GM_Chris |
Okay. Explosive runes is bad, but Sepia Snake Sigil is even worse. 25 words and they have to be read. Really? And then the mod doesn't even provide any text. Nothing at all that might trick the players into reading it aloud. I was tempted to just trade it for a fireball or something, but thought I'd give the mod its chance to amaze me. Oh well.
Atol Lem |
Brilliant Dyrant!
Atol levels to 5...
+5 HP
+1d6 Channel Energy
+2 skills (Spellcraft, Sense Motive)
+1 Feat (Craft Wand - someone needs to make all those Cure Light Wounds wands the Pathfinders buy)
+1 +2 third level spells (Magic Vestment, Prayer, Invisibility Purge)
I presume I get my new spells now, but don't replace any others as we're not actually resting yet.
Dyrant Maynor, the Pre-Sainted |
Brilliant Dyrant!
Nice level up Dyrant.
:)
* * * *
Also just adding new spells, not recovering spells used today.
Level 5:
+5 HP
PrayerSpells: Heroism, Summon Monster III
+7 Skills:
+1 Acrobatics
+1 Know (Arcana)
+1 Know (Local)
+1 Know (Religion)
+1 Prof (Minister)
+1 Perform (Oratory)
+1 Spellcraft
Feat: Greater Spell Focus (Explosions)
Finneas Glenn |
Finneas to Level 5
Barbarian (Armored Hulk)
7 HP +1 Con
+1 Intimidate
+1 Perception
+2 Survival
Feat
Iron Will
+1 BAB
+2 Fort
+2 Will
Indomitable Stance (Ex) +1 to Reflex vs trample & to hit, dam, and AC vs charging foe.
Power Attack becomes -2/+4
Glimmil |
Level 5: Paladin
HP Gained: 6(Class)+3(Con)+1(FC)=+10
Saves: +1 Fort +1 Will
BAB: +1
Feat: (Still researching...)
Skills Gained (+2 Class +0 Int):
+Disable Device
+Ride
Abilities Gained:
Smite Evil 2x/Day
Channel Energy: 6x/Day (3 +3 Cha modifier)
Spells: 1x 1st level
Doctor Abner Svengalu Toffitt |
Got it. Thanks. Here is my new stuff:
Fort +1
Reflex +1
BAB, CMB, CMD +1
HP +6
Skills
Acrobatics +1
Diplomacy +1
Know (Nature) +1
Perception +1
Sense Motive +1
Spellcraft +2
Linguistics +1
Language Goblin
Feats & Abilities
Quick draw
Spontaneous healing (Su) Heal 5hp as free action once per round, once a day/2 alchemist levels. Activates automatically if reduced to less than 0 hp.
Formulae (2 x 2nd level/day)
Alchemical Admixture
Glimmil |
Yep, medium load. I haven't counted the weight of coins, or any treasure that Glimmil might be carrying that isn't on his sheet.
Glimmil Gear Weight: 53.5#
On Cog
Riding Saddle (12.5#)
Studded Leather Barding (25#)
SUBTOTAL: 91#
Then add Glimmil's own weight, which for a male gnome is somewhere between 37-43 lbs depending on how many morning muffins, Flood Festival brews, or evening pies he's consumed.
TOTAL: 91#(gear)+43#(Glimmil) = 134#
With a 14 Str, Cog's carry capacity would be:
Light: 58#-
Med: 116#-
Heavy: 175#-
However, as a Medium-sized quadruped, it's actually 1.5X this:
Light: 87#
Medium: 174#
Heavy: 262.5#
This drops his speed from 50ft to 35ft while Glimmil is riding him.
GM_Chris |
I could be wrong, but I have a much different HP for Finneas.
You ended the last combat at:
Post
Round 7 Init 11
Status:
HP = 26/31
Then you went up a level.
Max HP's after going up a level = 39.
I see this as a starting status of 34/39.
Lightning bolt was 28 damage, but you made the save, so only 14.
34-14=20. The fang damage was 6, which brings you to 14.
Plus Atol's healing of 10 = 24 plus any HP from raging unless you're a type of barbarian without that. (So many archtypes these days I lose track).
At everyone, please be sure to count your current HP as your level 5 max minus whatever damage you still had.
Finneas Glenn |
I did forget Atol's healing, even though I said I added it, I also have 10 temporary, updating that now. Do I still have Heroism? That may affect my hit.
