Well, with that roll you can probably choose your spots. Place your selves no closer than 30 feet (6 squares) from and opponent. Then take a surprise action. Then after that, the first round will start.
Note that the surprise round can be extended if you want, and appropriate stealth rolls are made
Dwarf Oracle 7 AC20 with Buffs AC23, HP46/(62FL), F3,R4,W7; Init.+1; Perc.+2; 20' CMD20 Buffs: Armor of Bones, Shield of Faith, Haste,
If Stealth roll is needed during Surprise Round[s].
stealth check:1d20 + 5 ⇒ (10) + 5 = 15
Mazrak will move with the party. He will then hesitate casting his spell until after Seltyn has cast his Fireball to start.
After the Fireball, Mazrak will try to create an illusion of a Huge Fire Elemental that will rise out of the Fireball nearest to the Dire Boars to the right. The image will make sounds like that of a roaring fire.
Half-Elf, Summoner (Unchained, Soulbound) 7, +9 Init, +15/+19 Perc (After slash is next to Eidolon), F +5, R +6, W +6, 57 HP, 24/26 AC, 19 CMD Parvo AC 33
Elnaril tries to sneak fowards to a better position before the fight starts
Stealth:1d20 + 3 ⇒ (18) + 3 = 21
Unfortunately images of an uncertain future begin to bombard his mind leaving him dazed and unable to act.
Elnaril's curse makes him unable to act during a surprise round.
M Agathion Eidolon 6 +6 Perc , F +7, R +8, W +2 (+4 morale bonus vs. ench spells and effects)+4 bonus vs. poison, +4 bonus vs. petrification, 51 HP, 29 AC (33), 24 CMD
Parvo shadows Elnaril until it is time to strike.
Stealth:1d20 + 9 ⇒ (1) + 9 = 10
Will try to move on map later, can’t do it on phone. But with haste have 60ft move. So surprise round moving into base contact with the Frost Giant. AC30. Not using Divine Bond, unfortunately. Impossible to sneak up when you shine with a golden halo. Round 1...
If all of those Hit, then regular damage:15 + 13 + 12 + 16 + 20 = 76 Fire Damage:8 + 6 + 8 + 2 = 24 If vulnerable to fire:56 + 20 + 24 + 12 = 112
Bursting from cover, Eldric ran straight towards the Frost Giant. As he did so his arms burst into flames. Fire was exploding as arcane energies were released, and he could hear the screams of pain and surprise. The Giant had been drinking, and was slow to react. As he got closer he could see just how tall a task this was. The Giant was easily fifteen feet tall and likely weighed nearly three thousand pounds. And here he was...ready to punch it.
Luckily for him, his form of martial arts was not predicated on brute strength. But rather attacking pressure points. It was the art of striking quickly and decisively. By hitting a foe just right, intense pain could be induced...even death. Even against an armored foe, he just had to find the one weak spot. But against a giant? He didn’t even have to try to find them. It was reaching them that was the issue. The fact that his hands burned with the light of Pelor just made each blow that much more deadly.
He knew that the orcs and the hill giants would soon be upon them. Which was fine. He could weather a fireball much better than they. And once they grouped up on him, his allies could continue their bombardment.
Just as he hit, his fire began to take on a golden hue, as he willed his flames to burn away the shadow of evil. As a paladin, he had the ability to strike directly at the hearts of those who harbored evil. And how could this giant be anything but evil when it preyed on helpless civilians?
If Stealth roll is needed during Surprise Round[s].
[dice=stealth check]1d20 + 5
Mazrak will move with the party. He will then hesitate casting his spell until after Seltyn has cast his Fireball to start.
After the Fireball, Mazrak will try to create an illusion of a Huge Fire Elemental that will rise out of the Fireball nearest to the Dire Boars to the right. The image will make sounds like that of a roaring fire.
M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17
Looks like I picked the wrong time to go to sleep! It was late here!
