GM Ventiine's Ruins of Azlant (Books 1-3)

Game Master Ventiine

Books 1 & 2 | Book 3 | NPCs | Combat Maps | Loot Sheet | Island Map

Location: Pillars of Long Shadow (A5)
Current day: Fireday (Fireday), 7 Erastus (July) 4717
4717 Calendar


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Male Human Ranger 7 (Tidal Hunter) | AC 26, Touch 16 |Flat-footed 22 | HP 67 (67) | Fort +7, Ref +9, Will +3 | Init +6 | Perception +11*, Keen Scent; Huntress: Init +2, AC 20 (12 Tch, 18 Flt)

I think that we can cover healing with the CLW wand and bardic spells for now. Maybe some anti-toxins, anti-plague, and anything else that can remove or boost saves for conditions. Maybe even a weapon blanch if the DM allows.


N Female Human Bard (Archivist) 7 | hp --52-- 52/52 NL [0] | AC 21, t 13, ff 18 | Fort +5, Ref +8, Will +8 | BP 16/18 | Init +3 | Perc +11 | Speed 30 ft. | Bard Spells 1st 4/5; 2nd 3/4 ; 3rd 0/1| Lore Master 1/1 | Shirt 1/1 | Wand of CLW 30/50 | Conditions: none | To-Do List

Oops! Forgot to say that Becky doesn't really have an opinion on what to have Anya make in terms of alchemical items. She's got some cold iron weaponry (dagger and arrows) to deal with fey, but just a coin shot spell for dealing silver-based damage, so some blanch might come in handy.


You can always take a 10 unless you're in combat. :)


Init +2;| Perception +9 37/38 HP
saves:
Fort +6, Ref +6, Will +1; +2 vs. enchantments, +2 bonus vs. poison|
AC:
18, touch 14, flat-footed 16(+2 amulet +4 armor, +2 Dex)
uses per day:
bombs 9/9 extracts 8/8 Healer's hands 5/5
Asher 'Cinnis' Regillenus wrote:
I think that we can cover healing with the CLW wand and bardic spells for now. Maybe some anti-toxins, anti-plague, and anything else that can remove or boost saves for conditions. Maybe even a weapon blanch if the DM allows.

Makes some sense as well. Which would you suggest?


The blacksmith would be capable of blanching the tips of your arrows.

Nudging plot forward tomorrow.


Male Human Ranger 7 (Tidal Hunter) | AC 26, Touch 16 |Flat-footed 22 | HP 67 (67) | Fort +7, Ref +9, Will +3 | Init +6 | Perception +11*, Keen Scent; Huntress: Init +2, AC 20 (12 Tch, 18 Flt)
Antaral Ne'lethborn wrote:
Asher 'Cinnis' Regillenus wrote:
I think that we can cover healing with the CLW wand and bardic spells for now. Maybe some anti-toxins, anti-plague, and anything else that can remove or boost saves for conditions. Maybe even a weapon blanch if the DM allows.
Makes some sense as well. Which would you suggest?

I think an Antiplague, and Antitoxin would be a good start.


Init +2;| Perception +9 37/38 HP
saves:
Fort +6, Ref +6, Will +1; +2 vs. enchantments, +2 bonus vs. poison|
AC:
18, touch 14, flat-footed 16(+2 amulet +4 armor, +2 Dex)
uses per day:
bombs 9/9 extracts 8/8 Healer's hands 5/5

When the group has decided what we want for sure, post the dc #'s and full cost here and we will see what I can make taking 10. I can use one crafter's fortune per day which adds +5 to next craft check. That means once per day I can achieve a +26 roll and average taking ten is 21. This should give an idea of what we can get.


Male Human Ranger 7 (Tidal Hunter) | AC 26, Touch 16 |Flat-footed 22 | HP 67 (67) | Fort +7, Ref +9, Will +3 | Init +6 | Perception +11*, Keen Scent; Huntress: Init +2, AC 20 (12 Tch, 18 Flt)

Antiplague and Antitoxin both have a DC of 25, and a full retail cost of 50GP.


Init +2;| Perception +9 37/38 HP
saves:
Fort +6, Ref +6, Will +1; +2 vs. enchantments, +2 bonus vs. poison|
AC:
18, touch 14, flat-footed 16(+2 amulet +4 armor, +2 Dex)
uses per day:
bombs 9/9 extracts 8/8 Healer's hands 5/5

lets do it then. I'd say use our $$ for multiple of those or some blanches for weapons. Not sure what ones we want or the costs.


