GM Blood's Age of Worms in Golarion #2

Game Master David James Olsen

Group 2 Map
Loot spreadsheet


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Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17
Tobar Pannell wrote:
GM Blood wrote:
4 days total (Day 1 Zon Kuthon, Day two Norgorber, Day 3 Lamashtu), Day 4 getting back spells to repair elevator)
Sounds like a recipe for a really really bad music festival...

Ladies and gentlemen, welcome to Abysstock where your worst nightmares are life.


Let me know when you have figure out loot and what you wish to buy with that money. Then I can begin to push the action forward.

You will have almost 3 weeks of in game downtime before things pick up.


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

So who's going to add up the loot? I had assumed Justin and didn't want to interfere. Is that correct?

I thought about grabbing the morningstar, just for DR breaking, but if we have enough, I'd rather buy a +1 crossbow.

I would also like to take a day to add False Life to my spellbook quick before we sell it. I don't think it's worth hanging onto it for Detonate.

As far as crafting, my plan is to do get some alchemical items crafted (and maybe some Holy Water made). If anyone has any potion requests, let me know. I'm more than willing to buy and add a spell to my spellbook if needed for crafting. I can do level 2 spells at this point.

Alchemist Spells

Spellcraft (Decipher) DC 22: 1d20 + 12 ⇒ (17) + 12 = 29
Spellcraft (Write) DC 17: 1d20 + 12 ⇒ (6) + 12 = 18 Well, this was close, wasn't it.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

My familiar can learn:

Identify
Ray of Enfeeblement

Touch of Idiocy

Lightning Bolt
Summon Monster III

Black Tentacles

---
I cannot cast Black Tentacles yet, until Level 7. Not sure if the familiar can learn this or not.


you can divide by 4 for this


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Since an alchemist gets level 2 extracts at level 4, I think bull strength will cost 4*2*25=200gp per potion for Dryn to make.

Putting the same on a wand will cost 3*2*15=90gp per charge.

With the math done, a partially charged wand may be the way to go. And Dryn and Justin can use it as well. Kilthan and I will probably want bull's strength as our primary level 2 buff, and do not expect our casters to have to deplete their level 2 slots to do it. When we get to level 6 and get our iterative, it will shine so much more too!!

Thoughts??


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

GM Blood - can I "learn" a spell which is above my level, sort of like a wizard scribing it into his spellbook? Black Tentacles is the spell I am wondering about from the spellbook.


As long as you can make the spellcraft check, yes


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

First off, thanks for figuring that, Justin!

While I certainly won't argue wands being more cost effective, potions do have a couple benefits.

1) Potions can be used by anyone. since I think the entire group can use Cure wands, not such a big deal in this group for cure potions. On the other hand, there's a few spells not everyone can use, some of which could make a big difference at times.

2) Casting time. Drinking a potion is a standard action. A wand of Enlarge person is still 1 round. Lesser Restoration is 3 rounds as a wand.

I'll try to come up with a list of purchases and get it posted by tomorrow.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

First of all -- yes, thank you Justin for doing all the bookkeeping. (And reminding me, when I looked at it, that Kilthan's got two magic rings that I'd apparently completely forgotten about). ;)

Enlarge isn't the best wand-spell because of casting time -- I'd say either Lead Blades or, as Justin suggested, Bull's Strength make more sense. [Bull's Strength is a larger bonus and is on more than 1 person's spell list, so that's another plus]

(Shield of Faith is also a pretty good one, +2 deflection and all, though I don't think it's on *anyone*'s spell list).

If Aara can learn a spell that she can't cast yet, couldn't Dryn do the same with Detonate?

Also, to be clear, the 3,000gp doesn't include selling the Pearl and Metamagic rod (which go to Aara) and the Headband of Wis (which goes to Kilthan, I guess?)


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Kilthan's shopping:

- Masterwork Transformation on Waraxe (300gp)
- Masterwork Transformation on Klar Blade (300gp)
- Masterwork Transformation on Klar (shield) (150gp)
- Masterwork Transformation on Bow (300gp)
- Enchanting Waraxe to +1 (2,000gp)

That's 3,050... and an iron holy symbol makes 3,055.

That leaves Kilthan with 51gp (and 2 sp and 13 cp) based on what he still had in his coinpurse -- however, he gets to sell some stuff (his old armour, the silk rope, grapple, etc.) -- which brings him to 131.83 -- so he'll also buy leather lamellar barding for the badger, leaving him 11gp, 7sp and 13cp.