GM_Chris |
To recap.
After the last battle each of you gained a deeper insight into what it takes to be a succesful adventurer:
- Go up one level.
- HP = Max HP minus any damage
- Spells = New spells automatically gained. Lost spells not refreshed.
- Additional channels, smites, are gained. Expended ones are not refreshed.
The party did not rest:
- Any 10 min/level or greater spells would be up still.
- I'm assuming minute per level spells are down unless you'd like to make a case for one.
GM_Chris |
And one last note.
We're defintely at the level where you should know your character well enough to use his abilities correctly. Also, you need to track your own buffs, etc.
I'm fine with a quick rewrite of actions like Finneas's divine favor today. However, if the hour for editing has expired or we've moved on to the bad guys' actions, there will not be any rewrites.
Ditto for the bad guys, but to paraphrase a friend, I play them perfectly so that's not a concern.
Dyrant Maynor, the Pre-Sainted |
Finneas Glenn |
Finneas Glenn wrote:Not going to lie, I was sweating bullets there. The three +2s from Rage, Heroism, and Iron Will were all key.You had room to spare.
Good call. I need to remember that, I'm sure it won't be the last time Finneas is targeted by a Will (Fear) save because he's carrying a big sword.
Dyrant Maynor, the Pre-Sainted |
Of course, Heroism, Bless, and GlimCourage are all morale effects.
Still another +2 (overall) because your little gnome buddy is right there with you, inspiring you.
GM_Chris |
Of course, Heroism, Bless, and GlimCourage are all morale effects.
Still another +2 (overall) because your little gnome buddy is right there with you, inspiring you.
Yeah, I considered that but checked Heroism and saw he was safe. Except that I misread it and read Greater Heroism which is +4. In reality, his save was still +10 though:
Base Will = +4
Iron Will = +2
Rage = +2 WILL (morale)
Heroism = +2 all saves(morale)
Glimmil's Aura = +4 vs fear (morale)
Bless = +1 vs fear (morale)
So, actually, he was saved by Glimmil and not Dyrant.
My day is already looking better even if two of my monsters are nothing but splatter.
GM_Chris |
Not sure when Glim rolls a 1 on a Ride check if it's an automatic failure, or now that he has +9 on Ride if he can never fail (that is unless he's entangled, and the -2 means he does indeed fail. If so, then only Glim attacks, and not Cog this round.[/ooc]
I can't find the citation, but there are no auto fails on 1's or auto successes on 20's at skill checks. Even if you roll a 20 on your perception you don't get to notice the invisible person hiding with a stealth of 40+. On the positive side, you are now at an auto success level with the combat ride checks unless suffering a penalty.
Dyrant Maynor, the Pre-Sainted |
So, actually, he was saved by Glimmil and not Dyrant.
My day is already looking better even if two of my monsters are nothing but splatter.
*sigh*
:*(
Doctor Abner Svengalu Toffitt |
Interesting situation: Dr. Toffitt has dropped to -1 HP, but instantly heals 5 HP as a free action. So does he go down at all? Is that instant long enough for him to drop his blade?
GM_Chris |
Open to discussion, but Spontaneous Healing is a free action, not immediate, so you have to wait until its your turn. This is supported by the definition below about what happens if he "falls unconscious because of hit point damage."
Besides, if you were still standing, you'd be dead. The halfling would have hit you again for -21.
Spontaneous Healing (Ex): The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. If the alchemist falls unconscious because of hit point damage and he still has healing available from this ability, the ability activates automatically each round until he is conscious again or the ability is depleted for the day.
Free Action: Free actions consume a very small amount of time and effort. You can perform one or more free actions while taking another action normally. However, there are reasonable limits on what you can really do for free, as decided by the GM.
Doctor Abner Svengalu Toffitt |
Thanks. The language was just a little unclear to me. I guess it's just talking that can be done out of turn as a free action.
Dyrant Maynor, the Pre-Sainted |
I was just curious so counted Finneas's misses. 5 due to the 50/50 plus one more because of invisibility.
Ouch.
We've had interesting luck this fight.
Toffee's 6d6 fireball for 11 damage.
Finneas *BARELY* making his save.
Finneas going 1 for 6 to hit the halfling.
The diceroller tells no lies.