Arlindil

Arboreal's page

393 posts. Organized Play character for Merisal The Risen.


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Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

Aboreal i heading into retrirement rght now

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

Sorry to do this again And in no way is the GM responsible but this player has lost the plot

I just don't know who Arboreal is any more and I am defaulting to obnoxious know it all which is no fun to play for me at any rate Another character I should have let lie and now I have no characters that can step in in Core that have not got similar issues.

This time I think it is farewell and goodbye for good from this group

I have really enjoyed it but I no longer feel like I am contributing anything

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

dice rolls:
sense motive: 1d20 + 5 ⇒ (19) + 5 = 24planes: 1d20 + 8 ⇒ (13) + 8 = 21

Arboreal nods in respect and smiles at some of the accomplishments attributed to his friends and colleagues So what is the ature of the first task you would request of us?

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

No shopping

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

so what do the locals have to say about this Qualami Mishalq? Who are her friends enemies and frenemies in Zjarra?

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

I’d rather be in a study or library than a soirée. But as we are heading to a city it will be full of all kinds of ‘people’ and I am not a people person when people are humans or elves much less on a strange plane, I plan on letting Dimple do the talking she is much better at that than I

I will keep my ears open and maybe look into preparing spells to keep my insights into others conversations more discreet

swapped out mage hand with message used perception +17 to listen in on Cenae’s aside

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

Ignan?:
You do not speak Ignan
The half elf seems to be asking a question I speak the language of the plane of fire. I can act as translator but you do not want me to be the face of your party
know local: 1d20 + 8 ⇒ (3) + 8 = 11 As for what I know of Zjarra

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

Chronicle #:19
Player:Jeff Cook
Character:Arboreal
PFS #:9251-23
Faction:Dark Archive
Slow/Normal:Normal
Starting XP: 18
Initial Fame/PP:30
Starting GP:767
Day Job roll:

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

humbugggg

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

I’ll be joining as Arboreal two parter sound good although my ability to recognise a scenario from merely its number is much exaggerated

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

Sorry uys I'm going to have to bail on you all real life has proved to difficult for me to keep my concentraton in pbp. i keep finding it days since i posted anything too often. Hope you guys have fun but real life is overated but inescapable for me at the moment. I have enjoyed playing with you all. I hope this is Au Revoir not farewell

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

Arboreal makes sure he has used his wand of mage armor and moves forward

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

know arcana: 1d20 + 14 ⇒ (11) + 14 = 25

Celestial:
Can you only speak only Celestial how about gnome

gnome:
Disembodied creature have been known to possess others I will keep it talking as you tell the others

Arboreal then says ah that may be a poor idea I will ask how his companions ended up stuck in the catacombs We want to know what we are up against Switching to Celestial to do that

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

celestial:
I am Arboreal of the Pathfinder society. I will translate what you just said

He said Hello? Who is there? Can you understand my words? I apologize, but whatever happened in the tomb has left me able to only speak in the blessed tongue of Shelyn Or Celestial to you or me I told him I am Arboreal of the pathfinders

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

Thank you says Arboreal to Cenae before taking out a wand of his own (mage armor)

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

Whoa slow down

Arboreal steps back and casts slow on red blue white and dino

Casting defensively if red proves to have step up

possible defensive: 1d20 + 15 ⇒ (15) + 15 = 30

Will save dc 18

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

Whoa Slow down

Casts Slow on the dino and three closest humans

Will save dc 18 for white red yellow and dino Then dodges out of the way wishing he hd remembered his wand of mage armour before this started Arboreal realises he is too far away to cast the spell he would like instread moves forward and casts twin rays at the triceratops

scorching ray 1 vs touch: 1d20 + 6 ⇒ (3) + 6 = 9
scorching ray 2: 1d20 + 6 ⇒ (16) + 6 = 22
ray1 damage: 4d6 ⇒ (1, 2, 6, 3) = 12
ray2 damage: 4d6 ⇒ (3, 2, 4, 1) = 10

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

Arboreal attempts a quiet word with Kasvot I take it some magical compulsion was involved but tell me... What do humans taste of?

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

going to be away for a week please feel free to bot me

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

Sorry got distracted

The Gloomspires are inundated with strange, reality-warping effects. The columns occasionally shift their positions, and many explorers report feeling a sense of wrongness and foreboding just from being in the area. This bizarre magic also makes teleportation and plane-traveling magic very difficult, though summoning spells tend to function normally.

