NG M Human Arcanist 8 - HP 58/58 - AC 16, T 12, FF 14 - F+6, R+6, W+8 - Init: +12 - Perc +10, SM +2 Spells (1) 6/6 (2) 6/6 (3) 6/6 (4) 4/4 - Arc Res 7/7, Ver Evo 11/11, Ele Man 8/8 - Active Conditions: Mage Armor
No worries GM. We had a great run, you did a great job and I really appreciate it. Thanks!
NG M Human Arcanist 8 - HP 58/58 - AC 16, T 12, FF 14 - F+6, R+6, W+8 - Init: +12 - Perc +10, SM +2 Spells (1) 6/6 (2) 6/6 (3) 6/6 (4) 4/4 - Arc Res 7/7, Ver Evo 11/11, Ele Man 8/8 - Active Conditions: Mage Armor
Hoping his performance will encourage others to step forward and have a go, Elaril lets his attempts fly out in elaborate fashion accompanied by rather colorful language. Attempt 1: 1d20 + 6 ⇒ (15) + 6 = 21
NG M Human Arcanist 8 - HP 58/58 - AC 16, T 12, FF 14 - F+6, R+6, W+8 - Init: +12 - Perc +10, SM +2 Spells (1) 6/6 (2) 6/6 (3) 6/6 (4) 4/4 - Arc Res 7/7, Ver Evo 11/11, Ele Man 8/8 - Active Conditions: Mage Armor
Elaril lifts a set of horseshoes and lines up next to Vindler before tossing one down straight after. Ranged Touch: 1d20 + 6 ⇒ (3) + 6 = 9
NG M Human Arcanist 8 - HP 58/58 - AC 16, T 12, FF 14 - F+6, R+6, W+8 - Init: +12 - Perc +10, SM +2 Spells (1) 6/6 (2) 6/6 (3) 6/6 (4) 4/4 - Arc Res 7/7, Ver Evo 11/11, Ele Man 8/8 - Active Conditions: Mage Armor
"Ill enter as well - perhaps my missing every throw will encourage others to join and show me how it's done!!"
NG M Human Arcanist 8 - HP 58/58 - AC 16, T 12, FF 14 - F+6, R+6, W+8 - Init: +12 - Perc +10, SM +2 Spells (1) 6/6 (2) 6/6 (3) 6/6 (4) 4/4 - Arc Res 7/7, Ver Evo 11/11, Ele Man 8/8 - Active Conditions: Mage Armor
Elaril maintains his distance from the dance floor - he's not willing to showcase his two left feet for everyone to see.
NG M Human Arcanist 8 - HP 58/58 - AC 16, T 12, FF 14 - F+6, R+6, W+8 - Init: +12 - Perc +10, SM +2 Spells (1) 6/6 (2) 6/6 (3) 6/6 (4) 4/4 - Arc Res 7/7, Ver Evo 11/11, Ele Man 8/8 - Active Conditions: Mage Armor
Elaril is perfectly happy to sample the local cuisine and follows in the rest of his companions footsteps.
NG M Human Arcanist 8 - HP 58/58 - AC 16, T 12, FF 14 - F+6, R+6, W+8 - Init: +12 - Perc +10, SM +2 Spells (1) 6/6 (2) 6/6 (3) 6/6 (4) 4/4 - Arc Res 7/7, Ver Evo 11/11, Ele Man 8/8 - Active Conditions: Mage Armor
Elaril takes a look at the fish swimming in the stream before giving the kids some quick pointers on the best baits & methods. Kn: Nature: 1d20 + 19 ⇒ (16) + 19 = 35
NG M Human Arcanist 8 - HP 58/58 - AC 16, T 12, FF 14 - F+6, R+6, W+8 - Init: +12 - Perc +10, SM +2 Spells (1) 6/6 (2) 6/6 (3) 6/6 (4) 4/4 - Arc Res 7/7, Ver Evo 11/11, Ele Man 8/8 - Active Conditions: Mage Armor
Elaril bobs along happily following the rest of the team absentmindedly trying to straighten his clothes into some semblance of tidiness.