Excellent :) Please make sure to update the look sheet


Init +2;| Perception +9 37/38 HP
saves:
Fort +6, Ref +6, Will +1; +2 vs. enchantments, +2 bonus vs. poison|
AC:
18, touch 14, flat-footed 16(+2 amulet +4 armor, +2 Dex)
uses per day:
bombs 9/9 extracts 8/8 Healer's hands 5/5

I will be out till sunday night. WIll be at a cabin with no Internet


I missed a couple days of posting. Would you all like to fight the goblins or would you like me to summarize it?


Male Human Ranger 7 (Tidal Hunter) | AC 26, Touch 16 |Flat-footed 22 | HP 67 (67) | Fort +7, Ref +9, Will +3 | Init +6 | Perception +11*, Keen Scent; Huntress: Init +2, AC 20 (12 Tch, 18 Flt)

If they aren't significant, we can just say we chase them off.


N Female Human Bard (Archivist) 7 | hp --52-- 52/52 NL [0] | AC 21, t 13, ff 18 | Fort +5, Ref +8, Will +8 | BP 16/18 | Init +3 | Perc +11 | Speed 30 ft. | Bard Spells 1st 4/5; 2nd 3/4 ; 3rd 0/1| Lore Master 1/1 | Shirt 1/1 | Wand of CLW 30/50 | Conditions: none | To-Do List

Becky won't attack the goblins first without some serious provocation.


Init +2;| Perception +9 37/38 HP
saves:
Fort +6, Ref +6, Will +1; +2 vs. enchantments, +2 bonus vs. poison|
AC:
18, touch 14, flat-footed 16(+2 amulet +4 armor, +2 Dex)
uses per day:
bombs 9/9 extracts 8/8 Healer's hands 5/5

unless they attack I will just threaten until they leave


1 person marked this as a favorite.
Male Human. Arcanist 7. AC 16/20*, touch 16/20*, flat-footed 14/18*. hp 46/46. Fort +3, Ref +4, Will +6. Init +2; Senses Perception +9, (*Mage armor) (Speed 30), Arcane Reservoir 10/10

Becky can threaten to tell on them to her mother. :)


M 1/2 Elf| HP 59/59 | AC: 26, T: 17, FF:23 | Spd: 30ft/ 30ft w/armor | Occultist (Haunt Collector) 7 | Init +3, Darkvision 60, Low Light Vision; Percept: +16, Sense Motive: +11 | Saves: F: +11, R: +7, W: +8 ; +2 vs enchantments, immune to sleep effects| CMB +12 / CMD 25

I think we're in summarize territory...


Woohoo! Level 3! *Here* is a picture of Talmandor's Bounty. Perhaps what the party sees when they return.


Male Human. Arcanist 7. AC 16/20*, touch 16/20*, flat-footed 14/18*. hp 46/46. Fort +3, Ref +4, Will +6. Init +2; Senses Perception +9, (*Mage armor) (Speed 30), Arcane Reservoir 10/10

Crispin Arcanist 3.

HP 4 + 1 (+1 from Fast learner feat) = 6.

Fort +1
Ref +1

Sonic blast Exploit.

Now has all the Knowledges.

Added Goblin to Linguistics since we're meeting them and do need to talk to them.


M 1/2 Elf| HP 59/59 | AC: 26, T: 17, FF:23 | Spd: 30ft/ 30ft w/armor | Occultist (Haunt Collector) 7 | Init +3, Darkvision 60, Low Light Vision; Percept: +16, Sense Motive: +11 | Saves: F: +11, R: +7, W: +8 ; +2 vs enchantments, immune to sleep effects| CMB +12 / CMD 25

3ed level mechanics for Mauro

Mechanics:

Mauro Ocella
N Male ½ Elf
Occultist 3 (Haunt Collector)
Init +2
Speed 30 ft/20ft w armor
Low Light Vision, Darkvision ( 60 ft )
Defense
AC : 20 = 10+6 (armor) +2 (shield)+2 (dex)
HP 24=8 +10 (2d8)+ 3*2 (con)
Fort +7 = +3 Occultist +2 Con+1 Trait+1 Resistance
Ref +4 = +1 Occultist +2 Dex+1 Resistance
Will +4 = +3 Occultist + 1 Wis+1 Resistance
CMD 18 = +2 Bab+4 Str +2 Dex

