Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
Foxy Quickpaw wrote:
And that's just after the introduction to the place. You haven't seen the worst yet ;)
The spells to take care of these traps are Open/Close, Summon Monster, Mage hand, Unseen Servant. As dispel magic has a fair chance to fail most of these spells are cheaper. Only with summon monster you need to know the language of the critter you summon.
Or you do some engineering and construct a machine that opens traps with a ten foot pole.
I know. But you asked that from Darius and did get Spugnoir to open the door in response. So your summon critter to trigger trap didn't work as intended ;)
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
Sorry deadline week has me seeing things in a blur. We've rested a full night right so I can recharge spells and whatnot?
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
Oh also I would have healed everyone up with the remainder of my spells after the whole thing with the weird mermaid monkey as well.
I took a look at your skills. I guess the average climb skill is 2. And that is mostly due to Spugnoir having 6. If you try climbing without magical aid you're as good as dead if you roll.
Swift AlchemySwift Alchemy At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.
At least there is no magical trap. Stam checked that. And you checked for everything else and found there is water behind the door. Which would be pretty nasty if the door opened to the outside. But it doesn't. So please get done with the door, the ugly stuff is behind not at it.
You got two attributes damaged. The Lesser Restoration cures only one of them. Spugnoir hands you the potion. How do you define in game what that is going to do to you? Any ideas?
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
Hey guys. Been a crazy couple days. So busy catching up on posts now.
You could summon a water elemental to fight them but they would make short work of it. This fight really sucks. At the table we solved it by getting a barrel of salt from the kitchen in the first house. As you have no way to survive a fight in the water with these things.
And draining it has the benefit of you not having to walk through an entire floor that counts as difficult terrain.
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
Just saw that my Strength is 18. I know I made it 18 but can't remember why.
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
What do you define as home stretch? If you open every door here, you're far from that. Only if you take the direct path. That's just another room full of living curiosities that went amok.
It was good though. I took the second one as attack and the first one as crit confirmation ;) Would have been a shame to waste such perfectly good rolls.