| Trox Ragmend |
I certinally would like to keep going if the others do. This is my last game in the system that I love the most.
ALso, we got a huge loot pile.
Once the others chime we can figure out the party balance. Would not want to make Trox range but could find a way to provide some healing with a rework in a pinch.
| Reynard Freeman |
No PFS for me. I can take the Infusion discovery to pass out my healing extracts, but rebuilding for ranged is more than I want to do.
| DM Carbide |
Probably not, although there are times it's good to have one.
I would prefer to keep it to 5 players, but that may be colored by having had to bot Erond for like half a year; I'd rather not take the chance of getting someone else who ghosts on us.
| DM Carbide |
BTW, if you give the magic items looted from the Black Arrow rangers back to them, you'll get a pile of xp.
Also, I was wrong about Barl’s spellbook; there are a few spells in it that Reynard can copy into his formula book. I'll get the whole list up later.
| Trox Ragmend |
100% we should return their property.
Five is good for me, the AP's are written for four players after all.
We are melee heave. I would not be against reworking Trox to be a ranged specialist. Pretty much a redo but it could be effective. What do the rest of you think? I could simply go ranged fighter or switch it up to the ranged magus which is a class I really like. It gets us a bit more arcane as well.
Thoughts?
| Trox Ragmend |
My original character, in a game that failed to continue, when I came back to the game was a ranged magus.
| DM Carbide |
You're definitely a little weak on the arcane side.
| Reynard Freeman |
Speaking of the Black Arrows, I forget if we've discussed Leadership. Could someone take that and get a Black Arrow (or maybe Shalelu) as a cohort to help with the ranged side?
| Reynard Freeman |
Barl's spellbook contains:
Cantrips: Acid splash, detect magic, detect poison, read magic, dancing lights, flare, light, ray of frost, ghost sound, bleed, disrupt undead, touch of fatigue, mage hand, mending, message, open/close, arcane mark, prestidigitation
L1: Chill touch, magic missile, ray of enfeeblement, cause fear
L2: Ghoul touch, spectral hand, blindness/deafness, command undead, false life, scare
L3: Fireball, fly, ray of exhaustion, vampiric touch, gentle repose, halt undead
L4: Animate dead, fear, bestow curse, contagion, enervationAs far as I can tell, the bolded spells are the ones that Reynard can copy into his formula book.
I have Fly already, but I can take False Life. I always wish Alchemists had more stuff on their formula list, even stuff that would be wildly impractical 99% of the time. Imagine an Alchemist that had somehow gotten immunity to fire drinking an extract of fireball in the midst of a pack of enemies! It'd be hilarious. Even moreso if he could brew potions of it then arrange to sell it to villains under the guise of a potion of, say, Resist Fire or Protection from Fire!
| DM Carbide |
I have Fly already, but I can take False Life. I always wish Alchemists had more stuff on their formula list, even stuff that would be wildly impractical 99% of the time. Imagine an Alchemist that had somehow gotten immunity to fire drinking an extract of fireball in the midst of a pack of enemies! It'd be hilarious. Even moreso if he could brew potions of it then arrange to sell it to villains under the guise of a potion of, say, Resist Fire or Protection from Fire!
I think most alchemists call those "bombs."
| DM Carbide |
Let me know when you want to start the next part.
| Trox Ragmend |
Same Druamin, headaches so bad they gave me a CAT scan. No issues seen and they have faded so... whatever.
I thought about it and I am going to switch up Trox if that is ok with you DM. It would need a gear redo as well, if this is ok how should i handle gear and what not. I am happy with it just changes and no one says anything.
| DM Carbide |
Sounds reasonable. I'll try to keep things moving, but not start any fights until you're done with the conversion.
| Trox Ragmend |
Can i just reset with wealth by level?
| DM Carbide |
Sure, unless you have a unique item from the AP.
| Trox Ragmend |
For you approval Trox sheet is linked and the summary is below.
Trox Ragmend
Half-orc magus (eldritch archer) 9 (Pathfinder Player Companion: Heroes of the Street 11, Pathfinder RPG Ultimate Magic 9)
NG Medium humanoid (human, orc)
Hero Points 1
Init +5; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 23, touch 15, flat-footed 18 (+8 armor, +5 Dex)
hp 57 (9d8+9)
Fort +8, Ref +11, Will +8
Defensive Abilities orc ferocity
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Offense
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Speed 30 ft.
Ranged +2 corrosive composite longbow +14/+9 (1d8+4/×3 plus 1d6 acid)
Special Attacks arcane pool (+3, 8 points), improved spell combat, magus arcana (arcane accuracy[UM], empowered magic[UM], reach spellstrike), spell recall, spellstrike
Magus (Eldritch Archer) Spells Prepared (CL 9th; concentration +13)
. . 3rd—gloomblind bolts[ARG] (2, DC 17), haste, ray of exhaustion (DC 17)
. . 2nd—cat's grace, mirror image, scorching ray, stone discus[ACG] (2)
. . 1st—magic missile, shocking grasp (3), snowball[UW] (2)
. . 0 (at will)—acid splash, detect magic, light, prestidigitation, ray of frost
--------------------
Statistics
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Str 16, Dex 20, Con 10, Int 18, Wis 10, Cha 10
Base Atk +6; CMB +9; CMD 24
Feats Bullseye Shot, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow)
Traits big game hunter, deft dodger
Skills Appraise +12, Craft (bows) +11, Craft (woodworking) +11, Intimidate +11, Knowledge (arcana) +15, Knowledge (dungeoneering) +15, Knowledge (planes) +15, Perception +10, Ride +9, Spellcraft +16, Survival +6; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Draconic, Giant, Goblin, Orc
SQ hero points, knowledge pool, medium armor, orc blood, ranged spell combat, ranged spellstrike, ranged weapon bond
Other Gear +2 mithral agile breastplate[APG], +2 corrosive composite longbow (+2 Str), arrows (60), blunt arrows[APG] (10), belt of physical might +2 (Str, Dex), cloak of resistance +2, efficient quiver, handy haversack, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), ink, inkpen, magus starting spellbook, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (20), waterskin, 1,166 gp, 5 sp
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Special Abilities
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Arcane Accuracy +4 (Su) 1 Arcane Pool: +4 to attack rolls until the end of your turn.