Offense
Melee: Longsword +7 1d8+7, Cestus +6 1d4+6, Horsechopper +6 1d10+8
Ranged: Chakram +4 1d8+6, Sling +4, 1d4+6
BAB : +2
CMB : +6 = +2 Bab +4 Str

Spells Known
L0 (DC 13, *) : Touch of Fatigue, Mending, Resistance
L1 (DC 14, 4): Cause Fear, Enlarge Person, Shield

Stats
Str 18 = 14 ( 5 pts) + 2 enhancement +2 racial
Dex 14 = 14 (5 pts)
Con 14 = 14 (5 pts)
Int 14 = 14 (5 pts)
Wis 12 = 12 ( 2 points)
Cha 8 = 8 (-2 pts)
Feats : Skill Focus: Perception (adaptability),Extra Mental Focus (1st), Shield Focus (3ed)
Traits : Occult Bargain (drawback, -1 to concentration checks) (drawback), Armor Expert (Combat), Healthy (Campaign), Highlander (Regional)

Skills (4+2(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Perception (+12 = 3 rank +3 trained +1 wis +2 racial +3 Skill Focus)
Spellcraft (+8 = 3 ranks +3 trained +2 int)
Disable Device (+8 = 3 ranks +3 trained +2 dex)
Use Magic Device(+6 = 3 ranks +3 trained -1 cha +1 Magic Item Skill)
Stealth (+9 = 3 ranks +3 trained +2 Dex+1 trait)
K Arcana (+8 = 3 ranks +3 trained +2 int)
Background Skills (2+2/lvl) (Ranks, skill roll)
K History (+8 = 3 ranks +3 trained +2 int)
Appraise (+6 = 1 ranks +3 trained +2 int)
Linguistics (+7 = 2 ranks +3 trained +2 int)

Occult Skill Unlocks (Appraise, Perception)
Languages : Common, Elven, Undercommon, Aklo, Azlanti (linguistics). Aquan (linguistics)
FCB: Occultist, +0.5 points of mental focus /lvl *3


Class Abilities:

Focus Powers (Su): At 1st level, an occultist learns the base focus power from both of his two implement schools (see Implements below) and can select one more focus power from the list of those available to him through those schools. Whenever the occultist learns a new implement school, he gains the base power of that school. In addition, at 3rd level and every 2 levels thereafter, he learns a new focus power selected from the options granted by all of the implement schools he knows. The occultist can use focus powers only by expending mental focus (see Mental Focus on page 48). Unless otherwise noted, the DC for any saving throw against a focus power equals 10 + 1/2 the occultist’s level + the occultist’s Intelligence modifier. The occultist can’t select a focus power more than once. Some focus powers require him to reach a specific occultist level before he can choose them.

Implements (Su): At 1st level, an occultist learns to use two implement schools. At 2nd level and every 4 occultist levels thereafter, the occultist learns to use one additional implement school, to a maximum of seven schools at 18th level. Each implement school adds one spell per spell level of that school of magic to the occultist’s spell list. No spells from any other school are considered to be on the occultist’s spell list until he selects the associated implement school. He can’t use spell trigger or spell completion magic items from unknown schools without succeeding at the appropriate Use Magic Device check. An occultist can select an implement school more than once in order to learn additional spells from the associated school.
Each implement school is represented by a small list of objects. Every day, the occultist selects one item from that school’s list to be his implement for the day for each implement school he knows. The occultist needs only one such item to cast spells of the corresponding school, unless he selected that implement school multiple times, in which case he needs one item for each set of spells gained from that school. Implements don’t need to be magic items, and nonmagical implements don’t take up a magic item slot even if they’re worn. Implements that are not magic items are often of some historical value or of personal significance to the occultist, such as the finger bone of a saint, the broken scepter of a long-dead king, the skull of a mentor’s familiar, or the glass eye of an uncanny ancestor.
Whenever an occultist casts a spell, he must have the corresponding implement in his possession and present the implement to the target or toward the area of effect. This act is part of casting the spell and doesn’t require any additional action. If the occultist lacks the corresponding implement, he can attempt to cast the spell, but must succeed at a concentration check (DC = 20 + the spell’s level) to do so. Spells cast by an occultist without the appropriate implement are always treated as if they were cast at the minimum caster level for the spell in question (caster level 1st for a 1st-level spell, caster level 4th for a 2nd-level spell, and so on).
Each implement school also grants a base focus power. This power is added to the list of focus powers possessed by the occultist (see Mental Focus below). In addition, each implement school grants access to a number of other focus powers that the occultist can select from using his mental focus class feature.