In the predawn twilight, Seltyn peeks around the edge of the rock. With the fires still illuminating his targets, and his low-light vision, he sees them as clearly as a human would on a sunny day.
He whispers, Here we go, and casts the first Fireball, centered as promised.
He then moves 30' forward, drawing his sword, and another tiny bead of bat poop.
I tried to draw a dot where it's centered, but I should have focused closer! It's to the right of the sleeping orcs in front of the giant, hitting all of them and most of the boars to the right. They'd get a save if they were awake.
Male M Human Ftr2/Inv5, Init +2, HP 43/48, AC 26/16/21, CMD 25, P +14(+16 v/traps), F +6, R +8(+9 v/traps), W +5(+7 v/ill,disb), Buffs: CE, Haste, Shield
Are we not playing Pathfinder? Surprise rounds are either a move or standard action, right? I'm confused.
Horek moves forward with stealth, trying to stay hidden as he makes for the nearest boulder to use it for cover and pointing out the nearest sentry for Whisper to take down. The ranger frowns a bit as the eager monk flings himself into the middle of the camp, and he hopes that Eldric's defenses are up to the task. When the fireball explodes, Horek takes aim at the frost giant, impressed with the wounds inflicted by the monk upon the creature. Perhaps his arrows will help bring it down for good so that they can focus on the rest of the encampment and keep the enemy away from the prisoners.
OOC: Wow... some really bad rolls for me there. If it's OK GM, I'll use that +1 bonus Horek got for the blessing he received at the Beory shrine he dripped some of his blood onto? Hopefully all the bonuses will be enough to compensate... Anyway, Horek and Whisper moving with stealth to their positions on the map. I forgot that I'll need a token for Whisper. Remember he is a Large wolf, but with decent stealth. He is moving to attack that sentry a bit north of Horek's current position - I put a text box in that 10' square.
I went ahead and made a surprise round attack figuring I'd gotten into position behind the boulder without being spotted prior to the surprise round and will then use the surprise round itself to make a standard attack action with the bow against the frost giant. I also posted my full attack against the frost giant for Horek since he acts first in Round 1. I did the same for Whisper, though figure that her surprise round is a 'partial charge' action, if that's OK? I'm also guessing she is acting on my initiative? I measured the distance and Horek is at exactly 110' range from the frost giant from his current position, so no range penalties apply. I rolled stealth checks for he and Whisper both and they are both also utilizing cover, in case that has an effect on anything - like ranged attacks from the encampment.
I'm thinking that someone cast Magic Fang on Whisper already as we discussed, and those +1 bonuses are included below. I'm also guessing that Whisper is NOT hasted, so didn't include extra attacks. EDIT: Found out Whisper is hasted, so gave him an extra attack in Round 1 as well as the additional +1 bonus to all attacks.
Male M Human Ftr2/Inv5, Init +2, HP 43/48, AC 26/16/21, CMD 25, P +14(+16 v/traps), F +6, R +8(+9 v/traps), W +5(+7 v/ill,disb), Buffs: CE, Haste, Shield
Jeeves does his best to sneak toward the enemy with his bow out, ready to fire the first time he is spotted.
Spending one point of Insipiration Stealth:1d20 + 10 + 1d6 ⇒ (5) + 10 + (6) = 21
I also don't seem to have control over any of the figures in Roll20. Am I doing something wrong?
M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17
Horek: Whisper is indeed Hasted. He gets the speed, +1 AC and +1 to hit and Reflex. So is Parvo. Seltyn is the only party member who is not. He doesn't want to get close, but instead take advantage of the darkness and distance. Darkvision is only 60'.
Jeeves: I can only move my character. You can't move Jeeves at all?
Male M Human Ftr2/Inv5, Init +2, HP 43/48, AC 26/16/21, CMD 25, P +14(+16 v/traps), F +6, R +8(+9 v/traps), W +5(+7 v/ill,disb), Buffs: CE, Haste, Shield
Seltyn Sevenleaf wrote:
Jeeves: I can only move my character. You can't move Jeeves at all?
