To face a God of iron.
(Inactive)
Game Master
DBH
When the alien fire that gives it it's name goes out and the disappearance of a local leader, the town of Torch calls for heroes to save the town and end their peril.
Iron gods folder
Loot
Found devices
New tech
Choking tower tech
Palace
Palace 2nd floor
League basement full
League basement 1
League basement 2
Subbasement
Subbasement 2
Combat:
The Party <========== May act!
Red, Yellow & Orange.
Status: Mage Armor 15 Hours | Witch 15 | HP 89/89 | AC 18 | T 14 | F 15 | Per +2 | Init +9 | Fort +9 Ref +13 Will +13 | CMB +7 | CMD 21 | +6 Inferno Pistol 1d6 20x2 | Sickle +7 1d6 x2 CLW Wand 40/50 | 2/2 CLW Potion | Ray of Enfeeblement 33/34 (CL1 - DC15) | Ray of exhaustion 16/18 (CL5 - DC16)
JJ wrote: insert MC Hammer reference here. And that will be in my head all day.
Status: Mage Armor 15 Hours | Witch 15 | HP 89/89 | AC 18 | T 14 | F 15 | Per +2 | Init +9 | Fort +9 Ref +13 Will +13 | CMB +7 | CMD 21 | +6 Inferno Pistol 1d6 20x2 | Sickle +7 1d6 x2 CLW Wand 40/50 | 2/2 CLW Potion | Ray of Enfeeblement 33/34 (CL1 - DC15) | Ray of exhaustion 16/18 (CL5 - DC16)
Tomorrow at the butt crack of dawn I am on a plane to a week long class my board of directors is forcing on me. I should be able to post regularly except on the travel days but will not check as frequently. If somethings is pressing misfortune or evil eye and a cackle cannot go wrong.
| HP: 61/61 | AC: 26 (Tch 17, Fl 19) | CMB: +7, CMD: 24 | F: +6 , R: +10, W: +6| Init: +5(+7) | Perc: +17 | Speed 30ft | Grit: 3/3 | Ammunition: 30, 30 Adamantine| +1 Double Barreled Pistol +13 (1d8+1/x4), +2 Inferno Pistol +14 (1d6+6) (10 Charges)| Active Conditions: None
GM_DBH wrote: Why do you keep putting cover on your rolls? You are firing into melee, but that's the only penalty you need to apply. So that is a crit, and a confirm. When I've played games among my group of fellows, we usually take away the to our hitting dice instead of adding it to target AC for... reasons. Habit has carried over I guess. If you wish me to discontinue this practice for future posts, I will comply.
Are you sure you want to do that?
Yes, it's not something I do, if there is cover I'll tell you the change to the targets AC.
HP 72 l AC 18 (T 13, FF16) l F +10 R +10 W +5 l ini +2 Prec +14 +2 bonus vs. [language-dependant], glyph, symbol or writing-related spells
what are we doing with that armor we found?
| HP: 61/61 | AC: 26 (Tch 17, Fl 19) | CMB: +7, CMD: 24 | F: +6 , R: +10, W: +6| Init: +5(+7) | Perc: +17 | Speed 30ft | Grit: 3/3 | Ammunition: 30, 30 Adamantine| +1 Double Barreled Pistol +13 (1d8+1/x4), +2 Inferno Pistol +14 (1d6+6) (10 Charges)| Active Conditions: None
Just as a heads up GM, Tybalt and I both just got laid off from our respective jobs, so we're gonna be a bit distracted finding new ones. It won't stop us from posting, but it will make our hours a bit wonky.
Are you sure you want to do that?
Sorry to hear that, I've been made redundant 2x, so I know how it feels to be job hunting again.
Male human barbarian 3/ranger 2 | CMB: 8, CMD: 20 | F: +9, R: +7, W: +4 | Init: +2 | Perc: +9 | Speed 30ft i medium armor|
INITIATIVE
I use block initiative meaning that I roll initiative for 'enemies' once (all lumped together) and for each PC.
The PCs that beat the enemies go first in Round 1. Then the enemies go. Then ALL the PCs go (those that didn't beat the enemies initiative go for Round 1 and those did beat it go for Round 2). Continue until combat is over.
This way there's no need to wait for PCs to post and this still takes into account better initiative modifier by the PCs.
You also don't have to wait for each PC to act in order of initiative.
If the enemies are too different, you can roll twice for them but I usually never do that. It adds complications.
