Rise of the Runelords AE

Game Master Vuvu

Map of Sandpoint

Loot Sheet


651 to 700 of 2,152 << first < prev | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | next > last >>

Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

You always can, as long as it's DC 10 or lower.

PRD wrote:
Untrained: You cannot make an untrained Knowledge check with a DC higher than 10. If you have access to an extensive library that covers a specific skill, this limit is removed. The time to make checks using a library, however, increases to 1d4 hours. Particularly complete libraries might even grant a bonus on Knowledge checks in the fields that they cover.

Since I don't know what the DC is, I figured why not.


Unnamed

Exactly!


Skills:
Acrobatics : 11, Climb : 10, Disguise : 6, Knowledge (Religion) : 7, Perception : 6, Ride : 10, Survival : 6
Male, Half-Orc, Barbarian (Savage Barbarian) : 3, Oracle : 1
Aéron:
HP: 51/51; AC : 20, Touch : 15, F-F : 15, Init : 6; Fort : 6, Ref : 7, Will : 5; CMB : 5 ; CMD : 20
Konabos:
HP: 17/17; AC : 20, Touch : 11, F-F : 19, Fort : 6, Ref : 4, Will : 1, CMB : 4, CMD : 16

Ah okay, strange how I never noticed that part before!


stats:
HP: 35/35 _ AC: 17 _ T: 14 _ FF: 15, Perception +9, Sense Motive +8, Initiative: +2, F: +7_ R: +10 _ W: +10 _ CMB: +2, CMD: 14(18 vs Trip), Speed: 20 ft. Climb: 20 ft.
skills:
Acro +6, Appraise +8, Bluff +6, Climb +2, Diplomacy +7, Escape Artist +7, Fly +17, Heal +6, K Arc/Geo/His/Loc/Nat/Pla +7, Linguistics +15, Spellcraft +7, Stealth +18, Survival +5, Swim +2, Use Magic Device +9

There is lots of slight differences, let alone a lot of rulings in Pathfinder, most of it for the better though still a lot. :)


Male Elf Diviner Scrollkeeper
defenses:
perecption +2 init +2 (always acts in surprise rd.) AC 11 FF 10 Touch 11 Fort+0 Ref+1 Will+3 HP 10/10

Very true.


Unnamed

i will bot tarin this afternoon if no action


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

I threw holy water?

Post is here


Unnamed

huh? wtf! posts sometimes dont show up for me. I just dont see that post at all.

Can you just repaste it for me. I litterally cannot find it anywhere


Unnamed

Also looking at the map I see that you are way out of combat in the other room you can't hit any one w holy water from there


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

I can't move myself from here, and the post suggested that I move forward before throwing.


Unnamed

I still don't see the post

Please tell me where you move to because right now 40 feet of movement puts you just inside the door 30 ft from the quasit. Who are you throwing at? If the quasit it is at 3 range increments throoigh cover


Unnamed

sorry about the mess with the post. I copied your post tarin and searched for it and it still doesnt show up!!

In any event this is the last battle for this section, if you all want to start leveling you can do so. Just dont die.

Also Aeron and Draken are you going to want to do the familiar thing?


stats:
HP: 35/35 _ AC: 17 _ T: 14 _ FF: 15, Perception +9, Sense Motive +8, Initiative: +2, F: +7_ R: +10 _ W: +10 _ CMB: +2, CMD: 14(18 vs Trip), Speed: 20 ft. Climb: 20 ft.
skills:
Acro +6, Appraise +8, Bluff +6, Climb +2, Diplomacy +7, Escape Artist +7, Fly +17, Heal +6, K Arc/Geo/His/Loc/Nat/Pla +7, Linguistics +15, Spellcraft +7, Stealth +18, Survival +5, Swim +2, Use Magic Device +9

Not unless he really wants to do it, I know a few ways to advance it that way, but want Aeron's player thought on it first.

It still feels strange, though would he be able to convey my touch attacks through his weapon?


Unnamed

No you would not be a magus

But he could cast your spells


Skills:
Acrobatics : 11, Climb : 10, Disguise : 6, Knowledge (Religion) : 7, Perception : 6, Ride : 10, Survival : 6
Male, Half-Orc, Barbarian (Savage Barbarian) : 3, Oracle : 1
Aéron:
HP: 51/51; AC : 20, Touch : 15, F-F : 15, Init : 6; Fort : 6, Ref : 7, Will : 5; CMB : 5 ; CMD : 20
Konabos:
HP: 17/17; AC : 20, Touch : 11, F-F : 19, Fort : 6, Ref : 4, Will : 1, CMB : 4, CMD : 16

Even though I think it would be absolutely amazing and fun to do, I think I will hold off on it for a while. I think Aéron would freak out if he suddenly had spells coming through his hands and that in itself would cause pain for the party. Like someone who has never seen fire before, they usually play around and get themselves or others hurt.

