HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
The Adventure tells that you start level 4 and that you are level 6 before the part after the trial. Which is over after the next morning. This leaves little more options for a level up than now.
So level up to 5. For prepared spell casters I rule that you get the slots, but have to take 15 min to prepare spells for them. Everything else you just add to your daily allotment of class stuff.
HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
BAB +1
HP Avg of 6
Skills: CLimb +1, Perception +1, diplomacy +1; Religion +1
Angelic Bond: As a standard action, the paladin can call forth an angel spirit that bonds to her, causing her to manifest a resplendent halo. This bond allows the paladin to shine light as per continual flame for 1 minute per paladin level. Additionally, while the halo shines, all allies within 20 feet gain the benefits of protection from evil, except the deflection and resistance bonuses are +3. For every 3 levels she has beyond 5th, the deflection bonus and resistance bonus provided by this effect increases by 1, up to a maximum of +8 at 20th level. The paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels beyond 5th, up to a total of four times per day at 17th level. Source PPC: Healers Handbook
HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Since he isn't using a shield I figured that would be a good Defensive ability to have.
I got to pick two feats - a normal one and a bonus feat. I picked two discoveries for this.
Fast study: Normally, a wizard spends 1 hour preparing all of his spells for the day, or proportionately less if he only prepares some spells, with a minimum of 15 minutes of preparation. Thanks to mental discipline and clever mnemonics, you can prepare all of your spells in only 15 minutes, and your minimum preparation time is only 1 minute.
And the other one is
Feral Speech: You gain the supernatural ability to speak with and understand the response of any animal as if using speak with animals, though each time you speak to animals, you must decide to communicate with either amphibians, birds, fish, mammals, or reptiles, and can only speak to and understand animals of that type. You can make yourself understood as far as your voice carries. This discovery does not predispose any animal addressed toward you in any way. When you reach 12th level, you can also use this ability to communicate with vermin.
Which makes me wonder which vermin aren't mammals, because with vermin I usually think about rats and stuff. They're mammals, aren't they?
HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
I feel it is just Paizo being overly specific since they treat vermins like swarms all the time
"Vermin possess the following traits (unless otherwise noted in a creature’s entry).
Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). A vermin-like creature with an Intelligence score is usually either an animal or a magical beast, depending on its other abilities.
Darkvision 60 feet.
Proficient with its natural weapons only.
Proficient with no armor.
Vermin breathe, eat, and sleep"
Dire rats are considered small animals and have the intelligence score of a dog. With a swarm, no matter of what it is made up I consider it hard to argue with.
How much health did it have?
The base had 18 hp, and then 4 levels in a d8 class.
It has max 14 con if it put its lvl 4 bonus into con.
That gives it a MAX of 10 hp per level in alchemist.
It should have 58 HP at a push.
If we max all dice it has 68 HP.
I missed 4 HP for the increase from 13-14 con on the base 4d6 HD.
It is bizarre that the HP on every single dice for HP are maximum though.
Is that your doing? Or the module?
The base skin stealer has 13 con.
So they would need to hit it with the 4 level stat up, and a bears Endurance. and something else. Because a +5 con mod is 20 con. It could have taken a mutagen too
How does it have those buffs up if it came straight from it's room?
Who cares about the base skin stealer? They started with something that has similar stats I guess. Also lock picking can be repeated as often as you like.
HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Shopping time, since Herm is kinda behind.
Mstr Work Earth Break 340 gp
Is there full plate available? Herm could use an AC bump
Lepidstadt is big enough to buy everything that is not too special. Nothing not magic can be too special. Also you should make that a +1 Earth Breaker.
There is also a level up to 6th. And the WBL is 16000. I'm no big friend of buying optimized stuff for the whole sum, as in the adventure you find a lot of useless s%~*. But as in game no one said how much coins are in the bag, let us just say you can go shopping for some real stuff.
Just spare me the cheesy magic stuff and don't spend above 10,000 on magic items that are no consumables. And consider the stuff you already have in that sum. For all but Herm that would be 6,000 as that was the sum we statted the characters out at level 4.
TLDR: Level to 6th. Increase your wealth to 16,000 gold. No more than 10,000 in non consumable magic items. Have fun.
HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Perfect thank you, I thought the Pauldrons were kinda cool and different than just the cloak.
I realize that Herm likes the hammer and I wanted him to be different than other Paladin's of Iomadae in that sense. I did purchase a shield and sword for him just incase.
Female Human Alchemist (8) - Init+4, Save +7/+9/+5, AC19/12/17, HP 51, Perc. +11
I traded
- the mithral chain shirt for +1 elven mail
- the masterwork backpack for a handy haversack
added
- gloves of the apprentice
- cloak of resistance +1
As alchemist discovery for this level I got wings, like a dragonfly.
HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
FYI
If no one wants to do something else as you are doing now, Herm could simply give a row of rolls, how he swings his hammer at the creature and then I'll see how many rounds of arrows I get to shoot at all of you.