Welch's Carrion Crown (Inactive)

Game Master Torvald Torvaldson

Carrion Crown AP; thirsting for another TPK...


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M-Halfling Ranger-3/Rogue-4/Cleric-1/Spherewalker-1 AC:23 Touch:16 Flatfoot:18 HP:98 Init:+12 Melee:+12/+4 +12/+3 +7/+4 Bow:+16/+3 +17/+4 (w/in 30ft)
Saves/Skills:
F+15/R+18/W+14(+2fear) Acro:16 Apr:2 Blf:7 Clb:13 Dipl:9 DD:18 Disg:6 EA:10 Fly:6 HA:6 Heal:8 Intm:6 KN(arc):6 (dun):10 (geo):6 (loc):9 (nat):9 (rel):6 Perc:18 Ride:6 SC:6 SM:12 SOH:10 Stlth:21 Surv:13 Swm:7 UMD:6
Spells:
0:Detect Magic, Guidance, Light; 1:Longstrider, Entropic Shield, Divine Favor, Obscuring Mist; Domain:Longstrider or Remove Fear

I just drank all the good beer I got you for the Jan live session.


Blue bolts of fury!


M-Halfling Ranger-3/Rogue-4/Cleric-1/Spherewalker-1 AC:23 Touch:16 Flatfoot:18 HP:98 Init:+12 Melee:+12/+4 +12/+3 +7/+4 Bow:+16/+3 +17/+4 (w/in 30ft)
Saves/Skills:
F+15/R+18/W+14(+2fear) Acro:16 Apr:2 Blf:7 Clb:13 Dipl:9 DD:18 Disg:6 EA:10 Fly:6 HA:6 Heal:8 Intm:6 KN(arc):6 (dun):10 (geo):6 (loc):9 (nat):9 (rel):6 Perc:18 Ride:6 SC:6 SM:12 SOH:10 Stlth:21 Surv:13 Swm:7 UMD:6
Spells:
0:Detect Magic, Guidance, Light; 1:Longstrider, Entropic Shield, Divine Favor, Obscuring Mist; Domain:Longstrider or Remove Fear

I will try to remember to pick up a growler of BNS Revolver Friday night, and then do my best not to drink it until Saturday.


Are we go for this Saturday?


M-Halfling Ranger-3/Rogue-4/Cleric-1/Spherewalker-1 AC:23 Touch:16 Flatfoot:18 HP:98 Init:+12 Melee:+12/+4 +12/+3 +7/+4 Bow:+16/+3 +17/+4 (w/in 30ft)
Saves/Skills:
F+15/R+18/W+14(+2fear) Acro:16 Apr:2 Blf:7 Clb:13 Dipl:9 DD:18 Disg:6 EA:10 Fly:6 HA:6 Heal:8 Intm:6 KN(arc):6 (dun):10 (geo):6 (loc):9 (nat):9 (rel):6 Perc:18 Ride:6 SC:6 SM:12 SOH:10 Stlth:21 Surv:13 Swm:7 UMD:6
Spells:
0:Detect Magic, Guidance, Light; 1:Longstrider, Entropic Shield, Divine Favor, Obscuring Mist; Domain:Longstrider or Remove Fear

Saturday the 16th of January, assuming my house hasn't been destroyed by flooding. Getting pounded by rain.


M-Halfling Ranger-3/Rogue-4/Cleric-1/Spherewalker-1 AC:23 Touch:16 Flatfoot:18 HP:98 Init:+12 Melee:+12/+4 +12/+3 +7/+4 Bow:+16/+3 +17/+4 (w/in 30ft)
Saves/Skills:
F+15/R+18/W+14(+2fear) Acro:16 Apr:2 Blf:7 Clb:13 Dipl:9 DD:18 Disg:6 EA:10 Fly:6 HA:6 Heal:8 Intm:6 KN(arc):6 (dun):10 (geo):6 (loc):9 (nat):9 (rel):6 Perc:18 Ride:6 SC:6 SM:12 SOH:10 Stlth:21 Surv:13 Swm:7 UMD:6
Spells:
0:Detect Magic, Guidance, Light; 1:Longstrider, Entropic Shield, Divine Favor, Obscuring Mist; Domain:Longstrider or Remove Fear

And I have a bottle each of Crime & Punishment.


