Garuda-Blooded Aasimar

Antaral Ne'lethborn's page

244 posts. Alias of Herkymr the Silly.


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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 need to step away for a few. Health and new job are kicking my bottom.


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

Haven't forgotten. Just adjusting to being sick, a hernia and new job so I have been delayed


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

Got the new job. Paperwork and such by friday. Looks like a better gig.


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 have it limited to 2 jobs. SHould have an answer by friday and playing again probably mondayish


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

lol my last day t current job is tuesday. Then on to the new job role adjustment


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

Still here. Just wanted to let every one know that I am changin employers and so am in the process of the new hire info. THings will remain hectic for a couple more weeks atleast.


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 had some stuff come up and will not be able to post for aboput 3 weeks. go ahead and bot me if needed


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 hate getting close Antaral grumbles as he draws his mace and attacks the one in front of Becky (lavender?]
attack: 1d20 + 6 ⇒ (2) + 6 = 8 damage: 1d8 + 2 ⇒ (8) + 2 = 10


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 of town til monday. Bot as needed


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

stay safe and not so sleepy. that should be the number one focus


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'll roll some craft checks here for making those items.

Balm will cost 10 gp / 1=dc20 craft = auto success unless nat 1
bag is 50/1 = dc 30 craft
These should come out of company costs.

bag dc 30: 1d20 + 22 ⇒ (10) + 22 = 32
bag dc 30: 1d20 + 22 ⇒ (5) + 22 = 27
bag dc 30: 1d20 + 22 ⇒ (5) + 22 = 27
bag dc 30: 1d20 + 22 ⇒ (12) + 22 = 34
bag dc 30: 1d20 + 22 ⇒ (9) + 22 = 31
bag dc 30: 1d20 + 22 ⇒ (19) + 22 = 41
bag dc 30: 1d20 + 22 ⇒ (5) + 22 = 27
bag dc 30: 1d20 + 22 ⇒ (9) + 22 = 31
bag dc 30: 1d20 + 22 ⇒ (20) + 22 = 42
bag dc 30: 1d20 + 22 ⇒ (9) + 22 = 31
bag dc 30: 1d20 + 22 ⇒ (14) + 22 = 36
bag dc 30: 1d20 + 22 ⇒ (16) + 22 = 38

balm dc 20: 1d20 + 22 ⇒ (10) + 22 = 32
bag dc 20: 1d20 + 22 ⇒ (13) + 22 = 35
bag dc 20: 1d20 + 22 ⇒ (3) + 22 = 25
bag dc 20: 1d20 + 22 ⇒ (12) + 22 = 34
bag dc 20: 1d20 + 22 ⇒ (7) + 22 = 29
bag dc 20: 1d20 + 22 ⇒ (19) + 22 = 41

9 bags made (cost including failed attempts) 450 gp
6 balms created 60 gp
total costs 510 gp


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

Antaral updated. New spells picked and new discovery=gills
Same skills as previous +1
BAB +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
Talath Na'El wrote:
Antaral Ne'lethborn wrote:
I'll level as soon as I can and post up. Probably wont be for atleast another day. been hell at work and home this week.

The GM promised to make you suffer this week. ;)

On a serious note how fast, and how much will it cost, to churn out Alchemist's Fire and Tangleburn Bags?

Give me a link to tangleburn bags. Most alchemist fire I can make I believe in a standard action.

1 hr is 10 min
10 min is full round
1day is 1 hr
due to skills and feats


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

Antaral stays quiet watching and thinking.


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'll level as soon as I can and post up. Probably wont be for atleast another day. been hell at work and home this week.


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

Antaral, knowing he is blunt and often no help in diplomatic situations, errs on the side of caution and keeps his mouth shut. He watches the okolora tribe for responses.

perception: 1d20 + 8 ⇒ (15) + 8 = 23
s. motive: 1d20 + 0 ⇒ (6) + 0 = 6


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

Antaral is a bit shaken by the comment of the young strix but also is a bit excited because it brings ideas of a new concoction or two to try if he can just mix the ingredients correctly.
He joins the others looking over the tower in careful consideration.
perception aide other: 1d20 + 8 ⇒ (16) + 8 = 24


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

Antaral looks down on Ookra and says simply and quietly What's not my fault?


