DM Doctor Evil Rise of the Runelords AP

Game Master DM DoctorEvil

Loot Tracker

The Seven's Sawmill


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Male Elf Cleric/6 || Init +5 Per +5 | AC 17/13/14 | HP 37/37 | F +6/R + 5/ W +8 +2 vs enchantment, scrolls, symbols | CMB +4 CMD 17 | mwk composite longbow +8 (1d8+2/x3; 120ft.) ||| channel (2/3), touch of good [+2] (6/6) | Spells: summon monster iii (2), magic circle vs evil || silence, bull's strength, cat's grace, align weapon || bless, (2). divine favor, protection from evil || Arrows 52

Whew! Thanks for the save, Barek. I rolled my HP above, so Seldon should be at 9/23 hit points, and thus staggered. I'll get the rest of his build up now.

Grand Lodge

Hit points 1d10 ⇒ 10


Male Elf Cleric/6 || Init +5 Per +5 | AC 17/13/14 | HP 37/37 | F +6/R + 5/ W +8 +2 vs enchantment, scrolls, symbols | CMB +4 CMD 17 | mwk composite longbow +8 (1d8+2/x3; 120ft.) ||| channel (2/3), touch of good [+2] (6/6) | Spells: summon monster iii (2), magic circle vs evil || silence, bull's strength, cat's grace, align weapon || bless, (2). divine favor, protection from evil || Arrows 52

Nice roll, Tunder!

Everything should be up to date now. Maybe it's a little optimistic, but I've decided to run with Rapid Shot this level, and here are Seldon's spells prepared for tomorrow:

Spells for Spell-unking:

2 - consecrate, align weapon
1 - comprehend languages, divine favor, protection from evil
0 - light, detect magic, mending


Male Elf HP: 20/21 | AC: 31_ T: 14_ FF: 27 | Perception +2 | Initiative: +5 | F: +5 _ R: +4 _ W: +1 (+3 vs. ench.) | CMB: +7, CMD: 20 | Speed: 20
Skills:
Acrobatics -2, Bluff -1, Climb +4, Diplomacy -1, Heal +0, Handle Animal +3, Inimidate +3, K(eering) +7, Linguistics +2, Ride -3, Sense Motive +1, Stealth -8, Survival +6, Swim -3

Thorn 1d10 ⇒ 3
a bit lousy, thus the 5+1 = 6 HP.... right?


Thorn, not really. Per my rule if you choose to roll you live with it unless it's a one. You can take the average or roll, but you don't get the better of the two.


Male Elf HP: 20/21 | AC: 31_ T: 14_ FF: 27 | Perception +2 | Initiative: +5 | F: +5 _ R: +4 _ W: +1 (+3 vs. ench.) | CMB: +7, CMD: 20 | Speed: 20
Skills:
Acrobatics -2, Bluff -1, Climb +4, Diplomacy -1, Heal +0, Handle Animal +3, Inimidate +3, K(eering) +7, Linguistics +2, Ride -3, Sense Motive +1, Stealth -8, Survival +6, Swim -3

Ok, sorry mixed up the rulings with another campaign. I am fine with the roll.

Thanks DM.

level bonus on skill point.


I have Seldon and Thorn's 3rd levels updated. Thorn - is Sense Motive a CS for you? I don't see why it would be, but perhaps I missed something...

If you've done yours, please let me know so I can dig into it.


M Human Fighter (Brawler) 5 / MOMS 1 | HP 50/55 | AC 20/13/18 | F +7 R +5 W +4 (+2 vs. Sleep, Paralysis, Stun, +1 vs.Fear) | Init +2 | Perc +4, SM +4

Barek is done. Big power up level for him.

1 level in MOMS Monk
+5 HP
+2 Fort Save
+2 Reflex Save
+2 Will Save
Unarmed Damage goes to 1d6
Gains Stunning Fist as a bonus feat (DC 11)

Fuse Style: Can be in 2 Style stances at a time

5 skill points: Acrobatics, Climb, Perception, Sense Motive (Gained a bunch of class skills too.)