Speaking of getting pounded!


http://www.d20pfsrd.com/magic/all-spells/b/black-tentacles

This spell causes a field of rubbery black tentacles to appear, burrowing up from the floor and reaching for any creature in the area.

Every creature within the area of the spell is the target of a combat maneuver check made to grapple each round at the beginning of your turn, including the round that black tentacles is cast. Creatures that enter the area of effect are also automatically attacked. The tentacles do not provoke attacks of opportunity. When determining the tentacles' CMB, the tentacles use your caster level as their base attack bonus and receive a +4 bonus due to their Strength and a +1 size bonus. Roll only once for the entire spell effect each round and apply the result to all creatures in the area of effect.

If the tentacles succeed in grappling a foe, that foe takes 1d6+4 points of damage and gains the grappled condition. Grappled opponents cannot move without first breaking the grapple. All other movement is prohibited unless the creature breaks the grapple first. The black tentacles spell receives a +5 bonus on grapple checks made against opponents it is already grappling, but cannot move foes or pin foes. Each round that black tentacles succeeds on a grapple check, it deals an additional 1d6+4 points of damage. The CMD of black tentacles, for the purposes of escaping the grapple, is equal to 10 + its CMB.

The tentacles created by this spell cannot be damaged, but they can be dispelled as normal. The entire area of effect is considered difficult terrain while the tentacles last.


So if Randtam wants to roll and see if the creatures break the grapple and escape the area he rolls the creatures CMB (1d20+9 and one at +5) vs the tentacles CMD of 23.

I've been rolling for them but you are welcome to do it if you like (separate roll required for each).

Damage for continued grapple is 1d6+4.


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

Vraxel, you marked down the 20 silver arrows for yourself right. I did not do a spellcraft check on that because it was not magic. Did I need to?

According to my records we still have 1 CMW potion. I have secretly kept a CLW for a long time for emergency use. Who will carry the CMW?


M-Halfling Ranger-3/Rogue-4/Cleric-1/Spherewalker-1 AC:23 Touch:16 Flatfoot:18 HP:98 Init:+12 Melee:+12/+4 +12/+3 +7/+4 Bow:+16/+3 +17/+4 (w/in 30ft)
Saves/Skills:
F+15/R+18/W+14(+2fear) Acro:16 Apr:2 Blf:7 Clb:13 Dipl:9 DD:18 Disg:6 EA:10 Fly:6 HA:6 Heal:8 Intm:6 KN(arc):6 (dun):10 (geo):6 (loc):9 (nat):9 (rel):6 Perc:18 Ride:6 SC:6 SM:12 SOH:10 Stlth:21 Surv:13 Swm:7 UMD:6
Spells:
0:Detect Magic, Guidance, Light; 1:Longstrider, Entropic Shield, Divine Favor, Obscuring Mist; Domain:Longstrider or Remove Fear

Yes, i will take the arrows.


M-Halfling Ranger-3/Rogue-4/Cleric-1/Spherewalker-1 AC:23 Touch:16 Flatfoot:18 HP:98 Init:+12 Melee:+12/+4 +12/+3 +7/+4 Bow:+16/+3 +17/+4 (w/in 30ft)
Saves/Skills:
F+15/R+18/W+14(+2fear) Acro:16 Apr:2 Blf:7 Clb:13 Dipl:9 DD:18 Disg:6 EA:10 Fly:6 HA:6 Heal:8 Intm:6 KN(arc):6 (dun):10 (geo):6 (loc):9 (nat):9 (rel):6 Perc:18 Ride:6 SC:6 SM:12 SOH:10 Stlth:21 Surv:13 Swm:7 UMD:6
Spells:
0:Detect Magic, Guidance, Light; 1:Longstrider, Entropic Shield, Divine Favor, Obscuring Mist; Domain:Longstrider or Remove Fear

Uuranx,
How do you feel about that Vikings kicker?


Male half-orc Paladin(Sacred Shield)2/Sorcerer(Draconic)3/DragonDisciple8 AC35/39w/shield hp168 init+9
saves:
Fort:22 Ref:16 Will:20
skills:
dip13 per8 senmot6 knowarcana9 intimidate19 bluff10

He should join the Michael "Shanker" Group...


