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.
GM, can I make one point, in that one can always make an scroll or wand or potion at a lower caster level than what you are.
That is the only way that a Cure Light Wounds wand can be made, as it normally requires one to be level 5 to get craft wand, in which case it is close to 3000 for a CLW wand.
"The cost for the materials is subsumed in the cost for creating the wand: 375 gp × the level of the spell × the level of the caster."
This quote and the ones above is from the CRB. The author of the CRB should have said then, "x caster level of the scroll or wand or whatever and not of the caster.
In my ftf campaigns, I have played it as the RAW.
But what you say makes sense. I am good with the player picking the caster level.
In the case of Anga's Thunderstomp, the only real difference is that the lower caster level has a 5 foot lesser Range, so the 12.5GP is fine with me.
(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)
Not arguing, but bringing up a point that a lot of people tend to miss this
CRB pg 549 wrote:
While item creation costs are handled in detail below, note
that normally the two primary factors are the caster level of
the creator and the level of the spell or spells put into the
item. A creator can create an item at a lower caster level than
her own, but never lower than the minimum level needed to
cast the needed spell. Using metamagic feats, a caster can
place spells in items at a higher level than normal.
Looks like I missed that. :). Thanks. If Paizo ever does a new CRB, they should change the verbiage for greater clarity. It would not have required much of a change to provide this. But that is my soap box.
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
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
Sorry I was waiting for everyone to move, and I didn't have much to say in the mean time. After the last molten orb (friendly fire anyone?), I wanted to get it right. Anyway, due to the changes I decided to hold it and attack with a force missile instead.
It's cool. The long weekend in the States delayed some posters too. BTW, I am not picking on you. Your character just happened to be in the middle of the party.
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
Because the half Orc went before Kaos he was caught up in the blast.
ref save:1d20 + 2 ⇒ (16) + 2 = 18
37/41hp
+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
Kinda confused. I thought the dark brown on the map were cave walls that blocked line of sight and missile fire. Can we see over it or is there a gap or something at the top that the orc threw over?
In taking a moment to actually draw lines, and argument could be made to have given Anga partial cover. A tip of the wall is right there bisecting the line. But even with a +2 to her AC for partial cover, the bomb would have hit.
(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)
Going fishing this weekend, and don’t know what the signal will be like.
If I haven’t acted within 24 hours, please bot me. I should be back on Monday.
My intent, is to keep people put out, and help where I can with what heals I can.
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
We are nearing the end of Book One. Are you interested in continuing on to book Two?
If so, I need you to know that I made an error with experience points. I had the party on the fast track. But the campaign was designed for the medium track. As it is, it did not effect too much in this first book. You should have been fourth level at the end of this current encounter. What this basically means, is if we go forward, you will just be fourth level for a little longer.
I appreciate your patience with me, as I tend to make mistakes from time to time.
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
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
Well guys lets finish this book first so we can get to the second one. Will someone hit this wolf or kill that half Orc SOB.
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
I believe everyone has at least one alchemist fire but Anga and Ulfgard would probably have the extra two grenades. Because of there dexterity and the fact that Kaos is normal up front and Mordea is an NPC and normal up front as well.
+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
Just wanting to know if the potions are visible around his person so I can try to cast spark and light them up. >:) (not even sure that'd work, but there is an item saving throw so *shrug* worth a shot :D )
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
You could light one of the non miss grenades we have then throw it at him.
I have never played an Alchemist. But as I understand their "bomb" abilty, the Alchemist actually mixes and throws the concoction as a standard action. The mixture is inert until combined. This makes sense. Otherwise, no one would ever create an Alchemist PC. So a sparks or magic missile or Scorching Ray would not cause his bombs to blow up on him.
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
Map references coordinates may help. And I mean by directing others where to come or go. It is a lot easier moving miniatures on a map, one at a time. in a ftf game. :)