After a spot or two of dwarf-style drinking, Kilthan may be resorting to hunting for his meals before Allustan sends us out again. ;)


HP 36 of 38 AC: 23 (19 Flat-footed / 12 Touch) w/ shield +2 defensive fighting Fort +5 , Ref +3, Will +9

Does Tohall get the total sum, or is there s split there. He was there yes, but Rohara was as well. Just trying to work out for him and then see what to do with his coins... as he will be departing. Sad in a way... but then I am looking forward Anala... when she gets introduced that is. *nudge the GM*


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

For Detonate.
Spellcraft (Decipher): 1d20 + 12 ⇒ (16) + 12 = 28
Spellcraft (Write): 1d20 + 12 ⇒ (3) + 12 = 15

Won't be able to learn Detonate. I can try again, but I have to wait a week and I assume we'd rather sell the book first.

So for my purchases.

Make my Crossbow +1 - 2000gp
Crafting Liquid Ice x3 - 40gp (takes 7 days)
Scribe False Life 40gp
Learn Invisibility 60gp (20 to be taught, 40 to scribe)
Learn See Invisibility 60gp (20 to be taught, 40 to scribe)
Learn Enlarge Person 15gp (5 to be taught, 10 to scribe)
Mix Lesser Restoration Potion x2 - 300gp
Mix Enlarge Person potions x4 - 100gp
Mix Invisibility potions x2 - 50gp
20 Cold Iron crossbow bolts 4gp
20 Silver crossbow bolts 42gp
Holy water x 8 - 200gp

TOTAL: 2911gp

Add in the 359.67 I had and that makes my GP total 448.67 remaining.


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Oh, and a full alchemist's lab - 200gp

248.67 remaining.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Learn Identify - Spellcraft: 1d20 + 14 ⇒ (3) + 14 = 17 vs DC16
Learn Ray of Enfeeblement - Spellcraft: 1d20 + 14 ⇒ (8) + 14 = 22 vs DC16

Learn Touch of Idiocy - Spellcraft: 1d20 + 14 ⇒ (11) + 14 = 25 vs DC17

Learn Lightning Bolt - Spellcraft: 1d20 + 14 ⇒ (14) + 14 = 28 vs DC18
Learn Summon Monster III - Spellcraft: 1d20 + 14 ⇒ (12) + 14 = 26 vs DC18

Learn Black Tentacles - Spellcraft: 1d20 + 14 ⇒ (8) + 14 = 22 vs DC19

All Successful


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Do I, or someone, get the Pearl of Power (Level 1) and/or the Lesser Metamagic Rod of Extend? And if I take either, is that against the 3000 gold?

Few thoughts:

I am thinking about buying:
Binding Earth - 150
Screech - 375
Stinking Cloud - 375
Dispel Magic - 375

Any chance I could copy Stinking Cloud and Dispel Magic from Allustan?

Cloak of Resistance +1 - 1000
Bracers of Armor +1 - 1000

If anyone has any thoughts, let me know. I cannot afford everything unless Allustan is able to let me learn a few spells from his book/buy at 1/2 price.


Yes, Aarakess you can


Justin wrote:


Justin supervises the disbursement of goods from the mine.
He finds after liquidating many of the items, 15088gp left.
After adding 3088gp to the party fund, he divides up the 12000gp among the party members.
I figured we now can easily divide this by 4,5, or 6 depending how we go as we will be getting new members
He looks at three items they had difficulty assessing, a wand, a ring, and a gem on a 20 foot statue. No value assigned to them, see spreadsheet for details. Also note that I assumed jewelry and gems could be sold at their -- they are worth value not half.

The red ruby from the statue is worth 800gp

Line 62 "Scroll of Detect Magic" is scroll of dispel magic

Wand of enlarge person (42 charges ) I was laughing when you were talking about purchasing one

Ring of protection +1


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Nice - I will use the Scroll of Dispel magic to teach my familiar. The wand is very nice. I can use it, or Justin can if necessary. It will free up slots for other spells, although I can cast quite a few level 1 spells.

Will try to calculate/update everything later today.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Apparently (though I hadn't put it in my stats, but have now), Kilthan's been wearing the Ring of Protection +1 (and a Ring of Feather Fall?)

I'm more than happy to throw the latter back into the pool for someone else to pick and/or sell, BTW.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Didn't you fall 30' off of the ledge once? With the flight hex, I can use featherfall at will, in addition to levitate and fly several times per day.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Kilthan, as the primary point-man, the intent was to cover you with as much protection. Hence the rings, amulet of natural armor, magic chain shirt.

