Rise of the Runelords AE

Game Master Vuvu

Map of Sandpoint

Loot Sheet


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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

Perhaps the wizard is stronger than any of us, he might know or be able to tell if and which items are cursed in our packs.


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)

Tarinhil won't pick the lock until Unalaq tells him whether or not the mage goes "Ping" on his senses. He's sick of being set up.


Unnamed

hes not evil. i just fastfrowarded you a bit

and its almost as if I put a scroll there so you would be able to rest Tarin...a shame you didn't use 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)

Sigh... Every other thing we found was cursed -- So we ignored the items..... And I remember the "fun" with curse scrolls -- and I sure didn't want to turn into a newt! (Or, rather, watch Fernus turn into a newt, since it's on his spell-list and so he'd be the one trying to cast it.)

Then again, that's probably my old-style pre-Pathfinder days showing, because I don't think they have super-powerful cursed scrolls in PF.

On the plus side, +2 to my int modifier may not increase my bombs and extracts today as it attunes to me, but just like if someone cast Fox's Cunning, it increases my bomb damage and DCs by 2 -- and since I get to add my int modifier to splash weapons, means that the acid, liquid ice and alchemist's fire that are filling my pack all do d6+6 now.


Unnamed

sure does. I tried to help you guys by having the note saying use these hidden items. but that is alright.


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 was a matter, I suspect, of not believing that the note wasn't even more of a setup. ;)

All good. We're still alive at the moment, even if we've literally used more than 90 charges of CLW.


Unnamed

only 90 charges...I must not have made this dungeon hard enough


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)

Well, to be fair, there were spells cast from scrolls and extracts in there too.

And I think it's actually 95 on top of that.

:P


Male Human Druid (Domain-Ferocity Sub-Domain) 8
Stats:
AC 23/26 w BS T:13 FF:21/24 HP: 81/81 Perc.: +15 Saves: F:+9 R:+4 W:+11 Init: +2

Hi all. I am heading to Costa Rica for a week and will have little access to the internet, except for a few minutes a day, so my posting may be very light or spotty from Saturday to Saturday.
Feel free to post for me as needed.


Unnamed

Do t forget those three false life's cl 11


Unnamed

So I hope this was worth the interlude. I have really enjoyed it and in addition to having freed a level 11 crafting wizard and finding some good loot you are about to get PAID once this ends we move into book 2 proper


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

And level 5 Mini? I'm excited to begin casting 2nd level spells.


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

Better survive first. I think Unalaq is just going to double move into that room, but making sure that's really our guy and its hard to count squares with everyone standing on them :)


Unnamed

no no level 5


Unnamed

everyone note that the green box is a pit, that aeron just avoided


M HumanCONFIRM! Level 1 PBP GM

What is the 1?


Unnamed

The elemental he summon ed


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 guess Val jumped the pit during a move action, then moved towards the elemental rolling Acrobatics to avoid an AoO.

If the squares are still 5 by 5 feet, she could move 30 feet and accomplish this if I look correctly Mini.
She moves 5-feet south-west counting as 5 feet moved, then 3 down, two of which are done via Acrobatics, then move two left rolling Acrobatics again to avoid AoO.

She would still have a standard action left to attack the elemental if I'm not mistaken.


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

Using Acrobatics is at half speed, isn't it?


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

Only on a ledge or to evade AoO's I think, not when using to jump. You can increase the DC by 10 to move normal speed when trying to evade AoO's or move across narrow/uneven surfaces.

So if Val succeeds the check to evade an AoO with an increased DC of 10 she should be able to attack the elemental still.


Unnamed

To avoid aoos is doible


Unnamed

So pertinent stats on Bref

Dex 26
3 levels feral gnasher
4 levels rogue

Feats throw anything (bonus) improved natural attack, weapon finesse, roll withit, vital strike
Rogue talents. Combat trick weapon focus bite, the one that let's you stand up and not provoke

Traits: the one that have him a bite attack and advantageous distraction


Male Human Druid (Domain-Ferocity Sub-Domain) 8
Stats:
AC 23/26 w BS T:13 FF:21/24 HP: 81/81 Perc.: +15 Saves: F:+9 R:+4 W:+11 Init: +2

He was quite nasty. Surprised we made it out of that one in one piece. Did anyone die?


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)

Maybe Aéron. That last hit was.... bad.


