Rappan Athuk Old School

Game Master brvheart

Initiative Order:

Katzor
Elathras
Irenicus
Mitleid
Gruk
Beltin
Gnolls

Rappan Athuk Player's Will


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Male Human cavalier 8 |HP 90/90 | AC26/T12/FF25 | F+11/R+8/W+8 | CMB+14/ CMD25 |init+1 | Perc+13 | Challenge@+ 8: 0/3 | Tactician@7rds. 2/2 | Haste 7/10

Since we were in combat, I started looking at character gear, Thoron, don't you have the +2 hammer and a magic shield? Did we give the short bow to Mitleid, or did someone else claim it?

Grand Lodge

Male Dwarf Cleric/6

I have the shield, but not the hammer. I was waiting for another party member to speak up for the hammer before I said anything.


Male Human cavalier 8 |HP 90/90 | AC26/T12/FF25 | F+11/R+8/W+8 | CMB+14/ CMD25 |init+1 | Perc+13 | Challenge@+ 8: 0/3 | Tactician@7rds. 2/2 | Haste 7/10

Ellathras has the +1 longsword that casts light, and a cold iron morning star so he doesn't need another one handed weapon, seems like the hammer fits our dwarf cleric...just my opinion though

Silver Crusade

Skills:
Acrobatics 2, Climb 8, Heal 10, K Religion 5, Perception 16, Sense Motive 8, Spellcraft 6, Survival 9, Swim 8, Craft Wpn 8, Hndl Anim 8, K Engineer 10, K Geography 2, K History 2, Prof Soldier 6
NG Elf War Priest 8; HP 64/68 AC 23(26) TAC 13 FF 21 CMD 23 FOR +10 REF +6 WIL +10 INIT +4 PER +16 | ongoing effects: shield of faith +3
Spells:
1st-3/5 2nd-5/5 3rd-2/2
; Fervor 4/6; Sacred Weapon 8/8; Sacred Armor 8/8;

I'm an elven curve blade kind of guy. No hammer for me.


Male Human cavalier 8 |HP 90/90 | AC26/T12/FF25 | F+11/R+8/W+8 | CMB+14/ CMD25 |init+1 | Perc+13 | Challenge@+ 8: 0/3 | Tactician@7rds. 2/2 | Haste 7/10

yeah, I like the elven blade, Elathras is a pick up and use whatever he can find kind of guy. the bigger the better :)

Grand Lodge

Male Dwarf Cleric/6

Ok I'll take it then didn't want to hog every thing

Grand Lodge

Male Dwarf Cleric/6

ok I put the War Hammer on my sheet. Put my +1longsword into the party treasure please.

Brvheart here's my new character sheet.

Unnamed Hero
No race
Medium
Init +0; Senses Perception +0
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 0 ()
Fort +0, Ref +0, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 10 (can't be tripped)
Languages Common
--------------------
Special Abilities
--------------------