Justin has done well with the enchanted great axe and enchanted full plate. Aarakess has lots of magic now and is holding an artifact. Dryn is definitely the most behind in treasure distribution, and I think it should be addressed now.

Anyway, the wand of expeditious retreat and cure light wounds will be enough for me and I can purchase them for under 1000.

So, I propose we give the 3000gp to Dryn from the party fund to make up for the disparity and I will give 3000 gp of my share. That leaves Dryn with 6000gp more to spend. Should make up for things.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Indeed, I was bull rushed off a ledge. Apparently, I wasn't wearing that ring at the time.... :)

As I said, I knew about the amulet natural armour, I just missed the Ring of Protection -- and I'm more than happy to keep that on Kilth's finger (while dreaming of an Agile Mithral Breastplate and enchanting the Klar)

I didn't realize that Dryn was that far behind the rest of us in gear (then again, I apparently had 4,000 in rings I wasn't aware of either...) -- did she really only get the +1 Studded and the Handy Haversack so far? I would think giving her an extra 3,000 from the party should do a lot to help with that -- I'm not sure that Justin needs to give up his treasure -- especially since he could use the 3,000 to bump his armour from +1 to +2 (for example)... I may be point man, but Justin's the tank.

GM -- would it be possible to spend some time looking to see if anyone wanted to trade a +2 WIS headband for a +2 Int one for Dryn?


You definitely could, and most would jump to it as that +2 Wisdom headband was a special gift in the Chamber of Wind....you sense that it would be unwise to trade it away and even better if it came to Anala.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Right, let's not do that, then.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

What artifact do I have?


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Didn't we get an artifact that can control a sphere of annihilation?


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

While I do appreciate the concern as far as loot goes, I want to reinforce that I'm really not too concerned about it. Loot disparity happens and I'm fine waiting on things to change up a bit. Plus alchemist itemization is still something I'm figuring out. Besides, I don't think Justin has gotten much more than Dryn anyway. What, +1 full plate and a +1 greataxe? That's not much more than the haversack and +1 studded leather.

If you guys still want to give Dryn the money, she'd be more than willing to take it, though I'm not sure what to spend it on. I'd consider Bracer's of Falcon's Aim, though I'd have to refigure my spending a bit. And let's be honest, those things are WAY cheaper than they should be at 4,000.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Well I would spend 4k on a +2 cloak of resistance.

I seem to make a great deal of saves.

Let us at least up Drynn's share to 6k. I'll reduce the party fund by 2k .

This has been the best group I have split treasure with. Kilthan felt so guilty about his share he didn't wear his ring of featherfall.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

I agree that we should probably at least lend Anala the headband. (And assuming she becomes part of the party instead of soneone we just met -- maybe let her keep it)

And since we can afford it, I do think we should up Dryn's share -- with extra cash, she could get a +2 int for the bonus extracts, bomb damage and exclusion in her bomb blasts, for instance. Or Boro beads (the alchemist version of a pearl of power)


Not in use

Ran out of time tonight to finish Tobar - tomorrow should have him up.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Redid the split. 5k for Drynn, 3K for Justin, Aarakess and Kilthan.


Just to let everyone know, I will be taking a road trip with my wife to Cleveland this Thursday through Sunday and will most likely be not posting too much. (though I may have some time later at night at the hotel).


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Was looking at redoing my loot spending, but to be honest it's too much right at present. So I'll just do a level 1 Bora Bead and a level 1 cloak of resistance for now. Hope that's okay with everyone!


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

I updated my spells and bought a Cloak +1. Decided to skip the Bracers figuring that +1 to AC really does not help much and hoping that we will find some at some point.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

It's really too bad that you'd need to sink 2 feats into getting to Arcane Armour Training (which is to say, you need to get the armour proficiency first) -- darkleaf studded leather has no ACP (so it doesn't penalize anything, even if you're not proficient) and a 5% chance of Arcane Failure -- and can be enchanted for far less than Bracers... and hexes aren't subject to spell failure.

While Mage Armour's increasing duration does make it useful, sadly, the effect doesn't scale up (whereas a nice suit can be enchanted and given abilities).


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Yeh - a magic Mithril Shirt would immensely increase my AC. Same thing for a Mithril buckler. I suppose that I could take one level in some class that grants light armor proficiency. It cuts back on my spells and hexes slightly, but would give my much better AC. The real question is whether it is worth it. A level of fighter(lore warden) or thief or bard would not be terrible.

Will have to think about it. Bracers cost the same to magic as armor, you just do not get the actual armor increase, but since a good portion of the attacks I will face will likely be touch attacks, we will see.