Cleric/Paladin/IC 5/3/3; AC-35; HP-127; +6 Init;
Melee:
Silver/keen/flaming/holy scimitar +14/+9 (1d6+6+1d6+2d6/15-20x2)
Saves:
Fort17/Ref7/Will19
Skills:
Perception 21; Diplomacy 20; Fly 4; Heal 13; Handle Animal 8;Knowledge Arcana/History/Nobility-6 Religion/Planes-10; Sense Motive 14; Spellcraft 6

Proposing we buff up and go in guns blazing. Vraxel to lead till we get to the building then Alamin in first, Uuranx and Vraxel next with Randtam watching the rear and raining magical death on any super-looking baddies.

UNLESS....Randtam has another tentacle spell, then he goes up pops that and we wait to see if anyone runs out.


M-Halfling Ranger-3/Rogue-4/Cleric-1/Spherewalker-1 AC:23 Touch:16 Flatfoot:18 HP:98 Init:+12 Melee:+12/+4 +12/+3 +7/+4 Bow:+16/+3 +17/+4 (w/in 30ft)
Saves/Skills:
F+15/R+18/W+14(+2fear) Acro:16 Apr:2 Blf:7 Clb:13 Dipl:9 DD:18 Disg:6 EA:10 Fly:6 HA:6 Heal:8 Intm:6 KN(arc):6 (dun):10 (geo):6 (loc):9 (nat):9 (rel):6 Perc:18 Ride:6 SC:6 SM:12 SOH:10 Stlth:21 Surv:13 Swm:7 UMD:6
Spells:
0:Detect Magic, Guidance, Light; 1:Longstrider, Entropic Shield, Divine Favor, Obscuring Mist; Domain:Longstrider or Remove Fear

Reminder: Pathfinder this Saturday, January 16th, my place, 9:00 am start.


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

Since we are chatting, no more tentacle today. If you want to rest I can tentacle x 4.

Are the princes wolves going with us? Should we wait and let these demon wolves attack again first, see the bad guy defenses,or at least allow the demon wolves to die. Should we attack at a different angle from the demon wolves when they attack? Is this the place where we saw the bone clad armored thing in our vision? Or I guess we just move forward.

So proposal is when we get close, haste on everyone. Greater invisibility on Vraxel. I suumom a level 4 creature to enter and hope for the best. Going to cast Protecton from evil on myself as well. Do not have any major destruction/evocation spell. Lightning bolt yes. Did I rest after the Duristan incident. If so I have fireball.

All of you could have stopped my tactical plan with the tentacles to save it for now. Thought it was smart. Darn I need a pearl of power 4.

Vraxel, actual start at 9?

Or I forgot. Vraxel don't tell anyone and attack. The dumb wizard will stand in open territory casting spells before a well defended tower.


M-Halfling Ranger-3/Rogue-4/Cleric-1/Spherewalker-1 AC:23 Touch:16 Flatfoot:18 HP:98 Init:+12 Melee:+12/+4 +12/+3 +7/+4 Bow:+16/+3 +17/+4 (w/in 30ft)
Saves/Skills:
F+15/R+18/W+14(+2fear) Acro:16 Apr:2 Blf:7 Clb:13 Dipl:9 DD:18 Disg:6 EA:10 Fly:6 HA:6 Heal:8 Intm:6 KN(arc):6 (dun):10 (geo):6 (loc):9 (nat):9 (rel):6 Perc:18 Ride:6 SC:6 SM:12 SOH:10 Stlth:21 Surv:13 Swm:7 UMD:6
Spells:
0:Detect Magic, Guidance, Light; 1:Longstrider, Entropic Shield, Divine Favor, Obscuring Mist; Domain:Longstrider or Remove Fear

Arrive around 9:00, start soon as everyone gets here


Don't forget haste provides: +1 hit/AC/REF save and +30' move as well as the extra attack at full BAB.