So maybe later, but not just yet.


Skills:
Acrobatics : 11, Climb : 10, Disguise : 6, Knowledge (Religion) : 7, Perception : 6, Ride : 10, Survival : 6
Male, Half-Orc, Barbarian (Savage Barbarian) : 3, Oracle : 1
Aéron:
HP: 51/51; AC : 20, Touch : 15, F-F : 15, Init : 6; Fort : 6, Ref : 7, Will : 5; CMB : 5 ; CMD : 20
Konabos:
HP: 17/17; AC : 20, Touch : 11, F-F : 19, Fort : 6, Ref : 4, Will : 1, CMB : 4, CMD : 16

First of all, I am guessing you mean level 3? Secondly, how was Hit Points done again, 1 over half? Finally, are we gaining the new Hit Points added to our Current Hit Points as well as Maximum straight away?

Right, just waiting on Mini's answers, then I am finished. I have done everything else. I REALLY need to go to a town and buy some Bracers of Armour as well as a Ring of Protection. MY Armour Class has dropped slightly, due to my level 3 ability, however I seem to recall someone saying they were going to cast Mage Armour on me every now and then to help out for a while until I can get the decent stuff? My Flat-Footed AC is TERRIBLE, luckily I can't be caught Flat-Footed :)


Status:
HP: 41/41; AC: 18, T: 17, FF: 14; CMD: 16; Fort: 5, Ref: 10, Will: 6 +1 vs Fear; Init +5; Perception +0, Low-light vision
Halfling Sorcerer (Crossblooded, Shaitan and Deep Earth) 6/ Arcane Savant 2

Leveling up

+1 Fort, +1 Ref saves
+1 lvl-1 Spell Known, guys I might need to hear your preferences with this, Shield might be good for everyone or Magic Missile, Mage Armor or Summon Monster I
+1 lvl-1 spell per day
+5 hp (1d6+1)
4 skill points; (Knowledge Arcana, Knowledge Planes, UMD, Spellcraft)

Bloodline Power: Acid Resistance 10
Bloodline Spell: True Strike


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

Shield is range personal, so that's not the most useful for the group (but you not being dropped certainly is!)

I'm looking at:

  • +7 hp (d8+2)
  • +1 level 1 extract (Thinking Comprehend Languages...)
  • Feat: Weapon Finesse
  • Favored Class -> Skill Point
  • 8 Skill Points (Perception, Craft(Alchemy), Disable Device, Escape Artist, Kn: Nature, Stealth, Sleight of Hand, UMD)
  • Gain ability: Beastmorph Mutagen


Unnamed

I cant remember what I said about HP, but I am having a good morning so take half +1 or a roll whichever is higher.


Male NG Half-Elf (“Ulfen”) Hunter 1 | HP: 10/10 | AC: 16 (13 Tch, 13 Fl) | CMB: +2, CMD: 15 | F: +4, R: +5, W: +2 | Init: +3 | Perc: +9, SM: +2 | Speed 30ft | Animal Focus: 1/1 | Spells: 1st 2/2 | Active conditions: None.

Level Up:

HP: 1d8 + 1 ⇒ (6) + 1 = 7 OR 1/2 die +1, +1 Con = 6 - Looks like I'll take the 7.

Feat: Point Blank Shot

+1 BAB, CMB, CMD, Reflex

Favored Class = Skill Point

6 Skill Points (2 Heal, Spellcraft, Knowledge (Nature), Survival, Perception)

Gain Ability:

Mediator's Ear: By 3rd level, a Green Faith initiate is respected for her neutrality and even-handed attitude toward all people as well as other living things. She quickly develops some sense for others' attitudes, much as she does with animals. A Green Faith initiate gains a bonus on Diplomacy and Sense Motive checks equal to half her druid level. This ability replaces trackless step.

For Thorn:

+1 STR/DEX
+2 Natural Armor
Gain 1 Trick = Guard
Gain Evasion


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

Sadly, I get the abilty to have scent from my mutagen after the invisible Quasit.


