Female Human Bard (Diva) 6 | HP: 40/40 | AC: 14 | T: 11 | FF: 13 | CMD: 14 | Fort: +4 | Ref: +6 | Will: +6 | Init: +1 | Perc: +1 | Sense Motive: +17 || Bardic Music: 19/24 rounds for the day || 1st Lvl Spells: 5/5 for day, 2nd Lvl Spells: 1/4 for day
Tal wrote:
Tal observes the exchange and readies his charm spell should Tsuto try anything.
A woman of many talents I see. She is better flirt than I am. But then I dont have that lush body...
HP -16/94 | AC 26 TAC 15 FF 23 | CMD 30 | F +11 R +12 W +8 (evasion; immune to sleep; +2 vs enchantments; 1 Will reroll) | Ini: +3 (+4 terrain) | Senses: low-light +21 (+5 vs traps;+4 terrain) |
Half-elf male Ranger 10 | RoTRL Doc·Treasure | +2 goblins, +5 giants, +4 undead, +4 urban/underground | Ghina +15 HP 67/67 AC 26 TAC 17 | (Died fighting Mokmurian)
As for the flour topic, we all probably want to look at this item included in Ultimate Equipment, it comes to our help in this topic which is loosely ruled in the Core book:
powder bag
Female Human Cleric (ecclesitheurge) 5/Evangelist 5 | hp 61/63 | AC 22, tac 16, ff 16 | CMB +3; CMD 15 | F +6, R +8, W +13 | Init +2 | Per +16 | Channel Energy 4d6 (dc 19) 0/5 | Adoration (dc 16) 9/9 | Bit of Luck 9/9 | Haze of Daydreams (dc 19) 9/9rnds | Charming Smile (dc 19) 9/9rnds | Active: GMW glaive +2 hit/dmg, MV +1Arm; DF +3atk/dmg, entrop shield, LAA Blessing of the Faithful +2 Sac |
Current Secondary Domain for Spells:
charm (love)
Not sure, I think we might go on down and start exploring, but I doubt we will do it all in one day. I guess it depends on how much time is left in the day when we are otherwise ready to go.
Hmmm, I need to figure out a way to mark down which spell slots I leave open for later preparation too, that has to be one of the most useful things for a prepared caster, just hasn't been too much of an issue yet.
Female Human Bard (Diva) 6 | HP: 40/40 | AC: 14 | T: 11 | FF: 13 | CMD: 14 | Fort: +4 | Ref: +6 | Will: +6 | Init: +1 | Perc: +1 | Sense Motive: +17 || Bardic Music: 19/24 rounds for the day || 1st Lvl Spells: 5/5 for day, 2nd Lvl Spells: 1/4 for day
Grace is ready to go as is, for the moment. Of course, she'll change clothing before going down into the tunnels but that's just a matter of switching her sleeves. I love the Sleeves of Many Garments.
HP -16/94 | AC 26 TAC 15 FF 23 | CMD 30 | F +11 R +12 W +8 (evasion; immune to sleep; +2 vs enchantments; 1 Will reroll) | Ini: +3 (+4 terrain) | Senses: low-light +21 (+5 vs traps;+4 terrain) |
Half-elf male Ranger 10 | RoTRL Doc·Treasure | +2 goblins, +5 giants, +4 undead, +4 urban/underground | Ghina +15 HP 67/67 AC 26 TAC 17 | (Died fighting Mokmurian)
This is my shopping list, I will move it to my inventory once I know we are ok with it.
20x cold iron arrows, 2gp 3 lbs
6x powder bags, 0.6gp 3 lbs
2x caltrops, 2gp 4 lbs
Total: -4.6gp +10 lbs
Would it be possible to get a leather armor of small bird size for Gina?
You have learned a ritual that allows you to gain a familiar. Prerequisite: Iron Will.
Benefit: You gain a familiar, as the wizard arcane
bond class feature. You do not gain the special ability the familiar normally grants its master, and the familiar does not gain the deliver touch spells, scry on familiar, share spells, speak with animals of its kind, or spell resistance special abilities. Otherwise, your total Hit Dice are used as your wizard level for determining the familiar’s abilities.
Special: If you have (or later gain) levels in a class that grants a familiar, whenever you select a familiar, you can either base your familiar’s abilities on your total Hit Dice per this feat (including the restrictions on its special abilities), or choose to apply only your levels in classes that grant a familiar (and thus gain all the special abilities that familiar would grant based on those class levels). You can never have more than one familiar.
Improved Familiar Bond:
Your familiar gains greater power.
Prerequisites: Familiar Bond, Iron Will.
Benefit: Your familiar gains all the normal abilities
available to a familiar of a wizard with a level equal to your total Hit Dice. You also gain the special ability normally gained by a master of your type of familiar.