Randtam wrote:

Hound archon attacks archer

[dice=MW greatsword]1d20 + 12
[dice=damage]2d6 + 5
[dice=MW greatsword]1d20 + 7
[dice=damage]2d6 + 5
[dice=bite]1d20 + 3
[dice=damage]1d8 + 4

[dice=MW greatsword]1d20 + 12
[dice=damage]2d6 + 5
[dice=MW greatsword]1d20 + 7
[dice=damage]2d6 + 5
[dice=bite]1d20 + 3
[dice=damage]1d8 + 4

That was interesting he dodged my bolt...now hope for the best

Randtam fires magic Missle at bad guy
[dice=mm damage]8d4 + 8

Not sure how the hound is getting those + to hit? I see +9+4+3: http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/archon/hound-ar chon

Also, hast doesn't give you 2 full attacks, just 1 additional primary.

Finally, you can't make a full move action and a full attack action.


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17
Carrion Crown CAW wrote:
Randtam wrote:

Hound archon attacks archer

[dice=MW greatsword]1d20 + 12
[dice=damage]2d6 + 5
[dice=MW greatsword]1d20 + 7
[dice=damage]2d6 + 5
[dice=bite]1d20 + 3
[dice=damage]1d8 + 4

[dice=MW greatsword]1d20 + 12
[dice=damage]2d6 + 5
[dice=MW greatsword]1d20 + 7
[dice=damage]2d6 + 5
[dice=bite]1d20 + 3
[dice=damage]1d8 + 4

That was interesting he dodged my bolt...now hope for the best

Randtam fires magic Missle at bad guy
[dice=mm damage]8d4 + 8

Not sure how the hound is getting those + to hit? I see +9+4+3: http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/archon/hound-ar chon

Also, hast doesn't give you 2 full attacks, just 1 additional primary.

Finally, you can't make a full move action and a full attack action.

Guess I did not understand haste. Please help me if I make a mistake. Thank you. So if hound does not get to attack he engages/gets in the way/disrupts so an arrow hopefully cannot be fired.

Augment summoning is not included there +4 strength and con, so +2 to hit and Haste +1 to hit and +2 HP per hit dice.


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

Can you just send me the link about Turtle Ferry. Sheesh


M-Halfling Ranger-3/Rogue-4/Cleric-1/Spherewalker-1 AC:23 Touch:16 Flatfoot:18 HP:98 Init:+12 Melee:+12/+4 +12/+3 +7/+4 Bow:+16/+3 +17/+4 (w/in 30ft)
Saves/Skills:
F+15/R+18/W+14(+2fear) Acro:16 Apr:2 Blf:7 Clb:13 Dipl:9 DD:18 Disg:6 EA:10 Fly:6 HA:6 Heal:8 Intm:6 KN(arc):6 (dun):10 (geo):6 (loc):9 (nat):9 (rel):6 Perc:18 Ride:6 SC:6 SM:12 SOH:10 Stlth:21 Surv:13 Swm:7 UMD:6
Spells:
0:Detect Magic, Guidance, Light; 1:Longstrider, Entropic Shield, Divine Favor, Obscuring Mist; Domain:Longstrider or Remove Fear

Evil Dead Red was yummy. Pineapple sculpin is the weakest of the sculpin's.


Sad to hear about the Sculpin. I was hoping it would combine two of my more favorite things. Had belgian quad-Three Philosophers....yummy!


ret·con
ˈretkän/
noun
1.
(in a film, television series, or other fictional work) a piece of new information that imposes a different interpretation on previously described events, typically used to facilitate a dramatic plot shift or account for an inconsistency.
"we're given a retcon for Wilf's absence from Donna's wedding in ‘The Runaway Bride’: he had Spanish Flu"
verb
1.
revise (an aspect of a fictional work) retrospectively, typically by introducing a piece of new information that imposes a different interpretation on previously described events.
"I think fans get more upset when characters act blatantly out of established type, or when things get retconned"


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

BTW. Haste stinks for a wizard. Could I get off two acid darts if it is part of my school (conjuration) and learning. Can I take a potion and cast a spell or wand attack?

Drink fly potion and blast a lightening bolt upon someone underneath? Or blast magic Missle? Yeah or nay.

Otherwise it is very useful so I can scurry away and hide. Good defense.

Do not want to make another more egregious mistake in the future.


Haste in Pathfinder has experienced an overall diminishment of power for all classes and is really an enhancer for melee. To some degree it was way to powerful before (at least how we played it).