Unnamed

so you guys avoided the alchemists lab and the army of gobbo alchemists

and the treasury...but you will get it all


Unnamed

everyone give me a list of 3 bonus feats you would like to have


Unnamed

actually change of plans

go ahead and take level5


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)

Haven't figured out a new feat for level 5, (Deft Hands would be useful in terms of the whole picking locks thing, Extra Discovery would let me take Spontaneous Healing or Feral Mutagen, Point Blank Shot would be useful with bombs, also -- especially since it gives me access to Rapid Shot, Precise Shot and Far Shot)... but will be taking Animal Aspect as the new formula.

Maybe our nice new wizard friend will let me copy stuff out of his spellbook later.

I'm making the assumption that I'll be holding on to the headband -- which massively useful for me (more bombs per day, higher DC, more damage), plus extra formulae per day -- so my stats now assume 5 ranks in knowledge history and arcana as well as an int modifier of 6.

I'm also assuming we'll want to find a nice hiding place to rest and regain spells and formulae...

I also haven't updated all the statblock spoilers -- I'll do that once I'm sure there's no changes due to a feat.


Unnamed

Oh brw I mean take a level not tell me feats


Vitals:
HP: 64/64 | AC: 23 T: 16 FF: 16 | Fort +4 Ref +10 Will +4 | CMB +7 CMD 21 | Init +4(+6) | Panache 4/4 | Charmed Life 4/4
Human Swashbuckler 7
Skills:
Acro+17 | Bluff+11 | Climb/Swim +6 | Diplo+8 | Intim+12 | Know(Loc+10/Nob+7) | Percep +10 | Prof(Merchant/Sailor)+4 | Sleight+11 |

Mmmmmm 5th level is so, so good for Swashbuckler.


Unnamed

yes Tarin he will be happy share his book w you


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

Rolling HP 1d10 ⇒ 9
Favored Class Bonus: +1 HP
Divine Bond (Weapon) (Unless you're dying to have some fun with an interesting mount)
Will load 2x Divine Favor as standard spells unless I mention otherwise
+1 Diplomacy
Feat: Reward of Grace


Vitals:
HP: 64/64 | AC: 23 T: 16 FF: 16 | Fort +4 Ref +10 Will +4 | CMB +7 CMD 21 | Init +4(+6) | Panache 4/4 | Charmed Life 4/4
Human Swashbuckler 7
Skills:
Acro+17 | Bluff+11 | Climb/Swim +6 | Diplo+8 | Intim+12 | Know(Loc+10/Nob+7) | Percep +10 | Prof(Merchant/Sailor)+4 | Sleight+11 |

Skills updated, +7 HP, Butterfly Sting for my new feat...Aeron is going to get gross now!


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: +4 +1(FC)
Feat: Toppling Spell
Skill points: Knowledge (Arcana), Spellcraft, UMD and Knowledge (Planes)
1 2nd level bonus spell: Glitterdust
1 new 2nd level spell: Create Pit
1 new 1st level spell: Mage Armor

Fernus will be tripping like crazy from now on :) At least as long as he has spells that is.


Male Human Druid (Domain-Ferocity Sub-Domain) 8
Stats:
AC 23/26 w BS T:13 FF:21/24 HP: 81/81 Perc.: +15 Saves: F:+9 R:+4 W:+11 Init: +2

Lvl 5:
+9HP
Feat: Natural Spell
3rd lvl spells
5 skills:

Fly 1
Know Nature 1
Perception 1
Spellcraft 1

I wouldn't mind the ring of deflection unless someone else wants it. I guess lets see what the entire treasure stash is.


Unnamed

[ooc] just waiting for you guys to finish dealing with Shalelu, who is mangled...


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)

Went with PBS.


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

8500 gp to spend?
Headband of Alluring Charisma +2 (4000)
Probably an Amulet of natural Armour +1 (2000)
And perhaps a page of spell knowledge (lvl 1) (1000) (Any wishes from the rest as to what lvl 1 spell we might need?)

Also do we pool resources again for a wand (or two) of CLW or CMW?


Male Human Druid (Domain-Ferocity Sub-Domain) 8
Stats:
AC 23/26 w BS T:13 FF:21/24 HP: 81/81 Perc.: +15 Saves: F:+9 R:+4 W:+11 Init: +2

Agreed, I say we each put in 500gp into the party treasury for misc. wands.


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)

We'd suggested a half-share earlier for crafting of useful items -- wands, potions, etc. I think that's still a good idea.

