Trunau is truly a town on the frontier. The frontier between the world of Humans, Elves, Dwarfs and the like and the world of Orcs and Giants. It will take a brave and hardy group of adventurers to defend Trunau and the region from what is about to come.
Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9
hp:1d6 + 2 ⇒ (1) + 2 = 3
REALLY? A ONE! Don't suppose you allow a default to average with a bad roll? :(
skills
+1 know history
+1 know local
+1 linguistics (terrene, language of earth)
+1 spellcraft
+1 perception
+1 know arcana
Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception
Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
(Channel 3/3 DC 15 / 5d6), (Acid Darts 8/8, d6+5), (Protection Ability 8/8, +2 saves)(Aura of Protection +3 Def AC, Resist All +10, 10/10 Rounds)
Dwarf Cleric 10
Basic Info:
(HP 72/72, (AC 22/21, T14, FF18/17 (With/Without Shield))+4 vs Giant Subtype, CMB 11, CMD 25, (Save F11, R6, W15, +4 vs Spell/SLA, +2 vs Poison), Init 0, (Perc 14, +2 vs stone)(Acid Resist 10)
For the next couple of weeks, I might be haphazard on the posting.
I am helping someone move over 2000 km, so posting will be dependant on the places where we will be stopping.
If I am dealing with the treasure sheet, I will update it when I can.
To GM’s please check on my profiles to ensure that I have everything that you will need to bot me as necessary.
HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception
What do you think people? We could use a rogue and the town guard trusts her enough to work for them. Can we work with her for awhile and see if it works out?
HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception
Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9
I was thinking we should all all the misc items except the anti toxins, the sovereign glue, the universal solvents, the holy water and the 50 ft of silk rope. Also all the gems. (some of which we should value?)
Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9
The Masterwork light mace could a good secondary weapon for a fighter type. And the silvered dagger may also be useful. In case we need specific types of weapons.
But i admit it is a bit circumstantial, after all we may never need them.
HP 126/126 Ini+1 Sp30" Ac 22 T11 FF19 F11 R7 W 4 +3MSSL Per+14
Ranger (Divine Tracker) 10
Wrong! You always do. Be it a skeleton, be it something else, never leave home without blunt, slashing piercing. Bonus points for alchemistical silver blunt and cold iron slashing or piercing. Those things you will always need. Be it a summoned lemure or else.
HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception
I could take the mace but only if no one else wants it. Also a lot of time the GM will give us things we need or at least could help later. Like glue who cares glue? Just saying.
Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9
Ok I'll take the glue, holy water, solvent and antitoxins. And the rope. If there are no objections, of course.
Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9
Actually I'm good on purchases. I have noted the stuff I have claimed.
Haskyll@ Antitoxins, cool
I'll have one holy water then. If you character uses yours I have no prob giving mine to you if he wants.
(Channel 3/3 DC 15 / 5d6), (Acid Darts 8/8, d6+5), (Protection Ability 8/8, +2 saves)(Aura of Protection +3 Def AC, Resist All +10, 10/10 Rounds)
Dwarf Cleric 10
Basic Info:
(HP 72/72, (AC 22/21, T14, FF18/17 (With/Without Shield))+4 vs Giant Subtype, CMB 11, CMD 25, (Save F11, R6, W15, +4 vs Spell/SLA, +2 vs Poison), Init 0, (Perc 14, +2 vs stone)(Acid Resist 10)
Most of my purchases will fall after the sales, so as soon as this sale thing is sorted, I will be making my purchases. :)
We can push on, but I will let you know, I will have a mitt full of mundane stuff that I will be getting.
Also, I believe that it is +50% here ?
@Anga, better to have them separated to avoid point failure. I might not use it right away, but having someone else with one, makes it more likely that it will be available. :)
HP 126/126 Ini+1 Sp30" Ac 22 T11 FF19 F11 R7 W 4 +3MSSL Per+14
Ranger (Divine Tracker) 10
Selling the gems Ulfgard will approach the Town cleric to endweomer his axe to masterwork. He will also ask if he can donate the longsword to the temple, as it belonged once to a statue of iomedea.
Before Rodrik's Funeral, and when Ulfgard approaches High Priestess Tyari, she responds, "I can do that, but the effect will only last six hours. Are you sure you still want to do this?"
I am still not familiar with all the new spells that have been added to the game. Is there another spell besides Refine Improvised Weapon, which has a limited duration?
Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9
Not exactly sure what sort of spell you want, but I am assuming weapon enhancement.
masterwork transformation converts a weapon to masterwork. It is a permanent effect. It costs the same as a MW item, but is instantaneous.
Magic weapon makes a weapon a +1 weapon for a minute per level
weapon of awe gives a +2 to damage, a minute a level
Gravity bow, leaden blades, sun metal all modify weapons, mostly a minute a level
HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception
I would like to make my axe MW to if possible or buy one?
HP 126/126 Ini+1 Sp30" Ac 22 T11 FF19 F11 R7 W 4 +3MSSL Per+14
Ranger (Divine Tracker) 10
Masterwork transformation
I kind of hate the idea that you get your axe from your father your earn cash and throw it away for another. This way you open a way to sti ck with a trusted weapon or armor longer. And Giantslayer is supposed an AP where you can transfer magic enhancments to other weapons.
Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9
especially as you can now have it enchanted, since it is now MW
(Channel 3/3 DC 15 / 5d6), (Acid Darts 8/8, d6+5), (Protection Ability 8/8, +2 saves)(Aura of Protection +3 Def AC, Resist All +10, 10/10 Rounds)
Dwarf Cleric 10
Basic Info:
(HP 72/72, (AC 22/21, T14, FF18/17 (With/Without Shield))+4 vs Giant Subtype, CMB 11, CMD 25, (Save F11, R6, W15, +4 vs Spell/SLA, +2 vs Poison), Init 0, (Perc 14, +2 vs stone)(Acid Resist 10)
will be selling hemp rope, and buying silk rope, a battle axe, a quickdraw light shield, an extra explorers clothing set, canteens, and saving the rest. :)
Edit, and some more ammo for my light crossbow along with a healers kit. :)
HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception
Can I do the same for 300?
If yes please take 300g off my total.
Those that want to have a Masterworks weapons made using the spell, go ahead and deduct the 300 gold. Just let me know what weapon was made masterworks. Thanks.
Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9
Buying 2 acid vials, 2 thunderstones and another antitoxin
HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception
HP 126/126 Ini+1 Sp30" Ac 22 T11 FF19 F11 R7 W 4 +3MSSL Per+14
Ranger (Divine Tracker) 10
Thanks a lot. The Dwarven Waraxe will be my first... victim.
And I cried happy tears when I saw that spell for the first times.
For a roleplayer it is golden
I have set up on this massive map a quadrant diagram at the lower right, to help navigate movement and location within each 10 foot square. For instance Sara Morninghawk is pinned in K37qB or quadrant B of the K37 square.
I will be traveling a lot over the next ten days and posting either from a phone or pad. Neither will give me point and click functionality, so I will be relying on you good folks to help me move my Orcs.