All get +1AC/REF, +30' move, and 1 additional attack during a full attack action.

In some degree, it's like a super version of Prayer.

Conversely, it doesn't age you 1 year every time you get it cast on you, so you won't be 50 years old by level 10.

So for Randtam you do everything the same just a little faster. No extra attacks/actions (unless you do a full melee attack).


Male half-orc Paladin(Sacred Shield)2/Sorcerer(Draconic)3/DragonDisciple8 AC35/39w/shield hp168 init+9
saves:
Fort:22 Ref:16 Will:20
skills:
dip13 per8 senmot6 knowarcana9 intimidate19 bluff10

But you help us melee out like a mother trucker...


Uuranx wrote:
But you help us melee out like a mother trucker...

As reflected by the extra haste attack that just killed the bone man! :D


Cleric/Paladin/IC 5/3/3; AC-35; HP-127; +6 Init;
Melee:
Silver/keen/flaming/holy scimitar +14/+9 (1d6+6+1d6+2d6/15-20x2)
Saves:
Fort17/Ref7/Will19
Skills:
Perception 21; Diplomacy 20; Fly 4; Heal 13; Handle Animal 8;Knowledge Arcana/History/Nobility-6 Religion/Planes-10; Sense Motive 14; Spellcraft 6

Alamin would be interested in the amulet of NA +1 and/or the belt of STR +2


Cleric/Paladin/IC 5/3/3; AC-35; HP-127; +6 Init;
Melee:
Silver/keen/flaming/holy scimitar +14/+9 (1d6+6+1d6+2d6/15-20x2)
Saves:
Fort17/Ref7/Will19
Skills:
Perception 21; Diplomacy 20; Fly 4; Heal 13; Handle Animal 8;Knowledge Arcana/History/Nobility-6 Religion/Planes-10; Sense Motive 14; Spellcraft 6

Level 9: 3d level of Cleric
d8 HP: 1d8 ⇒ 8 FINALLY!
2d6 channel energy
1 more level 2 and 3 spell
4 skill ranks
feat-craft wand


So +2 cloak to Uuranx, amulet and belt to Alamin.

Randtam?

Then the question is what's the GP take per PC after everything is sold.


Male half-orc Paladin(Sacred Shield)2/Sorcerer(Draconic)3/DragonDisciple8 AC35/39w/shield hp168 init+9
saves:
Fort:22 Ref:16 Will:20
skills:
dip13 per8 senmot6 knowarcana9 intimidate19 bluff10

Make sure you add in a cloak of Resistance +1


M-Halfling Ranger-3/Rogue-4/Cleric-1/Spherewalker-1 AC:23 Touch:16 Flatfoot:18 HP:98 Init:+12 Melee:+12/+4 +12/+3 +7/+4 Bow:+16/+3 +17/+4 (w/in 30ft)
Saves/Skills:
F+15/R+18/W+14(+2fear) Acro:16 Apr:2 Blf:7 Clb:13 Dipl:9 DD:18 Disg:6 EA:10 Fly:6 HA:6 Heal:8 Intm:6 KN(arc):6 (dun):10 (geo):6 (loc):9 (nat):9 (rel):6 Perc:18 Ride:6 SC:6 SM:12 SOH:10 Stlth:21 Surv:13 Swm:7 UMD:6
Spells:
0:Detect Magic, Guidance, Light; 1:Longstrider, Entropic Shield, Divine Favor, Obscuring Mist; Domain:Longstrider or Remove Fear

Are we headed into a town where we can purchase items?


M-Halfling Ranger-3/Rogue-4/Cleric-1/Spherewalker-1 AC:23 Touch:16 Flatfoot:18 HP:98 Init:+12 Melee:+12/+4 +12/+3 +7/+4 Bow:+16/+3 +17/+4 (w/in 30ft)
Saves/Skills:
F+15/R+18/W+14(+2fear) Acro:16 Apr:2 Blf:7 Clb:13 Dipl:9 DD:18 Disg:6 EA:10 Fly:6 HA:6 Heal:8 Intm:6 KN(arc):6 (dun):10 (geo):6 (loc):9 (nat):9 (rel):6 Perc:18 Ride:6 SC:6 SM:12 SOH:10 Stlth:21 Surv:13 Swm:7 UMD:6
Spells:
0:Detect Magic, Guidance, Light; 1:Longstrider, Entropic Shield, Divine Favor, Obscuring Mist; Domain:Longstrider or Remove Fear

Based on the note do we think we need to go to Thrushmoor?????


