Trap Sense (Ex): At 3rd level, an archaeologist gains trap sense +1, as the rogue class feature of the same name. This bonus improves by +1 for every three levels gained after 3rd, to a maximum of +6 at 18th level.
Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Female NG Oracle of Life lvl 4 / Init +1; S Per +7 (+2 gems, coins, jewelry, valuable trade goods, auto checkin 10ft) HP:33/33 / AC 14 / T 10 / FF 14 F+2 / R+1 / W+4 / CMB +5; CMD 15 / Channel (4/4)/per day 2d6 in 30ft. spells 1st (7/7) 2nd (4/4), conc +7 / wand cure lt wounds x1 charges, magic missile x10 charges/ feats: Summon Monster, Summon Good Monster
So I can wait for next level and have better options for the summon monsters and pick up protection from evil. Then hopefully a wand of it so I don't have a fear of failing to use it though the wand. Thought?
Female NG Oracle of Life lvl 4 / Init +1; S Per +7 (+2 gems, coins, jewelry, valuable trade goods, auto checkin 10ft) HP:33/33 / AC 14 / T 10 / FF 14 F+2 / R+1 / W+4 / CMB +5; CMD 15 / Channel (4/4)/per day 2d6 in 30ft. spells 1st (7/7) 2nd (4/4), conc +7 / wand cure lt wounds x1 charges, magic missile x10 charges/ feats: Summon Monster, Summon Good Monster
all done but for my spell choice.
+1 fort and reflex saves
+1 BAB
HP actually was for some reason 27 but not on my tag so that stays the same
Revelation: Life Link (Su): As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).
Spells: Mage Armor, Bless x2, Ear-Piercing Scream, Shadowmind x2, Mirror Hideaway, Accursed Glare, Heroism, Hollow Blades | Fortune used on: X | Ward: Trox
Witch 6 HP 38/38 | Mage Armor AC 18 14 T 12 FF 12 | CMD 15 | Fort 6 Ref 6 Will 7 | Perception 7
Aurora Warin wrote:
...so I don't have a fear of failing to use it though the wand. Thought?
Not sure I follow. If it's on your spell list, you can use the wand. You personally don't have to know it in order to be able to use the wand. It's why René could have used the wand of CLW without using UMD even though the spell isn't even in his spellbook.
@Cordwin and Aurora: Not sure if it got left off of character upgrade notes, but don't forget we all get a feat at 3rd level.
Spells: Mage Armor, Bless x2, Ear-Piercing Scream, Shadowmind x2, Mirror Hideaway, Accursed Glare, Heroism, Hollow Blades | Fortune used on: X | Ward: Trox
Witch 6 HP 38/38 | Mage Armor AC 18 14 T 12 FF 12 | CMD 15 | Fort 6 Ref 6 Will 7 | Perception 7
I'm fairly certain you only need to have the spell on your spell list to use a wand without UMD. The problem is Magic Missile isn't on the witch, bard, cleric/oracle, or inquisitor spell list. If you look at spell trigger items, it specifically calls out that 3rd level paladins can use wands even though they can't cast spells yet.
Can you lend any details on what your initial encounter with Tsuto was like? Did he take a few of you out and then leave, or did he nearly die and then flee?
Spells: Mage Armor, Bless x2, Ear-Piercing Scream, Shadowmind x2, Mirror Hideaway, Accursed Glare, Heroism, Hollow Blades | Fortune used on: X | Ward: Trox
Witch 6 HP 38/38 | Mage Armor AC 18 14 T 12 FF 12 | CMD 15 | Fort 6 Ref 6 Will 7 | Perception 7
He basically almost killed us, so we surrendered and then escaped from where he was holding us. Tylur was the only front liner at the time, and Tsuto beat us init and confirmed a crit against him in round 1, effectively taking him out. Here's the beginning of the fight
Male Dwarf Bard (Archaeologist) 9 | HP 50/ 50 | AC 15 | T 12 | FF 15 | CMB +5 |CMD 17 | Fort +4 | Ref +9 | Will +7 | Init +2 | Perc +18 |
I will be away visiting family for the next two weeks, so I might not be able to post regularly if at all. I should be able to resume on 05/01. Please bot me as necessary.
Female NG Oracle of Life lvl 4 / Init +1; S Per +7 (+2 gems, coins, jewelry, valuable trade goods, auto checkin 10ft) HP:33/33 / AC 14 / T 10 / FF 14 F+2 / R+1 / W+4 / CMB +5; CMD 15 / Channel (4/4)/per day 2d6 in 30ft. spells 1st (7/7) 2nd (4/4), conc +7 / wand cure lt wounds x1 charges, magic missile x10 charges/ feats: Summon Monster, Summon Good Monster
Having a wide range of opinions and personalities are a good thing. Makes for a great story.
I have yet to really play the reluctant hero and wanted to try it out. Somehow she ended up being really temperamental.. Though no one seems to have an issue with it so it shall stay. I am rather enjoying it. I recently had the chance to play a rage monster and that was a blast!
She wants to help and will help but is rather disgusted by the guards refusal to try. At least that is how she sees it.
Female NG Oracle of Life lvl 4 / Init +1; S Per +7 (+2 gems, coins, jewelry, valuable trade goods, auto checkin 10ft) HP:33/33 / AC 14 / T 10 / FF 14 F+2 / R+1 / W+4 / CMB +5; CMD 15 / Channel (4/4)/per day 2d6 in 30ft. spells 1st (7/7) 2nd (4/4), conc +7 / wand cure lt wounds x1 charges, magic missile x10 charges/ feats: Summon Monster, Summon Good Monster
Glad you like my 'angry redhead'.
So we got 1000gp. Can I request a wand of Cure Lt wounds? We should be in for a nasty fight. Beyond that I don't really have anything I think I need. I will figure that out sometime today.
Spells: Mage Armor, Bless x2, Ear-Piercing Scream, Shadowmind x2, Mirror Hideaway, Accursed Glare, Heroism, Hollow Blades | Fortune used on: X | Ward: Trox
Witch 6 HP 38/38 | Mage Armor AC 18 14 T 12 FF 12 | CMD 15 | Fort 6 Ref 6 Will 7 | Perception 7
We've gotten a couple of random items as well (see loot spreadsheet). Probably the most expensive thing on there is that +1 cold iron returning dagger that no one's using. I'm pretty sure that's basically all our WBL right there, haha. We should probably sell it and see if Aurora can't do better than 50% of its worth with her merchant background.
I'm also fine with buying a fully charged wand of CLW. Interesting side-note, if we live long enough for Tylur to become a paladin, literally everybody in the group will be able to use it without UMD.