--------------------

Thoron
Male dwarf cleric of Freya 6
NG Medium humanoid (dwarf)
Init +0 (+2 while underground); Senses darkvision 60 ft.; Perception +4 (+6 to notice unusual stonework)
--------------------
Defense
--------------------
AC 22, touch 11, flat-footed 22 (+8 armor, +1 deflection, +3 shield)
hp 57 (6d8+24)
Fort +8, Ref +3, Will +10; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 longsword +2 (1d8+2/19-20) or
+1 morningstar +6 (1d8+2) or
+2 warhammer +7 (1d8+3/×3)
Ranged light crossbow +4 (1d8/19-20)
Special Attacks channel positive energy 5/day (DC 15, 3d6 [+6 vs. undead]), hatred, sun's blessing
Domain Spell-Like Abilities (CL 6th; concentration +10)
7/day—rebuke death (1d4+3)
Cleric Spells Prepared (CL 6th; concentration +10)
3rd—cure serious wounds[D], cure serious wounds (2), prayer
2nd—aid, cure moderate wounds[D], cure moderate wounds, lesser restoration, shield other
1st—bless, cure light wounds[D], cure light wounds (2), endure elements
0 (at will)—detect magic, light, read magic, stabilize
D Domain spell; Domains Healing, Sun
--------------------
Statistics
--------------------
Str 13, Dex 10, Con 15, Int 10, Wis 18, Cha 14
Base Atk +4; CMB +5; CMD 16 (20 vs. bull rush, 20 vs. trip)
Feats Combat Casting, Toughness, Turn Undead
Traits ease of faith, tunnel fighter
Skills Acrobatics -4 (-8 to jump), Appraise +5 (+7 to assess nonmagical metals or gemstones), Diplomacy +3, Heal +9, Knowledge (dungeoneering) +1, Knowledge (engineering) +2, Knowledge (local) +1, Knowledge (religion) +6, Perception +4 (+6 to notice unusual stonework), Spellcraft +4; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ healer's blessing
Combat Gear wand of cure light wounds, caltrops, healer's kit, oil (3); Other Gear +2 chainmail, holy blinding steel shield, +1 longsword, +1 morningstar, +2 warhammer, crossbow bolts (20), light crossbow, cloak of resistance +1, handy haversack, ring of protection +1, bedroll, belt pouch, belt pouch, everburning torch, flint and steel, grappling hook, hammer, ink, inkpen, paper (6), piton (6), sack, silk rope (50 ft.), silver holy symbol, trail rations (14), waterskin, winter blanket
--------------------
Special Abilities
--------------------
Cleric Channel Positive Energy 3d6 (5/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Domain (Sun) Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Healer's Blessing (Su) Your cure spells are empowered for free.
Rebuke Death (7/day) (Sp) As a standard action, touch heals 1d4+3 dam to negative HP target.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Sun's Blessing (Su) +6 to channel damage vs. undead and they don't get channel resistance.
Turn Undead (DC 15) Your Channel Energy can make undead in 30 ft flee for 1 min.
--------------------
1000 G Mixed Diamonds
200 GP Mixed Pearls
250 Gp Mixed Onyx
Spell Save DC 14+Caster Level -6
VS S.R +6
Conc Check +10
Melee Touch +5
Range Touch +4

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Male Human Rogue6/Clr1 Current Map

Thoron,
As you can spontaneously cast healing spells (swap them out for sure spells all except domain spells) there is no need to pray for cure spells beyond your domain spells. This gives you more flexibilty.

Grand Lodge

Male Dwarf Cleric/6

Ahhh OK thanks, just old habits I'll rework the spell list then. You need me to resend them to you?


Male Human Rogue6/Clr1 Current Map

Probably a good idea

Grand Lodge

Male Dwarf Cleric/6

Here's my revised character sheet.

Unnamed Hero
No race
Medium
Init +0; Senses Perception +0
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 0 ()
Fort +0, Ref +0, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 10 (can't be tripped)
Languages Common
--------------------
Special Abilities
--------------------

--------------------

Thoron
Male dwarf cleric of Freya 6
NG Medium humanoid (dwarf)
Init +0 (+2 while underground); Senses darkvision 60 ft.; Perception +4 (+6 to notice unusual stonework)
--------------------
Defense
--------------------
AC 22, touch 11, flat-footed 22 (+8 armor, +1 deflection, +3 shield)
hp 57 (6d8+24)
Fort +8, Ref +3, Will +10; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 morningstar +6 (1d8+2) or
+2 warhammer +7 (1d8+3/×3)
Ranged light crossbow +4 (1d8/19-20)
Special Attacks channel positive energy 5/day (DC 15, 3d6 [+6 vs. undead]), hatred, sun's blessing
Domain Spell-Like Abilities (CL 6th; concentration +10)
7/day—rebuke death (1d4+3)
Cleric Spells Prepared (CL 6th; concentration +10)
3rd—cure serious wounds[D], prayer, remove blindness/deafness
2nd—aid, cure moderate wounds[D], remove paralysis, lesser restoration, shield other
1st—bless, cure light wounds[D], endure elements, remove fear, stunning barrier[ACG] (DC 15)
0 (at will)—light, purify food and drink (DC 14), read magic, stabilize
D Domain spell; Domains Healing, Sun
--------------------
Statistics
--------------------
Str 13, Dex 10, Con 15, Int 10, Wis 18, Cha 14
Base Atk +4; CMB +5; CMD 16 (20 vs. bull rush, 20 vs. trip)
Feats Combat Casting, Toughness, Turn Undead
Traits ease of faith, tunnel fighter
Skills Acrobatics -4 (-8 to jump), Appraise +5 (+7 to assess nonmagical metals or gemstones), Diplomacy +3, Heal +9, Knowledge (dungeoneering) +1, Knowledge (engineering) +2, Knowledge (local) +1, Knowledge (religion) +6, Perception +4 (+6 to notice unusual stonework), Spellcraft +4; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ healer's blessing
Combat Gear wand of cure light wounds, caltrops, healer's kit, oil (3); Other Gear +2 chainmail, holy blinding steel shield, +1 morningstar, +2 warhammer, crossbow bolts (20), light crossbow, cloak of resistance +1, handy haversack, ring of protection +1, bedroll, belt pouch, belt pouch, everburning torch, flint and steel, grappling hook, hammer, ink, inkpen, paper (6), piton (6), sack, silk rope (50 ft.), silver holy symbol, trail rations (14), waterskin, winter blanket
--------------------
Special Abilities
--------------------
Cleric Channel Positive Energy 3d6 (5/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Domain (Sun) Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Healer's Blessing (Su) Your cure spells are empowered for free.
Rebuke Death (7/day) (Sp) As a standard action, touch heals 1d4+3 dam to negative HP target.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Sun's Blessing (Su) +6 to channel damage vs. undead and they don't get channel resistance.
Turn Undead (DC 15) Your Channel Energy can make undead in 30 ft flee for 1 min.
--------------------
1000 G Mixed Diamonds
200 GP Mixed Pearls
250 Gp Mixed Onyx
Spell Save DC 14+Caster Level -6
VS S.R +6
Conc Check +10
Melee Touch +5
Range Touch +4

