I will give the snakeskin tunic to Talathel. I think he could use the AC/Reflex/Poison save boost. I like the idea of it staying in the group that slew that snake. :) I think Anzath has improved armor after Vael's little striptease.
Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here
Bedlam will Craft Alchemical items or weapons for any that want them. You get 3 for the price of 1.
Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here
Swift Alchemy (Ex)
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.
F half-drow Slayer 7/TWW 1 | AC22 T14 FF19 (+2 vs Traps) | Resist: Fire 5 | HP 70/70 | F +8 R +8 (+2 vs Traps) W +3 (+2 vs Enchant)| Init +5 (+7 UG) | Perc +14 (+16 UG)(+3 vs traps) (DV 60ft, LB) Active Effects: Blur, B's S, C's G, AntiP, AntiT
Bedlam, I have this dose of Giant Cobra Venom, you want?
You can do as much crafting as you can in a day, or I'm happy to flip the day counter forward a few if you need more time. Looks like Bedlam has it covered.
F half-drow Slayer 7/TWW 1 | AC22 T14 FF19 (+2 vs Traps) | Resist: Fire 5 | HP 70/70 | F +8 R +8 (+2 vs Traps) W +3 (+2 vs Enchant)| Init +5 (+7 UG) | Perc +14 (+16 UG)(+3 vs traps) (DV 60ft, LB) Active Effects: Blur, B's S, C's G, AntiP, AntiT
Any silver/cold iron bolts available in the Ferry?
F half-drow Slayer 7/TWW 1 | AC22 T14 FF19 (+2 vs Traps) | Resist: Fire 5 | HP 70/70 | F +8 R +8 (+2 vs Traps) W +3 (+2 vs Enchant)| Init +5 (+7 UG) | Perc +14 (+16 UG)(+3 vs traps) (DV 60ft, LB) Active Effects: Blur, B's S, C's G, AntiP, AntiT
I'll make a list of the scrolls Trag is going to get materials to scribe. I'll just assume that there aren't any scrolls available in town to learn new spells from.
Probably not, since you're the big wizard in those parts. Sorry for the light resupply, hopefully you can get back to Riddleport for a proper one before you d... before you encounter significant challenges!
F half-drow Slayer 7/TWW 1 | AC22 T14 FF19 (+2 vs Traps) | Resist: Fire 5 | HP 70/70 | F +8 R +8 (+2 vs Traps) W +3 (+2 vs Enchant)| Init +5 (+7 UG) | Perc +14 (+16 UG)(+3 vs traps) (DV 60ft, LB) Active Effects: Blur, B's S, C's G, AntiP, AntiT
According to that illustration, we are at the door!
F half-drow Slayer 7/TWW 1 | AC22 T14 FF19 (+2 vs Traps) | Resist: Fire 5 | HP 70/70 | F +8 R +8 (+2 vs Traps) W +3 (+2 vs Enchant)| Init +5 (+7 UG) | Perc +14 (+16 UG)(+3 vs traps) (DV 60ft, LB) Active Effects: Blur, B's S, C's G, AntiP, AntiT
Reminder, I'll be camping in Colorado this weekend. Will be back late monday. If you need to bot, Anzath will fight to keep everyone on the ground and/or get everyone inside the mausoleum (I think she has the key on her). Always prioritizing VS SA and ST when available.
F half-drow Slayer 7/TWW 1 | AC22 T14 FF19 (+2 vs Traps) | Resist: Fire 5 | HP 70/70 | F +8 R +8 (+2 vs Traps) W +3 (+2 vs Enchant)| Init +5 (+7 UG) | Perc +14 (+16 UG)(+3 vs traps) (DV 60ft, LB) Active Effects: Blur, B's S, C's G, AntiP, AntiT
Anz: mom and stepdad just had an awesome time in Taos--got some pics of DH Lawrence's concrete block.