Can see the map, but also can’t move. One solution I’ve seen done is to have top to bottom be labeled A-Z and left to right of grid labeled with numbers. That way a player can say “I start in A3. With 60ft movement, I go to C7, stopping adjacent to the orc sentry.” That way even with issues moving, it can be clear what is intended
Male M Human Ftr2/Inv5, Init +2, HP 43/48, AC 26/16/21, CMD 25, P +14(+16 v/traps), F +6, R +8(+9 v/traps), W +5(+7 v/ill,disb), Buffs: CE, Haste, Shield
Not on a phone and have tried with two different browsers.
It's possible GM Chill just didn't grant the right permissions. Roll20 can be tricky with that sometimes. I've played a few real-time internet games on that software and inevitably somebody gets locked out of their token and it takes a few minutes of work to get the permission straightened out.
M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17
Horek Varshot wrote:
It's possible GM Chill just didn't grant the right permissions. Roll20 can be tricky with that sometimes. I've played a few real-time internet games on that software and inevitably somebody gets locked out of their token and it takes a few minutes of work to get the permission straightened out.
I bet that's it. Also, next level, Seltyn will be able to Haste all 8 of us.
M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17
Jeeves the Inimitable wrote:
Are we not playing Pathfinder? Surprise rounds are either a move or standard action, right? I'm confused.
I think the idea is that we all got into position unnoticed, so we get a surprise round. And yes, it's a move or a standard, but not both. I forgot about that. I'll put Seltyn back where he was.
Dwarf Oracle 7 AC20 with Buffs AC23, HP46/(62FL), F3,R4,W7; Init.+1; Perc.+2; 20' CMD20 Buffs: Armor of Bones, Shield of Faith, Haste,
Jeeves the Inimitable wrote:
Are we not playing Pathfinder? Surprise rounds are either a move or standard action, right? I'm confused.
My understanding was that we would be able to move to a starting position and then get the Surprise Round actions, which for Mazrak was to cast the Minor Image spell immediately after Seltyn's Fireball.
Horek@ In a surprise round you only get one attack (a standard action) so only the first strike applies right now. And yes, you are in position as long as you are not closer than thirty feet from any foe. Also, I will get a token for Whisper.
Jeeves@ under what name are you on roll20?
Mazrak@ you can move your figures into no closer than 30 feet from any foe.
M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17
My idea was that Seltyn would cast the fireball and clear out the orcs, and that would start the surprise round. Eldric could run up to the giant and hit him once, but he wouldn't get a full attack until the normal round. I think he was confused because he couldn't move his character.
I know there is a bit of excitement in combat, but it would be less confusing if players only completed the round we are on in future. In the surprise round you can either do a standard or move action (free, immediate and swift also). A partial charge can be done.
Also, hopefully, all permissions on roll20 will work now
Half-Elf, Summoner (Unchained, Soulbound) 7, +9 Init, +15/+19 Perc (After slash is next to Eidolon), F +5, R +6, W +6, 57 HP, 24/26 AC, 19 CMD Parvo AC 33
Ok then, I will put Elnaril in position for where he will be for a surprise round but on Parvo will actually be doing anything.
M Agathion Eidolon 6 +6 Perc , F +7, R +8, W +2 (+4 morale bonus vs. ench spells and effects)+4 bonus vs. poison, +4 bonus vs. petrification, 51 HP, 29 AC (33), 24 CMD
Parvo's surprise round action will be charging the orc guard standing on the rock.
Dwarf Oracle 7 AC20 with Buffs AC23, HP46/(62FL), F3,R4,W7; Init.+1; Perc.+2; 20' CMD20 Buffs: Armor of Bones, Shield of Faith, Haste,
@Chillblame - Just to be clear, we were not able to move up before the Surprise Round. If so, then Mazrak would have not moved and cast his Minor Image after Seltyn's Fireball. Thanks.