Mental Focus (Su): An occultist can invest a portion of his mental focus into his chosen implements for the day, allowing him to utilize a variety of abilities depending on the implements and the amount of mental focus invested in them. An occultist has a number of points of mental focus equal to his occultist level + his Intelligence modifier; these points refresh each day. He can divide this mental focus between his implements in any way he desires. If an implement is lost or destroyed, the focus invested in it is lost as well, though the occultist still refreshes those points of focus normally.
Once mental focus is invested inside an implement, the implement gains the resonant power of its implement school (see page 50), and the occultist can expend the mental focus stored in the implement to activate the associated focus powers he knows. If a resonant power grants a bonus that varies based on the amount of mental focus invested in the implement, the bonus is determined when the focus is invested, and is not reduced or altered by expending the mental focus invested in the item. Once all of the mental focus in an implement has been expended, it loses its resonant power until mental focus is once again invested in the implement.
The implement grants its resonant power to whoever possesses it; the occultist can lend the implement to an ally to assist that ally, but if he does so, he has difficulty casting that implement’s spells (see Implements on page 47) and can’t expend that implement’s focus on focus powers until he retrieves the implement or refreshes his focus.
The occultist refreshes his mental focus once each day after receiving at least 8 hours of sleep. After refreshing his mental focus, the occultist must spend 1 hour preparing his implements and investing them with this power. Mental focus that is not used before the next time the occultist refreshes his focus is lost.
The occultist can choose to save generic mental focus inside his own body instead of investing all of it, but expending this focus comes at a higher cost. Any focus power the occultist activates with generic focus costs twice as much mental focus to use (and to maintain, if applicable). The occultist can expend his generic focus through an appropriate implement on any focus power he knows, but an implement he didn’t invest any focus in at the start of the day grants no resonant power.
Magic Item Skill (Ex): At 2nd level, an occultist’s knowledge of magic items grants him a bonus when attempting to use them. He gains a bonus on all Use Magic Device checks equal to 1/2 his occultist level.

Object Reading (Su): At 2nd level, an occultist learns how to read information from items he examines. Examining an item in this way requires him to spend 1 minute handling the item. If the item is a magic item, the occultist learns its properties and command word as if he had successfully examined the item using detect magic and succeeded at a Spellcraft check. This ability does not reveal whether the item is cursed unless the occultist’s class level is equal to or greater than the caster level of the item. If the item has any historical significance, the occultist learns one piece of information about its past (as determined by the GM). Finally, if the item was last used no longer than 1 day ago per the occultist’s class level, the occultist learns one piece of information about the last creature to use the item. This information might be a glimpse of the creature’s appearance, a brief vision of what it saw while using the item, or perhaps its emotional state when it last used the item. The GM determines what information is gained in this way. This functions like the psychometry occult skill unlock (see page 196), but doesn’t require a skill check and can be used at will.

Possessed Possessions (Su): At 2nd level, and every 4 occultist levels thereafter, when the haunt collector chooses an implement school he doesn’t already know, instead of using implements as normal for that school, he can gain access to a haunted implement—a powerful, spirit-possessed item collected during his travels. When he selects a haunted implement, he forsakes the resonant power from the item’s implement group and instead selects a spirit from the medium’s list of spirits (Pathfinder RPG Occult Adventures 33), gaining that spirit’s seance boon in place of the resonant power. He can also call upon the implement’s haunting entity as a swift action to temporarily gain bonuses on all checks associated with the selected legendary spirit’s spirit bonus for 1 round. This spirit bonus is equal to 1/2 the amount of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels the haunt collector has. He can call upon this spirit bonus a number of times per day equal to the amount of mental focus invested in the implement, though invoking it doesn’t expend any mental focus. Once the spirit type is selected for an implement, it cannot be changed. This ability alters implements.
Mental Focus : 8 (3 lvl + 2 int + 2 feat +1 FCB),
Necromancy Implement – Funeral Coin (3 Invested) – Necromantic Focus Haunted Implement (Champion Spirit), Mind Fear (1), Necromantic Servant (1), Soulbound Puppet (1)
Transmutation Implement – Weapon (cestus) (3 invested) - Physical Enhancement (Str), Legacy Weapons (1)
Abjuration Implement - Shield (2 invested) – Warding Talisman, Mind Barrier (1)


I won't be able to level for atleast 24 hrs. But will get it done asap


Male Human Ranger 7 (Tidal Hunter) | AC 26, Touch 16 |Flat-footed 22 | HP 67 (67) | Fort +7, Ref +9, Will +3 | Init +6 | Perception +11*, Keen Scent; Huntress: Init +2, AC 20 (12 Tch, 18 Flt)

Asher's is easy.