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Grand Lodge

Male Dwarf Cleric/6

And Widows updated on me yesterday, gotta love it sometimes

Silver Crusade

Skills:
Acrobatics 2, Climb 8, Heal 10, K Religion 5, Perception 16, Sense Motive 8, Spellcraft 6, Survival 9, Swim 8, Craft Wpn 8, Hndl Anim 8, K Engineer 10, K Geography 2, K History 2, Prof Soldier 6
NG Elf War Priest 8; HP 64/68 AC 23(26) TAC 13 FF 21 CMD 23 FOR +10 REF +6 WIL +10 INIT +4 PER +16 | ongoing effects: shield of faith +3
Spells:
1st-3/5 2nd-5/5 3rd-2/2
; Fervor 4/6; Sacred Weapon 8/8; Sacred Armor 8/8;

Going in the woods Sunday morning be back online Friday.


Male Human cavalier 8 |HP 90/90 | AC26/T12/FF25 | F+11/R+8/W+8 | CMB+14/ CMD25 |init+1 | Perc+13 | Challenge@+ 8: 0/3 | Tactician@7rds. 2/2 | Haste 7/10

Elathras rolled two aid another's for the traps, so how many points does a 26 add to Silvash's second disable trap?


Male Human cavalier 8 |HP 90/90 | AC26/T12/FF25 | F+11/R+8/W+8 | CMB+14/ CMD25 |init+1 | Perc+13 | Challenge@+ 8: 0/3 | Tactician@7rds. 2/2 | Haste 7/10

hey thoron in game elathas asked if you'd heal him back to 56, any chance you could do that before we try the trap again?

Grand Lodge

Male Dwarf Cleric/6

oh Sorry I missed that , I'll hand you a wand of cure light wounds that's go ummm 12 uses on it, let me know if that doesn't heal you up


Male Human cavalier 8 |HP 90/90 | AC26/T12/FF25 | F+11/R+8/W+8 | CMB+14/ CMD25 |init+1 | Perc+13 | Challenge@+ 8: 0/3 | Tactician@7rds. 2/2 | Haste 7/10

He would need thoron to cast it, he cant use the wand, brv are you good with elathras being healed before the trap?

wand: 1d8 + 1 ⇒ (8) + 1 = 9
wand: 1d8 + 1 ⇒ (4) + 1 = 5

Grand Lodge

Male Dwarf Cleric/6

::blinks:: you can't use magic wands for being a barb?


Male Human Rogue6/Clr1 Current Map

The spell has to be on your spell list or do a UMD roll. Before or after he ends at the same place

Grand Lodge

Male Dwarf Cleric/6

ahh ok


Male Human cavalier 8 |HP 90/90 | AC26/T12/FF25 | F+11/R+8/W+8 | CMB+14/ CMD25 |init+1 | Perc+13 | Challenge@+ 8: 0/3 | Tactician@7rds. 2/2 | Haste 7/10

alright folks, time to set up a watch, everyone one needs eight hour rest?

five two hour watches?