Dragon Style: +2 saves vs. Sleep, Paralysis, Stun. Can Charge, Run, or Withdraw through difficult terrain. Can charge through allies. Use 1.5x Str mod on first unarmed strike each round.

Dragon Ferocity (free MOMS feat): Add 0.5x Str to all unarmed attack damage. On a Crit or Stunning Fist, opponent is shaken for 1d4+Str mod rounds (1d4+4 currently)

Yeah, that's bunch. Much better saves, with a situational bonus too. Assuming he's in Dragon Style (which he will enter at the beginning of all combats as a swift action), his unarmed attacks do 1d6+6 damage. The first attack each round does 1d6+8. If he's using Power Attack, that first one is at 1d6+10.

Grand Lodge

I'll hurry up and post Tunder's third level.


F Human Rogue (Acrobat) 6 | AC 17 T 14 FF 13 | HP 44/44 | F +4, R +9, W +5 | Init +5 | Perc. +9

I'm back, and I see we all leveled... how fun!

Hit Points: 1d8 ⇒ 4
Favored Class: +1 HP
Constitution Bonus: +1 HP

3rd Level:
Two-weapon Fighting (3rd)... more sneak attack potential.

+1 Fort and Will
+1 BAB
Second Chance (Class Skill)

Skill Allocation for level 3 (11 points):
Acrobatics +1 (Rank 3)
Appraise +1
Bluff +1 (Rank 2)
Diplomacy +1 (Rank 3)
Disable Device +2 (Rank 3)
Escape Artist +1 (Rank 2)
Intimidate +1
Perception +1 (Rank 3)
Sleight of Hand +1 (Rank 3)
Stealth +1 (Rank 3)
Use Magic Device +1


Male Elf HP: 20/21 | AC: 31_ T: 14_ FF: 27 | Perception +2 | Initiative: +5 | F: +5 _ R: +4 _ W: +1 (+3 vs. ench.) | CMB: +7, CMD: 20 | Speed: 20
Skills:
Acrobatics -2, Bluff -1, Climb +4, Diplomacy -1, Heal +0, Handle Animal +3, Inimidate +3, K(eering) +7, Linguistics +2, Ride -3, Sense Motive +1, Stealth -8, Survival +6, Swim -3

I must have missed something too. I subtracted the skill from Sense motive and put it in my other knowledge, engineering. All fixed now.


M Human Fighter (Brawler) 5 / MOMS 1 | HP 50/55 | AC 20/13/18 | F +7 R +5 W +4 (+2 vs. Sleep, Paralysis, Stun, +1 vs.Fear) | Init +2 | Perc +4, SM +4

I'm going to be on extended vacation for the next few weeks. I'll still have connectivity, but posting will be sporadic. Please run my character as needed.


ok, thanks for letting us know. Check in when you get back to civilization.


Aziza Plumbockett wrote:
Hi guys. Sorry I haven't been posting daily - things have gotten a little hairy for me since last week, and don't look like they're going to settle down until next week at the earliest. Until then I won't be able to check the game postings or post reliably - I can only beg forgiveness and ask that the GM run my character as an NPC until then. :(

Do you guys want to continue to wait on Aziza's player to show up? It's been 3 weeks or so with nary a word. I have a segue to her departure to study with Brodert Quink and that leaves the door open for her future return should that happen. We can wait and run with 5 or go to recruitment for another player. Please comment on how you'd like to proceed.


F Human Rogue (Acrobat) 6 | AC 17 T 14 FF 13 | HP 44/44 | F +4, R +9, W +5 | Init +5 | Perc. +9

Wow, you're right... it has been three weeks. Well, I'd like to give Aziza the benefit of the doubt, and see if she doesn't at least check in before the end of the week. I mean, we all get busy from time-to-time.

If no word by next week, maybe we should post for a new arcane type.

