Sons of Dammerhall: Dark Frontiers (Inactive)

Game Master GM SuperTumbler

Battle Map

Dammerhall Main Level 3

Dammerhall Main Level 1 and 2


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N Male Dwarf Wizard 9 |HP:61/61)| AC: 18 (18 Tch, 13 Ff) | CMB: +4, CMD: 17 | F: +5, R: +7, W: +7 | Init: +8 | Perc: +0, SM: +0 | Speed 40ft |Active conditions:

Regnir can wear armor?! That's pretty cool. He can absolutely have one.

That's 1 left, which we can save to modify for Iverna?

As for your question of modifying armor with magical enchantments, Snorri, that's up to the GM. This is all the rules I could find:

SRD wrote:

Size and Magic Items

When an article of magic clothing or jewelry is discovered, most of the time size shouldn't be an issue. Many magic garments are made to be easily adjustable, or they adjust themselves magically to the wearer. Size should not keep characters of various kinds from using magic items.

There may be rare exceptions, especially with race-specific items.

Armor and Weapon Sizes: Armor and weapons that are found at random have a 30% chance of being Small (01–30), a 60% chance of being Medium (31–90), and a 10% chance of being any other size (91–100).

So Clothing and jewelry auto-resizes but armor and weapons do not.

I can't find any rules about using craft checks to re-size magical weapons and armor and what happens to the enchantment or excess material. If Snorri had the Master Craftsdwarf feat I think we could easily say it would work.


spells 1st (5/5) NG female Dwarf lvl 4 Spiritualist Init +1; HP 35/40 : AC 16,T 11, FF 15 (+2 dodge vs aberations) : Fort+7, Ref+1, Will +7 (add +2 vs compulson & charm / add +4 if phantom is in head vs all mind affecting effects) darkvision 60ft, Perc +10/+12 stonecunning : CMB +5 (+2 bonus to grapple aberrations); CMD 16 (+4 bonus on bullrush and trip on solid ground

I am having some bad family issues so please bot me if I am not posting.


N Male Dwarf Wizard 9 |HP:61/61)| AC: 18 (18 Tch, 13 Ff) | CMB: +4, CMD: 17 | F: +5, R: +7, W: +7 | Init: +8 | Perc: +0, SM: +0 | Speed 40ft |Active conditions:

Excited but also frightened for our first encounter with the Duergar. I doubt it will be pleasant.


spells 1st (5/5) NG female Dwarf lvl 4 Spiritualist Init +1; HP 35/40 : AC 16,T 11, FF 15 (+2 dodge vs aberations) : Fort+7, Ref+1, Will +7 (add +2 vs compulson & charm / add +4 if phantom is in head vs all mind affecting effects) darkvision 60ft, Perc +10/+12 stonecunning : CMB +5 (+2 bonus to grapple aberrations); CMD 16 (+4 bonus on bullrush and trip on solid ground

Dasur is so strange and fascinating!

Also Duergar will be lots of fun. Not mushroom peace pipe fun but 'can you believe we survived that' fun.


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

Stabbie-stabbie fun, not talkie-talkie fun, right?


N Male Dwarf Wizard 9 |HP:61/61)| AC: 18 (18 Tch, 13 Ff) | CMB: +4, CMD: 17 | F: +5, R: +7, W: +7 | Init: +8 | Perc: +0, SM: +0 | Speed 40ft |Active conditions:

Dasur is certainly a weirdo. I enjoy coming up with strange things for him to say, but try to avoid non-sequiturs. I aim more for a someone that seemingly lives in a different reality, one only he can see and understand.

I really enjoyed the mushroom people! The duergar are are probably not going to invite us out to drinks. Also Erebos is such a diva, Duergar hate surface dwarves more than ANYTHING, he just has to be the center of attention.


Male Dwarf Paladin of Torag 5 | HP 42/53 | AC: 21, T: 11, FF: 20 | Fort: +9, Ref: +5, Will: +7 | BAB: +5, CMB: +9, CMD: 20, M.Attack +10 [1d12+7]| Init: +1 | Perception: +5 | Smite Evil 1/2, Lay on Hands 4/5

I'm not sure he's referring to Duergar, I think he's talking about those warped elves that he mentioned earlier, the Mithvarim.


N Male Dwarf Wizard 9 |HP:61/61)| AC: 18 (18 Tch, 13 Ff) | CMB: +4, CMD: 17 | F: +5, R: +7, W: +7 | Init: +8 | Perc: +0, SM: +0 | Speed 40ft |Active conditions:

Ah, thank you. I must have missed the part about the Mithvarium.