Male Human cavalier 8 |HP 90/90 | AC26/T12/FF25 | F+11/R+8/W+8 | CMB+14/ CMD25 |init+1 | Perc+13 | Challenge@+ 8: 0/3 | Tactician@7rds. 2/2 | Haste 7/10

There are 24,917 sp and 3,833 gp in a large pile on the floor. Brv said the third chest made of bronze is full with 2,000 pp. The second chest made of bronze had the hidden ring, silk, pipes and drugs worth 2,000 gp, he also said the second chest could carry 5000 coins.. The first wood chest had the hidden shield, 12,000 cp, 8,000 sp, 6,000 gp, 1,200 pp, 13 gems (100 gp each) and 9 pieces of jewelry (100 gp each) and a silver over teakwood box.

I recommend we put the silks, pipes and drugs in the haversacks. The bag of holding will hold 1200 coins, we can put of some the gold piece from the floor into it, 5000 coin can go in the second bronze chest. That leaves 22,550 silver coins left on the floor. I recommend we remove the 12,000 cp from the first wooden chest and leave them along with the remaining 10,550 sp. we can come back and get them later if we want.

As for the +1 shield will anyone else use it? Or can Elathras replace the gnoll shield he picked up with it?

Grand Lodge

Male Dwarf Cleric/6

I've always done 3 watches 4 hours each, but we have 3 spell casters aye? So that really won't work. I don't mind 2 hour watches though.

Getting the loot out, Elathras has a good plan, unless someone else can think of a better way.


Male Human Rogue6/Clr1 Current Map

As long as you take the middle watch Thoron it worked. Divine spell casters do not need continuous 8 hours, unlike the arcane casters.


Male Human cavalier 8 |HP 90/90 | AC26/T12/FF25 | F+11/R+8/W+8 | CMB+14/ CMD25 |init+1 | Perc+13 | Challenge@+ 8: 0/3 | Tactician@7rds. 2/2 | Haste 7/10

so are we doing two hour watches? not sure the best way, Elathras can take whatever watch is needed, does Cuthalian or Silvash need eight hours straight or just eight hours?


Male Elf Rogue 1| AC 17 FF 14 Touch 13| HP 7/11 | F +0 R +5 W +1 | Init +3 | Perc +7
PRD wrote:
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Wizards need 8 hours and then 1 hour to prep, doesn't say uninterrupted.

Divine casters meditate for 1 hour.

Spontaneous casters don't do anything.


Male Human cavalier 8 |HP 90/90 | AC26/T12/FF25 | F+11/R+8/W+8 | CMB+14/ CMD25 |init+1 | Perc+13 | Challenge@+ 8: 0/3 | Tactician@7rds. 2/2 | Haste 7/10
Silvash Auerial wrote:
PRD wrote:
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Wizards need 8 hours and then 1 hour to prep, doesn't say uninterrupted.

Divine casters meditate for 1 hour.

Spontaneous casters don't do anything.

Sorry showing my ignorance here, thanks for the info. I assume that everyone does need to rest eight hours or be fatigued. If Elathras can do with just 6 he would.

Silver Crusade

Skills:
Acrobatics 2, Climb 8, Heal 10, K Religion 5, Perception 16, Sense Motive 8, Spellcraft 6, Survival 9, Swim 8, Craft Wpn 8, Hndl Anim 8, K Engineer 10, K Geography 2, K History 2, Prof Soldier 6
NG Elf War Priest 8; HP 64/68 AC 23(26) TAC 13 FF 21 CMD 23 FOR +10 REF +6 WIL +10 INIT +4 PER +16 | ongoing effects: shield of faith +3
Spells:
1st-3/5 2nd-5/5 3rd-2/2
; Fervor 4/6; Sacred Weapon 8/8; Sacred Armor 8/8;

I need to rest but I do spontaneous casting so as long as I get my 8 it doesn't matter.

A handy haversack has two side pockets which can each hold 20 pounds. At 50 coins per pound that is 1000 coins to each side pocket. I think Alana has a haversack as well. Just saying we can move some extra coin and or lighten the carried load if we need to.


Male Human Rogue6/Clr1 Current Map
Silvash Auerial wrote:
PRD wrote:
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Wizards need 8 hours and then 1 hour to prep, doesn't say uninterrupted.

