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
So, with more loot of a non monetary nature, I was wondering what the existing party division rules are? Obviously with cash it is equal splits, but for items, especially if we come across a particularly powerful one?
Unnamed Hero
No race
Medium
Init +0; Senses Perception +0
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Defense
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AC 10, touch 10, flat-footed 10
hp 0 ()
Fort +0, Ref +0, Will +0
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Offense
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Speed 30 ft.
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Statistics
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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
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Special Abilities
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Thoron
Male dwarf cleric of Freya 7
NG Medium humanoid (dwarf)
Init +0 (+2 while underground); Senses darkvision 60 ft.; Perception +4 (+6 to notice unusual stonework)
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Defense
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AC 25, touch 11, flat-footed 25 (+9 armor, +1 deflection, +5 shield)
hp 67 (7d8+28)
Fort +8, Ref +3, Will +10; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee +1 morningstar +7 (1d8+2) or
+2 warhammer +8 (1d8+3/×3)
Ranged light crossbow +5 (1d8/19-20)
Special Attacks channel positive energy 5/day (DC 15, 4d6 [+7 vs. undead]), hatred, sun's blessing
Domain Spell-Like Abilities (CL 7th; concentration +11)
7/day—rebuke death (1d4+3)
Cleric Spells Prepared (CL 7th; concentration +11)
4th—cure critical wounds, fire shield[D], neutralize poison
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, shield of faith, stunning barrier[ACG] (DC 15)
0 (at will)—light, purify food and drink (DC 14), read magic, stabilize
D Domain spell; Domains Healing, Sun
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Statistics
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Str 13, Dex 10, Con 15, Int 10, Wis 18, Cha 14
Base Atk +5; CMB +6; CMD 17 (21 vs. bull rush, 21 vs. trip)
Feats Athletic, 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), Climb -2, Diplomacy +3, Heal +9, Knowledge (dungeoneering) +1, Knowledge (engineering) +2, Knowledge (local) +1, Knowledge (religion) +6, Linguistics +4, Perception +4 (+6 to notice unusual stonework), Spellcraft +4, Swim -2, Use Magic Device +3; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Undercommon
SQ healer's blessing
Combat Gear wand of cure light wounds, wand of cure light wounds, caltrops, healer's kit, oil (3); Other Gear +3 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, 208 gp, 7 sp, 10 cp
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Special Abilities
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Cleric Channel Positive Energy 4d6 (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) +7 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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I usually let people track their own, but online I have been leveling most people as a group. Elathras is tracking his own so everyone should level soon. Thoron was a little ahead being the cleric.
I usually let people track their own, but online I have been leveling most people as a group. Elathras is tracking his own so everyone should level soon. Thoron was a little ahead being the cleric. Everyone else should level after this fight with the trolls.
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
Team,
I have an Exploit coming this level and I can chose either an exploit that takes the place of my daily defensive spell which frees up a couple of first level spells each day, or a crafting feat, which I would select Wondrous item to get the most bang for the buck...
I have an Exploit coming this level and I can chose either an exploit that takes the place of my daily defensive spell which frees up a couple of first level spells each day, or a crafting feat, which I would select Wondrous item to get the most bang for the buck...
Thoughts?
Both are nice. A couple of extra spells a day helps with survivability. Crafting will save us money if you are making the stuff instead of the NPC's.
The question is which will be more limited, money (for making stuff) or the need for spells.
It's RA, I would keep the spells and let the NPC's have the money for the crafting. If you are making a character that Wants to craft, go that route. Either way I'm good.
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
Thanks guys. Sometime the wizard (err, arcanist) wants to be a team player...turns out I can have my cake and eat it too cause normal feat this level, duh!
Updates:
+6 HP, +1 rank climb, swim, spellcraft, K. arcana, dungeoneering, planes and religion, bonus point from headband in perception, +1 max reservoir points, exploit (Armored Mask), feat (craft wonderous item), two spells (battering blast and dispel magic) added to spellbook, increase in spells per day and spell slots but that will have to wait for a rest period
Went with Ranger Freebooter for the team based aspect. Freebooters bane will allow me to designate an enemy and give everyone a +1 to hit and damage against it.