Everyone else: I'm back until Saturday--Olympic National Park was so good that we're going back for another one-nighter before our 7 day entry pass expires. I hope all of you who haven't can visit the Hoh rainforest someday, it's probably my favorite place on earth. It's even cloudy and dim most of the time, for those of the party who are Light Sensitive (cf the nearest town, Forks, and its vampires). We'll be hitting this side of the mountains this Saturday, though, which shaves a couple hours off the drive. Note to self: always buy the year pass.
F half-drow Slayer 7/TWW 1 | AC22 T14 FF19 (+2 vs Traps) | Resist: Fire 5 | HP 70/70 | F +8 R +8 (+2 vs Traps) W +3 (+2 vs Enchant)| Init +5 (+7 UG) | Perc +14 (+16 UG)(+3 vs traps) (DV 60ft, LB) Active Effects: Blur, B's S, C's G, AntiP, AntiT
We camped in Mesa Verde, another national park everyone MUST see. The stargazing was superb. Also spent the night on a friends houseboat on Navajo Lake. I think we might do Chaco Canyon or the Great Sand Dunes next.
Female Human Cleric of Nethys 8 | 71/71 HP (4/4 TEMP) | AC 22 (20; Haste, no Shield), T 12 (13), FF 20, CMD 21 | Fort +10 (+11), Ref +5 (+7), Will +13 (+14) (+1 vs. fear) | Init +1 | Perception +5 | 2/6 Channel Energy; 6/8 Divine Vessel; 1/1 Magical Epiphany | Active Effects: Haste, Prayer, Aid
Bah! If only I weren't on the wrong side of the country. Maybe one day I'll get to take a nice long vacation for a few weeks...
Though, Georgia has plenty of nice spots to visit too, particularly up in the north of the state. The Botanical Gardens up by Athens are breathtaking during the blooming season.
Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here
Large animal: If the form you take is that of a Large animal, you gain a +4 size bonus to your Strength, a -2 penalty to your Dexterity, and a +4 natural armor
So, you are using your BaB (+4) and new adjusted Str. (Str 16 +3) for new Attack bonus.
Most natural attacks are Primary, so full attack bonuses.
Need to look at whatever animal that you wildshape into to find out. Secondary attacks would be at -5.
Also, being Large size has its own adjustments (-1 size).
Ok; dire lion bite+6 (1d8+3), claw +6 (1d6+3) claw +6 (1d6+3) plus grab +11
grab:
Grab (Ex)
Editor’s Note
The grab rules say the ability only works on creatures smaller than the monster, but the grab rules in Bestiary 2 say the ability works on creatures of up to the monster’s own size. Which is correct?
Bestiary 2 is the newer, updated version: grab works on creatures up to the size of the monster with the grab ability.
[Source]
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. If the creature can use grab on creatures of other sizes, it is noted in the creature’s Special Attacks line. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text).
Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.
Format: grab; Location: individual attacks and special attacks.
Those are your baseline @6th. Then add any buffs.
I absolutely love the druid class; but it can be quite complex.
F half-drow Slayer 7/TWW 1 | AC22 T14 FF19 (+2 vs Traps) | Resist: Fire 5 | HP 70/70 | F +8 R +8 (+2 vs Traps) W +3 (+2 vs Enchant)| Init +5 (+7 UG) | Perc +14 (+16 UG)(+3 vs traps) (DV 60ft, LB) Active Effects: Blur, B's S, C's G, AntiP, AntiT
Ren Fair this weekend. I won second place with my hobgoblin sorceror costume.
Curious about your current standard 2x2 tunnel marching order--I have this in my head, set up to maximize Anz' trap sense and Tal's combat reflexes AOOs. Five feet empty between each line. Happy to do something completely different, of course! You could send someone to be rearguard, or whatever.
Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here
I am fine with it; although he can be rearguard too.
F half-drow Slayer 7/TWW 1 | AC22 T14 FF19 (+2 vs Traps) | Resist: Fire 5 | HP 70/70 | F +8 R +8 (+2 vs Traps) W +3 (+2 vs Enchant)| Init +5 (+7 UG) | Perc +14 (+16 UG)(+3 vs traps) (DV 60ft, LB) Active Effects: Blur, B's S, C's G, AntiP, AntiT
But Bedlam will have trouble seeing over everyone.