Food for thought...
Are you sure you want to do that?
That sounds workable, I had problems with individual initiatives in the past. One person not posting and leaving everyone hanging can throw off a game.
I'll also put it at the top of the page so people know whose action it is.
Male human barbarian 3/ranger 2 | CMB: 8, CMD: 20 | F: +9, R: +7, W: +4 | Init: +2 | Perc: +9 | Speed 30ft i medium armor|
GM_DBH wrote: That sounds workable, I had problems with individual initiatives in the past. One person not posting and leaving everyone hanging can throw off a game.
I'll also put it at the top of the page so people know whose action it is.
You don't need to put it on the top of the page. It will only be different during the Round 1.
At the start of Round 1, you say "PC1, PC2, and PC5 may go." They post in any order (no need to wait) but you may have to resolve their actions according to initiative order.
Once they act, you act for the enemies and then you say "All PCs may go." Everyone posts in any order (no need to wait) but you may have to resolve their actions according to initiative order.
Status: Mage Armor 15 Hours | Witch 15 | HP 89/89 | AC 18 | T 14 | F 15 | Per +2 | Init +9 | Fort +9 Ref +13 Will +13 | CMB +7 | CMD 21 | +6 Inferno Pistol 1d6 20x2 | Sickle +7 1d6 x2 CLW Wand 40/50 | 2/2 CLW Potion | Ray of Enfeeblement 33/34 (CL1 - DC15) | Ray of exhaustion 16/18 (CL5 - DC16)
In my game I roll the enemies together and the party separately but I do all the rolling.
At the bottom of my combat posts I use a counter.
Bold may act:
Player 1, Player 2, Player 3
Enemies
Player 4
After the first round the party acts at the same time and I order the results in my post.
Male NG Human (Kellid) Oracle 15 | HP: 174/174, DR 2/- | AC: 23/27 (Tch 11, Fl 22/26) | CMB: +16, CMD: 27 | F: +18, R: +10, W: +16 | Init: +6 | Perc: +19, SM: +0 | Speed 50/40ft | Spells: 1st 8/8, 2nd 7/7, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 5/5, 7th 4/4 | Charges: Armour 49/60, Chainsaw 6/10, Shield 9/11 | Iron Skin 2/2 (150) | Default stats only - see stats spoiler for current status
I agree with Roga's suggestion. Any structure is better than no structure when it comes to initiative, as it makes expending resources on it useful and provides high Dex characters with one of their few advantages.
It can get bogged down if it's very rigid, but Roga's suggestion seems like it would flow nicely and stop the combats from grinding to a halt waiting for people to act on their specific initiative.
Are you sure you want to do that?
There is also the fact that Initiative matters, even in a PBP game, and someone who has taken Improved Initiative shouldn't feel it's wasted. I often take it in live games, it's a feat for a good reason.
HP 72 l AC 18 (T 13, FF16) l F +10 R +10 W +5 l ini +2 Prec +14 +2 bonus vs. [language-dependant], glyph, symbol or writing-related spells
Initiative Rd 1
Cultist 2
Lynn, Don, SteelGate <---
Iko
Tink, Cultist 2
Is how I am doing it in my game. Basically it is by the numbers, the top person rolled the highest by 5 i think so they get to go before everyone else.
Male human barbarian 3/ranger 2 | CMB: 8, CMD: 20 | F: +9, R: +7, W: +4 | Init: +2 | Perc: +9 | Speed 30ft i medium armor|
Figgy Greasefitter wrote: Initiative Rd 1
Cultist 2
Lynn, Don, SteelGate <---
Iko
Tink, Cultist 2
Is how I am doing it in my game. Basically it is by the numbers, the top person rolled the highest by 5 i think so they get to go before everyone else.
I'm not sure what your method is. Does the arrow mean that only those PCs can go?
Is that repeated for every round?
HP 72 l AC 18 (T 13, FF16) l F +10 R +10 W +5 l ini +2 Prec +14 +2 bonus vs. [language-dependant], glyph, symbol or writing-related spells
Yes, sorry I am at work,
So the Arrow denotes who's turns it is. The Other can list their actions as well and I will just resolve them in order.