Divine casters meditate for 1 hour.

Spontaneous casters don't do anything.

Well, they still need 8 hours sleep.


Male Human cavalier 8 |HP 90/90 | AC26/T12/FF25 | F+11/R+8/W+8 | CMB+14/ CMD25 |init+1 | Perc+13 | Challenge@+ 8: 0/3 | Tactician@7rds. 2/2 | Haste 7/10
Cuthalian wrote:

I need to rest but I do spontaneous casting so as long as I get my 8 it doesn't matter.

A handy haversack has two side pockets which can each hold 20 pounds. At 50 coins per pound that is 1000 coins to each side pocket. I think Alana has a haversack as well. Just saying we can move some extra coin and or lighten the carried load if we need to.

that's makes sense. Brv commented that the haversacks have some stuff in them, I also figured the silk, pipes and drugs were more bulky than heavy. If they go in the main compartments, maybe we can put the coins in the side pockets.

Brv are you good with us putting 4000 more silver coins in the side pouches of the haversacks, that would leave 6,550 sp and 12,000 cp on the floor for the tiger faced back handed guy :)

So getting a little further on the watch list so: 1st: Cuthalian, 2nd: Silvash, 3rd: Thoron and Mitleid, 4th Elathras, 5th Alana. I hope that works ok.

I hope this works for everyone. Silvash if you want later instead of earlier You and Elathras can switch.

Grand Lodge

Female Human Arcanist 7 | AC 16(20) T 13 FF 13(17) | HP 36/36 | F +4 R +6 W +7 | Init +3 | Perc +8 | Reservoir 11/13 | Spells 1st 6/6 2nd 4/5 3rd 4/4

Alana will completely empty her HH into her waterproof bag, she may even be able to hold some of the other lighter stuff too. That frees up the entire contents of the HH on her.

She will also teach the Floating Disk spell to Silvash so that he can cast it allowing at least two of the chests to be transported without hands.

Does anyone else have any bags or backpacks we can scrounge for space?


Male Human cavalier 8 |HP 90/90 | AC26/T12/FF25 | F+11/R+8/W+8 | CMB+14/ CMD25 |init+1 | Perc+13 | Challenge@+ 8: 0/3 | Tactician@7rds. 2/2 | Haste 7/10

cool, Alana, thanks, don't know how much more we can take, Brv any ideas?

Started looking at watches, if we would rather do 3 watches for four hours like Thoron recommended we can do that, it would put two of us on watches together. I was just thinking that we would want to get underway as quickly as possible. Wasn't thinking about game mechanics. Maybe next time we do three four hour watches: Cuthalian and Silvash first watch, Mitleid and Thoron second watch, Elathras and Alana third watch. Just a thought, any opinions?

Either way lets to the five watches now so we can get underway and out of here with our loot.

Grand Lodge

Male Dwarf Cleric/6

That sounds good to me.

Grand Lodge

Male Dwarf Cleric/6

Alan makes me laugh. Uses Magic Mssile and rolls over and goes back to sleep. Be similar to what I'd do, it's to late to be really awake.


Male Human cavalier 8 |HP 90/90 | AC26/T12/FF25 | F+11/R+8/W+8 | CMB+14/ CMD25 |init+1 | Perc+13 | Challenge@+ 8: 0/3 | Tactician@7rds. 2/2 | Haste 7/10

From the discussions 3,200 pp., 6,833 gp and 26,367 sp, 1,300 gp in gems, 900 gp in jewelry and a silver over teakwood box. Totalling 43,669.7 gp worth of valuables in the chests, leaving 6,550 sp and 12,000 cp on the floor.

Grand Lodge

Female Human Arcanist 7 | AC 16(20) T 13 FF 13(17) | HP 36/36 | F +4 R +6 W +7 | Init +3 | Perc +8 | Reservoir 11/13 | Spells 1st 6/6 2nd 4/5 3rd 4/4

Did that include all of the space available in our carrying capacity?


Male Elf Rogue 1| AC 17 FF 14 Touch 13| HP 7/11 | F +0 R +5 W +1 | Init +3 | Perc +7

There is nothing in the description of floating disc that says it can't go over water, just it can't move from the "surface" it is over. I would define water as a surface, just not one I can walk on.


