Mordo Canta |
Illusory dot!
Mordo Canta |
Let's give it a minute. We had several higher player people just finish up in my Fortress of the Nail; maybe Mifune is available? He was level 8.
Samhain Galanodel |
Also, quick survey from the group:
I have 35k burning a hole in my haversack. What should I purchase?
Already have Belt of Dex (+4), Boots, Lens of Detection, and my choice in armour. Maybe further enchant bow? What quality? Or should it just be a standard +2 or +3? Opinions welcome.
Mordo Canta |
Yeeaaaahhhhh wizards. Take a look at my spellbook, it's gigantic. You can copy whatever you like from it after the adventure.
Mordo Canta |
Whichever one you want really. I don't have a preference.
Willy O'Grady |
Willy O'Grady
Male Human Wizard 9
CG Medium humanoid (human)
Init +3; Senses Perception +13
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Defense
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AC 18, touch 15, flat-footed 15 (+1 armor, +3 Dex, +2 natural, +2 deflection)
hp 67 (9d6+29)
Fort +7, Ref +8, Will +9
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Offense
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Speed 30 ft.
Melee club +4 (1d6/×2) and
. . dagger +4 (1d4/19-20/×2) and
. . dagger +4 (1d4/19-20/×2) and
. . masterwork cold iron dagger +5 (1d4/19-20/×2)
Special Attacks lightning flash
Spell-Like Abilities
. . At will—feather fall (DC 12), levitate
Wizard Spells Prepared (CL 9th; concentration +15):
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Statistics
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Str 10, Dex 17, Con 14, Int 19, Wis 12, Cha 12
Base Atk +4; CMB +4; CMD 24
Feats Arcane Strike, Bouncing Spell, Combat Casting, Defensive Combat Training, Enlarge Spell, Improved Familiar, Spell Focus (evocation), Toughness
Traits focused mind, tomb raider
Skills Acrobatics +6, Appraise +9, Bluff +5, Escape Artist +5, Fly +15, Heal +2, Knowledge (arcana) +16, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +8, Knowledge (history) +9, Knowledge (local) +10, Knowledge (nature) +8, Knowledge (planes) +9, Knowledge (religion) +8, Linguistics +10, Perception +13, Profession (barrister) +6, Sense Motive +2, Sleight of Hand +4, Spellcraft +16, Use Magic Device +4
Languages Abyssal, Celestial, Common, Draconic, Elven, Orc, Osiriani, Ancient, Sylvan
SQ arcane bonds (pietro, pseudodragon), human wizard, cyclone, opposition schools (earth), specialized schools (air)
Combat Gear Brooch of shielding (101 uses), Clockwork key, Feather token (whip), Potion of fly (2), Potion of Touch of the Sea (x3), Scroll of Water Breathing (x2), Scroll of Water Breathing, Water Breathing, Wand of Cure Light Wounds, Wand of Mage Armor, Wand of Shield, Caltrops (2); Other Gear Club, Dagger, Dagger, Masterwork Cold Iron Dagger, Amulet of natural armor +2, Belt of physical might (Dex & Con +2), Bracers of armor +1, Cloak of resistance +2, Handy haversack (19 @ 23 lbs), Ioun stone (clear spindle), Ring of protection +2, Wayfinder (1 @ 0 lbs), Backpack, masterwork (4 @ 2 lbs), Bedroll, Bell, Belt pouch (12 @ 0 lbs), Belt pouch (7 @ 0.5 lbs), Belt pouch (empty), Bottle, Candle (2), Chalk (2), Earplugs, Fishhook (10), Flint and steel, Hammer, Ink, black, Inkpen, Journal, Marbles, Mirror, Mirror, Perfume/cologne, Sewing needle, Signal whistle, Spell component pouch, Spellbook, Spider's silk rope, String or twine, Tindertwig (7), Trail rations (2), Vest, Waterskin, Wrist sheath, spring loaded (2 @ 2 lbs), Wrist sheath, spring loaded (3 @ 4 lbs), 39766 GP, 8 SP, 2 CP
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Special Abilities
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+1 Spells in Spellbook Add one spell from the wizard spell list to the wizard's spellbook. This spell must be at least one level below the highest spell level the wizard can cast.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bouncing Spell You can cast a spell that can be redirected if it has no effect on its first target.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Cyclone (9 rounds/day) (DC 19) (Su) Vortex causes all ranged attacks passing through it to miss, and creatures flying through it must make a Fly skill check or fall.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Earth Classical opposition school for: Air
Five-Element opposition school for: Water
You must spend 2 slots to cast spells from the Earth school.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enlarge Spell Increase spell ranges. +1 Level.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Focused Mind +2 to Concentration checks
Ioun stone (clear spindle) Sustains bearer without food or water.
Lightning Flash (1d6+4) (7/day) (DC 18) (Su) 5' burst deals 1d6+4 Electricity damage and dazzles for 1d4r. Ref halves/negates.
Mordo Canta |
I need to finish preparing my spells, which I'll do this afternoon. Other than that I'm ready to move forward.
Weiman Callbazzern-Walk |
Hey, my game with EndlessForms ended before this picked up too far, it seems. If you guys haven't gone started too far in, I'm technically available again with a Haste Machine/Luck Beacon if you want. If not, best of luck!
GM Tektite |
Hey, my game with EndlessForms ended before this picked up too far, it seems. If you guys haven't gone started too far in, I'm technically available again with a Haste Machine/Luck Beacon if you want. If not, best of luck!
I think we may be full. Another player asked to be in and I extended an invite. (Beat yours by by about two hours.) Still waiting in Gnora and the new player Ilmakis to check into gameplay though.
Weiman Callbazzern-Walk |
Rad; In case you get any dropouts, I'll keep Weiman free for this week unless EF poses something really interesting to play at his Lodge. Fire me a PM if anything changes, and if I don't respond to that in a timely manner, feel free to let Seb's player directly wake me up from today's no-work-nap-a-thon.
GM Tektite |
Quick note: With the addition of our ninjalchemist, the APL now looks like-
11 + 9 + 9 + 8 + 7 + 7 = 51/6=8.5=APL 9
For scenarios written in Seasons 0 to 3, when the APL is
in between subtiers, a party of six or seven characters must
play the higher subtier.
So it looks like we're playing Tier 10-11, with everyone getting Out of Tier rewards, other than Samhain, who will now get tier appropriate rewards.
Samhain Galanodel |
Too late to switch out, eh? Sorry all!
-Posted with Wayfinder
Mordo Canta |
That's fine. I don't have any characters at the high tier since Trotter and Glau both hit 12 last weekend. I'm fine with Mordo playing up. He might be dead by the end, but I'll take the risk.
Samhain Galanodel |
No worries about Buho being able to carry it. 49 lb carrying capacity before he hits medium load.
-Posted with Wayfinder
Samhain Galanodel |
Buho is also just an animal companion. Now I don't know the cost for replacing an eidolon or a familiar, but I think animal companion may be the least painful to replace. Besides, at this point I practically auto-pass the training of tricks on the replacement companion. So if everyone is ready to continue, I'll go ahead and send Buho in?
Mordo Canta |
Yep, no problem pushing. Sorry, Mordo just doesn't have much to contribute in social situations as he usually just slinks into the shadows and I was waiting for others to finish with the nagas.
Mordo Canta |
Clustered Shots for the win!
Yeah, Mordo doesn't really do much damage. I have phantasmal killer and a couple other disable-y spells but I mostly try to distract the bad guys. And when I get enough money (soon) Riddywipple will entertain everyone with his Rod of Wonder. If this thing had weapons I could also use my shadow falconer's glove to disable.