+6 HP
Skills, of course.
Feat Selection is Deadly Aim to add some punch to the bow.
Favored Terrain (Water +2)

I'll update the profile and stat line tonight.

Level 4 will be the big jump when Rapid Shot will be available as a prereq-skipping Style Feat.


Male Human Ranger 7 (Tidal Hunter) | AC 26, Touch 16 |Flat-footed 22 | HP 67 (67) | Fort +7, Ref +9, Will +3 | Init +6 | Perception +11*, Keen Scent; Huntress: Init +2, AC 20 (12 Tch, 18 Flt)

Remind me..

HP per level.. is it half the die, or half +1?


Init +2;| Perception +9 37/38 HP
saves:
Fort +6, Ref +6, Will +1; +2 vs. enchantments, +2 bonus vs. poison|
AC:
18, touch 14, flat-footed 16(+2 amulet +4 armor, +2 Dex)
uses per day:
bombs 9/9 extracts 8/8 Healer's hands 5/5

Updated and leveled up


Male Human. Arcanist 7. AC 16/20*, touch 16/20*, flat-footed 14/18*. hp 46/46. Fort +3, Ref +4, Will +6. Init +2; Senses Perception +9, (*Mage armor) (Speed 30), Arcane Reservoir 10/10
Asher 'Cinnis' Regillenus wrote:

Remind me..

HP per level.. is it half the die, or half +1?

Half + 1 is the standard.


Yes, half plus 1 for HP


Male Human Ranger 7 (Tidal Hunter) | AC 26, Touch 16 |Flat-footed 22 | HP 67 (67) | Fort +7, Ref +9, Will +3 | Init +6 | Perception +11*, Keen Scent; Huntress: Init +2, AC 20 (12 Tch, 18 Flt)

Cool. I shortchanged Asher last level-up, so he gets a nice boost this level.


N Female Human Bard (Archivist) 7 | hp --52-- 52/52 NL [0] | AC 21, t 13, ff 18 | Fort +5, Ref +8, Will +8 | BP 16/18 | Init +3 | Perc +11 | Speed 30 ft. | Bard Spells 1st 4/5; 2nd 3/4 ; 3rd 0/1| Lore Master 1/1 | Shirt 1/1 | Wand of CLW 30/50 | Conditions: none | To-Do List

BECKY BEYS 3RD LEVEL UPDATES
Bard (Archivist) 3
hp +7 (5 + 1 Con + 1 FC)
BAB +1
Fort Saves +1
Feat: Weapon Finesse
Bardic Performance: now 10 rounds/day; new performance (inspire competence +2)

Spells: 1 new 1st-level slot
New Spells Known: 0-level—message; 1st-level—comprehend languages

Skill Points
Disable Device +1
Knowledge (arcana) +1
Knowledge (dungeoneering) +1
Knowledge (history) +1 [BG]
Knowledge (local) +1
Knowledge (nature) +1
Knowledge (planes) +1
Knowledge (religion) +1
Perception +1
Perform (oratory) +1 [BG]
Spellcraft +1
Swim +1


N Female Human Bard (Archivist) 7 | hp --52-- 52/52 NL [0] | AC 21, t 13, ff 18 | Fort +5, Ref +8, Will +8 | BP 16/18 | Init +3 | Perc +11 | Speed 30 ft. | Bard Spells 1st 4/5; 2nd 3/4 ; 3rd 0/1| Lore Master 1/1 | Shirt 1/1 | Wand of CLW 30/50 | Conditions: none | To-Do List

Oops! Got so excited about the possible crits instead of the usual 4-or-so attack rolls that I forgot to mention Becky's bardic performance. She used another round of Naturalist last round (I ticked it off in her stat line), but now that there's only one skum left, she'll be economical and let it linger for 2 rounds. Hopefully, it'll be dropped in that time.