If a PC and Bad guy are on the same line the PCs always get to go first
The round will be listed at the top as it already is and the arrow moves to show people who can go. Each time I make a post I re post the initiative order and move the arrow as necessary
Male human barbarian 3/ranger 2 | CMB: 8, CMD: 20 | F: +9, R: +7, W: +4 | Init: +2 | Perc: +9 | Speed 30ft i medium armor|
Figgy Greasefitter wrote: Yes, sorry I am at work,
So the Arrow denotes who's turns it is. The Other can list their actions as well and I will just resolve them in order.
If a PC and Bad guy are on the same line the PCs always get to go first
The round will be listed at the top as it already is and the arrow moves to show people who can go. Each time I make a post I re post the initiative order and move the arrow as necessary
That's risky because you are making some PCs wait until some other PCs post. If each PC posts 1/24 hours then a round of combat can take days...
HP 72 l AC 18 (T 13, FF16) l F +10 R +10 W +5 l ini +2 Prec +14 +2 bonus vs. [language-dependant], glyph, symbol or writing-related spells
Roga, savage technologist wrote: Figgy Greasefitter wrote: Yes, sorry I am at work,
So the Arrow denotes who's turns it is. The Other can list their actions as well and I will just resolve them in order.
If a PC and Bad guy are on the same line the PCs always get to go first
The round will be listed at the top as it already is and the arrow moves to show people who can go. Each time I make a post I re post the initiative order and move the arrow as necessary That's risky because you are making some PCs wait until some other PCs post. If each PC posts 1/24 hours then a round of combat can take days... I bot people after 24 hours. it can but it also allows people to go multiples at a time instead of the list being 1 at a time.
Are you sure you want to do that?
One thing I will use, if the party is going in a block I will always take it that ranged attacks go first before someone moves up to melee. It will save us waiting around, and stop cramping the ranged combatants.
Male HP: 22/22 | AC: 16 (Tch 13, Flat 13) | CMB: +1, CMD: 14 | F: +1 (+3 v Poi) , R: +6, W: +4 (+6 vs. Ench) | Init: +3 | Perc: +9 (+10 v traps), SM: +7, DD +9 | Speed 30ft | Extracts: 1st: 4/4 | (CLW, Shield, Heightened Awareness) Rapier +5 | Light Crossbow +5 (5 bolts) | Inspiration: 4/4 | Buffs:
Still alive, life just being hectic. Job hunting at the moment.
male
FYI, I'll be on vacation from Sunday 6/11 to Sunday 6/25 so my last regular post will be this Sunday morning.
I expect to have internet access the first week (until 6/18) and I should be able to post once per day. However, do not sweat if you don't hear from me. You definitely will not hear from me between 6/18 to 6/25.
Please bot my PC as needed (don't kill him!) :)
Game on!
Are you sure you want to do that?
Sorry gang. My live game ran overlong. Full posting tomorrow for me.
Are you sure you want to do that?
Sorry folks. The board finally gets stable enough for me to get back on, and I'm sick. So full posting again tomorrow for me.
| HP: 61/61 | AC: 26 (Tch 17, Fl 19) | CMB: +7, CMD: 24 | F: +6 , R: +10, W: +6| Init: +5(+7) | Perc: +17 | Speed 30ft | Grit: 3/3 | Ammunition: 30, 30 Adamantine| +1 Double Barreled Pistol +13 (1d8+1/x4), +2 Inferno Pistol +14 (1d6+6) (10 Charges)| Active Conditions: None
Sorry about Tybalt, friends. He's not been the same since his lay off. We're close to finding jobs through, so he should be back to his non-stressed and creative self soon.
Status: Mage Armor 15 Hours | Witch 15 | HP 89/89 | AC 18 | T 14 | F 15 | Per +2 | Init +9 | Fort +9 Ref +13 Will +13 | CMB +7 | CMD 21 | +6 Inferno Pistol 1d6 20x2 | Sickle +7 1d6 x2 CLW Wand 40/50 | 2/2 CLW Potion | Ray of Enfeeblement 33/34 (CL1 - DC15) | Ray of exhaustion 16/18 (CL5 - DC16)
These games take a long time and things will come up IRL. I don't think anyone will judge, particularly if we know what is going on.
HP 72 l AC 18 (T 13, FF16) l F +10 R +10 W +5 l ini +2 Prec +14 +2 bonus vs. [language-dependant], glyph, symbol or writing-related spells
It is funny that we leveled up, last night I leveled Figgy in Hero Lab and saved the PDF just incase we did here soon.
I took Technologist and put a point in to Linguists to get Androffan.