Took Dazzling Display for feat to get an area effect Intimidate to demoralize opponents.
Male Elf Rogue 1| AC 18 FF 13 Touch 15| HP 12/12 | F +1 R +7 W +0 | Init +5 | Perc +6
Took my first level of Arcane Trickster and I can now use: Ranged Legerdemain (Su): An arcane trickster can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. She can only use this ability if she has at least 1 rank in the skill being used.
Male Elf Rogue 1| AC 18 FF 13 Touch 15| HP 12/12 | F +1 R +7 W +0 | Init +5 | Perc +6
Wouldn't Restoration cure Elathras' wisdom drain?
PRD wrote:
Restoration cures all temporary ability damage, and it restores all points permanently drained from a single ability score (your choice if more than one is drained). It also eliminates any fatigue or exhaustion suffered by the target.
This particular drain requires greater restoration, "Wisdom drained in this manner can only be restored through magical means of greater restoration, wish, or miracle."
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
Team, options to move forward since only two small tunnels present them selves as the only ways to go. I can reset two spells to help here, reduce person for size issue and fly to stay out of any potential issues with the mud filled room. Thoughts?
Either way, it appears if we take the tunnel from the mud room, it is a slug fest through the mud once we get into that tunnel.
Guys, I might be in and out for a good bit. I got word on Saturday that one of my friends in Oklahoma City has cancer, so if I don't respond for several days please play me.
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
So, we got some stuff, anyone want to make a claim:
+1 keen longsword
six +3 arrows
efficient quiver
three potions of water breathing
immovable rod
5 arcane spells (antimagic field, rage, rope trick, shocking grasp, and wall of stone),
boots of the frog
a thoroughly destroyed spellbook with only two spells still usable for study (contagion and dispel magic)
cannot id the mantle (anyone else want to take a crack at this?)
As the primary Arcane caster, Alana suggests she hold on to the scrolls and book in order to study them and add them to her repertoire for future use. She will of course offer the use of her spellbook to other arcane casters for study as well. She also suggest everyone take a vial of antitoxin, just in case.
If no one has a preference for using the immovable rod, they tend to come in handy every so often, but Alana is not tied to it and defers to any other claims.
She does lay claim to the crossbow and bolts. She does not currently have a ranged weapon and she may have need for one some day.
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
I would also recommend the +3 arrows for our shooty ranger, I think he has the best shot at making those count.
And offer the longsword to replace his current one to Thoron. It is at least slightly better and no one else is really using one that is not already equally powerful.
I usually check in the morning and evening, If it's a slow day I stay on my computer a few hours, like now.
A different question, over all, would Elathras be better off with the +2 longsword, or would the keen sword be better for the greater chance of getting a crit?
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
Just remember, it can be further enchanted at a later date. too bad there is no magical sheath to hold different weapons in like the Efficient Quiver.
The choice is kinda like when you want to use Vital Strike, is better if you can only hit once, but if you are going to swing away, then go cit fishing.
Thoron, I checked everyone's sheet to see who could use the items best and i missed the Warhammer +2. It had the +1 longsword and morningstar. I wonder if anyone else is missing stuff from their sheet and could use it?
at higher levels the crit is more important. Typically it shifts at 8th level when a good BAB can get improved critical. Your bonuses above weapon damage are such that the increased chance of a crit starts to outpace a larger base weapon damage and the extra +1 would not do it. Now being magic, as soon as you take improved critical, 9th level for you I assume, then it does you no good unless you take the feat with a different weapon.
Elthras which sword you want then? Cuthalian's probably got higher level fighter types than I have played yet and knows a bit more. Really doesn't matter to me, but I can use a longsword and give the morningstar to the party mule to carry.
Oh I was wrong I can use the spear, I looked at the chart wrong. But, if anyone else wants it go ahead and take it.
Ok brv, here is the roguish character I've been working on. He's a trap-breaker alchemist.