I got my second moderna shot yesterday and it kicked my butt. Post incoming


Male Human Ranger 7 (Tidal Hunter) | AC 26, Touch 16 |Flat-footed 22 | HP 67 (67) | Fort +7, Ref +9, Will +3 | Init +6 | Perception +11*, Keen Scent; Huntress: Init +2, AC 20 (12 Tch, 18 Flt)

I hope you feel better. My second one gave me a terrible headache, fogginess, and body aches. They cleared up in 24 hours though.


mine dropped me on my rear for 2 days.


Male Human Ranger 7 (Tidal Hunter) | AC 26, Touch 16 |Flat-footed 22 | HP 67 (67) | Fort +7, Ref +9, Will +3 | Init +6 | Perception +11*, Keen Scent; Huntress: Init +2, AC 20 (12 Tch, 18 Flt)

Question for group..

What options do we have for incorporeal enemies, enemies that require magic weapons to hit, and swarms?

I think some prep for the three of those would be a good idea if we'll be away for a few days.

Ghost Salt costs 200GP, so 100GP to craft, and can coat ten arrows, bolts and/or stones.

Alchemist Fire is 20GP per flask, so 10GP to craft.

Oil of Magic Weapon is 50GP, so 25GP to craft. Can any of our party pena scroll?


Init +2;| Perception +9 37/38 HP
saves:
Fort +6, Ref +6, Will +1; +2 vs. enchantments, +2 bonus vs. poison|
AC:
18, touch 14, flat-footed 16(+2 amulet +4 armor, +2 Dex)
uses per day:
bombs 9/9 extracts 8/8 Healer's hands 5/5

I can make the ghost salt and alchem fire easy enough. If we have the time


M 1/2 Elf| HP 59/59 | AC: 26, T: 17, FF:23 | Spd: 30ft/ 30ft w/armor | Occultist (Haunt Collector) 7 | Init +3, Darkvision 60, Low Light Vision; Percept: +16, Sense Motive: +11 | Saves: F: +11, R: +7, W: +8 ; +2 vs enchantments, immune to sleep effects| CMB +12 / CMD 25

I can do magic weapon (+1 sword or Legacy weapon), incorporeal (+1 sword and ghost touch through legacy weapon). Swarm busting on the other hand...


Init +2;| Perception +9 37/38 HP
saves:
Fort +6, Ref +6, Will +1; +2 vs. enchantments, +2 bonus vs. poison|
AC:
18, touch 14, flat-footed 16(+2 amulet +4 armor, +2 Dex)
uses per day:
bombs 9/9 extracts 8/8 Healer's hands 5/5

I can use my alchemist bombs to help with swarms but not much else in the way of undead/incorporeal.


Male Human Ranger 7 (Tidal Hunter) | AC 26, Touch 16 |Flat-footed 22 | HP 67 (67) | Fort +7, Ref +9, Will +3 | Init +6 | Perception +11*, Keen Scent; Huntress: Init +2, AC 20 (12 Tch, 18 Flt)

The alchemist fire will let the rest of us add damage more quickly. How many can you make?

And the ghost salt should be done on a few missiles for each of us for the same reason.

@Crispin, are you planning on getting Craft Wondrous Item as your first magical crafting feat?


N Female Human Bard (Archivist) 7 | hp --52-- 52/52 NL [0] | AC 21, t 13, ff 18 | Fort +5, Ref +8, Will +8 | BP 16/18 | Init +3 | Perc +11 | Speed 30 ft. | Bard Spells 1st 4/5; 2nd 3/4 ; 3rd 0/1| Lore Master 1/1 | Shirt 1/1 | Wand of CLW 30/50 | Conditions: none | To-Do List

Becky's got coin shot for dealing silver-based damage and cold iron arrows (and maybe a dagger). She's ill-prepared for swarms and incorporeal creatures.


@Antaral For simplicity, let's say Alba is willing to trade 1-for-1 on spells that are of the same level. She's not willing to trade any repeats. For example, if she has Fireball, you can't trade her Fireball for something else. Please post here what you trade so I can make a note on her spell list.