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

Do I need to spellcraft these last items and the ones I failed to before? Am I able to add spells to my Spellbook? Are we able to sell our accumulated items?


Vraxel wrote:

Are we headed into a town where we can purchase items?

There are several towns nearby but Randtam tells you that the one most in line between where you are and Thrusmoor is the small city of Hyannis on the Southern edge of the Hungry Moutains. It's about 4 days through the mountain passes or a week and a half if you go around the SE edge.


Randtam wrote:
Do I need to spellcraft these last items and the ones I failed to before? Am I able to add spells to my Spellbook? Are we able to sell our accumulated items?

You have ample time to spellcraft everything so no need to roll. As for the spellbook you can add them per the rules of the Wizard class:

Spells Copied from Another's Spellbook or a Scroll

A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty school. If the check succeeds, the wizard understands the spell and can copy it into his spellbook (see Writing a New Spell into a Spellbook). The process leaves a spellbook that was copied from unharmed, but a spell successfully copied from a magic scroll disappears from the parchment.

If the check fails, the wizard cannot understand or copy the spell. He cannot attempt to learn or copy that spell again until one week has passed. If the spell was from a scroll, a failed Spellcraft check does not cause the spell to vanish.


The party will be able to sell/buy/craft at any town the go to.

Sales will be 85% of book value; craft will be at book cost; and buy will be 105% of book value.


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

Questions

How do you price spell books? Lots of spells so go by price of each spell? Looked could not find how to price.

+1 longswords is 2015 GP. What does silver add to the price?

GM, do you need an accounting/inventory of the price of each item?


M-Halfling Ranger-3/Rogue-4/Cleric-1/Spherewalker-1 AC:23 Touch:16 Flatfoot:18 HP:98 Init:+12 Melee:+12/+4 +12/+3 +7/+4 Bow:+16/+3 +17/+4 (w/in 30ft)
Saves/Skills:
F+15/R+18/W+14(+2fear) Acro:16 Apr:2 Blf:7 Clb:13 Dipl:9 DD:18 Disg:6 EA:10 Fly:6 HA:6 Heal:8 Intm:6 KN(arc):6 (dun):10 (geo):6 (loc):9 (nat):9 (rel):6 Perc:18 Ride:6 SC:6 SM:12 SOH:10 Stlth:21 Surv:13 Swm:7 UMD:6
Spells:
0:Detect Magic, Guidance, Light; 1:Longstrider, Entropic Shield, Divine Favor, Obscuring Mist; Domain:Longstrider or Remove Fear

Can I help with the spellcraft checks?

spellcraft circleofdeath: 1d20 + 6 ⇒ (17) + 6 = 23
spellcraft ghoultouch: 1d20 + 6 ⇒ (18) + 6 = 24


M-Halfling Ranger-3/Rogue-4/Cleric-1/Spherewalker-1 AC:23 Touch:16 Flatfoot:18 HP:98 Init:+12 Melee:+12/+4 +12/+3 +7/+4 Bow:+16/+3 +17/+4 (w/in 30ft)
Saves/Skills:
F+15/R+18/W+14(+2fear) Acro:16 Apr:2 Blf:7 Clb:13 Dipl:9 DD:18 Disg:6 EA:10 Fly:6 HA:6 Heal:8 Intm:6 KN(arc):6 (dun):10 (geo):6 (loc):9 (nat):9 (rel):6 Perc:18 Ride:6 SC:6 SM:12 SOH:10 Stlth:21 Surv:13 Swm:7 UMD:6
Spells:
0:Detect Magic, Guidance, Light; 1:Longstrider, Entropic Shield, Divine Favor, Obscuring Mist; Domain:Longstrider or Remove Fear

Taking a level of Spherewalker.

hp: 1d8 ⇒ 3

lame!