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

agreed.


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

Antaral, not being acknowledged by the tribe, stands quietly to the side watching and waiting for some sort of idea where he fits in with the whole thing. He takes note of several things that could be useful in mixing new things and makes mental note to ask permission to gather or bargain for a few.
He remains alert while the others discuss this and that.
perception: 1d20 + 9 ⇒ (1) + 9 = 10
sense motive: 1d20 + 0 ⇒ (17) + 0 = 17


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

Antaral moves close to Talath at the offer of underwater breathing. I can swim under my own concoctions power but the breathing, well that could be more problematic.


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'll prep something for the swim then. If there are things that we need as we go on let me know. I think I have the knack down for improvising what we need as we go. It might take me a moment but should be able to figure something out. Antaral states just before they head out.


1 person marked this as a favorite.
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

Alba, I'll be back and we can talk more in private later. I'll let the matter sit for a few days. Antaral says loud enough that those in the house can hear.


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 wanna talk. I have a new things that I have figured out how to make and wish to share. I also want to know what's this I hear of you closing up shop? We talked about this being a long term time thing. I even remember talking about possibilities of joining you as an investor or partner when we got more settled down. So spill it. What's up?Antaral states in a manner that is brusk but still friendly.
diplomacy: 1d20 - 1 ⇒ (7) - 1 = 6


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

Antaral approaches his friends shop and knocks on the door.
Hey I understand that there is some concern for you. Its not like you to close up after talking so much about making this a long term establishment. What's up?
diplomacy: 1d20 - 1 ⇒ (2) - 1 = 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

Antaral will drink a vapors (didn't use his) as he begins to feel "off."

fort: 1d20 + 6 + 5 ⇒ (1) + 6 + 5 = 12 Unfortunately to much time in the marsh begins to effect even the alchemist. Feeling fatigued at the last few days and the marsh, Antaral is all for the trip back to Talmandor's bounty.

---------------------------------------------------------------------
Antaral stretches after an amazing sleep, downs some breakfast without really tasting it, preoccupied with thoughts of Alba, then heads for Ramona.

I heard rumors the Alba is closing up. What's going on? the shoreborn half elf queries the leader


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 head back. I could use a restock on a few things with Alba.ANtaral says after evaluating options to himself


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

If the dangers are cleared, the coal would also be of use to the colonists as well. Something would have to be done about the haze but with a bit of ingenuity that could be overcome as well. Antaral says matter of factly.


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 took bulls strength and enlarge person.


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 took potions of bulls strength and enlarge person. Unless some one objects.


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 also have touch of the sea.


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 also have touch of the sea.


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 need 30 gp taken off my share for costs of alchemy I have created.


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

nature: 1d20 + 10 ⇒ (14) + 10 = 24
Maybe they could use the "peat moss" for an alternate fuel source. They could also burn it to make charcoal for pottery if we can find a source of clay. That's my thoughts. Antaral says after looking around and testing the peat for its properties. He quickly takes a few pieces of the mound and the moss and "bottles" them for later examination.


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

Antaral again begins to mix a bluish liquid combination.
standard with swift alchemy
alchemy dc25: 1d20 + 20 ⇒ (12) + 20 = 32

After the concoction finishes mixing he moves between Becky and Crispin incase healing is needed again.


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

Antaral quickly grabs a few things and mixes a concoction which he hands to Crispin. Cure light wounds infusion heal: 1d8 + 5 ⇒ (8) + 5 = 13


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

Antaral, realizing the main threat is down spins on heel and launches the artuko's fire at the wisp.
attack: 1d20 + 5 ⇒ (9) + 5 = 14
2d6 ⇒ (6, 5) = 11


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

Antaral moves closer to Becky and begins to mix concoctions of chemicals.
artoku's fire
craft alchemy dc 30: 1d20 + 20 ⇒ (17) + 20 = 37

antaral:
cost 33.3 gold each


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

onward as ever. Antaral says moving forward keeping the light with in sight but remaining cautious.


