Trunau is truly a town on the frontier. The frontier between the world of Humans, Elves, Dwarfs and the like and the world of Orcs and Giants. It will take a brave and hardy group of adventurers to defend Trunau and the region from what is about to come.
Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9
Anga likes her heavy pick. Reminds herself that she is a dwarf.
HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception
Hp:1d12 + 3 ⇒ (4) + 3 = 7
Spells
0lv Resistance
2lv Fire Breath
ABILITY
+1 Charisma
Skills
+2 Acrobatics Total +9
+1 Diplomacy Total +12
Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception
HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception
(Channel 3/3 DC 15 / 5d6), (Acid Darts 8/8, d6+5), (Protection Ability 8/8, +2 saves)(Aura of Protection +3 Def AC, Resist All +10, 10/10 Rounds)
Dwarf Cleric 10
Basic Info:
(HP 72/72, (AC 22/21, T14, FF18/17 (With/Without Shield))+4 vs Giant Subtype, CMB 11, CMD 25, (Save F11, R6, W15, +4 vs Spell/SLA, +2 vs Poison), Init 0, (Perc 14, +2 vs stone)(Acid Resist 10)
Broke the knuckle when I hit something a little off. :(
Getting better, but it is all slow.
Edit, Magic suggestions by Mazra looks good. any other suggestions ???
Edit, Folks, we have a transportation problem. :)
The bag of holding that we have, holds 250 lbs.
If you look at the bottom of the treasure sheet, we have a lot more weight in cash than we can carry in things.
I am looking for suggestions on what we stuff in there, and what people will be carrying.
I am thinking all the platinum, gold, and silver.
Grab as much copper as we can, and dump it if we need to throw more in it ??
Edit 2, How many hp was everyone down, as I need to determine how many charges of the CLW wands were used.
Why I suggested Haskyll for the Quick Runner's Shirt is because he is typically in the back of the party. The extra movement will help him to the front, often to render aid. Also, I believe Ulfgard has Longstrider that will help him in movement. Just saying! It is, of course, up to the party. It definitely would help Ulfgard too.
(Channel 3/3 DC 15 / 5d6), (Acid Darts 8/8, d6+5), (Protection Ability 8/8, +2 saves)(Aura of Protection +3 Def AC, Resist All +10, 10/10 Rounds)
Dwarf Cleric 10
Basic Info:
(HP 72/72, (AC 22/21, T14, FF18/17 (With/Without Shield))+4 vs Giant Subtype, CMB 11, CMD 25, (Save F11, R6, W15, +4 vs Spell/SLA, +2 vs Poison), Init 0, (Perc 14, +2 vs stone)(Acid Resist 10)
True, and with the Nerf to once per day, the quick runners shirt, does make sense to me.
I am good either way though.
Edit, I got the treasure sheet caught Up, the only thing I haven't got is prices on everything yet.
But we have that weight problem of coins that I had asked the party about in discussion.
Been waiting for the others to join in to see what they suggested.
Last second edit, with everything that we have that is in there, I can only see us having about 200 lbs for coins.
HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception
Take the most valuable then load up the mule then dump as needed.
Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9
I'll take the wand of crushing despair.
BTW, I can cast phantom chariot. This allows us to move a lot quicker.
description
You conjure a quasi-real heavy chariot with four horselike creatures in a team to pull it. (The exact description can be customized as you wish.) The chariot has all the normal qualities of a heavy chariot. You or a person you designate while casting the spell must drive the chariot, which can carry up to six passengers (including the driver). The team and chariot make no sound and the team does not fight, although the driver can use the chariot like any normal chariot. The chariot and team are essentially a single entity with an AC of 19 (–2 size, +6 natural armor, +5 Dex), and 10 hit points + 2 hit points per caster level (maximum 50). If the entity loses all its hit points, it disappears, possibly subjecting all aboard to a crash (treat as wrecked). The entity gains certain powers according to caster level, just like a mount does in the phantom steed spell.
8th Level: The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.
HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception
+4 CMD vs Bull Rush/Trip, +1 vs fear vs giants, +1 dmg when flanking, +1 Shield AC, +4 AC vs Giants
Dwarf Warpriest 8
Vitals:
HP 69/69, F:8/R:2/W:10, AC 22 (26 vs Giants) CMB +10 CMD 22 Init +0
Might be a bit slow during the holidays with travel etch. Also surprise! Work blocked Paizo, so my post times will shift towards the afternoons. They switched scanners over the weekend
Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9
It's Christmas eve here, so I'll take this opportunity to wish all of you a Merry Christmas, or happy holidays. It's been a good year for play.
HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception
Merry Christmas. It has been fun. May next year hold new and wonderful suprises.
HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception
(Channel 3/3 DC 15 / 5d6), (Acid Darts 8/8, d6+5), (Protection Ability 8/8, +2 saves)(Aura of Protection +3 Def AC, Resist All +10, 10/10 Rounds)
Dwarf Cleric 10
Basic Info:
(HP 72/72, (AC 22/21, T14, FF18/17 (With/Without Shield))+4 vs Giant Subtype, CMB 11, CMD 25, (Save F11, R6, W15, +4 vs Spell/SLA, +2 vs Poison), Init 0, (Perc 14, +2 vs stone)(Acid Resist 10)
GM Mazra, just wanting to make use of my feat.
If you are willing to let me retcon it in,
This would be day 2 of crafting something. (Handy Haversack)
which would put me as having 4 total hours on it.
aka 500 gp value for a magic item.
Still 500 gp to go (2 days while adventureing)
to reach the crafting price.
everything that i've seen about crafting while adventuring puts it as
aprox 250 gp per 2 hours max time per day.
Yeah! The AC-130 is bad as$. A similar version of the plane was used in the Vietnam War. They called it Puff the Magic Dragon. It was an C-130 equipped with a Vulcan Mini Canon, 6000 rounds of 20mm shells in a minute. Devastating.