Male Dwarf Paladin of Torag 5 | HP 42/53 | AC: 21, T: 11, FF: 20 | Fort: +9, Ref: +5, Will: +7 | BAB: +5, CMB: +9, CMD: 20, M.Attack +10 [1d12+7]| Init: +1 | Perception: +5 | Smite Evil 1/2, Lay on Hands 4/5

About the march: according to my calculations, walking for two days straight would sum up, at the end, to 96 miles travelled, Constitution saves with a DC up to 90 and up to 40d6 nonlethal damage.
Torvi's Song of Marching will be invaluable, allowing us to move at double speed: we'll manage to march 32 miles in 8 hours, instead of 16, without the need for any check, at the low, low price of 8 rounds of raging song. The cleric spell Marching Chant can do the same, if the rounds are not enough.
This would reduce the travel time to 24 hours, therefore only up to DC 42 saves and up to 16d6 nonlethal damage.
Do our spellcasters have any spell that could help, either removing fatigue or speeding us up in some way? Otherwise we may want to create a stretcher or two and take turns pulling it, being unconscious and healing the fatigued.


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

Hey, I have the travel song for a reason, right!?


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

Or we could take a few days to cover the distance.


Female Dwarf Cleric of Magrim 9 | HP 19/66 | AC 22 T 14 FF 21 | Fort +8 Ref +4 Will +10 | Initiative +1 | Perception +13 | Channel Energy 2/6 | Blast Rune 7/7 | Gentle Rest 7/7

Lesser restoration will heal fatigue, but I can only get a couple of those.

I have the Endurace feat so I will probably remain up even if forced marching.


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

Getting in a fight after force marching sucks. We did that in Kingmaker once.


Female Dwarf Cleric of Magrim 9 | HP 19/66 | AC 22 T 14 FF 21 | Fort +8 Ref +4 Will +10 | Initiative +1 | Perception +13 | Channel Energy 2/6 | Blast Rune 7/7 | Gentle Rest 7/7

Best I can do for the heat is either communal endure elements, which will protect us for only a few hours, or spot-checks of resist energy on someone in case of serious fire damage due to accidentally stepping in a hot geyser or something. Basically at this level there is no magic that will protect the whole party for the necessary duration, so I am effectively useless.


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

Yeah, I can’t help with the heat problem.


spells 1st (5/5) NG female Dwarf lvl 4 Spiritualist Init +1; HP 35/40 : AC 16,T 11, FF 15 (+2 dodge vs aberations) : Fort+7, Ref+1, Will +7 (add +2 vs compulson & charm / add +4 if phantom is in head vs all mind affecting effects) darkvision 60ft, Perc +10/+12 stonecunning : CMB +5 (+2 bonus to grapple aberrations); CMD 16 (+4 bonus on bullrush and trip on solid ground

I have feet and a will to live :D but that is all I can do.


N Male Dwarf Wizard 9 |HP:61/61)| AC: 18 (18 Tch, 13 Ff) | CMB: +4, CMD: 17 | F: +5, R: +7, W: +7 | Init: +8 | Perc: +0, SM: +0 | Speed 40ft |Active conditions:

GM: Can Erebos cast Endure Elements?

Glenda, you can also prepare regular Endure Elements, which is a 1st level spell and is targeted on 1 person and lasts 24 hours. Dasur can also cast this.

So: Glenda can cast 3 1st level spells and Dasur can cast 4 1st level spellsper day/rest (+1 if he uses his bonded object). There are 7 of us so we have 24 hours of total group coverage.

Torvi, are we marching for 1 day or 2? If it's just 1 day of constant marching we are set, but if it's 2 or if we'd like to be prepared (assuming Erebos cannot cast Endure Elements):

We can take a risk and stay more than 1 day at this camp sight, though I think Erebos will object, so that Glenda and Dasur can, together, each scribe 4 scrolls of Endure Elements for a total of 8 scrolls. It will take 8 hours at 2 hours per scroll and cost exactly 100 gp of magical materials. Thankfully the GM let Dasur purchase magical writing materials back at the mushroom people, Dasur has 10 parchments on his person, and we found the preserved teak box full of writing materials at the observatory, but it's up to the GM if we can stretch all those materials that far.

The first scroll made by Dasur can go to Erebos so he can put it in his spellbook if he didn't already have access to Endure Elements.