Status: Mage Armor 15 Hours | Witch 15 | HP 89/89 | AC 18 | T 14 | F 15 | Per +2 | Init +9 | Fort +9 Ref +13 Will +13 | CMB +7 | CMD 21 | +6 Inferno Pistol 1d6 20x2 | Sickle +7 1d6 x2 CLW Wand 40/50 | 2/2 CLW Potion | Ray of Enfeeblement 33/34 (CL1 - DC15) | Ray of exhaustion 16/18 (CL5 - DC16)
Male NG Human (Kellid) Oracle 15 | HP: 174/174, DR 2/- | AC: 23/27 (Tch 11, Fl 22/26) | CMB: +16, CMD: 27 | F: +18, R: +10, W: +16 | Init: +6 | Perc: +19, SM: +0 | Speed 50/40ft | Spells: 1st 8/8, 2nd 7/7, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 5/5, 7th 4/4 | Charges: Armour 49/60, Chainsaw 6/10, Shield 9/11 | Iron Skin 2/2 (150) | Default stats only - see stats spoiler for current status
HP: 1d8 ⇒ 5
Seems like I'll take 5 then.
I'll pay the 100gp for my retraining now, and then I can RP something about it whenever we get back to Torch.
Status: Mage Armor 15 Hours | Witch 15 | HP 89/89 | AC 18 | T 14 | F 15 | Per +2 | Init +9 | Fort +9 Ref +13 Will +13 | CMB +7 | CMD 21 | +6 Inferno Pistol 1d6 20x2 | Sickle +7 1d6 x2 CLW Wand 40/50 | 2/2 CLW Potion | Ray of Enfeeblement 33/34 (CL1 - DC15) | Ray of exhaustion 16/18 (CL5 - DC16)
Questions for GM_DBH:
I am not sure where we are on available gold at this point but I was wondering about buying a scroll or two of things I want to add to my spell list.
There are some rarer spells that I want to add as my leveling up spells because they are so thematically cool but to do that I would be forgoing some staples like Web that I would like to purchase a scroll for. A witch has to burn a scroll and feed it to her familiar to learn a spell.
| HP: 61/61 | AC: 26 (Tch 17, Fl 19) | CMB: +7, CMD: 24 | F: +6 , R: +10, W: +6| Init: +5(+7) | Perc: +17 | Speed 30ft | Grit: 3/3 | Ammunition: 30, 30 Adamantine| +1 Double Barreled Pistol +13 (1d8+1/x4), +2 Inferno Pistol +14 (1d6+6) (10 Charges)| Active Conditions: None
HP: 1d10 ⇒ 10
YES! Also, to make myself a less useless shot, my 3rd level feat will be Precise Shot. No more missing due to melee. XD
Male HP: 22/22 | AC: 16 (Tch 13, Flat 13) | CMB: +1, CMD: 14 | F: +1 (+3 v Poi) , R: +6, W: +4 (+6 vs. Ench) | Init: +3 | Perc: +9 (+10 v traps), SM: +7, DD +9 | Speed 30ft | Extracts: 1st: 4/4 | (CLW, Shield, Heightened Awareness) Rapier +5 | Light Crossbow +5 (5 bolts) | Inspiration: 4/4 | Buffs:
HP: 1d8 ⇒ 8
Not bad. Taking the Technologist feat. Also, will try to post tonight.
Are you sure you want to do that?
@Dilana. Remember you are getting 4000gp for the party as a reward for saving Khonnir. Plus the scroll of Resurrection they were going to use on him if needed.
And you have some tech to sell when you get back, so you will be able to buy some scrolls.
HP 72 l AC 18 (T 13, FF16) l F +10 R +10 W +5 l ini +2 Prec +14 +2 bonus vs. [language-dependant], glyph, symbol or writing-related spells
So who wants to play doctor with the new tech healing items?
Status: Mage Armor 15 Hours | Witch 15 | HP 89/89 | AC 18 | T 14 | F 15 | Per +2 | Init +9 | Fort +9 Ref +13 Will +13 | CMB +7 | CMD 21 | +6 Inferno Pistol 1d6 20x2 | Sickle +7 1d6 x2 CLW Wand 40/50 | 2/2 CLW Potion | Ray of Enfeeblement 33/34 (CL1 - DC15) | Ray of exhaustion 16/18 (CL5 - DC16)
ATM my plan is to stick with witch and take a feat that makes burning hands deal electrical damage. Well that and at least one creepy as heck spell.