Male M Human Ftr2/Inv5, Init +2, HP 43/48, AC 26/16/21, CMD 25, P +14(+16 v/traps), F +6, R +8(+9 v/traps), W +5(+7 v/ill,disb), Buffs: CE, Haste, Shield
Jeeves fires off a shot at the nearest orc (marked as "Target of Jeeves"). Longbow attack vs. flat footed AC in 2nd RI:1d20 + 9 - 2 ⇒ (5) + 9 - 2 = 12
Oh, sorry if my attack confused things! I figured since Horek was first up in Round 1, I'd just throw up my surprise round as well as my Round 1 attacks all at once. In the future I'll definitely just do one round's worth of actions at a time unless you ask otherwise.
M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17
Eldric Lightbringer wrote:
Sorry! I seem to have jumped the gun. My apologies
No worries. You can position yourself where you like, and once the orcs are out of the way, you can charge the giant and give him a good whack. Everyone still has a 50% chance of missing you before they even make an attack roll, and you won't get hit in the surprise round at all, and you have 2 more rounds of the Displacement spell in effect. Then you full attack.
M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17
Seltyn Sevenleaf wrote:
Eldric Lightbringer wrote:
Sorry! I seem to have jumped the gun. My apologies
No worries. You can position yourself where you like, and once the orcs are out of the way, you can charge the giant and give him a good whack. Everyone still has a 50% chance of missing you before they even make an attack roll, and you won't get hit in the surprise round at all, and you have 2 more rounds of the Displacement spell in effect. Then you full attack.
Well, actually, you can't give him a good whack. Don't know why I said that. You get a move or a standard. Just get next to him. Full attack on your turn, and you go right before he does.
Half-Elf, Summoner (Unchained, Soulbound) 7, +9 Init, +15/+19 Perc (After slash is next to Eidolon), F +5, R +6, W +6, 57 HP, 24/26 AC, 19 CMD Parvo AC 33
@Chillblame - Just to be clear, we were not able to move up before the Surprise Round. If so, then Mazrak would have not moved and cast his Minor Image after Seltyn's Fireball. Thanks.
Not quite. I said you can place your characters as close as 30 feet from any opponent. That is your move up. You do not have to be that close, of course.
Surprise round
Horek shoots an arrow and it strikes the frost giant just as he was having a drink. He drops his drinking horn spitting wine.
Parvo sweeps in, savaging an orc-guard, who's scream of surprise ends in a gurgle, his throat ripped out. Enaril is heroic
Eldric rushes up to the frost giant, who towers above him, Bleeryly looking about.
Jeeves attacks but misses
Mazrak delays
Seltyn casts his fireball, exploding in the midst of a group of orcs. Most don't even get to scream.The dire boars wake, and are hurt, but are still alive.
Mazrak casts and creates an illusionary fire elemental, roars and hissing, seemingly created by the fireball.
Dwarf Oracle 7 AC20 with Buffs AC23, HP46/(62FL), F3,R4,W7; Init.+1; Perc.+2; 20' CMD20 Buffs: Armor of Bones, Shield of Faith, Haste,
Round One
Mazrak will begin to ask for more help.
#s Summoned:1d3 ⇒ 3
He will begin to cast Summon Monster III to add some fodder to keep the numbers busy. Cool roll! In Round Two he will add three Small Fire Elementals. The illusion will fade away at the end of Round Two.
Was a Haste put up before we started the Surprise Round. And if so, how long will it last?
AC23 HPs46 (False Life has expired. The Armor of Bones does not have to be a consecutive seven hours, but at least an hour at a time. He would not put up the armor until needed.) Edited:Mazrak gets a +3 for his Shield of Faith.
Half-Elf, Summoner (Unchained, Soulbound) 7, +9 Init, +15/+19 Perc (After slash is next to Eidolon), F +5, R +6, W +6, 57 HP, 24/26 AC, 19 CMD Parvo AC 33
Elnaril shakes his head clear of futures that may or may not come to pass and levels his crossbow at one of the ogres.