Story:
“I am my own man. I am not my fathers son.”
Geon Bluth’s father kept the grounds at the City of Ashes, a cemetary complex outside of Bard’s Gate. No honest worker, the man was indeed a graverobber, not just at the cemetary tasked with his care, but in the private crypts and tombs of nobles wherever they lay. A band of robbers was the only other family the boy knew.
Inquisitive young Geon was fascinated with the treasures his father trafficked in. Most items were not kept long before being sold, but books were overlooked often enough for him to stash a library of well selected volumes under a floorboard in his room, in order to quench his thirst for knowledge in the fields of magic and alchemy.
Geon’s ceaseless questions led to him being told to “scram” so often, the name stuck. His aptitude with mechanical and magical apparatus did not go unnoticed however. His tinkering with items that lay about before going to market in seedy pawn shops often led to discovery of magical properties that would have otherwise gone unnoticed. His father finally saw value in him, which only led him to place his son in further danger than his miscreant lifestyle already imposed.
When the time came for delves Geon was now brought along, taught to scout in the dark, to squeeze in tight places, to locate valuables and to disable traps. With Geon’s help, the operation became truly profitable. Before long the substantial value of the items being circulated was noted by a blackmarket fence. The murderous pawnshop owner took pity on the boy, and took him to live at the shop where he found ample opportunity to continue his studes and experiments.
When Geon showed he could produce effective potions, alchemical substances and magical reagents, the pawndealer didn’t hesitate to put his creations up for sale. Once again the exploitation of the boy led to the downfall of the one exploiting him. Some of the clientelle attracted by the new products were being watched by the Lyreguard, which brought the pawnshop under scrutiny and led to an arrest for trafficking in stolen merchandise. The shop was shut down, and orphaned Geon was left homeless.
Now on his own, Geon considered the only gainful activity he knew… robbing the dead. Swearing not to become like his father, he chose to leave the burial plots of his neighbors unspoiled, and turned his attention instead to the deep dark forgotten places of the wild to ply his skills and sate his curiosity, He has eeked out his existence ever since, torn between his hatred of his fathers legacy and his need to resort to those ways to fund his pursuit of his natural calling.
Level 5 is correct. Once the party shares their treasure and I get an idea what they have, I can give you a treasure amount. I think they are still a little short of WBL.
They have good fighters, but need what rogue does best trapfinding, picking locks, sneaking, all that good stuff!
Looks pretty good. I am only seeing two issues.
1) A half elf does not get +2 background for skills so you are currently 10 points over in skill points. Making INT 14 would help but at the cost of points elsewhere.
2) Please roll your hp after level one and reroll 1's. You should do better than average.
May I also suggest a backpack and maybe some rations?
And if I can be a jerk, I have another game with that same face who is also a rogue so if you aren't in love with it changing it would help my already confused state of being :)
Are you still on the lookout for a rogue? I have always wanted to take part in a RA campaign and have an interesting concept for an old-school rogue that might work.
I am Lady Suna, Aire to the Elven Kingdoms and the Bridge City and too many other titles to count.
I am a Aristocrat by blood and a purveyor of Alchemy & Magic by trade. Zorro leaves his mark with a sword, mine is a "s" and arcane as well.
I understand that you have made contact with some of my business partners. I hope you bloody well have treated them kindly.
I had my fathers affairs to tend to and have been at my estate in the bridge city, I also had a council meeting in the Hornsaw forest.
The dreams always needed tending too, in order to keep the curse at bay. I am, at least in part tied to that land and forsaken by the gods for the rest.
I am a product of two worlds, the city and the wilds. My mother having been cursed by the Titan Mormo and her evil gods, having turned to magic as a refuge and married to my Father, A high Elf Merchant class Engineer, I am there only daughter. The High Elves in my lands are forsaken because our gods have been sundered by Evil and no longer have power in the Physical realms.
A paladin would be just fine. Have not had one in the group for a while.
House Rules
1) Character creation:
A) Characters will be created with a 25 point buy.