NG M Human Arcanist 8 - HP 58/58 - AC 16, T 12, FF 14 - F+6, R+6, W+8 - Init: +12 - Perc +10, SM +2 Spells (1) 6/6 (2) 6/6 (3) 6/6 (4) 4/4 - Arc Res 7/7, Ver Evo 11/11, Ele Man 8/8 - Active Conditions: Mage Armor
"Sounds like a plan to me. I can be a bit... awkward... in social situations." He looks at all the armor his comrades are wearing and grins to himself. No such problems for me
NG M Human Arcanist 8 - HP 58/58 - AC 16, T 12, FF 14 - F+6, R+6, W+8 - Init: +12 - Perc +10, SM +2 Spells (1) 6/6 (2) 6/6 (3) 6/6 (4) 4/4 - Arc Res 7/7, Ver Evo 11/11, Ele Man 8/8 - Active Conditions: Mage Armor
Choices made. Profile updated. Ready to roll! Upgraded Cloak, Upgraded Headband, Bought a partial Wand off a Chronicle, scribed a bunch of spells the expensive way.
NG M Human Arcanist 8 - HP 58/58 - AC 16, T 12, FF 14 - F+6, R+6, W+8 - Init: +12 - Perc +10, SM +2 Spells (1) 6/6 (2) 6/6 (3) 6/6 (4) 4/4 - Arc Res 7/7, Ver Evo 11/11, Ele Man 8/8 - Active Conditions: Mage Armor
Yes Dispel Magic and Fly are the two spells that I immediately bought (on top of Fireball and Haste that I learn for free) when I got access to L3 spells. Only had 2 slots though (although I have 3 now).
NG M Human Arcanist 8 - HP 58/58 - AC 16, T 12, FF 14 - F+6, R+6, W+8 - Init: +12 - Perc +10, SM +2 Spells (1) 6/6 (2) 6/6 (3) 6/6 (4) 4/4 - Arc Res 7/7, Ver Evo 11/11, Ele Man 8/8 - Active Conditions: Mage Armor
I'm not mad and I can see the "uncoolness". Im just trying to find a niche for myself where I'm not standing on anyone else's toes. I realise that we, as a group, are not really setup to deal with what pit spells do - I'm probably going to change that one (+ Glitterdust) out for something else TBD. I've never used a full spell caster before so I'm fumbling around a lot with what spells to use. None of my other characters have 3rd level spells (let alone the 4th level spells this character now has access to). Elaril is built as a blaster and has a spell slot at each level that is required to be dedicated to an evocation. Due to Versatile Evocation giving me the ability to change the damage type, additional evocation spells seem a bit wasted to a certain extent so I'm trying other things (Glitterdust, Create Pit etc). Is there a spell that can bring flying creatures to ground? The flying creatures we've come up against so far have been quite annoying. We are not very effective when we cant get into melee. With this being my highest level character, I've played very very little content suitable for this level so 99% of it is probably OK for me.
NG M Human Arcanist 8 - HP 58/58 - AC 16, T 12, FF 14 - F+6, R+6, W+8 - Init: +12 - Perc +10, SM +2 Spells (1) 6/6 (2) 6/6 (3) 6/6 (4) 4/4 - Arc Res 7/7, Ver Evo 11/11, Ele Man 8/8 - Active Conditions: Mage Armor
I’m mostly done. Turns out I had 3 characters that needed level ups and it’s all done now barring a new feat, 4 new free spells (plus any additional ones I want to pick up) and anything else I might want to spend money on. @anthys - how far does this characters morals go? Do you have a problem with me tripping enemies or dumping them in a pit?