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

fort: 1d20 + 6 ⇒ (14) + 6 = 20
Even though effected slightly, Antaral decides to wait on using the vapors. He continues to go with the party slowly. Upon seeing the "light" he calls out Show yourself we come in peace.

diplomacy: 1d20 - 1 ⇒ (17) - 1 = 16


1 person marked this as a favorite.
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

Antaral steps into the marsh and sniffs the air. Identifying it as toxic and noxious in reality,he states [b]Give me a few before we move on. I can come up with an alchemical booster to our resistances. He proceeds to take 12 minutes and creates Vapors of easy breathe

craft checks:

alchemy dc 25: 1d20 + 20 ⇒ (4) + 20 = 24
alchemy dc 25: 1d20 + 20 ⇒ (6) + 20 = 26
alchemy dc 25: 1d20 + 20 ⇒ (1) + 20 = 21
alchemy dc 25: 1d20 + 20 ⇒ (1) + 20 = 21
alchemy dc 25: 1d20 + 20 ⇒ (18) + 20 = 38
alchemy dc 25: 1d20 + 20 ⇒ (14) + 20 = 34
alchemy dc 25: 1d20 + 20 ⇒ (4) + 20 = 24
alchemy dc 25: 1d20 + 20 ⇒ (13) + 20 = 33
alchemy dc 25: 1d20 + 20 ⇒ (16) + 20 = 36
alchemy dc 25: 1d20 + 20 ⇒ (8) + 20 = 28
alchemy dc 25: 1d20 + 20 ⇒ (11) + 20 = 31
alchemy dc 25: 1d20 + 20 ⇒ (12) + 20 = 32
8 successful total spent 300 gp (includes all tries)

I am hoping this $ can come out of party funds.

And hands them out to everyone. Keeping the extra for himself.


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

Antaral searches his healing knowledge to see if he can come up with a way to help against the fumes. heal: 1d20 + 16 ⇒ (17) + 16 = 33


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

will be back tuesday. sorry for delay this EMDR training is kicking my bottom.


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

Antaral yawns. I'd suggest perhaps having our new "friend" here recommend several places to camp nearby. Then explore the marshes tomorrow after checking out the pillar.


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
Talath Na'El wrote:
Antaral Ne'lethborn wrote:

is the mithril chainmail considered light armor because it is mithril? I can't remember if I still need the med prof to use it with it being mithril. If I don't I could use it instead of the +1 studded leather I currently have.

You still need medium armor proficiency to wear it without penalty. What you're looking for is Elven Chainmail. :)

Elven Chain

figured just couldn't remember for sure and tbh to lazy the last few days to look it up.

BTW friday through monday I will need to be dmpc if it comes up. I have a training that is very intense three of the 4 days and will take a break on the 4th.


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

Antaral will perform healing on those that need it most.
Crispin heal: 1d20 + 16 ⇒ (5) + 16 = 21
Asher heal: 1d20 + 16 ⇒ (7) + 16 = 23
Talath heal: 1d20 + 16 ⇒ (13) + 16 = 29

They all will heal at 2x normal rate when they sleep. As Antaral will provide longterm care.


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

is the mithril chainmail considered light armor because it is mithril? I can't remember if I still need the med prof to use it with it being mithril. If I don't I could use it instead of the +1 studded leather I currently have.


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

Antaral takes a five foot step drawing his crossbow as he goes and loading 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

Antaral shakes his head against the drone..will vs confusion: 1d20 + 1 ⇒ (20) + 1 = 21 and manages to push the droning away. He lobs a bomb at the green one after stepping to the side 5 ft.
attack +bless +naturalist: 1d20 + 9 ⇒ (15) + 9 = 24damage: 3d6 ⇒ (2, 6, 2) = 10
fire dc 16 1 point to yellow,asher left out


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

Getting upset with his lack of aim, Antaral takes a moment more to aim his next shot at green.
attack+ naturalist+ bless: 1d20 + 9 ⇒ (18) + 9 = 27Damage fire: 3d6 ⇒ (3, 1, 4) = 8
dc 16 1 pnt splash blue and yellow = precise bombs avoids asher

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