Light Crossbow:1d20 + 10 ⇒ (13) + 10 = 231d8 + 1 ⇒ (1) + 1 = 2
Barely skimming the ogre Elnaril grimaces while reloading.
M Agathion Eidolon 6 +6 Perc , F +7, R +8, W +2 (+4 morale bonus vs. ench spells and effects)+4 bonus vs. poison, +4 bonus vs. petrification, 51 HP, 29 AC (33), 24 CMD
Parvo charges the ogres while snarling and latches his fangs on one of them
Big Bite:1d20 + 15 ⇒ (3) + 15 = 181d6 + 12 ⇒ (3) + 12 = 15
M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17
On his turn, Seltyn's intiative is tied with the ogres, but he gets to go first, and they haven't moved. He centers it to hit all the ogres, but not Parvo.
Fireball:9d6 + 3 ⇒ (6, 2, 2, 4, 1, 6, 1, 6, 4) + 3 = 35
DC 20 Reflex save for half.
Male M Human Ftr2/Inv5, Init +2, HP 43/48, AC 26/16/21, CMD 25, P +14(+16 v/traps), F +6, R +8(+9 v/traps), W +5(+7 v/ill,disb), Buffs: CE, Haste, Shield
Are we acting in initiative blocks? If so, I'll hold posting my actions until all the baddies that go before me have posted theirs.
M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17
Jeeves the Inimitable wrote:
Are we acting in initiative blocks? If so, I'll hold posting my actions until all the baddies that go before me have posted theirs.
Yeah, if the ogres got to go before Seltyn, I'd wait to say what he's doing, because they would probably have moved from their lovely fireball formation. I just want to kill them soooo bad!
Half-Elf, Summoner (Unchained, Soulbound) 7, +9 Init, +15/+19 Perc (After slash is next to Eidolon), F +5, R +6, W +6, 57 HP, 24/26 AC, 19 CMD Parvo AC 33
By the way, I forgot to add the penalty to hit for prone for Elnaril and the bonus to hit for prone for Parvo, but I don't think they will make much of a difference.
He will begin to cast Summon Monster III to add some fodder to keep the numbers busy. Cool roll! In Round Two he will add three Small Fire Elementals. The illusion will fade away at the end of Round Two.
Was a Haste put up before we started the Surprise Round. And if so, how long will it last?
AC23 HPs46 (False Life has expired. The Armor of Bones does not have to be a consecutive seven hours, but at least an hour at a time. He would not put up the armor until needed.) Edited:Mazrak gets a +3 for his Shield of Faith.
Mazrak, three small fire elementals are near your character, and under your control. Place them where you want, within the limits of the spell
Male M Human Ftr2/Inv5, Init +2, HP 43/48, AC 26/16/21, CMD 25, P +14(+16 v/traps), F +6, R +8(+9 v/traps), W +5(+7 v/ill,disb), Buffs: CE, Haste, Shield
So, does anyone want a servant? Would it make sense for anyone's background?
Male M Human Ftr2/Inv5, Init +2, HP 43/48, AC 26/16/21, CMD 25, P +14(+16 v/traps), F +6, R +8(+9 v/traps), W +5(+7 v/ill,disb), Buffs: CE, Haste, Shield
I guess I could be everyone's servant, even those that don't want one. That might make for some fun RP, unless Elnaril takes me up on it. I could very easily change my background to have him have served the half-elf's family for some time.
Although I could also rethink my concept a bit. Servant doesn't have to mean butler in the traditional English upper class sense. Servant could also mean someone who is bound to another by something other than payment. For instance, I could be duty-bound to another person because of a previous debt (kine of like the Wookie life debt from Star Wars).
Another idea is that I could have been ordered to act as someone's servant by a PC's protective parent. ("That way I'll always know that you're well taken care of and are taking your vitamins." "Mom!")
Quick rules question. Eldric has cold resist 7. Does this protect him from cold environments, and if so, to what degree?
Quote:
Cold and exposure deal nonlethal damage to the victim. A character cannot recover from the damage dealt by a cold environment until she gets out of the cold and warms up again. Once a character has taken an amount of nonlethal damage equal to her total hit points, any further damage from a cold environment is lethal damage.