Male Human cavalier 8 |HP 90/90 | AC26/T12/FF25 | F+11/R+8/W+8 | CMB+14/ CMD25 |init+1 | Perc+13 | Challenge@+ 8: 0/3 | Tactician@7rds. 2/2 | Haste 7/10
Alana Kelsh wrote:
Did that include all of the space available in our carrying capacity?

No, that included the 4,000 coins that we put in the "pockets" on the two haversacks, how many coins can be carried in the main compartment of a 'haversack'?

Silver Crusade

Skills:
Acrobatics 2, Climb 8, Heal 10, K Religion 5, Perception 16, Sense Motive 8, Spellcraft 6, Survival 9, Swim 8, Craft Wpn 8, Hndl Anim 8, K Engineer 10, K Geography 2, K History 2, Prof Soldier 6
NG Elf War Priest 8; HP 64/68 AC 23(26) TAC 13 FF 21 CMD 23 FOR +10 REF +6 WIL +10 INIT +4 PER +16 | ongoing effects: shield of faith +3
Spells:
1st-3/5 2nd-5/5 3rd-2/2
; Fervor 4/6; Sacred Weapon 8/8; Sacred Armor 8/8;

Twice that if empty but that's very little gold since silver is the only thing left. I say we don't bother.


Male Human cavalier 8 |HP 90/90 | AC26/T12/FF25 | F+11/R+8/W+8 | CMB+14/ CMD25 |init+1 | Perc+13 | Challenge@+ 8: 0/3 | Tactician@7rds. 2/2 | Haste 7/10

if Alana wants to dump her main pack and take the silver that's up to her, I just didn't include it because I don't know how much it is.

Grand Lodge

Female Human Arcanist 7 | AC 16(20) T 13 FF 13(17) | HP 36/36 | F +4 R +6 W +7 | Init +3 | Perc +8 | Reservoir 11/13 | Spells 1st 6/6 2nd 4/5 3rd 4/4

Elathras, it is double the size of the two small pockets, so 80 pounds for the large compartment. I so hate to leave treasure on the battlefield...

Silvash, you sir are correct. In my bleary state last night, I failed to take into account that water can be a calm surface, assuming it is shallow enough, but if there is a drop to its surface of three feet or more, then the disk is toast.


Male Human cavalier 8 |HP 90/90 | AC26/T12/FF25 | F+11/R+8/W+8 | CMB+14/ CMD25 |init+1 | Perc+13 | Challenge@+ 8: 0/3 | Tactician@7rds. 2/2 | Haste 7/10

so on the second level was a tunnel that lead out, when we used it previously it did not come from this location.

Brv, how far are we from the tunnel's mouth?

If we are going to fight the horde and we are close enough, it may be in our best interest to go back down the tunnel and fight them in a bottle neck.

Grand Lodge

Female Human Arcanist 7 | AC 16(20) T 13 FF 13(17) | HP 36/36 | F +4 R +6 W +7 | Init +3 | Perc +8 | Reservoir 11/13 | Spells 1st 6/6 2nd 4/5 3rd 4/4

They are all shooters...this is a martial's dream, the only thing better would be if they were first level casters. We can take them, just gotta drop that Ogre fast...


Male Human Rogue6/Clr1 Current Map

They do have spears also.


Male Human cavalier 8 |HP 90/90 | AC26/T12/FF25 | F+11/R+8/W+8 | CMB+14/ CMD25 |init+1 | Perc+13 | Challenge@+ 8: 0/3 | Tactician@7rds. 2/2 | Haste 7/10

so one vote back down the tunnel and the 80 degree slope, we would have to grab the trunks and slide down, no idea what kind of rolls we would need to roll to prevent damage. Any clue on that brv?


Male Elf Rogue 1| AC 17 FF 14 Touch 13| HP 7/11 | F +0 R +5 W +1 | Init +3 | Perc +7

Or attack if you think we can make it out. I think the orge needs to go first.


Male Human cavalier 8 |HP 90/90 | AC26/T12/FF25 | F+11/R+8/W+8 | CMB+14/ CMD25 |init+1 | Perc+13 | Challenge@+ 8: 0/3 | Tactician@7rds. 2/2 | Haste 7/10

Alana is going to throw a couple of fireballs at the ogre, if we are fighting Elathras will head that way.

Didn't Alana say what her actions would be in roll20? So are we botting her? by we I mean is brv botting her?

