Kixzik |
I thought a one liner! I was stealthed!
Arthur Osorkon |
MiniGM, if you're going to continue to use numbers to represent enemies, can you provide us with a key so we know what enemy each number represents?
Arthur Osorkon |
Let me rephrase.
Why the hell would anybody waste a 5th level spell on quickened burning hands, that did essentially negligible damage? Even on a failed save it was pitiful.
Kixzik |
The drawback of not having high level spells. We can't deal with a simple problem like a flying enemy haha.
Or being blind.
MiniGM |
Alright, the combat is over. Some things need to be handled, like waking up Churley, deciding if you want to save the swordsman or not, searching deeper into the cave complex.
However, now that you have had a chance to try out the characters, if you would like to change your feats, or traits, you may do so. If you want to swap up some of your gear, you may do so, thought I would wait to see what you found first. If you would like to swap out a class with another, just let me know what you want to do and you most likely may do so.
Kixzik |
Aside from flubbing my fort save I'm pretty happy, I'll stick with what I've got.
Churley |
OK, here's the revised Churley for range work. Let me know if it's OK.
Churley
Human (Shoanti) fighter 3/ranger (guide, trapper) 3/slayer 3 (Pathfinder RPG Advanced Class Guide 53, Pathfinder RPG Advanced Player's Guide 125, Pathfinder RPG Ultimate Magic 65)
CG Medium humanoid (human)
Init +6; Senses Perception +22
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Defense
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AC 25, touch 15, flat-footed 20 (+10 armor, +4 Dex, +1 dodge)
hp 76 (9d10+18)
Fort +13, Ref +13, Will +10 (+1 vs. fear)
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Offense
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Speed 30 ft.
Ranged +1 adaptive seeking composite longbow +15/+10 (1d8+4/×3)
Special Attacks combat style (archery), ranger's focus, sneak attack +1d6, studied target +1 (1st, move action)
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Statistics
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Str 16, Dex 18, Con 14, Int 14, Wis 14, Cha 14
Base Atk +9; CMB +12; CMD 27
Feats Clustered Shots[UC], Deadly Aim, Dodge, Endurance, Iron Will, Manyshot, Point-blank Shot, Precise Shot, Rapid Shot, Skill Focus (Perception), Weapon Focus (longbow)
Traits auspicious tattoo (shoanti), fate's favored, reactionary
Skills Acrobatics +10, Climb +10, Disable Device +18, Handle Animal +6, Heal +6, Intimidate +6, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (local) +9, Knowledge (nature) +14, Perception +22, Ride +10, Stealth +20, Survival +14, Swim +10
Languages Common, Giant, Orc, Shoanti
SQ armor training 1, favored terrain (mountainous +2), slayer talent (combat trick), track +1, trapfinding +1, wild empathy +5
Other Gear +1 comfort mithral full plate, +1 adaptive seeking composite longbow, belt of incredible dexterity +2, cloak of elvenkind, cloak of resistance +2, efficient quiver, eyes of the eagle, handy haversack, ring of sustenance, candle (2), chalk, everburning torch, hammer, masterwork thieves' tools, piton (4), sack (2), silk rope (50 ft.), sunrod (3), tindertwig (4), 570 gp
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Special Abilities
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Clustered Shots Total damage from full-round ranged attacks before applying DR
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fate's Favored Increase luck bonuses by 1.
Favored Terrain (Mountain +2) (Ex) +2 to rolls when in Favored Terrain (Mountain).
Manyshot You can shoot two arrows as the first attack of a full attack action.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Ranger's Focus +2 (1/day) (Ex) +2 to hit and damage focused target.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1 Add the listed bonus to survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.
MiniGM |
well you can blame the author for that one. Actually part of the AP, found in the first book. You do have the option of turning it over the the Society, that certainly is something that they would be happy to look at. You are getting a chance to go into town to shop.
also make sure someone notes the journal of the half orc
Kixzik |
That's a lot of loot!
EDIT: First, if someone can't cast it, please use one of the scrolls to cure blindness/deafness on poor blind Kixzik.
At a minimum I'd want to snag a wayfinder and I'd like the Clear Spindle Ioun Stone so I don't stink bomb the group.