NG M Human Arcanist 8 - HP 58/58 - AC 16, T 12, FF 14 - F+6, R+6, W+8 - Init: +12 - Perc +10, SM +2 Spells (1) 6/6 (2) 6/6 (3) 6/6 (4) 4/4 - Arc Res 7/7, Ver Evo 11/11, Ele Man 8/8 - Active Conditions: Mage Armor
Noted re: Glitterdust. Do you have an issue with him using it to reveal invisible foes? Would you then attack a newly revealed foe (regardless of whether it’s blinded or not)?
NG M Human Arcanist 8 - HP 58/58 - AC 16, T 12, FF 14 - F+6, R+6, W+8 - Init: +12 - Perc +10, SM +2 Spells (1) 6/6 (2) 6/6 (3) 6/6 (4) 4/4 - Arc Res 7/7, Ver Evo 11/11, Ele Man 8/8 - Active Conditions: Mage Armor
Ok with those two chronicles, Elaril has 26k gold. Is it too greedy to spend 12k to upgrade my Headband to +4? Along with the level 8 stat bump, he will be at 26 Int. Level 4 spells also. Suggestions anyone?
NG M Human Arcanist 8 - HP 58/58 - AC 16, T 12, FF 14 - F+6, R+6, W+8 - Init: +12 - Perc +10, SM +2 Spells (1) 6/6 (2) 6/6 (3) 6/6 (4) 4/4 - Arc Res 7/7, Ver Evo 11/11, Ele Man 8/8 - Active Conditions: Mage Armor
I think you can choose to take 6 XP because there is a 4th chronicle for characters who do all 3 parts. I cant remember for sure. Ill probably take Extra Arcane Exploit since my archetype gives up the arcane exploits I would normally get at 1st, 3rd and 7th Levels. Or possibly a metamagic feat if I can go all the way to Level 8 and 4th level spells.
NG M Human Arcanist 8 - HP 58/58 - AC 16, T 12, FF 14 - F+6, R+6, W+8 - Init: +12 - Perc +10, SM +2 Spells (1) 6/6 (2) 6/6 (3) 6/6 (4) 4/4 - Arc Res 7/7, Ver Evo 11/11, Ele Man 8/8 - Active Conditions: Mage Armor
"Hopefully now we are done with this place and can move on. Food & drink sounds good to me!"
NG M Human Arcanist 8 - HP 58/58 - AC 16, T 12, FF 14 - F+6, R+6, W+8 - Init: +12 - Perc +10, SM +2 Spells (1) 6/6 (2) 6/6 (3) 6/6 (4) 4/4 - Arc Res 7/7, Ver Evo 11/11, Ele Man 8/8 - Active Conditions: Mage Armor
Elaril concentrates briefly, spouts some arcane scripture & with a gesture sends a ball of lightning flying past the devil to explode in the air above it. Cast Fireball and aim high enough above it that only the devil is hit by it. Use Versatile Evocation to change it to Lightning / Electricity. Use Arcane Reservoir to boost CL by 2 up to 9. CL vs SR: 1d20 + 9 ⇒ (11) + 9 = 20
NG M Human Arcanist 8 - HP 58/58 - AC 16, T 12, FF 14 - F+6, R+6, W+8 - Init: +12 - Perc +10, SM +2 Spells (1) 6/6 (2) 6/6 (3) 6/6 (4) 4/4 - Arc Res 7/7, Ver Evo 11/11, Ele Man 8/8 - Active Conditions: Mage Armor
Assuming A,V & M all fight off the confusion, Elaril will cast Haste. If someone fails, I will potentially figure out a new plan.
NG M Human Arcanist 8 - HP 58/58 - AC 16, T 12, FF 14 - F+6, R+6, W+8 - Init: +12 - Perc +10, SM +2 Spells (1) 6/6 (2) 6/6 (3) 6/6 (4) 4/4 - Arc Res 7/7, Ver Evo 11/11, Ele Man 8/8 - Active Conditions: Mage Armor
Elaril can see it correct? If so, then he will cast Glitterdust using 1 AR to boost the Will Save DC to 20 before moving out of LoS.