What do you think everyone and GM? I'm for camping an extra day and making sure we have enough Endure Elements to make it through.


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

I’m happy to make us march faster with my song!


Male Dwarf Paladin of Torag 5 | HP 42/53 | AC: 21, T: 11, FF: 20 | Fort: +9, Ref: +5, Will: +7 | BAB: +5, CMB: +9, CMD: 20, M.Attack +10 [1d12+7]| Init: +1 | Perception: +5 | Smite Evil 1/2, Lay on Hands 4/5

If we have Endure Elements and the Marching Song to let us go at double speed, then we only have to worry about the fatigue, which doesn't hurt our Fortitude saves, and the nonlethal damage. Some Channel Energy/CLW/Lay on Hands with Torvi's Celestial Totem and a bit of luck should manage to get us through in 24 hours.


spells 1st (5/5) NG female Dwarf lvl 4 Spiritualist Init +1; HP 35/40 : AC 16,T 11, FF 15 (+2 dodge vs aberations) : Fort+7, Ref+1, Will +7 (add +2 vs compulson & charm / add +4 if phantom is in head vs all mind affecting effects) darkvision 60ft, Perc +10/+12 stonecunning : CMB +5 (+2 bonus to grapple aberrations); CMD 16 (+4 bonus on bullrush and trip on solid ground

This should be fun :D


N Male Dwarf Wizard 9 |HP:61/61)| AC: 18 (18 Tch, 13 Ff) | CMB: +4, CMD: 17 | F: +5, R: +7, W: +7 | Init: +8 | Perc: +0, SM: +0 | Speed 40ft |Active conditions:

Okay then- the plan is Dasur and Glenda prepare 7 castings of Endure Elements and we leave immediately after we cast them. A full 24 hours of marching, wow... this is very stubborn and dwarfy. We basically can't stop for anything though, right?

I love it, I agree this'll be fun.


Female Dwarf Cleric of Magrim 9 | HP 19/66 | AC 22 T 14 FF 21 | Fort +8 Ref +4 Will +10 | Initiative +1 | Perception +13 | Channel Energy 2/6 | Blast Rune 7/7 | Gentle Rest 7/7

As you will!


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

I’ve only got 5 of my 15 rounds of song available right now, even tomorrow morning I’ll only be able to double our speed for 15 hours.


Male Dwarf Paladin of Torag 5 | HP 42/53 | AC: 21, T: 11, FF: 20 | Fort: +9, Ref: +5, Will: +7 | BAB: +5, CMB: +9, CMD: 20, M.Attack +10 [1d12+7]| Init: +1 | Perception: +5 | Smite Evil 1/2, Lay on Hands 4/5

Then, Glenda, preparing marching chant when Torvi's finished could help. That way Torvi can also save some raging song rounds for healing purposes.


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

Sure, however works best!

For Dammerhall!


N Male Dwarf Wizard 9 |HP:61/61)| AC: 18 (18 Tch, 13 Ff) | CMB: +4, CMD: 17 | F: +5, R: +7, W: +7 | Init: +8 | Perc: +0, SM: +0 | Speed 40ft |Active conditions:

Marching Chant won't work Snorri, it effects 1 creature per level, and we're only level 3. There are 7 of us. That means there would be 3 hustling and the rest walking, causing us to be separated.

I think we'll either have to

1)use what we have, which is 24 hours of endure elements and 15 hours of Song of Marching and just deal with the negative effects as we run out of spells, or

2) spend a day writing Endure Elements scrolls. Given the drow are going to be back, and probably soon, we should probably just get moving and rely on our superior dwarven constitution when the magic runs out.

Everyone seemed on board with plan 1, so...

Dasur's Spell list for the hell march:

0th:
Read Magic
Message
Prestidigitation
Detect Magic

1st: (DC 16)
+ Endure Elements
+ Endure Elements
+ Endure Elements
+ Endure Elements
+ (Earth) Grease

2nd: (DC 17)
+ Stone Call
+ Create Pit
+ (Earth) Glitterdust


Erebos does not know Endure Elements, but given some time he could write it into his spell book and memorize it. He isn't in a hurry at the moment. He'd be willing to camp here long enough to learn it.


Erebos could cast 4 Endure Elements.


N Male Dwarf Wizard 9 |HP:61/61)| AC: 18 (18 Tch, 13 Ff) | CMB: +4, CMD: 17 | F: +5, R: +7, W: +7 | Init: +8 | Perc: +0, SM: +0 | Speed 40ft |Active conditions:

If Erebos isn't concerned with us being attacked, Let's go ahead and spend a day camping to have Dasur and Glenda scribe 8 scrolls of Endure Elements. The first scroll Vallen makes can go into Erebos' spellbook, and the other 7 can be used when the 24 hours of the first casting run out.