Init +2;| Perception +9 37/38 HP
saves:
Fort +6, Ref +6, Will +1; +2 vs. enchantments, +2 bonus vs. poison|
AC:
18, touch 14, flat-footed 16(+2 amulet +4 armor, +2 Dex)
uses per day:
bombs 9/9 extracts 8/8 Healer's hands 5/5

How many do we want and then I can see how long it would take to take that many. I have an ability that allows me to craft alchemy items faster.


Init +2;| Perception +9 37/38 HP
saves:
Fort +6, Ref +6, Will +1; +2 vs. enchantments, +2 bonus vs. poison|
AC:
18, touch 14, flat-footed 16(+2 amulet +4 armor, +2 Dex)
uses per day:
bombs 9/9 extracts 8/8 Healer's hands 5/5

Comprehend languages would be cool but I can do without or buy/trade for it later. What would barkskin cost me to pick up from her? I can’t cast it yet but could later.

I will trade her my 4 lv 1's for the 4 I want of hers.


Init +2;| Perception +9 37/38 HP
saves:
Fort +6, Ref +6, Will +1; +2 vs. enchantments, +2 bonus vs. poison|
AC:
18, touch 14, flat-footed 16(+2 amulet +4 armor, +2 Dex)
uses per day:
bombs 9/9 extracts 8/8 Healer's hands 5/5

she gets crafter's fortune enlarge person monkey fish targeted bomb admixture from me


It is 1,000 gp per level of the spell for purchase


Init +2;| Perception +9 37/38 HP
saves:
Fort +6, Ref +6, Will +1; +2 vs. enchantments, +2 bonus vs. poison|
AC:
18, touch 14, flat-footed 16(+2 amulet +4 armor, +2 Dex)
uses per day:
bombs 9/9 extracts 8/8 Healer's hands 5/5

couldn't remember so thanks


Male Human Ranger 7 (Tidal Hunter) | AC 26, Touch 16 |Flat-footed 22 | HP 67 (67) | Fort +7, Ref +9, Will +3 | Init +6 | Perception +11*, Keen Scent; Huntress: Init +2, AC 20 (12 Tch, 18 Flt)

Do we have enough to make maybe four alchemist fire and one ghost salt?


Init +2;| Perception +9 37/38 HP
saves:
Fort +6, Ref +6, Will +1; +2 vs. enchantments, +2 bonus vs. poison|
AC:
18, touch 14, flat-footed 16(+2 amulet +4 armor, +2 Dex)
uses per day:
bombs 9/9 extracts 8/8 Healer's hands 5/5

4 alchemist fires would cost rouchly 53 gp (if i did math right) in materials. I could make one a day with taking a ten.

Ghost salt I am not sure on as I can not find a dc for it.


1 person marked this as a favorite.
Male Human Ranger 7 (Tidal Hunter) | AC 26, Touch 16 |Flat-footed 22 | HP 67 (67) | Fort +7, Ref +9, Will +3 | Init +6 | Perception +11*, Keen Scent; Huntress: Init +2, AC 20 (12 Tch, 18 Flt)

From James Jacobs himself, it's a 25.

Ghost Salt Craft DC


You can make a Craft check on Monday if you'd like since the party sets out on Tuesday.

I don't want to get caught up too much in Crafting. It's the trust system. Just follow the Crafting rules outlined in my original post. Please make sure you are keeping track of your gold and the shared Loot Sheet.

My next post will reveal area o


Init +2;| Perception +9 37/38 HP
saves:
Fort +6, Ref +6, Will +1; +2 vs. enchantments, +2 bonus vs. poison|
AC:
18, touch 14, flat-footed 16(+2 amulet +4 armor, +2 Dex)
uses per day:
bombs 9/9 extracts 8/8 Healer's hands 5/5

yeah...I took 10 and now we have an alchemist fire. I will list it on loot sheet. SOmeone want it?


Init +2;| Perception +9 37/38 HP
saves:
Fort +6, Ref +6, Will +1; +2 vs. enchantments, +2 bonus vs. poison|
AC:
18, touch 14, flat-footed 16(+2 amulet +4 armor, +2 Dex)
uses per day:
bombs 9/9 extracts 8/8 Healer's hands 5/5

My posting may be spotty and erratic the next 2 weeks. I apologize in advance. We are moving and cleaning our house. We sold one and bought another but it won't be done till august so we are moving to an apartment for the interim. Thus the cleaning and moving are mandatory.
Feel free to DMpc me as needed. I am still intending to be as much a part of game as my abilities and time allow over the next 2 weeks.

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