B) Classes and weapons are restricted to European only.
C) Classes are Core Only, plus Inquisitor, Swashbuckler, Warpriest. I might consider Gunslinger, but the gun powder rules are the simplified rules from Razor Coast and not Ultimate Combat. I might discuss others if they fit an old school theme.
D) Sources: Core Rules, Advanced Players Guide, Ultimate Combat and Ultimate Magic after 5th level on DM approval on a case by case basis only. Additional Sources: Freebooter's Guide, A Brace of Pistols, Book of Magic Pirate Spells, 101 Pirate and Privateer Traits, Fire As She Bears, Pirates of the Inner Sea, Heart of the Jungle, Inner Sea World Guide, Isle of the Shackles and Dead Man's Chest.
E) Races Human, elf, half elf, dwarf, halfling, gnome, goblin, half-orc and orc.
2) Fumbles: Rolling a natural 1 in combat will result in a fumble ending the player action for the turn.
3) Skill checks.
A) Rolling a natural 1 on a skill check results in a -10 to the check.
B) Rolling a natural 20 on a skill check results in a +10 to the check.
4) Initiative: Rolling a natural 1 results in an initiative of a 1.
5) Area of Affect Spells:
A) The action of combat is considered a dance, therefore when an area of affect spell affects enemies that are in melee combat with adjacent characters they are considered to be in the area of affect.
B) Exceptions: Some spells are done on a line affect such as a lightning bolt and thus will not affect adjacent characters. Also the feat shape spell can shape the spell to only affect certain squares. Also spells that only affect squares do not affect adjacent squares.
6) Surprise Attacks: Amended back to RAW.***
7) Hit points: Reroll all natural 1's on hit point rolls. Barbarians can reroll all 1's and 2's.
8) Cure spells: If the die/dice are all natural 1's, reroll.
9) I don't take 10 or 20.
10) Dispel Magic I am rule 0ing Dispel magic back to the 10 level limit. If you want more than that, use Greater Dispel.
11) Note on ranged attacks: Cover: When firing through your allies they provide a +4 cover to the enemy. This is in addition to the -4 for firing into melee. Precise shot removes the latter only. Improved precise shot is needed to get around this. Now here is the kicker. If you miss by the cover, you hit the cover. Meaning you have a 20% chance of hitting your ally!
Statistics Abilities:Str 21 Dex 14 Con 14 Int 8 Wis 12 Cha 8
SQ: Favored Class (Fighter; HP), Skilled, Armor Training 1, Weapon Training 1 (heavy blades), Bravery +1
Feats: Weapon Focus: longsword, Power Attack, Shield Focus, Dodge, Iron Will, Weapon Specialization: longsword
Traits: Seeker (+1 perception, class skill); Armor Expert
Skills: Climb +10, Perception +10, Survival +9
Combat Gear: potion CLW (4), potion of invisibility, potion of enlarge person (2), potion CMW (2), alchemist’s fire (5), acid (5), sunrod (5)
Equipment:+1 full plate, +1 heavy steel shield, +1 longsword, ring of protection +1, cloak of resistance +1, bag of holding type I, morningstar, dagger, chakram (5), javelin (5), glaive-guisarme, backpack, bedroll, belt pouch, flint & steel, iron pot, mess kit, 50’ rope, soap, torches (10), trail rations (5 days), waterskin, climbing kit
Coin 40pp, 26gp
Description: Horatio stands just under 6’ tall and weighs 185 lbs, without his equipment. His hands, arms, and face carry a multitude of scars, as a professional mercenary soldier might expect. His brown eyes stare intently out under heavy brows, and he wears his sandy brown hair cropped close and neat.
Background: Horatio has spent time fighting almost his entire life. Early on, he was sold into slavery by parents who could barely afford to feed themselves, and he grew to become a gladiatorial servant and then a fighter. Once he managed to win his freedom, he signed on as a soldier before cashiering out and becoming a freelance mercenary. Now he works as a full blown sellsword, traveling wherever the danger and coin appeals the most.