An unprotected character in cold weather (below 40° F) must make a Fortitude save each hour (DC 15, +1 per previous check) or take 1d6 points of nonlethal damage. A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (see the skill description).
In conditions of severe cold or exposure (below 0° F), an unprotected character must make a Fortitude save once every 10 minutes (DC 15, +1 per previous check), taking 1d6 points of nonlethal damage on each failed save. A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well. Characters wearing a cold weather outfit only need check once per hour for cold and exposure damage.
A character who takes any nonlethal damage from cold or exposure is beset by frostbite or hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure.
Extreme cold (below –20° F) deals 1d6 points of lethal damage per minute (no save). In addition, a character must make a Fortitude save (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage.
By my reading of this, cold resist 7 means that he can’t take any damage due to it being 1d6, and thus he is immune to cold weather. But I’d like to get a GM ruling on it before I rely on my interpretation.
Male M Human Ftr2/Inv5, Init +2, HP 43/48, AC 26/16/21, CMD 25, P +14(+16 v/traps), F +6, R +8(+9 v/traps), W +5(+7 v/ill,disb), Buffs: CE, Haste, Shield
Character creation question for the GM:
How do you want to handle spells (or in my case formulae) in spell/formulae books? After all, certain spells come copied from others, etc, while others have to be bought. What percentage should I have to "buy" versus scribed from others (either for free or for the scribing fee).
Here is a list of survival/outdoors stuff that might be good to have. I'm thinking we should try to get the kingdom to foot the bill, or a portion of it at least! Tables don't do well in this forum, so the top list is the item names, second list is the gp value for each item (in order) and the third is the weight of each item (again in order). I'm thinking a mule can carry 300lb of weight, correct?
Wish List for Survival/Outdoor Supplies
Two Large tents (each shelters 4 people)
6 Cold Weather Outfits
6 Blankets
60 Days of Trail Rations (10 days each)
12 Waterskins (2 each)
30 Torches
10 Flasks of Oil
Bullseye Lantern
Climber's Kit (collection of crampons, pitons and ropes - grants +2 to Climb checks)
200' Silk Rope
Grappling Hook
Pack Mule with saddlebags
That works! So long as we confirm you're immune to cold weather? I know Endurance gives Horek bonuses to his CON saves, but he'll still take damage if things get too cold.
Yup! I also already have a fighter’s kit (This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.)
Only with a Masterwork Backpack. This means for carrying purposes my Strength goes from 11 up to 14 (due to trait). So I can carry up to 116 pounds. And while I haven’t calculated weight...Eldric has no weapons or armor. So I think that he can carry about 100lbs-ish worth of gear for the party if needed.
Half-Elf, Summoner (Unchained, Soulbound) 7, +9 Init, +15/+19 Perc (After slash is next to Eidolon), F +5, R +6, W +6, 57 HP, 24/26 AC, 19 CMD Parvo AC 33
Some gear would be nice and I'm willing to contribute my leftover cash. And Eldric I've always played in my games that cold resistance does protect against most natural forms of cold weather.
Horek does your wolf have any magical enhancement on it's bite? If not I have greater magic fang I could cast on it every day.
Oh and Elnaril was an orphan peasant that got kicked out in his teens when his powers manifested. But if you think I could have picked up a servant when I was adventuring i am fine with it.
Male M Human Ftr2/Inv5, Init +2, HP 43/48, AC 26/16/21, CMD 25, P +14(+16 v/traps), F +6, R +8(+9 v/traps), W +5(+7 v/ill,disb), Buffs: CE, Haste, Shield
Horek Varshot wrote:
I could see Elnaril with a servant maybe!
How about it, Elnaril. Want a servant? It would mainly be for RP purposes.