I'd also like to grab the spellbook and review the potions to see what I can use my formula alembic on, but I need more time to go over that.
For Seif, total 3024 gp from gems and coins, 3524 gp if we sell the diamond dust.
I'll also try to grab: bit and bridle, masterwork studded leather barding, military saddle, riding dog, saddlebags from the halfling, although not sure how it'll deal with a goblin rider.
Question - does the belt of incredible dexterity simply become a flat dex bonus?
I'll snag the journal if it's in one of the languages I speak, if it's in Orc I'll pass it to anyone who can speak/read orc.
Churley |
Nah, that bow will work. My main concern will be getting up to enough dex for improved precise shot. That's going to be a touch hard starting with my stats, but can be done eventually.
Here's the revised build. I'll put it in the alias.
Churley
Human (Shoanti) fighter 3/ranger (guide, trapper) 3/slayer 3 (Pathfinder RPG Advanced Class Guide 53, Pathfinder RPG Advanced Player's Guide 125, Pathfinder RPG Ultimate Magic 65)
CG Medium humanoid (human)
Init +6; Senses Perception +17
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Defense
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AC 25, touch 15, flat-footed 20 (+10 armor, +4 Dex, +1 dodge)
hp 76 (9d10+18)
Fort +13, Ref +13, Will +10 (+1 vs. fear)
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Offense
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Speed 30 ft.
Ranged +2 frost composite longbow +16/+11 (1d8+5/×3 plus 1d6 cold)
Special Attacks combat style (archery), ranger's focus, sneak attack +1d6, studied target +1 (1st, move action)
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Statistics
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Str 16, Dex 18, Con 14, Int 14, Wis 14, Cha 14
Base Atk +9; CMB +12; CMD 27
Feats Clustered Shots[UC], Deadly Aim, Dodge, Endurance, Iron Will, Manyshot, Point-blank Shot, Precise Shot, Rapid Shot, Skill Focus (Perception), Weapon Focus (longbow)
Traits auspicious tattoo (shoanti), fate's favored, reactionary
Skills Acrobatics +10, Climb +10, Disable Device +18, Handle Animal +6, Heal +6, Intimidate +6, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (local) +9, Knowledge (nature) +14, Perception +17, Ride +10, Stealth +20, Survival +14, Swim +10
Languages Common, Giant, Orc, Shoanti
SQ armor training 1, favored terrain (mountainous +2), slayer talent (combat trick), track +1, trapfinding +1, wild empathy +5
Other Gear +1 comfort mithral full plate, +2 frost composite longbow (+3 Str), belt of incredible dexterity +2, cloak of elvenkind, cloak of resistance +2, efficient quiver, goggles of night, handy haversack, ring of sustenance, candle (2), chalk, everburning torch, hammer, masterwork thieves' tools, piton (4), sack (2), silk rope (50 ft.), sunrod (3), tindertwig (4), 470 gp
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Special Abilities
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Clustered Shots Total damage from full-round ranged attacks before applying DR
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fate's Favored Increase luck bonuses by 1.
Favored Terrain (Mountain +2) (Ex) +2 to rolls when in Favored Terrain (Mountain).
Manyshot You can shoot two arrows as the first attack of a full attack action.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Ranger's Focus +2 (1/day) (Ex) +2 to hit and damage focused target.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1 Add the listed bonus to survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Churley |
Actually I have a different idea. Given the house rule about stat boosters not taking the belt slot, this is the perfect build for a thrower instead of a bowman. I might consider that if it is not too much bother. It won't be quite as powerful as an archer, but it will be different.
Seif-al-Din ibn-Subhi |
Sounds fine to me, but it would be a shame if no-one used the giant scaling weapon of doom (TM), so I will build an archer based around it.
@MiniGM: The 'move action' part of Detect Evil for paladins is normally once you already have Detect Evil active, so that it takes a full round action to determine if something is evil (or a move action in every round after the first). If, however, you want to house-rule that it is simply a move action, I totally would not object ;-)
Re: Killing or sparing the swordsman, it is a bit of a quandary - he *did* surrender, but banditry is punishable by death, and Seif-al-Din is a legal representative of the city of Katapesh, so it would be his sworn duty to execute the man (since that is what would happen anyway if he was taken back to town)...