Status:
HP: 41/41; AC: 18, T: 17, FF: 14; CMD: 16; Fort: 5, Ref: 10, Will: 6 +1 vs Fear; Init +5; Perception +0, Low-light vision
Halfling Sorcerer (Crossblooded, Shaitan and Deep Earth) 6/ Arcane Savant 2

hp?: 1d6 ⇒ 1 Just half it is

Oh right Feats, the most important thing to do, I forget.
Feat: Magical Aptitude


Male NG Half-Elf (“Ulfen”) Hunter 1 | HP: 10/10 | AC: 16 (13 Tch, 13 Fl) | CMB: +2, CMD: 15 | F: +4, R: +5, W: +2 | Init: +3 | Perc: +9, SM: +2 | Speed 30ft | Animal Focus: 1/1 | Spells: 1st 2/2 | Active conditions: None.

Scent is nice, but not all that great. Unless you are right next to the invisible creature it just gives you a general area, not the specific square.


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

It lets you track them down, which is useful. Plus, when you have splash weapons, it all works out.


Skills:
Acrobatics : 11, Climb : 10, Disguise : 6, Knowledge (Religion) : 7, Perception : 6, Ride : 10, Survival : 6
Male, Half-Orc, Barbarian (Savage Barbarian) : 3, Oracle : 1
Aéron:
HP: 51/51; AC : 20, Touch : 15, F-F : 15, Init : 6; Fort : 6, Ref : 7, Will : 5; CMB : 5 ; CMD : 20
Konabos:
HP: 17/17; AC : 20, Touch : 11, F-F : 19, Fort : 6, Ref : 4, Will : 1, CMB : 4, CMD : 16

Hit Points : 1d12 ⇒ 11

OOOHH! VERY nice! So I gain 13 Hit Points this level, which is nice considering my lower AC.

Mini, does that mean I also find some gold in my pocket as I commented on the level mistake? :P

In terms of what I gained at level 3 :

Hit Points : 13
Feat : IronHide (+1 Natrual AC)
Skills : +1 to all current skills.
Ability : Naked Courage (Gain 1 Dodge AC and Morale bonus vs Fear when unarmoured.)


Unnamed

no! but you can hold garrick head down in the toilet and take his I suspect.

Where are you guys going to go now?


Skills:
Acrobatics : 11, Climb : 10, Disguise : 6, Knowledge (Religion) : 7, Perception : 6, Ride : 10, Survival : 6
Male, Half-Orc, Barbarian (Savage Barbarian) : 3, Oracle : 1
Aéron:
HP: 51/51; AC : 20, Touch : 15, F-F : 15, Init : 6; Fort : 6, Ref : 7, Will : 5; CMB : 5 ; CMD : 20
Konabos:
HP: 17/17; AC : 20, Touch : 11, F-F : 19, Fort : 6, Ref : 4, Will : 1, CMB : 4, CMD : 16

Really?! Trying to make Aéron sound like a bully? I already mentioned at the beginning he was more like Lenny from "Of Mice and Men". I think I will stick with that image rather than the secondary school bully.

So ... are we healed up?


Unnamed

not unless you healed yourselves. you get to add your new hp to your total, but your damage is still there.

And there is still a quasit flowting around


Status:
HP: 41/41; AC: 18, T: 17, FF: 14; CMD: 16; Fort: 5, Ref: 10, Will: 6 +1 vs Fear; Init +5; Perception +0, Low-light vision
Halfling Sorcerer (Crossblooded, Shaitan and Deep Earth) 6/ Arcane Savant 2

I'm having an interesting idea for later levels, I think I can be quite a blaster. Readin up on the feats I might be interested in, especially regarding Fernus's Earthern heritage, Elemental Focus (Acid) might be alright, seeing as I can turn any spells that deal energy damage into acid damage via my Bloodline, this might be worthwhile.

Mini I think this works, what do you think and am I allowed to do so if I live that long?


Skills:
Acrobatics +1, Climb +6, Diplomacy +21, Escape Artist +1, Fly +1, Ride +1, Sense Motive +2, Stealth +1, Swim +6
Suli (native outsider): Paladin (Oath of Vengeance)
Vital:
HP 136/136, AC 29 T 19 FF 26, Resist 7 (acid, cold, electricity, fire), Per +0 Init +2, F +14 R +9 W +10, CMB +14, CMD 29, Speed 30, Javelins: 3

Add a level of Paladin (Oath of Vengeance)
HP 6 or 1d10 ⇒ 7
Favored class bonus +1 hp
Add Mercy (Fatigued) - that potentially helps you, right Aeron? Otherwise, I'll go with Sickened.
Gains Aura of Courage and Divine Health (Immunity to Disease)
Skill point to Diplomacy
Feat: Power Attack

And if anyone has a good way to heal Unalaq of 6 Str damage, that might be a good idea before we head off to Thistletop.