Half-Elf, Summoner (Unchained, Soulbound) 7, +9 Init, +15/+19 Perc (After slash is next to Eidolon), F +5, R +6, W +6, 57 HP, 24/26 AC, 19 CMD Parvo AC 33
Jeeves I am fine with it but I think it would probably be a relatively new thing. Elnaril would still be slightly uncomfortable with it and we would need to decide on some reason why you joined me.
That's no problem Horek I can cast Extended Greater Magic Fang on Whisper every morning but at the moment it is still only +1. And speaking of which if Seltyn or Mavrak needs to extend something I carry 2 rods of Lesser Extend. I auto use 2 in the morning for Magic Fangs but otherwise...
How do you want to handle spells (or in my case formulae) in spell/formulae books? After all, certain spells come copied from others, etc, while others have to be bought. What percentage should I have to "buy" versus scribed from others (either for free or for the scribing fee).
I think the alchemy class feature covers that. you get two for free (including scribing costs) per level increase, and you can scribe any wizard spell you find (provided it is on your spell list) you can find, steal or buy. A formula book is the same as a spellbook in this case. Scribing costs are the same as a wizards scribing into a spellbook.
Half-Elf, Summoner (Unchained, Soulbound) 7, +9 Init, +15/+19 Perc (After slash is next to Eidolon), F +5, R +6, W +6, 57 HP, 24/26 AC, 19 CMD Parvo AC 33
He means whether he has to pay scroll costs for them, just scribing costs or if he has to pay the 1 1/2 scribing costs to do it from a mages spellbook.
BTW, little house rule for knowledge skills, so as to stop crazy rolls, maximum buff on a skill roll is +10. This is in addition to skill ranks, and stat/class bonus
He means whether he has to pay scroll costs for them, just scribing costs or if he has to pay the 1 1/2 scribing costs to do it from a mages spellbook.
? As per a wizard. If a wizard has to pay that, so does he. I'm not seeing the problem
So if we use magical mounts, will there be enough for all six of us? We could use saddlebags for the extra gear and spread them out if so, that'll save us from taking an overburdened mule that would otherwise slow us down. I rather like that idea myself.
Half-Elf, Summoner (Unchained, Soulbound) 7, +9 Init, +15/+19 Perc (After slash is next to Eidolon), F +5, R +6, W +6, 57 HP, 24/26 AC, 19 CMD Parvo AC 33
That's all good however don't forget we will be going into the mountains. Normal mounts wouldn't be that useful once we get there.
Half-Elf, Summoner (Unchained, Soulbound) 7, +9 Init, +15/+19 Perc (After slash is next to Eidolon), F +5, R +6, W +6, 57 HP, 24/26 AC, 19 CMD Parvo AC 33
I have 280gp left. Oh and I have a campfire bead for nights.
Male M Human Ftr2/Inv5, Init +2, HP 43/48, AC 26/16/21, CMD 25, P +14(+16 v/traps), F +6, R +8(+9 v/traps), W +5(+7 v/ill,disb), Buffs: CE, Haste, Shield
I already have a fully charged CLW wand, FYI, which I am happy to use on anyone.
Chillblame wrote:
As per a wizard. If a wizard has to pay that, so does he. I'm not seeing the problem
It's not a problem. I was referring to the following line from p. 219 of the Core Rulebook:
Core Rulebook wrote:
In most cases, wizards charge a fee for the privilege of copying spells from their spellbooks. This fee is usually equal to half the cost to write the spell into a spellbook (see Writing a New Spell into a Spellbook). Rare and unique spells might cost significantly more.
What you are telling me is that all I have to pay for is the scribing cost (listed on that same page), correct, not the "fee" mentioned above?
Male M Human Ftr2/Inv5, Init +2, HP 43/48, AC 26/16/21, CMD 25, P +14(+16 v/traps), F +6, R +8(+9 v/traps), W +5(+7 v/ill,disb), Buffs: CE, Haste, Shield
I am also able to craft alchemical items for us, if anyone wants them. I'm planning on crafting some tanglefoot bags for myself.
