| Molly Blackfoot |
Okay, my shopping list (finally):
851/12,626 gp available.
Boots of elvenkind - 2,500 gp. - 1 lb.
Cloak of elvenkind - 2,500 gp. - 1 lb.
Headband of vast intelligence +2 - 4,000 gp.
Scroll of Remove blindness/deafness - 375 gp.
Scroll of remove curse - 375 gp.
Scroll of remove disease - 375 gp.
Scroll of cure moderate wounds - 150 gp.
Scroll of inflict moderate wounds - 150 gp.
Scroll of anthropomorphic animal - 450 gp.
Scroll of ice spears - 450 gp.
Scroll of polymorph familiar - 450 gp.
I'll be adding the scrolls to my familiar. Some nice bonuses for me to Acrobatics, Stealth and Intelligence, and some very useful spells to add to the party's use. :)
I hope there are no objections to this list?
| Storn of Gorum |
I realize I took furious focus twice. I'll sort that out after this fight.
| DM Bigrin |
Tombraiders.
hah! Nice
That pretty much is the perfect mistake for your character to make. Fits perfectly.
Indeed
| Sander Thistlewight |
1) We have horses that can carry them?
2) I have a formula for endure elements. I can prepare enough for everyone, as needed, if it starts to get cold. (It's not part of my default spell preparations but assuming the weather doesn't act like the real world and go from nice and spring right back to winter overnight, I imagine I'd have enough prep time to realize I need it in the morning before we actually need it. If that makes sense.)
Quill the Fletcher
|
1) Good thing we're headed to a town where they can be bought because noodle-arms Quill ain't carrything them...oh wait... (But can cast Ant Haul on Storn!! As needed...lasts 14 hours).
2) Endure Elements.
| Storn of Gorum |
Storn can use spells. Ant haul and endure elements.
| Storn of Gorum |
Speaking of spells, here's my current memorized list:
1st Endure Elements, Divine Favor x2, Shield of Faith x2
2nd Ironskin, Lesser Restoration, Spiritual Weapon, Bull's Strength
3rd Rampaging Juggernaut, Channel Vigor
Saving off ant haul until it's clear we've got a weight problem with loot.
Quill the Fletcher
|
Quill, I don't know that we're currently heading toward a town. We went to Vigil and now I think are on our way to the tomb.
Yeah, that was what the snarky 'oh wait' was all about.
-Q
| Molly Blackfoot |
| Storn of Gorum |
@Molly - hah! Love it.
Storn's only assistance for the rockslide problem is spells like stone shape or ant haul. s
| Sander Thistlewight |
FYI, I'm heading to a wedding in New England this weekend. I'm not sure what my posting availability will be Friday-Tuesday, though it's possible I do have time to post each day as I'll be staying at my parents' house ... and they happen to be out of town. :/
| Storn of Gorum |
Like I miss my dignity!
| Storn of Gorum |
Storn is returning ot his regular memorized spells for this rest.
| Molly Blackfoot |
How rude. :(
Ugh, there goes my spider swarm. I - the player - thought it might happen, but as Molly has not made any Knowledge checks to I.D. these attackers, I figured she wouldn't know.
On the upside, Quill is between me and the swarm.
Quill the Fletcher
|
On the upside, Quill is between me and the swarm.
Meh. Maybe this is some sort of anti-elf karma. I dunno.
I think I'm just missing how Molly stood up (move action), moved (move action), and cast (standard action). I guess Molly has a swift action to kip up? Is that it?
There is nothing that I know that allows acrobatics to negate the need to stand, nor would avoid the AoO from standing from prone. What am I missing?
Quill the Fletcher
|
I didn't stand up, I just rolled away. (Move)
Then I cast. (Standard)
I do not need to be standing upright to cast a spell.
Yes and yes. But this...this is what I'm missing. Not sure how you're getting all that movement while prone.
You can crawl 5 feet as a move action. Crawling incurs attacks of opportunity from any attackers who threaten you at any point of your crawl. A crawling character is considered prone and must take a move action to stand up, provoking an attack of opportunity.
Edit: I guess my point is that the swarm shouldn't exist.
| DM Bigrin |
But...but...I took control of the swarm!
Honestly, despite reminding you guys that some of you were sleeping and therefor prone at the beginning of Round 1, I apparently forgot it myself. Molly could not have done what she did.
Molly Has 2 choices:
1) Crawl away at with a Acro check at +5 to move full speed (5') without taking the AoO.
2) Stand and draw the AoO, then move to N13 (full speed, with the +10 modifier) with acrobatics
| Molly Blackfoot |
I'll come help when I can, Kipa, but I kind of feel I need to take care of the two bugs nearest to me before they jump on my back while I'm coming over... Once one of them drops, Quill can handle the other one.
| Sander Thistlewight |
No worries, Molly. Sometimes it's better to hoard your magic for the horrible tomb we're about to enter anyway.
Also, I'm heading to PaizoCon on Thursday, which means I'll probably have limited posting until next Tuesday or Wednesday (I may still get a chance to post tomorrow and Wednesday but am not sure I'll have time).
| DM Bigrin |
@Molly - Somehow I missed your poison in my game notes. Your initial fail gave you 1d2 ⇒ 2 DEX damage.
Please make me 9 more Fort saves, 2 consecutive DC15 saves to cure the poison:
1d2 ⇒ 2 DEX damage
1d2 ⇒ 2 DEX damage
1d2 ⇒ 1 DEX damage
1d2 ⇒ 2 DEX damage
1d2 ⇒ 1 DEX damage
1d2 ⇒ 2 DEX damage
1d2 ⇒ 1 DEX damage
1d2 ⇒ 2 DEX damage
| Molly Blackfoot |
1d20 + 5 ⇒ (5) + 5 = 10
1d20 + 5 ⇒ (2) + 5 = 7
1d20 + 5 ⇒ (13) + 5 = 18
1d20 + 5 ⇒ (9) + 5 = 14
1d20 + 5 ⇒ (5) + 5 = 10
1d20 + 5 ⇒ (6) + 5 = 11
1d20 + 5 ⇒ (6) + 5 = 11
1d20 + 5 ⇒ (4) + 5 = 9
1d20 + 5 ⇒ (10) + 5 = 15