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.
Seems like a good character. Arcanist/rogue is not one i have seen before. But i like different. But no defensive or offensive spells? Shield would be a good choice. But it is your character.
Oh you are right about it. I was thinking more about multiple image, or blur which can be used on others, but they are level 2 and shield is a solid level 1 one so I will see how can I fit it in the spellbook.
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
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
I think the dwarf woman needs our help. My thought is she is under some kind of mental control that creates an illusion of orcs or something.
As such, I am planning to try casting a protection from evil at her. Otherwise we can try to just render her unconscious and see if when she recovers she also recovers her normal senses.
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
She could be nuts. But she is definitely something different.
Ei, just fine! I sometimes just find people is waiting each other, so it is important to state what are you thinking and your real intentions out of character help out.
I hope we can find a way to reduce the woman without hitting her badly :/
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 have gone through the list of necromancy spells that might cause such a behaviour from the dwarf. There are not that much. I am inclined to think it is more a disease or curse than a possession.
3rd
Bestow curse Contagion Marionette Possession
5th
Magic Jar Posession
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
+4 CMD vs Bull Rush/Trip, +1 vs fear vs giants, +1 dmg when flanking, +1 Shield AC, +4 AC vs Giants
Dwarf Warpriest 8
Vitals:
HP 69/69, F:8/R:2/W:10, AC 22 (26 vs Giants) CMB +10 CMD 22 Init +0
Ragnir has Prot from evil, and protection from evil communal memorized, Haskyll, so you don't need to mem it, if you don't want. We should coordinate spells. I've been taking mostly utility/buff spells
Bless
Moment of Greatness
Prot Fr Evil
Remove Fear
Shield of Faith
Bull's Str
Prot fr Evil Communal
Spiritual Weapon
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
+4 CMD vs Bull Rush/Trip, +1 vs fear vs giants, +1 dmg when flanking, +1 Shield AC, +4 AC vs Giants
Dwarf Warpriest 8
Vitals:
HP 69/69, F:8/R:2/W:10, AC 22 (26 vs Giants) CMB +10 CMD 22 Init +0
He already is a monster in combat ;) The Prot spells I usually don't carry, but we may need them against the will o wisp, per in game convos. Ragnir is built mostly for defense
Thanks for the opportunity Mazra! I think I will shot only if that helps the rest of the group to know where the creature is. Otherwise I will better keep the shot readied for when it reappears.
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
Sounds to me as if we do not take the fight to this beast now it may just heal and attack again later when we are weaker.
If Leira attacks and hits the Wisp, then Kaos and Ulfgard will percieve the possible location of the Wisp with the +4 and their current perception rolls. It is still a 50% miss chance for any who attack the Wisp while invisible.
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
I would say that if you make the DC20 Perception check, you have an idea about the general location. At which point you can attack versus the invisible Wisp with a Magic Missile or Force Missile. The invisibility provides total concealment, thus there is still a 50% miss chance.
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
Hit or miss you will give the rest of us the chance and that helps.
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
Except that both force missile and magic missile are an auto hit regardless of concealment, as they do not roll to hit. If you see the target, you hit the target. A requirement of both is to perceive the target.
May I suggest this. I (or you) roll concealment, and if a miss is indicated the spell was never used; anga couldn't get the cast off.
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
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