Sounds like we're getting the mundane gear we need from the list from the Crown? If so, Horek will donate 50gp, which is pretty much all he has left of his funds. I spent that starting gold down to just about nothing!
I'm thinking we should go with the magical mount idea (and saddlebags for the gear) instead of bringing a pony. That way we won't have to worry about what happens to our pack animal when we inevitably leave it behind.
Half-Elf, Summoner (Unchained, Soulbound) 7, +9 Init, +15/+19 Perc (After slash is next to Eidolon), F +5, R +6, W +6, 57 HP, 24/26 AC, 19 CMD Parvo AC 33
The spell doesn't come with saddle-bags, so we either buy the or rig the backpacks.
M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17
Seltyn can store 120 lbs. of food, gear, etc., in his haversack. He'll give the 2 scrolls of Endure Elements to whichever divine casters can use them, and keep the rest safe in his bag until we need them.
They gave us: scroll of endure elements x2 (divine), Two potions of cure moderate wounds, two potions of lesser restoration, scroll of mount (10th level cast).
I figured we could buy the saddlebags ourselves, I think they're 8gp each? GM, are we supplied with everything else on that list I created?
When and if we reach a point where taking summoned horses is no longer viable, we can figure out what outdoor stuff is left and how to distribute it. Heck, maybe Horek can convince Whisper to carry most of it! Might require a 'Push' check on the Handle Animal skill though... :)
I've got a MW backpack, but can only manage a few more pounds of personal gear since I don't want to hit Medium Load. I'm thinking the stuff in saddlebags will only be for outdoor stuff anyway - so if we don't have the mounts (say when we enter the 'dungeon' for instance), we just stash the saddlebags somewhere relatively safe for when we come back to claim them. We won't need tents or blankets for sure at least, most of the rest we could probably divvy up among those strong enough to carry them or stash in the haversack if we feel like we might need it.
What? The Mount spell doesn't equip the horse with saddle, bit and bridle? That's outrageous!! :)
Hadn't thought about the saddles and such, though I suppose we could just take the ones off the horses we've been using? Heck, they probably had saddlebags as well so maybe we don't have to buy anything for our magical mounts? GM call, I suppose!
Male M Human Ftr2/Inv5, Init +2, HP 43/48, AC 26/16/21, CMD 25, P +14(+16 v/traps), F +6, R +8(+9 v/traps), W +5(+7 v/ill,disb), Buffs: CE, Haste, Shield
I don't have a huge amount to spend, as I still have to spend the money on scribing formulae in my formula book, but I can carry another 65 pounds before I become encumbered.
I'd also like to craft a few things, GM. Would you allow me to "Take 10" on my crafting checks?
Oh, they really do? I've never used that spell... Now I'm wondering where those horses come from in a 'real' sense? I'm imagining some poor rancher just getting his horse all saddled up and climbing aboard when it suddenly disappears from under him! He probably stands up, dusts himself off and starts shouting "Those @%$!#& wizards and their summoning spells!"
Half-Elf, Summoner (Unchained, Soulbound) 7, +9 Init, +15/+19 Perc (After slash is next to Eidolon), F +5, R +6, W +6, 57 HP, 24/26 AC, 19 CMD Parvo AC 33
Yes they do have saddles, lol but no it's normal mount. It was only meant to be a hold-over spell until my dragon was big enough to ride. :) But I have enough 1st and 2nd level spells until we reach the mountains. That's where most of the fighting will be anyway.
M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17
OK. When he has an hour, Seltyn will try to copy the spell from the scroll, so he can summon a few mounts, too.
Then he'll start looking for that communal spell.
Male M Human Ftr2/Inv5, Init +2, HP 43/48, AC 26/16/21, CMD 25, P +14(+16 v/traps), F +6, R +8(+9 v/traps), W +5(+7 v/ill,disb), Buffs: CE, Haste, Shield
Chillblame, if you are looking for a more detailed map of Sterich (albeit one without hexes), there's the following one from the "sequel" to these adventures from Dragon Magazine: Map of Sterich