Grand Lodge

Female Human Arcanist 7 | AC 16(20) T 13 FF 13(17) | HP 36/36 | F +4 R +6 W +7 | Init +3 | Perc +8 | Reservoir 11/13 | Spells 1st 6/6 2nd 4/5 3rd 4/4

As I read the exchange between BRV and Cuthalian, I get an image of his first action, then a fast rewind as we listen to the DMs voice cover why he is unable to take such an action and then Cuthalian describes a new action that is more viable. Sorry, this one made me laugh out loud at home...a little.

Thought I would share.


Male Human cavalier 8 |HP 90/90 | AC26/T12/FF25 | F+11/R+8/W+8 | CMB+14/ CMD25 |init+1 | Perc+13 | Challenge@+ 8: 0/3 | Tactician@7rds. 2/2 | Haste 7/10

hey brv, everything good?

Grand Lodge

Male Dwarf Cleric/6

Unnamed Hero
No race
Medium
Init +0; Senses Perception +0
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Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 0 ()
Fort +0, Ref +0, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 10 (can't be tripped)
Languages Common
--------------------
Special Abilities
--------------------

--------------------

Thoron
Male dwarf cleric of Freya 6
NG Medium humanoid (dwarf)
Init +0 (+2 while underground); Senses darkvision 60 ft.; Perception +4 (+6 to notice unusual stonework)
--------------------
Defense
--------------------
AC 24, touch 11, flat-footed 24 (+8 armor, +1 deflection, +5 shield)
hp 57 (6d8+24)
Fort +8, Ref +3, Will +10; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 morningstar +6 (1d8+2) or
+2 warhammer +7 (1d8+3/×3)
Ranged light crossbow +4 (1d8/19-20)
Special Attacks channel positive energy 5/day (DC 15, 3d6 [+6 vs. undead]), hatred, sun's blessing
Domain Spell-Like Abilities (CL 6th; concentration +10)
7/day—rebuke death (1d4+3)
Cleric Spells Prepared (CL 6th; concentration +10)
3rd—cure serious wounds[D], prayer, remove blindness/deafness, water breathing
2nd—aid, cure moderate wounds[D], remove paralysis, lesser restoration, shield other
1st—bless, cure light wounds[D], endure elements, remove fear, stunning barrier[ACG] (DC 15)
0 (at will)—light, purify food and drink (DC 14), read magic, stabilize
D Domain spell; Domains Healing, Sun
--------------------
Statistics
--------------------
Str 13, Dex 10, Con 15, Int 10, Wis 18, Cha 14
Base Atk +4; CMB +5; CMD 16 (20 vs. bull rush, 20 vs. trip)
Feats Combat Casting, Toughness, Turn Undead
Traits ease of faith, tunnel fighter
Skills Acrobatics -5 (-9 to jump), Appraise +5 (+7 to assess nonmagical metals or gemstones), Diplomacy +3, Heal +9, Knowledge (dungeoneering) +1, Knowledge (engineering) +2, Knowledge (local) +1, Knowledge (religion) +6, Perception +4 (+6 to notice unusual stonework), Spellcraft +4; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ healer's blessing
Combat Gear wand of cure light wounds, caltrops, healer's kit, oil (3); Other Gear +2 chainmail, holy blinding steel shield, +1 morningstar, +2 warhammer, crossbow bolts (20), light crossbow, cloak of resistance +1, handy haversack, ring of protection +1, bedroll, belt pouch, belt pouch, everburning torch, flint and steel, grappling hook, hammer, ink, inkpen, paper (6), piton (6), sack, silk rope (50 ft.), silver holy symbol, trail rations (14), waterskin, winter blanket
--------------------
Special Abilities
--------------------
Cleric Channel Positive Energy 3d6 (5/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Domain (Sun) Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Healer's Blessing (Su) Your cure spells are empowered for free.
Rebuke Death (7/day) (Sp) As a standard action, touch heals 1d4+3 dam to negative HP target.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Sun's Blessing (Su) +6 to channel damage vs. undead and they don't get channel resistance.
Turn Undead (DC 15) Your Channel Energy can make undead in 30 ft flee for 1 min.
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1000 G Mixed Diamonds
200 GP Mixed Pearls
250 Gp Mixed Onyx
Spell Save DC 14+Caster Level -6
VS S.R +6
Conc Check +10
Melee Touch +5
Range Touch +4

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