GM_DBH:
I would like to keep one spell memorized but keep it secret, for character reason, until it is used. Are you cool with that if I tell you what it is?
Male HP: 22/22 | AC: 16 (Tch 13, Flat 13) | CMB: +1, CMD: 14 | F: +1 (+3 v Poi) , R: +6, W: +4 (+6 vs. Ench) | Init: +3 | Perc: +9 (+10 v traps), SM: +7, DD +9 | Speed 30ft | Extracts: 1st: 4/4 | (CLW, Shield, Heightened Awareness) Rapier +5 | Light Crossbow +5 (5 bolts) | Inspiration: 4/4 | Buffs:
Figgy Greasefitter wrote: So who wants to play doctor with the new tech healing items? I wouldn't mind, seeing as I've been grooming Tybalt into the medic. Next investigator talent I plan on getting is the infusion alchemist discovery, but I figure it's better get Expanded Inspiration for now.
HP 72 l AC 18 (T 13, FF16) l F +10 R +10 W +5 l ini +2 Prec +14 +2 bonus vs. [language-dependant], glyph, symbol or writing-related spells
I have the infusion discovery as well, it is fine with me if you want to take some. I will be able to craft them soon
Are you sure you want to do that?
@Dilana. Sure, just PM me with the spell.
Male NG Human (Kellid) Oracle 15 | HP: 174/174, DR 2/- | AC: 23/27 (Tch 11, Fl 22/26) | CMB: +16, CMD: 27 | F: +18, R: +10, W: +16 | Init: +6 | Perc: +19, SM: +0 | Speed 50/40ft | Spells: 1st 8/8, 2nd 7/7, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 5/5, 7th 4/4 | Charges: Armour 49/60, Chainsaw 6/10, Shield 9/11 | Iron Skin 2/2 (150) | Default stats only - see stats spoiler for current status
Tybalt Kosgrove wrote: Figgy Greasefitter wrote: So who wants to play doctor with the new tech healing items? I wouldn't mind, seeing as I've been grooming Tybalt into the medic. Next investigator talent I plan on getting is the infusion alchemist discovery, but I figure it's better get Expanded Inspiration for now. Then maybe I won't go down the medic route. I'm happy to do the supporting buffing type stuff.
Are you sure you want to do that?
The loot sheet is updated. Take a look and mark what any of you wish to keep. Timeworn tech sells for half price, which I have already adjusted on the sheet.
Some serious cash there. :)
Male human barbarian 3/ranger 2 | CMB: 8, CMD: 20 | F: +9, R: +7, W: +4 | Init: +2 | Perc: +9 | Speed 30ft i medium armor|
Roga level up info
1st level ranger (skirmisher)
hit point: 1d10 + 2 ⇒ (3) + 2 = 5, take average +1
+8 hp;
+1 BAB;
+2 to fort and ref saves;
1st favored enemy (robots);
track;
wild empathy;
+1 feat (deadly aim)
+ 7 skill ranks (acrobatics, climb, handle animal, knowledge nature, perception, ride, survival)
+ 2 background skills ranks (Knowledge engineering, Knowledge geography)
Are you sure you want to do that?
Just awaiting JJ and Tybalt's posts and then I'll sell what isn't wanted. One note, keep all the batteries you find. Tech equipment needs batteries.
| HP: 61/61 | AC: 26 (Tch 17, Fl 19) | CMB: +7, CMD: 24 | F: +6 , R: +10, W: +6| Init: +5(+7) | Perc: +17 | Speed 30ft | Grit: 3/3 | Ammunition: 30, 30 Adamantine| +1 Double Barreled Pistol +13 (1d8+1/x4), +2 Inferno Pistol +14 (1d6+6) (10 Charges)| Active Conditions: None
Batteries and Nanite Canisters. Both are technically consumables for technology.
Status: Mage Armor 15 Hours | Witch 15 | HP 89/89 | AC 18 | T 14 | F 15 | Per +2 | Init +9 | Fort +9 Ref +13 Will +13 | CMB +7 | CMD 21 | +6 Inferno Pistol 1d6 20x2 | Sickle +7 1d6 x2 CLW Wand 40/50 | 2/2 CLW Potion | Ray of Enfeeblement 33/34 (CL1 - DC15) | Ray of exhaustion 16/18 (CL5 - DC16)
When it comes time to spend I would like to buy two scrolls to add to my "spellbook": Web and Cure Moderate Wounds. Beyond that Dilana is pretty self sufficient at this point.