Given Sevenfingers was a necromancer as well as a pirate sending an undead specialist was wise. Who else was with Jaohd

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

gloomspires arcane: 1d20 + 14 ⇒ (15) + 14 = 29
seven fingers: 1d20 + 14 ⇒ (14) + 14 = 28

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

I am here and studying the freshly inked in pages of my spell book

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

Going to wait until I hear from Stormy or LGZ before posting an intro to perils :-(

Or is it post the intro so we can close this thread

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

Other Core scenarios are available

Such as

17 Perils of the pirate pact

or

31 Sniper in the deep

(both of which may have some appeal for a sailor)

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

Now while Arboreal is going through a training montage I can offer to run Green Market 4-06 a level 5-9 adventure set in Varisia (obviously happy to give people some time before getting started but feeling happier now there is more daylight)

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

On the other hand spending 17 pp and 1020gp (17 x 60) and I retrain my druid levels into 2 of ranger and one of conjurer and end up with

arborael:
Arboreal
Male half-elf ranger 2/conjurer 4
N Medium humanoid (elf, human)
Init 6; Senses low-light vision; Perception +16 (+19 to sight-based checks in bright light)
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex; +2 deflection vs. evil)
hp 42 (6 HD; 4d6+2d10+12)
Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee club +4 (1d6 B) or
dagger +4 (1d4 P or S/19+) or
mwk cold iron scimitar +5 (1d6 S/18+)
Ranged longbow 0 (1d8 P/×3)
Special Attacks combat style (archery), favored enemy (undead +2)
Arcane School Spell-Like Abilities (CL 4th; concentration +8)
7/day—acid dart (1d6+2 acid)
Conjurer Spells Prepared (CL 6th; concentration +10)
2nd—cat's grace, scorching ray, scorching ray, summon monster II
1st—burning hands (2, DC 15), grease, protection from evil (2)
0 (at will)—detect magic, mage hand, prestidigitation, read magic
Opposition Schools Illusion, Necromancy
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 12, Int 18, Wis 17, Cha 8
Base Atk +4; CMB 4; CMD 16
Feats Alertness, Augment Summoning, Combat Casting, Improved Initiative, Precise Shot, Skill Focus (Spellcraft), Spell Focus (conjuration)
Traits magical knack, master of pentacles
Skills Appraise +8, Handle Animal +3, Heal +7, Knowledge (arcana) +12, Knowledge (dungeoneering) +8, Knowledge (geography) +8, Knowledge (nature) +10, Knowledge (planes) +8, Knowledge (religion) +10, Linguistics +13, Perception +16 (+19 to sight-based checks in bright light), Sense Motive +5, Spellcraft +16, Survival +11, Swim +4; Racial Modifiers +2 Perception
Languages Aquan, Auran, Celestial, Common, Dwarven, Elven, Gnoll, Gnome, Ignan, Infernal, Sylvan, Terran
SQ arcane bond (danny boy, hawk), elf blood, summoner's charm (2 rounds), track +1, wild empathy +1
Combat Gear pearl of power (1st level), pearl of power (2nd level), potion of cure moderate wounds, potion of remove blindness/deafness, scroll of lesser restoration, lesser restoration, wand of cure light wounds (50 charges), wand of endure elements (18 charges), wand of mage armor (36 charges), wand of magic missile (CL 3rd, 22 charges), wand of protection from evil (45 charges), acid (4), holy water (4); Other Gear club, dagger, longbow, mwk cold iron scimitar, cloak of resistance +1, elixir of vision, handy haversack, headband of vast intelligence +2, climber's kit, grappling hook, silk rope (50 ft.), wizard starting spellbook, danny boy, 3,024 gp
--------------------
Special Abilities
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Acid Dart (1d6+2 acid, 7/day) (Sp) As a standard action, ranged touch deals acid dam vs. foe in 30 ft.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to sight-based Perception checks in bright light You gain the Alertness feat while your familiar is within arm's reach.
Favored Enemy (Undead +2) (Ex) +2 to many rolls when dealing with creatures of the undead category.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+2 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Track +1 Add the listed bonus to Survival checks made to track.
Weather Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

Its a niche item and only available via this scenario so not surprised it is not in hero lab. I just added a metamagic rod to remind myself it was in my gear for my standard greataxe wielding half orc 'Thassalonian Shaman' (half orc barbarian tricked into being a wizard). For arby it is not worth it the CL issue means blaster is not really a mystic theurge option

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

spellcraft: 1d20 + 16 ⇒ (18) + 16 = 34

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

Stormy will provide the best long term care but here are some assists

heal: 1d20 + 7 ⇒ (18) + 7 = 25

heal: 1d20 + 7 ⇒ (18) + 7 = 25

heal: 1d20 + 7 ⇒ (13) + 7 = 20

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

Climb down cross pit climb up trying to maintain spell

Concentration?: 1d20 + 6 ⇒ (10) + 6 = 16

Get ot wands of cure light and prot from evil

Use wand of protection or suggest using it

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

Arboreal stays where he is ready tp try apply the cure spell if needed

I'd like to maintain this spell but that and ledge hopping seem mutually exclusive

not averse to some waiting as the post is usually worth the wait but also appreciate the polite bump

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

Danny boy will hold the charge to deliver the cure spell in around 9 rounds or so. Arboreal maintains his concentration

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

know religion: 1d20 + 10 ⇒ (1) + 10 = 11

Obviously some kind of illusion trap meant to wast spells Anybody actaully hurt?

