HP 32/32, AC 18, DR2/armor, F +2, R +7 W +4, bab 3, melee 3/6, ranged 6 CMB 3, CMD 17, init+2, perc +14 half-elf Bard(Archaeologist)/4
Alric stays close behind Arabeth, moving as quietly as he can among the brush. He tries to follow Cerin's path, but cannot seem to do so quite as efficiently, getting snagged in brambles constantly.
HP 32/32, AC 18, DR2/armor, F +2, R +7 W +4, bab 3, melee 3/6, ranged 6 CMB 3, CMD 17, init+2, perc +14 half-elf Bard(Archaeologist)/4
"Seems like it would be easier passage for the rest of us than through these briars." Alric moves cautiously along the path, watching for any trouble... perception: 1d20 + 14 ⇒ (20) + 14 = 34
HP 32/32, AC 18, DR2/armor, F +2, R +7 W +4, bab 3, melee 3/6, ranged 6 CMB 3, CMD 17, init+2, perc +14 half-elf Bard(Archaeologist)/4
Alric searches for any kind of passage through the briars... maybe some kind of hidden path... perception: 1d20 + 14 ⇒ (16) + 14 = 30 If he spots one, all well and good... if not, there's always chopping one's way through...
HP 32/32, AC 18, DR2/armor, F +2, R +7 W +4, bab 3, melee 3/6, ranged 6 CMB 3, CMD 17, init+2, perc +14 half-elf Bard(Archaeologist)/4
I'd like those MW thieves tools unless we have an actual rogue, which I'm pretty sure we don't) in the party, in which case they should go to him/her. I can use the scroll of burning hands with UMD if no one else can. Someone should use the +1 rop - someone without deflection bonus already of course, probably one of our frontliners, Radbar? Not sure about the rest, I know we should keep the CLW potion - though not sure who wants to carry it. If no one wants the +1 longsword or the MW handaxe, we can sell them and get a wand of CLW... though with just the 'goods' we can probaby buy the wand if we pool our money some. I'm willing to put my share in for such an item, but we would all have to agree, of course.
HP 32/32, AC 18, DR2/armor, F +2, R +7 W +4, bab 3, melee 3/6, ranged 6 CMB 3, CMD 17, init+2, perc +14 half-elf Bard(Archaeologist)/4
I changed the list around a little - let me know what you all think and who wants to claim what - and what we can / should sell: List of treasure since the glassworks: Things we might want to consider selling if no one especially wants them or can use them to good effect:
Things that might be useful and either have or could be claimed by party members - if no one wants some of them, we can sell those items:
HP 32/32, AC 18, DR2/armor, F +2, R +7 W +4, bab 3, melee 3/6, ranged 6 CMB 3, CMD 17, init+2, perc +14 half-elf Bard(Archaeologist)/4
maybe we can sell off all the items we either can't use or don't want before we go and people can buy what they want, or maybe we can pool money to buy a wand of cure light wounds?
HP 32/32, AC 18, DR2/armor, F +2, R +7 W +4, bab 3, melee 3/6, ranged 6 CMB 3, CMD 17, init+2, perc +14 half-elf Bard(Archaeologist)/4
"Creating about 3 more sinspawn would deplete the well... but is that really something we want to do? Let's just leave it for now. Hopefully nothing else will come along to use blood to make more of those creatures."
HP 32/32, AC 18, DR2/armor, F +2, R +7 W +4, bab 3, melee 3/6, ranged 6 CMB 3, CMD 17, init+2, perc +14 half-elf Bard(Archaeologist)/4
"I know a bit about such things, but I'm not sure it's destroyable... some magic artifacts are not easy to dismantle." know history: 1d20 + 10 ⇒ (16) + 10 = 26
not sure what might apply so rolling all 3
HP 32/32, AC 18, DR2/armor, F +2, R +7 W +4, bab 3, melee 3/6, ranged 6 CMB 3, CMD 17, init+2, perc +14 half-elf Bard(Archaeologist)/4
Alric spends a swift action to reactivate his archaeologist's luck and fires another arrow at the little demon. to hit: 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19 dmg if hits: 1d6 + 1 ⇒ (2) + 1 = 3
HP 32/32, AC 18, DR2/armor, F +2, R +7 W +4, bab 3, melee 3/6, ranged 6 CMB 3, CMD 17, init+2, perc +14 half-elf Bard(Archaeologist)/4
When the quasit casts a spell and becomes visible, Alaric fires an arrow at it. 2nd round of lingering performance on archaeologist's luck to hit: 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16 dmg if hits: 1d6 + 1 ⇒ (2) + 1 = 3
HP 32/32, AC 18, DR2/armor, F +2, R +7 W +4, bab 3, melee 3/6, ranged 6 CMB 3, CMD 17, init+2, perc +14 half-elf Bard(Archaeologist)/4
Alric, without any means to see invisible, turns his attention to the sinspawn and aims his bow at it. He deactivates his archaeologist's luck, but with lingering performance, still benefits from it. to hit: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15 dmg if hits: 1d6 + 1 ⇒ (5) + 1 = 6
HP 32/32, AC 18, DR2/armor, F +2, R +7 W +4, bab 3, melee 3/6, ranged 6 CMB 3, CMD 17, init+2, perc +14 half-elf Bard(Archaeologist)/4
Alric spends a swift action to activate his archaeologist's luck and fires an arrow at the little demonic creature (the quasit). to hit: 1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 21 dmg if hits: 1d6 + 1 ⇒ (2) + 1 = 3
HP 32/32, AC 18, DR2/armor, F +2, R +7 W +4, bab 3, melee 3/6, ranged 6 CMB 3, CMD 17, init+2, perc +14 half-elf Bard(Archaeologist)/4
Alric activates his archaeologist's luck as a swift action and attacks the creature, slicing at it with his scimitar. to hit: 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19 damage: 1d6 + 1 ⇒ (2) + 1 = 3
HP 32/32, AC 18, DR2/armor, F +2, R +7 W +4, bab 3, melee 3/6, ranged 6 CMB 3, CMD 17, init+2, perc +14 half-elf Bard(Archaeologist)/4
"What in the nine hells is that thing?" knowledge, dung or planes, add +1 more if arcane: 1d20 + 8 ⇒ (2) + 8 = 10 init: 1d20 + 2 ⇒ (2) + 2 = 4 gah, those were terrible rolls!
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