Arcane Pool +3 (8/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Bullseye Shot You slow your breath, calm yourself, and hit the bullseye, just as you were trained to.
Prerequisites: Point-Blank Shot, Precise Shot, base attack bonus +5.
Benefit: You can spend a move action to steady your shot. When yo
Darkvision (60 feet) You can see in the dark (black and white only).
Empowered Magic (1/day) (Su) 1/day, cast a spell as if Empowered without altering the casting time or level.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Improved Spell Combat (Ex) Use weapon in one hand at -2 & cast a spell with the other. Gain additional +2 circumstance bonus on concentration checks when using spell combat.
Knowledge Pool (Su) Spend Arcane Pool points to prepare a magus spell that is not in your spellbook for 1 day.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Medium Armor (Ex) Medium armor proficiency and no Arcane Failure chance in medium armor.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Ranged Spell Combat (Ex) Must use ranged weapon for spell combat.
Ranged Spellstrike (Su) As a full rd action, ranged spells can be combined with ranged attacks.
Ranged Weapon Bond (- Custom / magic weapon - [Str +2]) (Ex) Must have bonded object to cast spells, doesn't interfere with somatic components.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Reach Spellstrike (Su) Touch spells increase range to close with ranged spellstrike ability.
Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
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| Trox Ragmend |
Druamin, that is me switching to a ranged character since we ran out of ranged damage.
| DM Carbide |
Once you're leveled up, post in the Discussion thread.
| DM Carbide |
You can definitely keep that, but remember that I have you roll d5+5 for d10 HP.
| Trox Ragmend |
Right O on the HP, it was at the herolab default until you sighed off on the concept.
1d5 + 5 ⇒ (4) + 5 = 9
1d5 + 5 ⇒ (3) + 5 = 8
1d5 + 5 ⇒ (3) + 5 = 8
1d5 + 5 ⇒ (1) + 5 = 6
1d5 + 5 ⇒ (1) + 5 = 6
1d5 + 5 ⇒ (3) + 5 = 8
1d5 + 5 ⇒ (1) + 5 = 6
1d5 + 5 ⇒ (3) + 5 = 8
1d5 + 5 ⇒ (1) + 5 = 6
| Trox Ragmend |
OK everything is updated and ready to roll. Now we have a bit more arcane power and ranged power.
| DM Carbide |
The general rule is that if you'd normally roll a d(x) for HP, you roll d(x/2) and add x/2 for your HP. So for d10 you'd roll 1d5+5, for d8 you'd roll d4+4, and anyone using d6s would roll 1d3+3.
| Reynard Freeman |
You can definitely keep that, but remember that I have you roll d5+5 for d10 HP.
D'oh! Please remind us next time we level up. It's so long between level-ups that I *will* forget again.
| Trox Ragmend |
Relevant to Trox now, how closely do you want arrows tracked? Might need to by a ass-load more I am realizing. Happy to just lose 100gp and say that covers me for a bit but if you want tracking I can do that too.
| DM Carbide |
Erond got durable arrows and we assumed that unless there was something weird going on he would retrieve them after a fight.
| DM Carbide |
It looks like Cordwin and Druamin still have to update to L10.
Trox, you rolled d5+5 for HP, and you should've been rolling d4+4--could you reroll your HP?
| Trox Ragmend |
Woops.
HP: 1d4 + 4 ⇒ (3) + 4 = 7
HP: 1d4 + 4 ⇒ (2) + 4 = 6
HP: 1d4 + 4 ⇒ (2) + 4 = 6
HP: 1d4 + 4 ⇒ (3) + 4 = 7
HP: 1d4 + 4 ⇒ (1) + 4 = 5
HP: 1d4 + 4 ⇒ (1) + 4 = 5
HP: 1d4 + 4 ⇒ (2) + 4 = 6
HP: 1d4 + 4 ⇒ (2) + 4 = 6
HP: 1d4 + 4 ⇒ (2) + 4 = 6
Never noticed the durable arrows before, bought a bunch of them and ketp the normal as well.
| Cordwin Ironbeard |
Ugh! I am having trouble with PC Gen loading. I hope to figure out what's wrong with it soon.
HD: 1d4 + 4 ⇒ (2) + 4 = 6
EDIT - Got it working. Cordwin is leveled.
| Trox Ragmend |
Trox would take the headband of vast intellect unless someone else did.
I would also now be interested in what spells are in the spell book now that Trox casts arcane.
| Trox Ragmend |
DM, mind giving me what we in the spell book we found, never hurts to add more spells in downtime.
| DM Carbide |
I posted the spellbook contents in the Gameplay thread a month ago; see HERE.
| Trox Ragmend |
Oh, i am so sorry. It didnt register at the time since Trox could not use it.
| DM Carbide |
I'm pretty sure that when this piece of the scenario was written the author assumed there'd be a full arcane caster in the party, so keep that in mind as this develops.
| DM Carbide |
The fact that we're not hindered by some pointy hatted weirdo should aid our cause you're saying?
...you could say that.
| Trox Ragmend |
I am just glad Trox has not been put to sleep yet.