We'll still have to hustle across the geyser field to make it in 48 hours, but at least we won't have to worry about the environment as much (unless someone falls into a boiling mud pit)


Male Dwarf Paladin of Torag 5 | HP 42/53 | AC: 21, T: 11, FF: 20 | Fort: +9, Ref: +5, Will: +7 | BAB: +5, CMB: +9, CMD: 20, M.Attack +10 [1d12+7]| Init: +1 | Perception: +5 | Smite Evil 1/2, Lay on Hands 4/5

Sounds like we have a plan. I, for one, hope that the geysers will give us a nice thermal pool we can camp near.


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)
Glenda Dalduraz wrote:
@Torvi: As noted in Discussion, we went to great lengths to make scrolls to make sure we had enough endure elements for everyone.

Yes, true, but my question was related to the GM’s statement that “If you have endure elements (which you do) you effectively have evasion.” Is that a house rule? Because endure elements does nothing to protect someone from actual damage, but it does protect against the Fortitude type saves that lead to damage in hot and cold environments.


If I were designing the encounter, I might have allowed the endure elements to add to the reflex save or something. Seems weird that it acts like evasion, but the 6d6 is pretty potentially deadly, so I guess they are trying to ameliorate that.


N Male Dwarf Wizard 9 |HP:61/61)| AC: 18 (18 Tch, 13 Ff) | CMB: +4, CMD: 17 | F: +5, R: +7, W: +7 | Init: +8 | Perc: +0, SM: +0 | Speed 40ft |Active conditions:

Phew. That could have gone far, far worse. I cannot wait to actually get in the mine! We've come so far!


Female Dwarf Cleric of Magrim 9 | HP 19/66 | AC 22 T 14 FF 21 | Fort +8 Ref +4 Will +10 | Initiative +1 | Perception +13 | Channel Energy 2/6 | Blast Rune 7/7 | Gentle Rest 7/7

Well that was a heck of a thing.


N Male Dwarf Wizard 9 |HP:61/61)| AC: 18 (18 Tch, 13 Ff) | CMB: +4, CMD: 17 | F: +5, R: +7, W: +7 | Init: +8 | Perc: +0, SM: +0 | Speed 40ft |Active conditions:

Dasur's spell list:

0th:
Read Magic
Message
Prestidigitation
Detect Magic

1st: (DC 16)
+ Mage Armor
+ Enlarge Person
+ Burning Hands
+ Color Spray
+ (Earth) Grease

2nd: (DC 17)
+ Stone Call
+ Create Pit
+ (Earth) Glitterdust


I'm going to throw a wrench in the works and tell you that it is time to level up. We are now 4th level! Woohoo!

You will be spending the next day crossing from L to N on the map pretty much without incident. I probably won't be able to post on Thursday due to a long work day, so we will get started with N. Feel free to continue talking as you move out across a more sparsely geysered field next to a lake of bubbling mud.


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

Woot! I’m pretty sure I gain goddesslike powers at 4th level! I’m female and a dwarf after all!


Female Dwarf Cleric of Magrim 9 | HP 19/66 | AC 22 T 14 FF 21 | Fort +8 Ref +4 Will +10 | Initiative +1 | Perception +13 | Channel Energy 2/6 | Blast Rune 7/7 | Gentle Rest 7/7

You an' me both!


spells 1st (5/5) NG female Dwarf lvl 4 Spiritualist Init +1; HP 35/40 : AC 16,T 11, FF 15 (+2 dodge vs aberations) : Fort+7, Ref+1, Will +7 (add +2 vs compulson & charm / add +4 if phantom is in head vs all mind affecting effects) darkvision 60ft, Perc +10/+12 stonecunning : CMB +5 (+2 bonus to grapple aberrations); CMD 16 (+4 bonus on bullrush and trip on solid ground

I have no clue how the spiritualist works, it is a learning process, so I will get something. But Regnir surely will get more surly!

And I will try to level up but I doubt it will happen till the weekend, which I have free to do whatever I want after the niece's birthday party.