Grand Lodge

One month is the benchmark for me.


Male Elf HP: 20/21 | AC: 31_ T: 14_ FF: 27 | Perception +2 | Initiative: +5 | F: +5 _ R: +4 _ W: +1 (+3 vs. ench.) | CMB: +7, CMD: 20 | Speed: 20
Skills:
Acrobatics -2, Bluff -1, Climb +4, Diplomacy -1, Heal +0, Handle Animal +3, Inimidate +3, K(eering) +7, Linguistics +2, Ride -3, Sense Motive +1, Stealth -8, Survival +6, Swim -3

Whatever, I think we have a good group right now. I go with both Dax and Miri, until the end of the week.

DM Doc, would you please add the +1 cold iron dagger of return to the loot tracker. Thanks :)


Here are the unidentified items you have:

magical Longsword (properties unknown DC 18 Spellcraft)

Here are the unappraised items you have (I applied Thorn's roll to first item):

tiny black silk gown (appraise DC 20 to accurately value, rolls between 15-20 give an estimated value, less than 15 cannot value)

The rest of the entire inventory is on the Loot TRacker, you can sell the stuff for the Actual Value column (plus your bonus at Savah's of 10%)

You need to decide what you keep, part with and buy back.

GO!


Male Elf HP: 20/21 | AC: 31_ T: 14_ FF: 27 | Perception +2 | Initiative: +5 | F: +5 _ R: +4 _ W: +1 (+3 vs. ench.) | CMB: +7, CMD: 20 | Speed: 20
Skills:
Acrobatics -2, Bluff -1, Climb +4, Diplomacy -1, Heal +0, Handle Animal +3, Inimidate +3, K(eering) +7, Linguistics +2, Ride -3, Sense Motive +1, Stealth -8, Survival +6, Swim -3

Perhaps when I get home, Google doc is not opening on the work computer.

I believe Thorn is willing to sell whatever the group is wanting to sell.


Male Elf Cleric/6 || Init +5 Per +5 | AC 17/13/14 | HP 37/37 | F +6/R + 5/ W +8 +2 vs enchantment, scrolls, symbols | CMB +4 CMD 17 | mwk composite longbow +8 (1d8+2/x3; 120ft.) ||| channel (2/3), touch of good [+2] (6/6) | Spells: summon monster iii (2), magic circle vs evil || silence, bull's strength, cat's grace, align weapon || bless, (2). divine favor, protection from evil || Arrows 52

Sorry if I'm holding things up, uni (or at least, the enormous spectre of uni work when I'm otherwise slacking off anyway) keeps stopping me from finishing the post I have typed up on my desktop at home. I've added Seldons spells to his profile and he means to take a trip to the temple to arrange consecrating that shrine before stocking up for Thistletop. Hopefully I can finish that post this evening when I get home. For now here's an appraise roll.

Appraise: 1d20 + 4 ⇒ (17) + 4 = 21

Grand Lodge

I say sell
- silver earrings
- silver dust
- mw ranseur
- tiara
- tiny black silk gown

I think the rest is actually being used by a member of our group.


Male Elf HP: 20/21 | AC: 31_ T: 14_ FF: 27 | Perception +2 | Initiative: +5 | F: +5 _ R: +4 _ W: +1 (+3 vs. ench.) | CMB: +7, CMD: 20 | Speed: 20
Skills:
Acrobatics -2, Bluff -1, Climb +4, Diplomacy -1, Heal +0, Handle Animal +3, Inimidate +3, K(eering) +7, Linguistics +2, Ride -3, Sense Motive +1, Stealth -8, Survival +6, Swim -3

Thorn will try to identify the price of the objects:

