Thank you. We had a long and overdue talk to put us on a more even footing. Time will tell if it worked. But a friend was in the ER and then kept over the weekend so if I vanish it because she needs me, even with being home.
But I think I am back, assuming nothing else happens.
my keyboard is hella messed up and i am not sure when I can get a plug in one for laptop. and getting the keyboard fixed is expensive. i am here but having technical issues
I am struggling to keep up with this game and do not want to keep a space I know I cannot seem to feel. So I am going to bow out. Thank you so very much for playing with me and this is a delightful group but I just cannot keep up.
We have an opening for a divine caster for a Wrath of the Righteous campaign I play in if anyone is interested. The link to the recruitment thread is here.
2) Mirror Hideaway
3a) Accursed Glare
Adventuring Skills (2 + 4 Int + 1 Human)
+ 2 linguistics (Infernal, Necril)
Feat: Accursed Hex
My proposed plan:
- Hand the necromancer over to the sheriff
- Also inform the sheriff that the insane asylum guy was complicit in the necromancer's experiments
- Sell the spellbook (unfortunately, I don't think witches can learn spells from wizard spellbooks, so I don't think we have anybody who can use it)
- Stock up on some alchemical stuff
- Go check out Foxglove Manor (possible also go aid the second save on the ghoul fever guy depending on if it takes us the rest of the in-game day to do the other things or not)
I gain the Bane ability!
Extended Bane Feat
New Spell: Inheritor's Smite
Added to some skills, and really caught up a couple knowledge skills.
I'm not opposed to some "frontier justice" relative to the necromancer. There are no "Ls" in my alignment.
No reason not to sell the spell book. Is there any other loot? What did the necro have on him?
Alchemical stuff? Such as?
We're not in too much of a hurry, right? We can try and save the ghoul fever guy. We're the "good guys" after all.
I don't think René would stop you from killing him. But he already permanently blinded the guy, so he doesn't feel a need to personally punish him further.
It's not a question of if we help the ghoul fever guy. It's just a question of if that happens before or after Foxglove Manor.
Tylur would be against it defending the man if necessary and then bringing him to the sheriff for proper sentencing.
Also Tylur would want to help the man with the fever but understands that the threat in the Foxglove Manor area seem to be getting greater so time is of the essence.
will update lvl later
So...are we all good with my proposed plan of action?
Got around to leveling up next level I plan on taking a lvl in paladin I'm hoping that something will happen in the story that justifies Tylur being called upon this path.
How are hp determined? 1/2HD + 1?
Weapon Training 1 (Flails)
+1 to following skills: Climb, Intimidate, Survival and Swim
Just a heads up, I'm going to be at a con Friday-Sunday and expect I won't have time to post. Bot me as necessary.
Bard (Archaeologist 5)
+5HP (1/2 of 1d8+1)
1 1st Level
Charm Person-This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.
The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming.
1 2nd Level
Share Language (Communal) - You can share your facility for one particular language with another creature. For 24 hours the target can read, understand, and communicate to the best of its ability in any one language which you already know. For every 5 levels you possess, you can grant the use of another language you know, to a maximum of 5 languages at 20th level. The target must have the physical capacity to articulate sounds, make gestures, or engage in whatever other method speakers of the language use to communicate with each other in order to actually converse. If the target lacks the mental capacity to grasp an actual language, it still gains enough knowledge to respond to and carry out even extremely complex commands or suggestions coached in the language (whether written or spoken). However, since this spell does not endow the target with greater reasoning capacity, merely a temporarily enhanced vocabulary, the person offering up instructions to non-sentient creatures must take care to remove any ambiguity or guesswork.
Similarly, this spell does not affect the basic nature of the target, or its disposition toward you or anyone else, so convincing it to actually carry out these instructions could require negotiation, threats, or outright bribery.
+1 Linguistics (Infernal)
+1 Disable Device
+1 Knowledge (Dungeoneering)
+1 Knowledge (Engineering)
+1 Knowledge (Geography)
+1 Knowledge ((History)
Favored Class:Bonus Skill Point: Use Magic Device
Lore Master (Ex) At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.
Feat: Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.