NG M Human Arcanist 8 - HP 58/58 - AC 16, T 12, FF 14 - F+6, R+6, W+8 - Init: +12 - Perc +10, SM +2 Spells (1) 6/6 (2) 6/6 (3) 6/6 (4) 4/4 - Arc Res 7/7, Ver Evo 11/11, Ele Man 8/8 - Active Conditions: Mage Armor
"Ah guys... You might not be able to see him, but just inside the door is... well I think we have found the.. uh.. local part of the infernal contract."
NG M Human Arcanist 8 - HP 58/58 - AC 16, T 12, FF 14 - F+6, R+6, W+8 - Init: +12 - Perc +10, SM +2 Spells (1) 6/6 (2) 6/6 (3) 6/6 (4) 4/4 - Arc Res 7/7, Ver Evo 11/11, Ele Man 8/8 - Active Conditions: Mage Armor
Elaril grumbles quietly to himself before following the others "And here I was thinking we were done with this place..."
NG M Human Arcanist 8 - HP 58/58 - AC 16, T 12, FF 14 - F+6, R+6, W+8 - Init: +12 - Perc +10, SM +2 Spells (1) 6/6 (2) 6/6 (3) 6/6 (4) 4/4 - Arc Res 7/7, Ver Evo 11/11, Ele Man 8/8 - Active Conditions: Mage Armor
Crouched down on the ground with his head in his hands, Elaril listens to Berato's Infernal translation. "You know what? I think I got a handle on this!" Linguistics: 1d20 + 10 ⇒ (20) + 10 = 30
NG M Human Arcanist 8 - HP 58/58 - AC 16, T 12, FF 14 - F+6, R+6, W+8 - Init: +12 - Perc +10, SM +2 Spells (1) 6/6 (2) 6/6 (3) 6/6 (4) 4/4 - Arc Res 7/7, Ver Evo 11/11, Ele Man 8/8 - Active Conditions: Mage Armor
Elaril knows many languages but Infernal is not one of them. He can memorize Comprehend Languages next time we rest & then try to understand them with Linguisitics (he has +10). Elaril is happy to search now - just understand that he will not be very useful.
NG M Human Arcanist 8 - HP 58/58 - AC 16, T 12, FF 14 - F+6, R+6, W+8 - Init: +12 - Perc +10, SM +2 Spells (1) 6/6 (2) 6/6 (3) 6/6 (4) 4/4 - Arc Res 7/7, Ver Evo 11/11, Ele Man 8/8 - Active Conditions: Mage Armor
Elaril follows the conversation with a careful before showing a satisfied smile when it concludes. Looking at his hands, Elaril agrees sleep would be very welcome given his depleted magical power.
NG M Human Arcanist 8 - HP 58/58 - AC 16, T 12, FF 14 - F+6, R+6, W+8 - Init: +12 - Perc +10, SM +2 Spells (1) 6/6 (2) 6/6 (3) 6/6 (4) 4/4 - Arc Res 7/7, Ver Evo 11/11, Ele Man 8/8 - Active Conditions: Mage Armor
Elaril unleashes a full armed back slap to all of his companions (though none of you really feel it at all). "Nice work team. The tanglebag was very useful. Might have to pickup a couple for similar emergencies."
NG M Human Arcanist 8 - HP 58/58 - AC 16, T 12, FF 14 - F+6, R+6, W+8 - Init: +12 - Perc +10, SM +2 Spells (1) 6/6 (2) 6/6 (3) 6/6 (4) 4/4 - Arc Res 7/7, Ver Evo 11/11, Ele Man 8/8 - Active Conditions: Mage Armor
Elaril waves his borrowed wand over Vegazi... "Maybe I'm getting the hang of this thing..." UMD WoCLW: 1d20 + 10 ⇒ (16) + 10 = 26
NG M Human Arcanist 8 - HP 58/58 - AC 16, T 12, FF 14 - F+6, R+6, W+8 - Init: +12 - Perc +10, SM +2 Spells (1) 6/6 (2) 6/6 (3) 6/6 (4) 4/4 - Arc Res 7/7, Ver Evo 11/11, Ele Man 8/8 - Active Conditions: Mage Armor
Will Save: 1d20 + 6 + 2 + 3 ⇒ (5) + 6 + 2 + 3 = 16 Elaril plucks out Anthys wand and moves to Vegazi...
