That and I’m sure at least One of us have lycanthropy so we should probably get some more wolfsbane.
Oh and where is the redshirt NPC that was supposed to meet us here?
Yes, Yes, and lost.
You're sitting on an ex temple of a good deity with an artifact built into it and a ritual written on a scroll. And so far you haven't gotten anything that is worth your while in this tower. It's a shame there is no more information given about the contents of the scroll. Or there is.
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
So I vote Spugnoir does the ritual. He won't lose his powers if he pisses off his deity ;)
Ok, to speed things up a bit and not letting you guess around.
1. This temple is a mess. This is unworthy of almost any deity and needs to be cleaned up.
2. If we had a cleric of Desna this could be helped a lot with a consecrate spell. But we don't have that.
3. Perform some holy dance on the top of the tower according to the writings of the scroll (Use Magic Device to activate blindly).
If someone wants to do a level up to put some skill ranks into UMD before that, you're welcome to do it.
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
Stam, you're a natural! One would say a lord of the dance. :)
Jut out of interest Stam, what do you need CHA for? Perform dance?
There is still the note that needs to be put to some knowledge geography. But it would also be reasonable to return to the lodge and check there with some maps.
Also you all can level now. I just wanted to wait until you got your bonus from the ritual as that might influence where you put you level 8 attribute bonus.
HP +7
Int +1 (20 total, mores skills)
Bab +1
Fort/Ref +1
Poison Resistance +6 (Pass the cyanide!)
Discovery: Fast Bombs (Throw as many bombs as attacks)
+1 2nd/3rd level extract
+1 1st level extract from 20 INT
New Extract: Cure Serious Wounds
HP: + 9
Cha: + 1
BAB + 1
Fort + 2
Ref + 1
Will + 2
Skills: + 2 Diplomacy, + 1 Perception, Sense Motive.
Spell: 2nd: Fire of entanglement
Aura of Life - Undead can't heal near me and take -4 to saves vs positive energy.
Divine Bond, Smite Evil and Lay on Hands all got better.
Power attack now -3/+6
You need to ell me in game where you are going to after a night's rest. Assuming you don't want to take the trip through the forest back to the lodge at night.
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
I'll put a point on knowledge geography.
Oh and from the look of the future things we should probably put points on Swim.
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
Level 8 Exalted
HP: + 6
Cha: + 1
BAB + 1
Will + 2
Skills: + 1 Intimidate, Know Geography, +2 Swim
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
HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9
I have compiled the loot
Loot:
Onyx gems: 1000 gp
Iron Ring: whispering way
Silver surgical tools: 3000 gp
Light cross bow +1
Wand of Acid Arrow (38) charges
Bolts 10
Amulet of natural armor +1
Ring of protection +1
Canopic Stone: DC 27 not ID
Key to the lodge
Wand of spider climb (40 charges)
Scroll of remove disease
+1 mithral chain shirt
+1 bastard sword
Master work dagger
Cloak of resistance
163 gp
Light cross bow x 4
80 Alchemical silver bolts
Stam took the spell book which I didn't put on there. Please list what you took
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
So much loot. Hmm, should I upgrade to a bastard sword? Will I lose any powers. Also no more Keeness on the bastard sword. Decisions.
BAstard sword can be wielded one handed if you have the exotic weapon proficiency for it.
As for the fight. You are like around the corner in a building, while Stam and Spugnoir are still out in the open. And your consecrated area is inside.
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
If we survive the fight then yeah I think I might upgrade on the bastard sword. But first things first.
Wand of mage armor and shield spell. And if you really want to stand in melee, you take stoneskin. Besides that: Ring of protection, amulet of nat armor.
HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9
Well once we find some where to sell things I may buy a wand of mage armor I would think you would go through it pretty quickly since it will only be an hour at a time
If you don't need the 1st level spells for other things you could cast it yourself. You just can't put shield on a wand. You could also invest in pearls of power to make sure you have enough castings.
HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9
Utility really since we have 2 melee guys and a lot of the big boom spells will affect them as well, I guess more precision I just have never played a caster this high before so I am used to increasing my armor
Fireball is really nice. But most people say to go for battlefield control. Which is pretty cool with spells like black tentacles. But I think all this wands with CL1 1st level spells are a waste of your action at this time. You could always use Fly to be out of reach of everyone who can't shoot. And even if they can, it is usually neglectable it it's no caster shooting something serious.
pop: 1000gp for 8h mage armor every day. And the number of hours will rise. But not standing where one gets hit is also a great option, especially for wizards.
HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9
Stam is an Arcanist, he likes to see his own magic work "He is vain like that but don't say it to his face" Also contingency spells once I get permanency will help with things as well.
Having played for far to many years, and played many a Mage- I'll give you a little advice. NOT trying to tell you how to play just saying.
In Pathfinder Your best way to increase AC for cheap is to stack things.
Cast Mage armor for an armor bonus. (+4)
Get an amulet of natural armor + 1 (Natural Armor) and a Ring of Protection + 1 (Deflection Bonus)
With you Dex of 14 thats: an AC of 18. OK not great but normally you are in the back so you don't need great.
Consider picking up one spell for When you need to tank:
You can use things like Mirror Image or Blur which give enemies a standard miss chance on top of your AC.
Also to avoid being hit: Fly and spider climb also work.... It's hard to hit you when they can't reach you.
Consider a summon Monster spell as another way to tank.
If you drop a Panther on someone, they typically get concerned with that rather then chasing after you.
Remember the power of a Wizard or Arcanist is that you can swap out your spells. Look at what you cast most often and memorize those every day. Then pick up a few that seems useful for the current situation and add those on.
If you are always sticking with only the same spells each day you might as well have been a sorcerer. (Which is a different challenge of how can I make my x spells fit this situation)
You have the option of being able to look at your whole spell book and swapping out spells on the fly. Make your spell book huge and take full advantage of having the perfect spell for the situation.
The Black Tentacles was great for this fight. It keep the monsters at range so Spug's bombs can be most efficient. Look at your spell book and increase it when you get a chance. That way you always have the right tool for the job. For example: Right now You are in a duel with spell casters... If you were to flex out to something like Silence in this fight and drop it right next to the spellcasters they get no save and, that locks out a ton of their options.
Finally don't totally disregard damage.
Sometimes a Fireball, lightning bolt or a wall of fire really is the perfect thing for the situation. As a utility caster it won't be your first choice, but having the option is sometimes very useful.
Like I said, not telling you in any way how to play your character. Just some suggestions because you asked, take them or leave them as you will.
HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9
No I will take them as like I said casters aren't my normal line of playing. I try to flex my spell list and I took the quick study so I can change out spells in 10 minutes time.
I have that wand of spider climb I am just used to be front line or mid line and being squishy caster is a different play style for me. I need to get to a town to make some scrolls and find a wizard who will allow me to copy some spells out.
I know where a wizard has taken up housing. The spellbook is a bit heavy on the necromancy side, and it would take some persuasion to get him to hand over the book, but you don't have to travel far to get that ;)
+1 breastplate, +1 scythe, pearl of power (1st level), onyxes worth 450 gp, silver dust worth 25 gp, spell component pouch, silver unholy symbol of Urgathoa, unholy water (4 flasks);
Wand of command undead (6 charges), bloodroot poison (4 doses), masterwork light crossbow with 20 bolts, masterwork short sword, cloak of resistance +1, ring of protection +1, spellbook (same as last time), spell component pouch, thieves’tools, Whispering Way amulet, 65gp
HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9
Was it from the Curate or the Cultist?
Listed Loot from the Cultist:
Wand of command undead (6 charges), bloodroot poison (4 doses); Other Gear masterwork light crossbow with 20 bolts, masterwork short sword, cloak of resistance +1, ring of protection +1, spellbook (contains 2nd—acid arrow, false life, scorching ray, 1st—chill touch, mage armor, ray of enfeeblement, vanish*, plus all 0-level spells, command undead, and 1d3 random spells of level 1 and 2), spell component pouch, thieves’ tools, Whispering Way amulet, 65 gp