N Male Dwarf Wizard 9 |HP:61/61)| AC: 18 (18 Tch, 13 Ff) | CMB: +4, CMD: 17 | F: +5, R: +7, W: +7 | Init: +8 | Perc: +0, SM: +0 | Speed 40ft |Active conditions:
"GM SuperTumbler" Dec 10, 2017 wrote:

It would be easy enough to create a rope trick variant that would create a small cave to hole up in and then close the hole behind you.

I know this was a year ago that we last talked about it, but I think we could come up with a really cool Rope Trick variant for Dasur.

Otherwise he's just going to take regular ol rope trick this coming level.

I present:

Rock Trick:

School conjuration (creation); Level sorcerer/wizard 2, summoner/unchained summoner 2; Subdomain caves 2; Elemental School Earth 2

CASTING

Casting Time 1 standard action
Components V, S, F (miniature shovel costing 10gp)

EFFECT

Range touch

Target: A section of solid rock with the dimensions of at least 5 ft x 5 ft

Duration 1 hour/level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

When this spell is cast upon a section of solid stone at least 5 ft wide and 5 ft tall, a shallow vertical seam forms on the rock face where it was touched. Unless present when the spell was cast, a creature must succeed a perception check equal to 10 + the caster level of the caster to notice the seam. This 5 x 5 section of stone can not be altered in any way for the duration of the spell, except to be used as a door.

If a creature pushes on the seam with the same force to open a door, the rock face noiselesly swings inward at the seam and forms a threshold that is proportional in size to the creature that pushed the seam. However this door can only be as large as the surrounding rock face allows, and will automatically close after a creature has crossed the threshold unless it is held open from the inside. The door has a handle on the interior side.

Beyond the doors is an box-shaped extra-dimensional space consisting of impenetrable walls of force covering smoothed stone identical to the type that was touched on spell casting. The space holds as many as eight creatures (of any size) and the dimensions of the room grow to accomodate creatures as they enter. This space is outside the usual multiverse of extra-dimensional spaces and contains enough air to support all the creatures inside for the duration of the spell.

Creatures inside are beyond the reach of all spells (including divinations) unless those spells works across planes. Spells cannot be cast across the extra-dimensional threshold, nor can area effects cross it. Creatures in the extra-dimensional space can be seen on the other side of the space if the door has been opened.

When the spell duration ends the door opens to a size matching the largest creature within (outer rock permitting) and the walls begin to slowly collapse. Anything inside the extra-dimensional space is uncomfortably squeezed together and ejected out the door, after which it closes and the seam disappears.

Basically, I'm saying Dasur was studying Rope Trick and decided to apply the spell's principles to the Create Pit spell instead. It is the same school and even uses the same focus as Create Pit.

I tried to make it balanced- you can close the entrance and it can support infinite amounts of weight, but it's easy to spot, you can't see out unless the door is open, creatures can still only enter one at a time, and it must be cast on solid stone. I would assume something like Arcane Lock would work on it, but it would make it instantly noticable.

What does everyone (but most importantly the Gm...) think? Suggestions?


N Male Dwarf Wizard 9 |HP:61/61)| AC: 18 (18 Tch, 13 Ff) | CMB: +4, CMD: 17 | F: +5, R: +7, W: +7 | Init: +8 | Perc: +0, SM: +0 | Speed 40ft |Active conditions:

4th Level Wizard:

HP roll, base six, +1 con, +1 favored class:: 1d3 + 3 + 1 + 1 ⇒ (2) + 3 + 1 + 1 = 7

+7 hp

+1 intelligence

+1 bab

+1 will

Skills (9 per lvl):

+1 linguistics (Aquan)
+1 spellcraft
+1 knowledge: Arcana
+1 knowledge: Dungeoneering
+1 knowledge: Planes
+1 appraise
+1 +knowledge: History
+1 Craft: Jewelry
+1 knowledge: Nature

Background skills:
+1 Craft: Gemcutting
+1 Knowledge: Engineering

+1 1st lvl spell slot
+1 2nd lvl spell slot

New spells:

Rope Trick (or whatever variant we agree on).. and I'm kind of stuck on the other one. Flaming Sphere or Summon Monster II, I can't decide...