Male half-orc Paladin(Sacred Shield)2/Sorcerer(Draconic)3/DragonDisciple8 AC35/39w/shield hp168 init+9
saves:
Fort:22 Ref:16 Will:20
skills:
dip13 per8 senmot6 knowarcana9 intimidate19 bluff10

taking level 4 of Dragon Disciple

hp: 1d12 ⇒ 1 superlame!

+1 bab
+2 str
+1 natural armor

+1 level spellcaster
cast 1 2nd & 3 3rd
spells known, add 1 0lvl & 1 3rdlvl

claws now do 1d6

Feat - Arcane Armor Training


Assume Randtam figures out all the spells over the course of a few weeks.

What next heroes?


Randtam wrote:

Questions

How do you price spell books? Lots of spells so go by price of each spell? Looked could not find how to price.

+1 longswords is 2015 GP. What does silver add to the price?

GM, do you need an accounting/inventory of the price of each item?

Don't need an accounting (Gabe's busy) so just do your best and be fair.

Selling a Spellbook

Captured spellbooks can be sold for an amount equal to half the cost of purchasing and inscribing the spells within.

Silver, alchemical

One-handed weapon, or one head of a double weapon +90 gp


M-Halfling Ranger-3/Rogue-4/Cleric-1/Spherewalker-1 AC:23 Touch:16 Flatfoot:18 HP:98 Init:+12 Melee:+12/+4 +12/+3 +7/+4 Bow:+16/+3 +17/+4 (w/in 30ft)
Saves/Skills:
F+15/R+18/W+14(+2fear) Acro:16 Apr:2 Blf:7 Clb:13 Dipl:9 DD:18 Disg:6 EA:10 Fly:6 HA:6 Heal:8 Intm:6 KN(arc):6 (dun):10 (geo):6 (loc):9 (nat):9 (rel):6 Perc:18 Ride:6 SC:6 SM:12 SOH:10 Stlth:21 Surv:13 Swm:7 UMD:6
Spells:
0:Detect Magic, Guidance, Light; 1:Longstrider, Entropic Shield, Divine Favor, Obscuring Mist; Domain:Longstrider or Remove Fear
Uuranx wrote:

taking level 4 of Dragon Disciple

[dice=hp]1d12 superlame!

+1 bab
+2 str
+1 natural armor

+1 level spellcaster
cast 1 2nd & 3 3rd
spells known, add 1 0lvl & 1 3rdlvl

claws now do 1d6

Feat - Arcane Armor Training

Well at least your 1 gets you 6, my 3 only gets me 4hp.


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

Weapons/Armor/Magic. 31,492 GP x 85%= 26,768

Spellbook (half of scroll level cost per level) 9,943 GP x 85%= 8,452

Misc. Gems gold etc. 5,240

Total: 40,460

Loot per hero: 10,115 GP

Did not include Lens of Detection...does someone want it? Worth 3,500 GP or 85% 2975 gp./ 743 GP per hero.


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

Taking level in Wizard

Spells cast +2 5th level +1 2nd Level...not sure of 5th level spells yet

+1 Fort and Reflex

+6 skills

HP: 1d6 ⇒ 4

Randtam has on order Scroll of Fox Cunning and Mirror Image. Does he receive them, minus 350 GP.

Can he craft headband of Vast Intellect +4 for 8,000 GP?


Assuming the party heads towards Hyannis, Randtam can craft a few items no problem. The party will receive any previously ordered items and can buy some new stuff.


Cleric/Paladin/IC 5/3/3; AC-35; HP-127; +6 Init;
Melee:
Silver/keen/flaming/holy scimitar +14/+9 (1d6+6+1d6+2d6/15-20x2)
Saves:
Fort17/Ref7/Will19
Skills:
Perception 21; Diplomacy 20; Fly 4; Heal 13; Handle Animal 8;Knowledge Arcana/History/Nobility-6 Religion/Planes-10; Sense Motive 14; Spellcraft 6

Alamin will craft a pair of CLW wands (1d8+5) at that time, giving one to Uuranx and one to Vraxel.

Change long sword to scimitar.

Also buff full plate to +3, AC now 27.


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

Trying to decide on feat and 5th level spells. Any ideas?

Does anyone want me to attempt to create a wand (Alamin also) or wondrous item for them?

Took Aklo as new language and moved my skills with new bonuses of headband.

spells:
test...and One

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