Skills:
Acrobatics : 11, Climb : 10, Disguise : 6, Knowledge (Religion) : 7, Perception : 6, Ride : 10, Survival : 6
Male, Half-Orc, Barbarian (Savage Barbarian) : 3, Oracle : 1
Aéron:
HP: 51/51; AC : 20, Touch : 15, F-F : 15, Init : 6; Fort : 6, Ref : 7, Will : 5; CMB : 5 ; CMD : 20
Konabos:
HP: 17/17; AC : 20, Touch : 11, F-F : 19, Fort : 6, Ref : 4, Will : 1, CMB : 4, CMD : 16

Removing Fatigue would be good, as it would mean I could Rage without as much worry.


Unnamed

oh it got better unalaq once the spell expired


Unnamed

I suggest you spend the evening resting and start fresh in the morning


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

I agree -- sleep and new spells would be useful -- also, it gives us time to ask around about Thistletop -- someone may know something.

And possibly look into any spells, potions or scrolls we can get to help us out.


Male NG Half-Elf (“Ulfen”) Hunter 1 | HP: 10/10 | AC: 16 (13 Tch, 13 Fl) | CMB: +2, CMD: 15 | F: +4, R: +5, W: +2 | Init: +3 | Perc: +9, SM: +2 | Speed 30ft | Animal Focus: 1/1 | Spells: 1st 2/2 | Active conditions: None.

Back to the Rusty Dragon then?


Unnamed

sounds like it. I know that Zara is gone for the weekend so do any rp and leveling that you need to do, an anyshopping. you can assume that you are able to sell any gear that you have, but sadly because you do no have access to Vin's store whatever the total amount of gold you have, take 5% off of it.


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

Hope there's a market for Ranseurs. :)


Unnamed

yea you can sell them


Unnamed

the show I am producing is ramping up to opening in two weeks so I am much less available than usual and the stress level is through the roof. I am around but if I get snippy I apologize now. I will try not to

Also what are we doing? finished leveling up?


Skills:
Acrobatics : 11, Climb : 10, Disguise : 6, Knowledge (Religion) : 7, Perception : 6, Ride : 10, Survival : 6
Male, Half-Orc, Barbarian (Savage Barbarian) : 3, Oracle : 1
Aéron:
HP: 51/51; AC : 20, Touch : 15, F-F : 15, Init : 6; Fort : 6, Ref : 7, Will : 5; CMB : 5 ; CMD : 20
Konabos:
HP: 17/17; AC : 20, Touch : 11, F-F : 19, Fort : 6, Ref : 4, Will : 1, CMB : 4, CMD : 16

I believe we are going back to the Rusty Dragon, resting for the night and then heading to Thistletop to see this Nualia person.

I have finished my leveling too.


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

I have leveled, and I believe that was the plan -- though we would also probably want to try to find Aeron's new girl to see if she knows anything about Thistletop -- and maybe talk to the priest about some potions/scrolls/wands (especially if he'll trade for ranseurs!)


Status:
HP: 41/41; AC: 18, T: 17, FF: 14; CMD: 16; Fort: 5, Ref: 10, Will: 6 +1 vs Fear; Init +5; Perception +0, Low-light vision
Halfling Sorcerer (Crossblooded, Shaitan and Deep Earth) 6/ Arcane Savant 2

A few potions might indeed be handy for Fernus, getting one or two of Mage Armor/Shield would be useful.

Also leveled up.


Skills:
Acrobatics : 11, Climb : 10, Disguise : 6, Knowledge (Religion) : 7, Perception : 6, Ride : 10, Survival : 6
Male, Half-Orc, Barbarian (Savage Barbarian) : 3, Oracle : 1
Aéron:
HP: 51/51; AC : 20, Touch : 15, F-F : 15, Init : 6; Fort : 6, Ref : 7, Will : 5; CMB : 5 ; CMD : 20
Konabos:
HP: 17/17; AC : 20, Touch : 11, F-F : 19, Fort : 6, Ref : 4, Will : 1, CMB : 4, CMD : 16

Unfortunately I don't think you can get Potions, Scrolls or Wands of Mage Armour and Shield as they are Personal spells.