1d20 + 2 ⇒ (12) + 2 = 14 tiny black silk dress
1d20 + 2 ⇒ (20) + 2 = 22 magical sword
1d20 + 2 ⇒ (17) + 2 = 19 anything else... :)
1d20 + 2 ⇒ (3) + 2 = 5
1d20 + 2 ⇒ (20) + 2 = 22
1d20 + 2 ⇒ (18) + 2 = 20
1d20 + 2 ⇒ (8) + 2 = 10
1d20 + 2 ⇒ (6) + 2 = 8
1d20 + 2 ⇒ (9) + 2 = 11
1d20 + 2 ⇒ (12) + 2 = 14
1d20 + 2 ⇒ (5) + 2 = 7
1d20 + 2 ⇒ (15) + 2 = 17

Is there someone in town that will even buy the returning dagger? Or perhaps a trade with someone...

Thorn keeps the silver dagger. He offers up the MW Handaxe to get sold.
I am not for sure what is avaialable to buy... Should we stroll through some of the shops?


I used Seldon's roll above to value the last unappraised item.

You can buy an Identify spell for the longsword if you want or just take your chances with selling.

If you want to sell the arcane stuff (wand and scroll) we can or hold for Aziza or whoever steps in as arcane caster.

If we sell just the items that Dax suggests the return is 295gp, split 6 ways this is 49.17.

For decisions like this, I'll just take the first suggestion that gets seconded by someone else in the group.


Male Elf Cleric/6 || Init +5 Per +5 | AC 17/13/14 | HP 37/37 | F +6/R + 5/ W +8 +2 vs enchantment, scrolls, symbols | CMB +4 CMD 17 | mwk composite longbow +8 (1d8+2/x3; 120ft.) ||| channel (2/3), touch of good [+2] (6/6) | Spells: summon monster iii (2), magic circle vs evil || silence, bull's strength, cat's grace, align weapon || bless, (2). divine favor, protection from evil || Arrows 52

Spellcraft to ID that longsword: 1d20 + 4 ⇒ (13) + 4 = 17

Gaaaaah! Can Aziza aid another?


Aid Spellcraft: 1d20 + 7 ⇒ (20) + 7 = 27 It is a new day, so her attempt is successful or her aid is enough to make yours work, either way the pair of spellcasters work together to identify the item as longsword+1


Male Elf HP: 20/21 | AC: 31_ T: 14_ FF: 27 | Perception +2 | Initiative: +5 | F: +5 _ R: +4 _ W: +1 (+3 vs. ench.) | CMB: +7, CMD: 20 | Speed: 20
Skills:
Acrobatics -2, Bluff -1, Climb +4, Diplomacy -1, Heal +0, Handle Animal +3, Inimidate +3, K(eering) +7, Linguistics +2, Ride -3, Sense Motive +1, Stealth -8, Survival +6, Swim -3

Yay!

Anyone good with a longsword?

My main question is there someone in town that we could sell the returning dagger to, or trade for an item that is roughly equivalent that would be beneficial to the Heroes of Sandpoint. Should I be RPing this out?


I'd rather have the discussion about your decisions OOC for now, then we can play it out if you want to. I will allow you to sell the magic items at Savah's if you choose to. She won't buy the magic items like wands or potions, but there is shop for that as well.


nobody wants to second the selling plan, or propose a different one? I suppose we can just pick the thread of the game back up. I will do so tomorrow if no words here.


M Human Fighter (Brawler) 5 / MOMS 1 | HP 50/55 | AC 20/13/18 | F +7 R +5 W +4 (+2 vs. Sleep, Paralysis, Stun, +1 vs.Fear) | Init +2 | Perc +4, SM +4

Thorn, don't you want the +1 longsword at least as a backup weapon? And Miri may want to keep the Returning dagger. Otherwise, I say sell the rest.

Barek wants a MW breastplate, 2 alchemist fires, and 2 tanglefoot bags.


