Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11
Pssst, Fizz...
Quote:
Inspiration (Su) A nymph can choose an intelligent creature to inspire and serve as a muse by giving that creature some token of her affection (typically a lock of her hair). As long as the nymph retains her favor for this creature and as long as the creature carries the nymph's token, the creature gains a +4 insight bonus on all Will saving throws, Craft checks, and Perform checks. A bard who has a nymph for a muse in this way can use his bardic performance for an additional number of rounds per day equal to his nymph muse's Charisma modifier. The nymph retains a link to her token and its carrier as if she had cast a status spell on the carrier. The nymph can end this effect at any time as a free action. A single nymph may only inspire one creature at a time in this manner.
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11
Did we receive XP for surviving the encounter with the nymph? We were pretty close to leveling when we left the stag fort. :)
Sounds good, everyone levels up, and since you have rested and traveled for two days, you all will be at 3rd level now. No Gestalt yet, though Torq and Fizzy are getting close to picking it up.
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11
Will post when I level up. It'll give me 2nd lvl spells!
Also, let us be careful about going far in book 2. We need to get kingdom building going before all that.
Well you guys just keep hounding the tracks, that never seem to end. The Stag Lord must be a major trooper of a Ranger. This fight might scare you guys off his trail.
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11
My point is that book one doesn't end until he is dead and we get a kingdom charter because of it. :)
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11
And now Klaus crafts Wondrous Items. For when we finally have our cash liquidated and can spend it!
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11
I need to put some of my Identify/Spellcraft rolls in here because they fall waaay back in the Gameplay thread. They'll be a bit easier to keep track of here.
Klaus should be getting one more opportunity to memorize those spells from a week ago before this encounter:
Spellcraft:1d20 + 11 ⇒ (19) + 11 = 30 vs. DC 16 to copy Arcane Lock
Spellcraft:1d20 + 11 ⇒ (10) + 11 = 21 vs. DC 16 to copy Darkness
Spellcraft:1d20 + 11 ⇒ (3) + 11 = 14 vs. DC 20 to identify Backpack
THAT MOTHERF%ING BACKPACK
But I do get a second night to try!
Spellcraft:1d20 + 11 ⇒ (12) + 11 = 23 vs. DC 20 to ID Backpack
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11
Spells for the day:
0: Detect Magic, Read Magic, Ray of Frost, Spark
1: Mage Armor, Shield, Burning Hands, Feather Fall
2: Scorching Ray, Fox's Cunning
Evocation Extra Spells: Magic Missile, Scorching Ray
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11
Planning on it, though we do have really crappy internet at the moment (Something is wrong with the local network and the person who owns the place is supposed to fix it, so it might get better), but we do a great view of the ocean.
Was just curious about the cloak.. I understand that in order to progress the 3.5 legascy items you had to basically fulfill a ritual, spending monies etc.. Is this basically the same thing? Are there any hints as to what i need to do if so?
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11
I love it that you all know how pissed Klaus is bound to be when he finds out. :)
No one likes a pissed off wizard.. And he has a short fuse.. Its quite funny that the skinniest, least intimidating person in the group is actually the most terrifing lol..
Please when you make a check please write next to it what check it is, much easier to read that than to guess what check you were doing.
1d20 + 5 ⇒ (2) + 5 = 7 Linguistics check
or another example
1d20 + 5 ⇒ (20) + 5 = 25 Acrobatics (Jump) check
Also if doing a knowledge check try to give me a few simple questions you are trying to get answered, then I can add some more flavor that can be beneficial directly to you.
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11
Hey, Blood, what are the weapon stats on that scepter I found? Just in case I wield it like a weapon I can make the right attack/damage rolls.
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11
Thanks. Do the temp hit points come from a separate damage die, or is it a direct transfer. As in, do 6 points of damage, total, gain 6 temp HP?