Male NG Half-Elf (“Ulfen”) Hunter 1 | HP: 10/10 | AC: 16 (13 Tch, 13 Fl) | CMB: +2, CMD: 15 | F: +4, R: +5, W: +2 | Init: +3 | Perc: +9, SM: +2 | Speed 30ft | Animal Focus: 1/1 | Spells: 1st 2/2 | Active conditions: None.

Shield is personal, but Mage Armor is not.


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

You can get scrolls and wands of any spell that can be cast. (And mage armour is range: touch)


Skills:
Acrobatics : 11, Climb : 10, Disguise : 6, Knowledge (Religion) : 7, Perception : 6, Ride : 10, Survival : 6
Male, Half-Orc, Barbarian (Savage Barbarian) : 3, Oracle : 1
Aéron:
HP: 51/51; AC : 20, Touch : 15, F-F : 15, Init : 6; Fort : 6, Ref : 7, Will : 5; CMB : 5 ; CMD : 20
Konabos:
HP: 17/17; AC : 20, Touch : 11, F-F : 19, Fort : 6, Ref : 4, Will : 1, CMB : 4, CMD : 16

Ah ... so a Wand of Mage Armour could work ... interesting :D (BIG evil grin)

I think I will have to save up for one of them and then see if I can get Draken to hold it and cast it on me at the beginning of each battle :P You okay with that Draken?

Once I get enough money anyhow.


Skills:
Acrobatics : 11, Climb : 10, Disguise : 6, Knowledge (Religion) : 7, Perception : 6, Ride : 10, Survival : 6
Male, Half-Orc, Barbarian (Savage Barbarian) : 3, Oracle : 1
Aéron:
HP: 51/51; AC : 20, Touch : 15, F-F : 15, Init : 6; Fort : 6, Ref : 7, Will : 5; CMB : 5 ; CMD : 20
Konabos:
HP: 17/17; AC : 20, Touch : 11, F-F : 19, Fort : 6, Ref : 4, Will : 1, CMB : 4, CMD : 16
Tarinhilliberanavius wrote:
You can get scrolls and wands of any spell that can be cast. (And mage armour is range: touch)

Oh ... Maybe it is a house rule that our GM uses then, I have always been told you cannot create Potions or Wands of spells that are "Personal". I have just looked through the rules and cannot find that anywhere, can someone clarify this for me please?


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

As I said, that rule (per the PF rules) is only potions:

PRD - Magic Item Creation Rules wrote:
The imbiber of the potion is both the caster and the target. Spells with a range of personal cannot be made into potions.

(Link here)

No other item type has that restriction, per the rules.... though a wand of range personal is *still* range: personal -- so a wand of shield only helps the wizard/sorcerer/alchemist who has it on his spell list, just like a wand of divine favour is really only useful to paladins, clerics and oracles -- or, in both cases, someone who can reach 20 on UMD checks to activate a wand.

Wands of Mage Armour, however, are crazy-useful if your party has any of the following:
- A wildshaping druid without wild armour (which is most, it's a +3 enchantment!)
- Animal companions without an armour proficiency
- Familiars (especially if you're going wand-monkey with them)
- A monk (yup, downright eeeevil)
- A tendency to get jumped in the middle of the night and people without the ability to sleep in their armour


Status:
HP: 41/41; AC: 18, T: 17, FF: 14; CMD: 16; Fort: 5, Ref: 10, Will: 6 +1 vs Fear; Init +5; Perception +0, Low-light vision
Halfling Sorcerer (Crossblooded, Shaitan and Deep Earth) 6/ Arcane Savant 2

Hmm I have never had any objections before with having Shield as a potion, seeing as the spell is still personal for the one that creates it/drinks it.


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

Fernus, that's so much against the rules, they're looking at changing the alchemist rules to avoid the loophole:

APG FAQ wrote:


Alchemist and infusions: Can I use the infusion discovery to create an infused extract of a personal-range formula (such as true strike), which someone else can drink?

Yes, you can. The design team may decide to close this loophole in the next printing of the Advanced Player's Guide.

Link here

The reason it's invalid is because shield (for the sake of balance) is only supposed to be useable by low AC squishy types -- they can't cast it on their barbarians, for instance, who don't use shields anyway. If they can get potions, then that restriction is gone and everyone can have a free disk of +4 shield bonus (which is the equivalent of a weightless +2 ghost touch animated heavy shield [since it's a force effect] that also eats magic missiles)

651 to 700 of 2,152 << first < prev | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Rise of the Runelords AE Discussion All Messageboards

Want to post a reply? Sign in.