500 each would be 3,000 -- which isn't quite a half-share --(that'd be about 650 each -- 3900 for miscellaneousness and 7850 each) -- I'm thinking each paying a wee bit extra might be useful, especially the way we drained away CLW charges.


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

If we want to buy a wand of CMW, we'd need to pool 750 gp each to it, 1500 if we want 2 wands.

That is without any discount we get from the witch (or the wizard).


Unnamed

The witch can make up to level 2 adept wands, at cost, the wizard can make lots of stuff at 75% cost


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 wouldn't get a wand of CMW. It's not cost effective. In-combat healing from wands is brutal. We're better off getting scrolls/potions for that use.


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

It wasn't meant as combat healing, rather as after combat healing. But perhaps it's not as cost effective as a wand of CLW, but else we'd be carrying 10 wands with us in the end ;)


Unnamed

So no one wants to talk to the wizard?


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)

That's why wands are light, Fernus. ;) I'd rather carry 2 sticks than pay 5 times the cost and squish it into one. ;)

And, Mini, I was planning on it, but I was waiting for Aéron to have his moment with Shalelu first. ;)


Unnamed

Ok


Unnamed

Tarin eventually you will read the spell book

he has all spells level 1-3

give me a list of spells from levels 4-6 that you are interested in and I will roll the dice


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)

This would be the list of wizard spells 4-6 that can be mixed into Alchemist's Extracts (except plant shape, 'cause, really?)

L4:

- Absorbing Inhalation
- Animal Aspect (Greater)
- Beast Shape II
- Darkvision (Greater)
- Detonate
- Dragon's Breath
- False Life (Greater)
- Fire Shield
- Miasmatic Form
- Monstrous Physique II
- Stoneskin
- Vermin Shape I
- Vitriolic Mist
- Vomit Twin

L5:

- Absorb Toxicity
- Beast Shape III
- Dream
- Echolocation
- Elemental Body II
- Monstrous Physique III
- Overland Flight
- Planar Adaptation
- Undead Anatomy II
- Vermin Shape II

L6:

- Analyze Dweomer
- Beast Shape IV
- Elemental Body III
- Fluid Form
- Form of the Dragon I
- Mislead
- Monstrous Physique IV
- Shadow Walk
- Transformation
- True Seeing
- Undead Anatomy III


Unnamed
Tarinhilliberanavius wrote:

This would be the list of wizard spells 4-6 that can be mixed into Alchemist's Extracts (except plant shape, 'cause, really?)

L4: 50% chance (high is good)

- Absorbing Inhalation 1d100 ⇒ 48
- Animal Aspect (Greater) 1d100 ⇒ 39
- Beast Shape II 1d100 ⇒ 45
- Darkvision (Greater) 1d100 ⇒ 35
- Detonate 1d100 ⇒ 68
- Dragon's Breath 1d100 ⇒ 1
- False Life (Greater) 1d100 ⇒ 45
- Fire Shield 1d100 ⇒ 12
- Miasmatic Form 1d100 ⇒ 34
- Monstrous Physique II 1d100 ⇒ 99
- Stoneskin 1d100 ⇒ 88
- Vermin Shape I 1d100 ⇒ 67
- Vitriolic Mist 1d100 ⇒ 9
- Vomit Twin 1d100 ⇒ 25

L5: (40% High is Good)

- Absorb Toxicity 1d100 ⇒ 77
- Beast Shape III 1d100 ⇒ 47
- Dream 1d100 ⇒ 68
- Echolocation 1d100 ⇒ 64
- Elemental Body II 1d100 ⇒ 46
- Monstrous Physique III 1d100 ⇒ 89
- Overland Flight 1d100 ⇒ 16
- Planar Adaptation 1d100 ⇒ 94
- Undead Anatomy II 1d100 ⇒ 19
- Vermin Shape II 1d100 ⇒ 78

L6: (30% High is Good)

- Analyze Dweomer 1d100 ⇒ 7
- Beast Shape IV 1d100 ⇒ 33
- Elemental Body III 1d100 ⇒ 33
- Fluid Form 1d100 ⇒ 31
- Form of the Dragon I 1d100 ⇒ 100
- Mislead 1d100 ⇒ 96
- Monstrous Physique IV 1d100 ⇒ 13
- Shadow Walk 1d100 ⇒ 20
- Transformation 1d100 ⇒ 47
- True Seeing 1d100 ⇒ 25
- Undead Anatomy III 1d100 ⇒ 47

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