HP 72 l AC 18 (T 13, FF16) l F +10 R +10 W +5 l ini +2 Prec +14 +2 bonus vs. [language-dependant], glyph, symbol or writing-related spells
Right now Figgy is ok, I have a trait that allows me if I craft any weapon I am proficient with it.
HP 72 l AC 18 (T 13, FF16) l F +10 R +10 W +5 l ini +2 Prec +14 +2 bonus vs. [language-dependant], glyph, symbol or writing-related spells
I wish I could take the weapons apart so that I could make diagrams for them, that would be cool.
Are you sure you want to do that?
From selling all the items people didn't want, adding in the reward for saving Khonnir.
Everyone can have 1452gp to spend.
Aside from shopping and retraining, anything else people are wanting to do before heading back into the caves?
Male NG Human (Kellid) Oracle 15 | HP: 174/174, DR 2/- | AC: 23/27 (Tch 11, Fl 22/26) | CMB: +16, CMD: 27 | F: +18, R: +10, W: +16 | Init: +6 | Perc: +19, SM: +0 | Speed 50/40ft | Spells: 1st 8/8, 2nd 7/7, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 5/5, 7th 4/4 | Charges: Armour 49/60, Chainsaw 6/10, Shield 9/11 | Iron Skin 2/2 (150) | Default stats only - see stats spoiler for current status
I need 5 days to retrain, and I'd like to take some time to make my hammer masterwork.
However, the crafting rules continue to conspire to make things take a preposterous amount of time. Even using the Unchained version and purchasing masterwork artisan's tools, upgrading my earthbreaker to masterwork will still take 19 days.

Male human barbarian 3/ranger 2 | CMB: 8, CMD: 20 | F: +9, R: +7, W: +4 | Init: +2 | Perc: +9 | Speed 30ft i medium armor|
Raktar Garnok wrote: I need 5 days to retrain, and I'd like to take some time to make my hammer masterwork.
However, the crafting rules continue to conspire to make things take a preposterous amount of time. Even using the Unchained version and purchasing masterwork artisan's tools, upgrading my earthbreaker to masterwork will still take 19 days.
I know it's not very story like to keep discarding weapons but just buy new MW items and then discard them when you can afford magical items.
It's one of my pet peeves with PF. I usually will allow 'unlocking of new abilities' on current weapons to avoid this discarding stuff. I make sure the mechanics and WBL work and then let the players run free.
BTW, Roga will acquire MW warhammer, MW battleaxe, and MW pistol (20 bullets and powder), if available. Let me know and I'll adjust my wealth.
Good to go down again after making sure Khonnir is alright.
Status: Mage Armor 15 Hours | Witch 15 | HP 89/89 | AC 18 | T 14 | F 15 | Per +2 | Init +9 | Fort +9 Ref +13 Will +13 | CMB +7 | CMD 21 | +6 Inferno Pistol 1d6 20x2 | Sickle +7 1d6 x2 CLW Wand 40/50 | 2/2 CLW Potion | Ray of Enfeeblement 33/34 (CL1 - DC15) | Ray of exhaustion 16/18 (CL5 - DC16)
I would like to add a Wand of Cure Light Wounds as well, it not like it is ever not useful. If anyone needs some extra gold I will gladly pitch in.
Web 150gp x2= 300Gp
CMW 150gp
Wand of Cure Light Wounds 750gp
Leaving a total GP of 328 (includes starting gold)
Two of the scrolls I will be adding to my spell-book, both DC15.
Spellcraft: 1d20 + 9 ⇒ (9) + 9 = 18 Success - Web
Spellcraft: 1d20 + 9 ⇒ (20) + 9 = 29 Success - CMW
One web scroll I will keep on hand.
If these are all available.
Male NG Human (Kellid) Oracle 15 | HP: 174/174, DR 2/- | AC: 23/27 (Tch 11, Fl 22/26) | CMB: +16, CMD: 27 | F: +18, R: +10, W: +16 | Init: +6 | Perc: +19, SM: +0 | Speed 50/40ft | Spells: 1st 8/8, 2nd 7/7, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 5/5, 7th 4/4 | Charges: Armour 49/60, Chainsaw 6/10, Shield 9/11 | Iron Skin 2/2 (150) | Default stats only - see stats spoiler for current status
We could all chip in for a couple of wands of CLW to be used as party healing.
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