Male Elf Cleric/6 || Init +5 Per +5 | AC 17/13/14 | HP 37/37 | F +6/R + 5/ W +8 +2 vs enchantment, scrolls, symbols | CMB +4 CMD 17 | mwk composite longbow +8 (1d8+2/x3; 120ft.) ||| channel (2/3), touch of good [+2] (6/6) | Spells: summon monster iii (2), magic circle vs evil || silence, bull's strength, cat's grace, align weapon || bless, (2). divine favor, protection from evil || Arrows 52

A longsword is pretty much the best weapon Seldon can get his hands on thanks to his elf proficiencies. I'd definitely like to stake a claim to it if none of the melee characters want it. He'll probably be set for his entire career with that and a magical bow of some sort. I say sell the wand but hang on to that scroll, and that dagger should be worth a pretty penny as well so we should probably try to split the distance. It's tiny sized, right? I doubt anybody can put it to any real use.

Semester ended two weeks ago and I'm still backed up with my papers. I'm in pretty dire straits here and I didnt really anticipate it, but I may not be able to post over the weekend and I havent been able to compose the big gameplay thread post I wanted. Sorry for holding things up! I'll be on summer break until early december (summer classes thanks to all of these missed deadlines) and I should be able to get my posting schedule back on track. Just bear with me a while longer! :)


Male Elf HP: 20/21 | AC: 31_ T: 14_ FF: 27 | Perception +2 | Initiative: +5 | F: +5 _ R: +4 _ W: +1 (+3 vs. ench.) | CMB: +7, CMD: 20 | Speed: 20
Skills:
Acrobatics -2, Bluff -1, Climb +4, Diplomacy -1, Heal +0, Handle Animal +3, Inimidate +3, K(eering) +7, Linguistics +2, Ride -3, Sense Motive +1, Stealth -8, Survival +6, Swim -3

Go for it Seldon. Thorn is over weighed with weapons as it is.

Good luck with your papers!


F Human Rogue (Acrobat) 6 | AC 17 T 14 FF 13 | HP 44/44 | F +4, R +9, W +5 | Init +5 | Perc. +9

I think perhaps Mirela could make some use of the +1 Returning Dagger. While it is only 1d3 damage, the +1 magical modifier and the fact that she could sneak attack at range with it would make it pretty useful among other things.

Otherwise, I'm fine with the selling plan.

By the way, have we heard from Aziza?


We have not heard from Aziza. I have another player waiting in the wings when you are ready to add someone. He has prepared a lvl 3 arcane character.

So, trying to get a plan, I think it is:

1) Seldon keeps +1 longsword
2) Mirela keeps returning cold iron dagger +1 (it is small)
3) Seldon asks to hang on to the scroll of Burning Hands

Everyone else agrees to sell the rest. I am assuming you mean to keep the stuff from early in the game still (potion, silver earrings, silver dust) unless otherwise authorized.

If that's the plan, the sale of the rest of the items nets 566.5gp. Divided 5 ways (a share for Aziza still) leaves 113.3gp per person to spend.

I just need two people to agree to a plan.

Grand Lodge

agreed


Male Elf Cleric/6 || Init +5 Per +5 | AC 17/13/14 | HP 37/37 | F +6/R + 5/ W +8 +2 vs enchantment, scrolls, symbols | CMB +4 CMD 17 | mwk composite longbow +8 (1d8+2/x3; 120ft.) ||| channel (2/3), touch of good [+2] (6/6) | Spells: summon monster iii (2), magic circle vs evil || silence, bull's strength, cat's grace, align weapon || bless, (2). divine favor, protection from evil || Arrows 52

Looks good. We'll donate said scroll to our arcane caster, be it Aziza or our newcomer.


So it shall be written so it shall be done.

You each get to add 113.3gp to your gold totals, and can re-fit as you want at Savah's or other stores in Sandpoint. Will update your Loot Tracker and start posting in Gameplay again.