Female Human Bard (Diva) 6 | HP: 40/40 | AC: 14 | T: 11 | FF: 13 | CMD: 14 | Fort: +4 | Ref: +6 | Will: +6 | Init: +1 | Perc: +1 | Sense Motive: +17 || Bardic Music: 19/24 rounds for the day || 1st Lvl Spells: 5/5 for day, 2nd Lvl Spells: 1/4 for day
Sunday, thank you but mostly I just need to look through it. Get to know it. I've already picked the Diva archetype for Wicked Grace so a new one wouldn't work. But thank you.
Great job with RP so far, Wicked Grace! Can you give me the pleasure of updating your status bar to match Elisai's, in addition to the tantalizing word image you've created for your character? :)
I believe that Elisai can purchase a Cold Iron Greatsword for 100 gp which she can afford with her own cash, assuming of course, that such a weapon can be found in Sandpoint.
Also christ that witch archetype looks broken as hell, when will paizo learn that synthesis X is never going to end well.
Female Human Bard (Diva) 6 | HP: 40/40 | AC: 14 | T: 11 | FF: 13 | CMD: 14 | Fort: +4 | Ref: +6 | Will: +6 | Init: +1 | Perc: +1 | Sense Motive: +17 || Bardic Music: 19/24 rounds for the day || 1st Lvl Spells: 5/5 for day, 2nd Lvl Spells: 1/4 for day
DM Crispy wrote:
Great job with RP so far, Wicked Grace! Can you give me the pleasure of updating your status bar to match Elisai's, in addition to the tantalizing word image you've created for your character? :)
HP -16/94 | AC 26 TAC 15 FF 23 | CMD 30 | F +11 R +12 W +8 (evasion; immune to sleep; +2 vs enchantments; 1 Will reroll) | Ini: +3 (+4 terrain) | Senses: low-light +21 (+5 vs traps;+4 terrain) |
Half-elf male Ranger 10 | RoTRL Doc·Treasure | +2 goblins, +5 giants, +4 undead, +4 urban/underground | Ghina +15 HP 67/67 AC 26 TAC 17 | (Died fighting Mokmurian)
Also for me. Main exploring stance for Delendir is with bow ready and checking close walls for secret doors and back for dangers.
Take 10 for total perception 19, vs traps 20.
Gina follows flying 10' away, total take 10 perception=24
Female Human Bard (Diva) 6 | HP: 40/40 | AC: 14 | T: 11 | FF: 13 | CMD: 14 | Fort: +4 | Ref: +6 | Will: +6 | Init: +1 | Perc: +1 | Sense Motive: +17 || Bardic Music: 19/24 rounds for the day || 1st Lvl Spells: 5/5 for day, 2nd Lvl Spells: 1/4 for day
Grace will volunteer to keep a Dancing Lights spell active so the other spellcasters can focus on other cantrips. She would keep one light with each row of the party and one dancing just ahead of them.
For Tal I would like his familiar to walk in front of the rest scouting for danger, I guess 60 feet would be a good distance. From there the light source is unnoticeable and a double move acting brings it back.. Taking 10 for stealth and perception checks, that's 29 and 18 respectively.
I think Tal is the only one with darkvision in the house, but he's too squishy to go alone.
He will keep his crossbow handy and loaded with a normal bolt.
I certainly don't mind you using the scorpion to scout things, but a few things:
1) Remember you only have an empathic link at this point, so only general emotions will be conveyed.
2) I tend to allow familiars to become safe boons of wizards, staying close by their side but safe from harm. If you choose to scout with the scorpion, you will make him a target, should anyone see him. Furthermore, there are certain traps that he will trip.
3) Will the party creep along at half speed, or will the scorpion take penalties to its stealth?
If you guys are ready, please start posting in the Gameplay thread about what you are doing!
2) I can understand that a familiar can become a target, however a scorpion in a dungeon is not a very odd sight if it is noticed, also it would depend on the trap of course. I.e. since a scorpion is lighter than a person by quite a bit, if the trap is weight activated it probably wouldn't go off (otherwise other creepy crawlers would have activated it. I guess it would depend on the trap and how it is set and activated.
3) I think the group can move half speed to allow the scorpion to stealth right?
HP -16/94 | AC 26 TAC 15 FF 23 | CMD 30 | F +11 R +12 W +8 (evasion; immune to sleep; +2 vs enchantments; 1 Will reroll) | Ini: +3 (+4 terrain) | Senses: low-light +21 (+5 vs traps;+4 terrain) |
Half-elf male Ranger 10 | RoTRL Doc·Treasure | +2 goblins, +5 giants, +4 undead, +4 urban/underground | Ghina +15 HP 67/67 AC 26 TAC 17 | (Died fighting Mokmurian)
I think stealth speed is a good assumption. I am also looking for secret doors while moving. Whom has the lowest stealth, I think we can assume some kind of party stats being perception a Take ten with our maximum perception, and stealth a take 10 with our minimum.
EDIT: mmm... probably with take 10, we are making perception 19 and stealth 8 checks.