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

Go Danny

Arboreal casts a spell and Dnanny flies off to the haunt

cure light wounds: 1d8 + 3 ⇒ (2) + 3 = 5

Sorry Danny who knew cure moderate wounds is a third level spell for druids

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

Sighs Must remember to add feather fall to list of spells required

Well if anyone speaks undercommon I could summon a mite to scout ahead but that is all i can offer by way of spells. I must remember the fall protection spell

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

We leave these here for now and finish our exploring. We can give them proper rites later heal: 1d20 + 7 ⇒ (10) + 7 = 17 They appear to have been dead for some time what do you think Stormy

Was thinking how long they have been dead but may be useful to know how they died too

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

Do you want to give Liet Gar your net so he can catch more easily? Arby asks Dimple

Kasvot I appreciate someone getting the raiders reference

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

Assuming LGZ is taking the ring and the amulet will cast barkskin on Niza and add protection from evil on whoever wants to go first (along with Kasvots shield.) I may add a second prot form evil from the wand to whoever is second

Dead bodies. Could be dangerous. You go first

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

Yeah keep wanting to quote The blessings of Cayden to ye when delivering my Cayden clerics touch of chaos ability. To my mind it bestows a brief period of drunkeness

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

Moving on to the next walled off area how long did it take to smash through the wall and does anyone not wearing a amulet of natural armour want barkskin casting on them just before we break down this wall

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

There will be some spells added to the spellbook at the end of the adventure. Do pathfinders get free access to spellbooks and just pay ink costs or do we also have to rent the spell book. Edit(I couldn't remember if this was a house rule in a campaign or the PFS rule Thanks GM)

Will take spell penetration as next feat as caster level is always likely to be an issue for a mystic theurge. Master of pentacles I already have as well as the one that adds 2 caster levels but even at 5 rounds most fights are over

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

Niza heal: 1d8 + 1 ⇒ (8) + 1 = 9
shade clw: 1d8 + 1 ⇒ (7) + 1 = 8

Also delay poison on Niza making her immune to poison for the next three hours

Then Join LGZ at the wall

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

I will be looking at the mystic theurge caster options and continuing for now

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep
Stormy Weathers wrote:
Hey, stormy is up in his grill... :)

I think the ghast noticed

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

Was going for Mystic theurge. I know just before you hit mystic theurge is the weak point but going mystic theurge summoner just gives you lots of low level summons that can be one shotted by aoo or one aoe spell. Also full round casting for summons is too slow

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

I kjnow who gets LVP too so much so that in a normal pick up game I'd be going Lets use my wand as I will be retiring this character

Arboreal pulls out his clw wand and heals his fellow druid

clw: 6d8 + 6 ⇒ (2, 4, 8, 3, 7, 1) + 6 = 31

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

I prefer this to scattering stones all over the place

magic missile wand: 2d4 + 2 ⇒ (1, 1) + 2 = 4

He moves to give LGZ some room then grimaces as the ranseur clatters to the floor

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

ignan:
Protect the druid

Arboreal pulls out a wand and sends 2 magic missiles at the ghastly spellcaster

magic missile: 2d4 + 2 ⇒ (1, 3) + 2 = 6

And if I summon another fire elemental to fight a fire sorceror thump me

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

Arboreal moves in amd slings a magic stone against the undead caster

sling: 1d20 + 5 + 2 - 4 ⇒ (1) + 5 + 2 - 4 = 4
magic stone damage: 1d6 + 3 ⇒ (2) + 3 = 5

sighs:
Yeah should have gone for the magic missile wand

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep
Kasvot Vaxt wrote:
Arboreal’s summon wrote:
As Arboreals spell finishes a flickering flame figure appears where Kasvot was standing just moments before
Might have wanted a different creature there; the spellcaster pretty much laughed at Kasvot's flaming sphere.

With its immune poison and paralysis the elemental is best suited to fighting ghasts true earth elemental hits harder but I preferred the option that possibly hurts them to attack

The caster is LGZs problem/lunch

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