Male Elf HP: 20/21 | AC: 31_ T: 14_ FF: 27 | Perception +2 | Initiative: +5 | F: +5 _ R: +4 _ W: +1 (+3 vs. ench.) | CMB: +7, CMD: 20 | Speed: 20
Skills:
Acrobatics -2, Bluff -1, Climb +4, Diplomacy -1, Heal +0, Handle Animal +3, Inimidate +3, K(eering) +7, Linguistics +2, Ride -3, Sense Motive +1, Stealth -8, Survival +6, Swim -3

For Sandpoint's Heroes is their a discount?

I was going to buy:
item - normal price
acid (2) - 20 gp
alchemist's fire (1) - 20 gp
holy water (2) - 25 gp


10% discount on weapons and gear at Savah's.

Holy Water is 25 per vial, so if you get two the base cost is 50gp, but you'd pay 45.

Your full cost for all that gear is 81 gp instead of 90


Male Elf HP: 20/21 | AC: 31_ T: 14_ FF: 27 | Perception +2 | Initiative: +5 | F: +5 _ R: +4 _ W: +1 (+3 vs. ench.) | CMB: +7, CMD: 20 | Speed: 20
Skills:
Acrobatics -2, Bluff -1, Climb +4, Diplomacy -1, Heal +0, Handle Animal +3, Inimidate +3, K(eering) +7, Linguistics +2, Ride -3, Sense Motive +1, Stealth -8, Survival +6, Swim -3

Sounds good, and I will keep the rest as cash.

Grand Lodge

Tunder would like 2 potions of cure light wounds for 100gp.


M Human Fighter (Brawler) 5 / MOMS 1 | HP 50/55 | AC 20/13/18 | F +7 R +5 W +4 (+2 vs. Sleep, Paralysis, Stun, +1 vs.Fear) | Init +2 | Perc +4, SM +4

Barek buys 2 alchemist fires and a tanglefoot bag. 81gp if I'm right.

-Posted with Wayfinder


I have updated the Cash Tracker with purchases by Barek and Tunder (and Thorn). If anyone else buys, need to lmk.


Mirela Malvo wrote:

Wow, you're right... it has been three weeks. Well, I'd like to give Aziza the benefit of the doubt, and see if she doesn't at least check in before the end of the week. I mean, we all get busy from time-to-time.

If no word by next week, maybe we should post for a new arcane type.

I think we all agreed to give Aziza another week to appear or post, but it has been that plus with no sign. I have an arcane caster waiting in the wings should you want to bring them in.

DM Variel - do you want to post a bit about your character to sell it to to the others?


Bring him on!! :)

Grand Lodge

Ok. Enough time has passed. Let's see what this new recruit's made of.


sorceress:

Selena
Female Human Sorcerer 3
CG Medium humanoid (human)
Init +4; Senses Perception +0
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 20 (3d6+6)
Fort +3, Ref +3, Will +3; +2 bonus vs. poison
Resist fire 5, infernal resistances
--------------------
Offense
--------------------
Speed 20 ft.
Melee longspear +0 (1d8-1/x3)
Ranged light crossbow +3 (1d8/19-20)
Sorcerer Spells Known (CL 3rd; concentration +7):
1st (6/day)—sleep (DC 15), grease (DC 15), protection from good, charm person (DC 17)
0 (at will)—acid splash, detect magic, light, prestidigitation (DC 14), disrupt undead
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 14, Int 12, Wis 10, Cha 18
Base Atk +1; CMB +0; CMD 12
Feats Craft Wondrous Item, Eschew Materials, Silent Spell, Still Spell
Traits merchant family, reactionary, scholar of the great beyond
Skills Acrobatics -1 (-5 jump), Bluff +8, Climb -4, Diplomacy +10, Escape Artist -1, Fly -1, Intimidate +10, Knowledge (arcana) +5, Knowledge (history) +3, Knowledge (planes) +6, Linguistics +2, Ride -1, Spellcraft +7, Stealth -1, Swim -4, Use Magic Device +8
Languages Common, Elven, Other Language Thassilonian
SQ bloodlines (infernal), corrupting touch
Combat Gear Scroll of Comprehend Languages (x2), Scroll of Magic Weapon (x4), Shield (x4), Wand of Mage Armor, Acid (2), Alchemist's fire (2), Antiplague (2), Antitoxin (2), Holy water (2), Sunrod (4), Tanglefoot bag; Other Gear Crossbow bolts (20), Light crossbow, Longspear, Backpack, masterwork (empty), Bedroll, Belt pouch (empty), craft wondrous supplies 500gp, Sack (empty), Scroll case (empty), Sealing wax, Signet ring, Trail rations (5), Waterskin, Custom jewelry, 78 GP, 3 SP, 250 GP of Valuables
--------------------
Special Abilities
--------------------
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Corrupting Touch (1 rds) (7/day) (Sp) Melee touch attack leaves target shaken and radiating evil for 1 round.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Infernal +2 DC on Charm spells.
Infernal Resistances (Ex) You gain fire resistance 5 and +2 to saves vs. poison.
Merchant Family Increase gp limit of settlement by 20% & +10% when selling off treasure.
Scroll of Comprehend Languages (x2) Add this item to create a scroll with spells on it.
Scroll of Magic Weapon (x4), Shield (x4) Add this item to create a scroll with spells on it.
Silent Spell Cast a spell with no verbal components. +1 Level.
Still Spell You can cast a spell with no somatic components. +1 Level.
Wand of Mage Armor Add this item to create a wand of a chosen spell.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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wizard:

Selena
Female Human Wizard 3
CG Medium humanoid (human)
Init +2; Senses Perception +1
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 20 (3d6+6)
Fort +2, Ref +3, Will +4
--------------------
Offense
--------------------
Speed 20 ft.
Melee quarterstaff +0 (1d6-1)
Ranged light crossbow +3 (1d8/19-20)
Wizard Spells Prepared (CL 3rd; concentration +7):
2nd (2/day)—bull's strength, bull's strength, summon swarm
1st (3/day)—magic weapon, mage armor, ray of enfeeblement (DC 15), enlarge person (DC 15)
0 (at will)—acid splash, open/close (DC 14), detect magic, light
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 13, Int 18, Wis 12, Cha 12
Base Atk +1; CMB +0; CMD 12
Feats Craft Wondrous Item, Point-Blank Shot, Precise Shot, Scribe Scroll
Traits hedge magician, merchant family, world traveler
Skills Acrobatics +2, Appraise +8, Climb -1, Diplomacy +8, Escape Artist +2, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +9, Perception +1, Profession merchant +5, Ride +2, Spellcraft +10, Stealth +2, Swim -1
Languages Common, Draconic, Elven, Varisian, Thassalonian
SQ arcane bonds (object [-choose-] [1/day]), opposition schools (enchantment, illusion), physical enhancement, specialized schools (transmutation), telekinetic fist
Combat Gear Scroll of Create Pit, Vanish, Touch of the Sea, Er, Scroll of Magic Weapon (x2), Scroll of Reduce Person (x4), Acid (2), Alchemist's fire (2), Antiplague, Antitoxin, Holy water (2), Sunrod (5), Tanglefoot bag; Other Gear Crossbow bolts (10), Light crossbow, Quarterstaff, Backpack, masterwork (empty), Bedroll, Belt pouch (empty), Mirror, scribe new scrolls 500, scribing inks for spells on scroll already purchas 190, Scroll case (empty), Sealing wax, Spell component pouch, Spellbook, Trail rations (5), Waterskin, 167 GP, 4 SP
--------------------
Special Abilities
--------------------
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Arcane Bond (Object) (-Choose-) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Hedge Magician Magic item gp costs -5%.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Merchant Family Increase gp limit of settlement by 20% & +10% when selling off treasure.
Physical Enhancement +1 (-Choose-) (Su) +1 bonus to physical ability, +1 per 5 levels (change per day).
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Scroll of Create Pit, Vanish, Touch of the Sea, Erase, Silent Image, Shocking Grasp, Cat's Grace, Shield
Scroll of Magic Weapon (x2) Add this item to create a scroll with spells on it.
Scroll of Reduce Person (x4) Add this item to create a scroll with spells on it.
Telekinetic Fist (7/day) (Sp) 30' ranged touch attack, 1d4+1
Transmutation Transmuters use magic to change the world around them.