Also, I can get a mithril buckler and I do not think there is any armor check or spell failure penalty with a mithril buckler.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

The haramaki is supposedly +1 AC with no ACP and is only 3gp. Although I am not a big fan of the eastern armors (especially 4 mirror armor), I thought I would point it out.

I tend to disallow all eastern armor as well as samurai and ninjas, but that is how I roll.

Now wearing solely an armored kilt (rather than what looks to be a large girdle like the haramaki) seems more reasonable to get a single +1 AC for someone with no armor proficiency. Many game systems gave heavy wizards' robes the bare minimum of armor protection with no penalty.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

I was speaking in terms of total armour bonus (since bracers are still an armour bonus) -- however, yes, you can use a mithral light shield or buckler without penalty (similar to the darkleaf -- except mithral *can* reduce the Arcane Failure to 0%). Unfortunately, there's no way to make padded or leather out of mithral.

(And, yes, I'm the same, Justin, because I tend to find that almost all eastern stuff is automatically better than the western for no discernable reason).

Also, I just noted that the hide shirt (from all the APs, a barbarian's best friend...) didn't make it into UE... I was surprised by that.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Well, I can cast Haste (next level), I can fly (more or less at will), and I can really mess with the enemy. So hopefully I can escape if I am getting attacked while you all keep me from getting pummeled too much. -- Although those damn tengu really liked waiting until I was next to the secret doors before opening them and attacking.


HP 44/70; AC 23 (FF 20, T 13); F+7, R+5, W+9

Did I miss where we got mounts (horses)?

Aarakess... I cannot wait until level 7 - Blessing of Fervor A divine version with a few other possibilities thrown in.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Actually, Blessing of Fervor is interesting. It says that it does not stack with Haste, but you get some interesting bonuses. It allows us casters to cast spells using silent, still, extend or enlarged without any additional casting time. Nice for buffs and things. This will be good for Kilthan and Justin if they want to cast their own buffs before melee - double duration on Lead Blades and similar spells is nice.

Most of its bonuses really are similar to Haste, but it is still pretty good. And having two people capable of speeding people up is always good. Also, the attack/AC/reflex bonus is +2 versus only +1 for haste. Haste does give the bonus to speed, attack, AC, reflex and one bonus attack all at the same time, so for pure melee, I think that Haste is superior.

Not sure how Tobar plans on developing, but a bard with Haste is a great asset as they can cast it multiple times per day, freeing my slots up for other spells. Have Tobar start the battle with Haste and Inspire Courage while I start dropping Fortune/Misfortune/Evil Eye hexes and we should greatly increase our melee capabilities. If Anala adds Prayer or something similar, it should be fun.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

I agree that in pure melee Haste is better because all the bonuses happen at once -- but I will say that BoF is still rather snazzy because of its flexibility -- you get to pick which bonus you're receiving each round, so, for instance, as we close, Kilth could extend his casting of lead blades, then take the bonus attack when in range, and then choose the "stand up" thing if he's knocked prone...

I will say that I don't love the "doesn't stack with haste" addition (above the doesn't stack with other effects that give you an extra attack) -- because without that, you could have the haste bonuses and use BoF for the spellcasting or quick-stand bonus -- so that both effects are useful (especially if one gets dispelled).

Still, in my RL party, it (BoF) does tend to get cast a fair bit.


Not in use

For Tobar to be a bard with haste... he'd need to gain 7 levels and be level 12... now considering that he's a Rogue with a familiar monkey... that'll be a bit different...


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Lol - for some reason I thought the Carnivalist was an archetype of the Bard. Guess I will have to memorize haste at least once each level. Might start to leave slots open since I tend to use mostly hexes in battle anyway.

I think that a Rod of Extend(lesser) might be a useful item to purchase. Doubling the duration of haste is always very useful.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Sadly, Haste isn't on the witch spell list.... unless it's a patron spell. (Time patron, I think)


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

It is on my patron list - agility.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

I would think haste would dominate the level 3 slot.

Doubling the combat effectiveness of the best fighter is amazing. By the way, a dwarven inquisitor showed me a level 1 character could confer a haste for one round as a standard (Su) quite effectively.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Actually, Summoners get Haste at level 4 as a level 2 spell. Thus, they can combine Haste with BoF effectively and use the extend bonus from BoF to double the length of the Haste.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

I knew it was some patron list -- that would do it.

I'm also surprised that summoners haven't flooded the market with wands and potions of Haste, considering.

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