where on that way is the first thing that hinders me to get where I want to go.
And then you write a post that tells
Darius leaves the group and walks to the Lorrimor house to meet with Lucy. Once at the house he knocks at the door.
Which would allow Lucy who is in the house to open the door for you. And in all this I wouldn't need to put you into the buggy to shove you there.
If you are not sure what will happen on the way you might add perception checks, or stop at some earlier point to look around. But if there is nothing to be won by involving me, please try to walk on your own.
If you have to decide between updating and posting later please choose posting. If not in the middle of a fight it makes no difference most of the time.
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
Okay got it. Still unfamiliar with how much I can add and not be taking over too much.
This is trial and error. If you manage to run past an important encounter there is the chance to edit that back if it can't be redeemed in another way.
You try and I'll give feedback if you stroll to far ahead.
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
Okay cool. Thanks ;)
I'm adding a post. Just a little summin on my way to the door of that's cool.