Wondering the Silent Caverns
(Inactive)
Game Master
Amsheagar
>>>Map<<<
No, that's okay.. I never fully explained it. It is a background skill.
GM Amsheagar wrote: When i posted about the background skills... I misunderstood them.. If you follow the rules of backgroun skills you get 2 extra points at creation to place into 2 background skills. Those skills are; Appraise, Artistry, Craft, Handle Animal, Knowledge (engineering, geography, history, nobility), Linguistics, Lore, Perform, Profession and Sleight of Hand. In addition, you get 2 sill points per level to spend in a background skill. After understanding it, I think it's a good system and would encourage you to incorporate it into your character. I added forage to the so you can gain materials for potion, scrolls, weapon upgrades and so forth to the list. So at level 2, you should have 4 points to spend in a background skill of your choice.
Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)
So it's basically survival but for materials related to your class
Yeah. And to make weapons and ammunition.
Male, Human, Bard(archaeologist) 2 Init: +3 || HP; 17/17 || AC:19 Touch:15 FF:14 || Fort: +1 || Ref: +6 || Will: +3||CMB +2||CMD15
does no one read my posts!?!
The one about traps?
While there will be some, you haven't ran across any yet. I didn't roll them, since i know that their wasn't.
Male, Human, Bard(archaeologist) 2 Init: +3 || HP; 17/17 || AC:19 Touch:15 FF:14 || Fort: +1 || Ref: +6 || Will: +3||CMB +2||CMD15
It turns out I'm the one not reading post properly. I need to go to the gym and clear my head . apologies
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4
private message or a game message for the vision?
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4
So I got mine with a pm, who hasn't gotten theirs?
Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)
Male Shield Dwarf Fighter 10
Male, Human, Bard(archaeologist) 2 Init: +3 || HP; 17/17 || AC:19 Touch:15 FF:14 || Fort: +1 || Ref: +6 || Will: +3||CMB +2||CMD15
Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4
So I guess we are just waiting on Unbeugsam and Hob in gameplay?
Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)
I am away for work for a few days. I should have wifi at night so should be able to post, but if not I am still here.
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4
With reference to current fight: When you run out of ideas, set it on fire!
@Gargon: We'll be here :D
Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)
So, where are we at? This bat swarm is just flying around being on fire and we are all watching it? They are immune to my weapons so I just have to stand here and wait I guess. If no-one else has any actions can we condense some rounds?
Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)
Pretty much. Nobody has weapons that hurt a swarm and our casters doesn't have any AoE spells.
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4
I do, I just lack quick study to swap to one! Not very helpful sitting in my spellbook, is it
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Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)
The very next shop we find I am buying 4 dozen pots of Alchemist's Fire.
Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4
I wonder if we could make a net or something we could soak in the oil, and then it's just a cantrip to light it if I prep spark
Or just a net to hold them still while we all throw alch fires!
Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)
That could work.....in theory
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4
Hey all, any guesses at what this "bloodstone" thing is?
Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4
That looks about right, but I was guessing something more like a garnet, since it's a gem. Whatever it is, think we found our first magic item improvement material :D
Speaking of loot, who are we waiting on before continuing to do so?
Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)
Feel kinda stuck. I am at negative hp so must roll to stabilize next round.
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4
Don't worry, I can still hit you with infernal healing if you can't stabilize.
Just have to wait on Hob and the dwarf, and hope to the gods the bats don't dive for a chunk of you!
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4
So I noticed Hob hasn't posted in a little over 2 weeks, would it be impertinent to drop him a message?
Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)
Not at all. One week would be enough with no warning of being a way for some reason. Looks like July 11th was the last time any of his aliases posted so likely something's up.
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4
Hey, all, 2 questions:
Are we waiting on Hob in game?
Where do we stand with the Hob situation?
Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)
Waiting on him doesn't seem very reasonable considering it's officially a month now
Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)
I think he was being given a couole extra days then being replaced.
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4
So we are waiting on Hob or the GM in gameplay?
Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)
Pretty sure it's the GM at this point. Probably decompressing from Gencon
Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)
Just making a post to show I am still here. I have not left.
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4
So it has officially been a week, I'm gonna drop the GM a note

Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)
HP: 1d10 ⇒ 5
+1 BAB
+1 will
Feat: Skill Focus (HEAL)
9 pts Adventuring skills
+1 Disable device, Knowledge Dungeoneering, Knowledege Engineering, Knowledge Nature, Heal, Perception, Sense Motive, Swim, Survival
2 pts background skills
Forage, Craft Bowyer
Infiltrator adaptation: :Monstrous Humanoid (Darkvision) 30 mins per day
At 3rd level, an infiltrator learns how to copy the unusual abilities of his prey. He chooses one type of creature he has selected as a favored enemy, such as “aberrations.” The Ranger selects one ability or feat from the adaptation list for that type (see below). A Ranger can use adaptations for 10 minutes per day per Ranger level he possesses. This duration does not need to be consecutive, but it must be used in 10-minute increments. If the adaptation requires the Ranger to make a more specific choice (such as what skill to use with Skill Focus), this choice is permanent and cannot be changed.
Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Okay all leveled. With skill focus plus actually putting points in heal One the way toward being able to do a decent job patching people up post combat to supplement healing with Treat Deadly wounds and using heal to double the recovery from a night's rest.

Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4
@Maraiah GM said in recruitment that we get max hp for 3rd level as well, and 75% there after, even more hp :D
+1 Fort, +1 Ref, +7HP
+9 Skill Points
+1 Appraise, Climb, Craft Trap, Forage, Know Arcana and Nature, Spellcraft, Stealth, and Swim
+1 Arcane Pool Max, Daily refresh unchanged
+1 1st level prepared/day, +1 1st level slot/ day
+2 Spells known
Burning Hands
Color Spray
+1 Halcyon Spell
Hydraulic Push
Arcane exploit:
Quick Study- Spend 1 arcane point and take a full round action to lose one prepared spell and prepared an unprepared spell in its place. Provokes AoO
Feat: Scribe Scroll
Gonna put this squid ink to use and scribe some infernal Healing scrolls at the end of the day, shame I couldn't save a spell slot today though T_T
Also got Hydraulic push Whenever I want, for those annoying prone situations. Fool us once shame on you, Fool us twice...we'll probably die XD
Quick study should be VERY useful too :D
Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)
Male Shield Dwarf Fighter 10
+1 Level Fighter (Foehammer)
+1 Ref, +1 Will +1 BAB
13 Hitpoints
2+2 Skillpoints: Perception +1 Forage +1 Craft weaponsmithing +1 1know dungeoneering
Feat: Improved Bullrush
Sledgehammer (Ex):
At 3rd level, a foehammer wielding a hammer gains a +2 circumstance bonus on combat maneuver checks made to bull rush, overrun, sunder, or trip. This ability replaces armor training 1.
Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)
+1 level Barbarian (Feral Gnasher)
+16HP (12 +3 Con +1 FC)
+3 skillpoints
Feat: Power Attack
Abilities: Lockjaw
Okay, we are picking up a new character to fill in for Hob. He's gonna come in as a alchemist.
I'll be starting back up after he drops me a line.
Gargon, don't forget to use one of those skill points for language. Also, everyone don't forget to receive your skill points to put into the background stuff only.
I am gonna take out forage and just use Survival for that. It is considered a background skill (i believe) so any points you've place in that before, go ahead and redistribute it.
Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)
Redistributed to handle animal and heal
Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)
Yup, I took that linguistics level. I also took 6 background skills, since I have not taken any yet. Let me know if this is not ok and I will revert or tweak. I took 2 ranks each in Profession (Butcher), Knowledge (Geography) and Craft (Weapons). With my background I think those 3 make the most sense.
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4
Moved the Forage skills to Heal
I'll go ahead and set up the next part of your adventure and have it ready by Monday.
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