Elathras Narcinal |
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?
Elathras Narcinal |
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
Cuthalian |
I'm an elven curve blade kind of guy. No hammer for me.
Thoron Palehorn |
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.
brvheart |
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.
Thoron Palehorn |
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.
Cuthalian |
Going in the woods Sunday morning be back online Friday.
Elathras Narcinal |
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
brvheart |
The spell has to be on your spell list or do a UMD roll. Before or after he ends at the same place
Elathras Narcinal |
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?
brvheart |
As long as you take the middle watch Thoron it worked. Divine spell casters do not need continuous 8 hours, unlike the arcane casters.
Elathras Narcinal |
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?
Silvash Auerial |
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.
Elathras Narcinal |
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.
Cuthalian |
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.
brvheart |
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.
Elathras Narcinal |
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.
Alana Kelsh |
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?
Elathras Narcinal |
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.
Elathras Narcinal |
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.
Elathras Narcinal |
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'?
Cuthalian |
Twice that if empty but that's very little gold since silver is the only thing left. I say we don't bother.
Alana Kelsh |
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.
Elathras Narcinal |
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.
Alana Kelsh |
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...
Elathras Narcinal |
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?
Elathras Narcinal |
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?
Alana Kelsh |
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.
Thoron Palehorn |
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 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.
--------------------
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.