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i was originally thinking of going with the sorceress and being more diplomatic and a face. However after reading the thread and Miri's personality I did not want.to step on her toes. Instead I am leaning towards the wizard who is a bit more sheltered in her upbringing.

Selena found herself born to a world of luxury and little want. A daughter of a wealthy merchant in Magniam, her father could afford those things that most only dreamed of. It wasn't just a large house with plenty of food and fine clothes. It was also the ability to enroll in better schools for higher teaching, namely the arcane college where she found she had quite the skill. She was also trained in the family business as it was expected of her to at least carry on conversations with her father's associates. With 4 brothers the business was never going to be hers to run but the expectations still existed.

Why does this have any bearing at all you may ask. Well it goes to show you that no matter what the background of a person, no matter what may be said about them, the truth is often quite different. Selena seemed destined to lead a quiet life of riches and splendor, but in her heart that is not what she wanted. She wanted the freedom to choose to do what she wanted when she wanted it. She wanted to be able to pick out her own path and follow it wherever it would lead her. Perhaps that is why she wanted to desperately to join the college of arcane studies. Magic was her conduit to freedom and a life she may never have.

After studying for some time and learning what she could in the time allotted toher by her father it was decided that she stop with her studies and focus more on being an asset to the family. For this reason she was sent, yes sent without much choice, to Sandpoint. There was a festival to celebrate the new cathedral and the atmosphere would be ripe for her to help sell the jewelry her family made. The entire time they travelled there Selena hoped for someone or something would pull her into an adventure and give her the excuse to part ways with her family for the present time. She did not want to abandon them completely but wanted to spread her wings and live a little.

Selena has lead a sheltered life and is unaccustomed to the rougher side of life. This isn't to say that she is a spoiled brat, actually far from it. She has worked hard and been forced to learn what her lot in life is. It is just that her lot is different from most. She has few true friends as she grew up with her father's business associates. This is also why she hopes to escape for a while on her own. To meet people and establish friendships that are valued as friends and not what they can do for the business.

[ooc]I see Selena stranded on the side of the road with a broken wagon and her guard having left to go find help in the opposite direction from which the party arrives. This turn of events give her the perfect opportunity to join them and leave her past behind.


Male Elf HP: 20/21 | AC: 31_ T: 14_ FF: 27 | Perception +2 | Initiative: +5 | F: +5 _ R: +4 _ W: +1 (+3 vs. ench.) | CMB: +7, CMD: 20 | Speed: 20
Skills:
Acrobatics -2, Bluff -1, Climb +4, Diplomacy -1, Heal +0, Handle Animal +3, Inimidate +3, K(eering) +7, Linguistics +2, Ride -3, Sense Motive +1, Stealth -8, Survival +6, Swim -3

Sounds great!

Grand Lodge

Bringing in a new character is often problematic, but I like your suggestion. She's basically stranded with no place to go so she goes off with the first saps to come along.


Male Elf HP: 20/21 | AC: 31_ T: 14_ FF: 27 | Perception +2 | Initiative: +5 | F: +5 _ R: +4 _ W: +1 (+3 vs. ench.) | CMB: +7, CMD: 20 | Speed: 20
Skills:
Acrobatics -2, Bluff -1, Climb +4, Diplomacy -1, Heal +0, Handle Animal +3, Inimidate +3, K(eering) +7, Linguistics +2, Ride -3, Sense Motive +1, Stealth -8, Survival +6, Swim -3

I would suggest finding a different avatar picture, unless you really want to take Miri's face. LOL
;)


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

Dint even look at that as it was a avatar used previously will change it now. Thanks.

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