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

Hit Points: 1d8 + 3 + 1 ⇒ (2) + 3 + 1 = 6


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

Torvi has two new spells:

Path of Glory

And

Mirror Image


Male Dwarf Paladin of Torag 5 | HP 42/53 | AC: 21, T: 11, FF: 20 | Fort: +9, Ref: +5, Will: +7 | BAB: +5, CMB: +9, CMD: 20, M.Attack +10 [1d12+7]| Init: +1 | Perception: +5 | Smite Evil 1/2, Lay on Hands 4/5

Myself, I'll gladly grab
+1 BAB
+1d5 + 5 ⇒ (4) + 5 = 9 HP
+1 Fort, Will
+1 Str (resulting in +1 attack, +1 damage, +1 damage on two-handed attacks)
+1 Lay on Hands/day, healing increased to 2d6
Channel Positive Energy like a cleric, expending 2 uses of Lay on Hands
Smite Evil 2/day
1 more rank in all of my current skills
Extra -1/+2 when I Power Attack
And spells! (lvl 1, 1/day, preparing divine favor)
Once again, magic flows through me!


Dasur, I'm good with the alternate rope trick.


N Male Dwarf Wizard 9 |HP:61/61)| AC: 18 (18 Tch, 13 Ff) | CMB: +4, CMD: 17 | F: +5, R: +7, W: +7 | Init: +8 | Perc: +0, SM: +0 | Speed 40ft |Active conditions:

Great thanks! I'll go ahead and add it and Flaming Sphere to his spell book for his 4th level bonus spells.

-----------

Dasur's Prepared spells for the day:

0th:
Read Magic
Message
Prestidigitation
Detect Magic

1st: (DC 16)
+ Unseen Servant
+ Mage Armor
+ Enlarge Person
+ Burning Hands
+ Color Spray
+ (Earth School) Grease

2nd: (DC 17)
+ Glitterdust
+ Stone Call
+ Create Pit
+ (Earth School) Rock Trick


Male Dwarf Paladin of Torag 5 | HP 42/53 | AC: 21, T: 11, FF: 20 | Fort: +9, Ref: +5, Will: +7 | BAB: +5, CMB: +9, CMD: 20, M.Attack +10 [1d12+7]| Init: +1 | Perception: +5 | Smite Evil 1/2, Lay on Hands 4/5

I had forgotten to add my Constitution modifier to my HP. Torvi, we're running modified HP, so you would get 1d4+4+Con+FCB.


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

Sweet!

Hit Points: 1d4 + 4 + 3 + 1 ⇒ (4) + 4 + 3 + 1 = 12


spells 1st (5/5) NG female Dwarf lvl 4 Spiritualist Init +1; HP 35/40 : AC 16,T 11, FF 15 (+2 dodge vs aberations) : Fort+7, Ref+1, Will +7 (add +2 vs compulson & charm / add +4 if phantom is in head vs all mind affecting effects) darkvision 60ft, Perc +10/+12 stonecunning : CMB +5 (+2 bonus to grapple aberrations); CMD 16 (+4 bonus on bullrush and trip on solid ground

So second level gives me access to an interesting spell, Instigate psychic duel. From what I understand of a Psychic Dual the physical body can still be hurt while I am in this. So I could lock a boss in a fight with me and you all could still hurt them. I kind want this spell. Though my other choices are either summon, invisibility or see invisibility.

Also I am tired so I will make these changes after I get some sleep.

HP: 1d4 + 4 + 3 + 1 ⇒ (2) + 4 + 3 + 1 = 10 +3 more from the con bump
+1 to con
Skills = Arcana, Dungeoneering, Perception, Sense Motive, Stealth (gonna put two ranks here), Survival, UMD
background skills = Appraise & Geography
+1 BAB
+1 to Fort & Will Saves
Level 2 spells known are:Spiritual weapon
Emotional Conduit gives me Life Pact

I get Spiritual Interference (Ex or Su)
At 4th level, whenever a spiritualist is within the reach of her ectoplasmic manifested phantom, she gains a +2 shield bonus to her Armor Class and a +2 circumstance bonus on her saving throws. She doesn’t gain these bonuses when the ectoplasmic manifested phantom is grappled, helpless, or unconscious. A spiritualist within 30 feet of her incorporeally manifested phantom receives a +2 circumstance bonus on saving throws against mind-affecting effects. This bonus is a supernatural ability and does not apply if the phantom is unconscious.

So does that mean I only get the +2 shield and saves thing if we are right next to each other?

And nothing changes for Regnir except that his slams now count as a magical weapon for over coming DR.


N Male Dwarf Wizard 9 |HP:61/61)| AC: 18 (18 Tch, 13 Ff) | CMB: +4, CMD: 17 | F: +5, R: +7, W: +7 | Init: +8 | Perc: +0, SM: +0 | Speed 40ft |Active conditions:

This could be a good time to use the 5 cold iron weapon blanches we bought a loooong time ago.

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