NG M Human Arcanist 8 - HP 58/58 - AC 16, T 12, FF 14 - F+6, R+6, W+8 - Init: +12 - Perc +10, SM +2 Spells (1) 6/6 (2) 6/6 (3) 6/6 (4) 4/4 - Arc Res 7/7, Ver Evo 11/11, Ele Man 8/8 - Active Conditions: Mage Armor
Elaril can't do much anymore. He has no spell slots left and only has Ray of Frost. I'm sure she has cold resistance so there is virtually no chance of doing damage.
NG M Human Arcanist 8 - HP 58/58 - AC 16, T 12, FF 14 - F+6, R+6, W+8 - Init: +12 - Perc +10, SM +2 Spells (1) 6/6 (2) 6/6 (3) 6/6 (4) 4/4 - Arc Res 7/7, Ver Evo 11/11, Ele Man 8/8 - Active Conditions: Mage Armor
Elaril gags from awful taste in his mouth - but maintains concentration enough to send another scream towards their foe. Admittedly this one looks more like a silent vomit in the general direction than the focused sonic casting you are used to seeing. Will Save + Circle + LWP: 1d20 + 6 + 2 + 3 ⇒ (8) + 6 + 2 + 3 = 19 CL vs SR: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8
Spell slots all gone.
NG M Human Arcanist 8 - HP 58/58 - AC 16, T 12, FF 14 - F+6, R+6, W+8 - Init: +12 - Perc +10, SM +2 Spells (1) 6/6 (2) 6/6 (3) 6/6 (4) 4/4 - Arc Res 7/7, Ver Evo 11/11, Ele Man 8/8 - Active Conditions: Mage Armor
Oh. Well if I don't get one from just being a GM then I probably don't have one. Why do so many people claim GM Rerolls? How does one get one of those if it's not just from being a GM? EDIT: Looks like you need to have physical goodies. Don't have any of that. In any case, we can consider my SR bypass attempt a fail and move on
NG M Human Arcanist 8 - HP 58/58 - AC 16, T 12, FF 14 - F+6, R+6, W+8 - Init: +12 - Perc +10, SM +2 Spells (1) 6/6 (2) 6/6 (3) 6/6 (4) 4/4 - Arc Res 7/7, Ver Evo 11/11, Ele Man 8/8 - Active Conditions: Mage Armor
With a tired grunt followed by a silent scream, Elaril sends a blast of sound towards their foe. Cast Ear Piercing Scream. Use last AR to boost CL. DC18 Fort Save CL vs SR: 1d20 + 1 + 2 ⇒ (4) + 1 + 2 = 7
Are GM Reroll's allowed in Modules? I've never used them before but rerolling the SR check seems like a good idea. I'm only 1* GM but presumably I can still use it? Hopefully this fight is almost over - Im down to a single spell slot left.
NG M Human Arcanist 8 - HP 58/58 - AC 16, T 12, FF 14 - F+6, R+6, W+8 - Init: +12 - Perc +10, SM +2 Spells (1) 6/6 (2) 6/6 (3) 6/6 (4) 4/4 - Arc Res 7/7, Ver Evo 11/11, Ele Man 8/8 - Active Conditions: Mage Armor
Elaril expends his final Scorching Ray in a streak of electricity... Same as last time, AR to boost CL + switch element RTA: 1d20 + 4 ⇒ (10) + 4 = 14, CL vs SR: 1d20 + 6 + 1 + 2 ⇒ (11) + 6 + 1 + 2 = 20, Damage: 4d6 + 3 ⇒ (4, 4, 6, 1) + 3 = 18 RTA: 1d20 + 4 ⇒ (14) + 4 = 18, CL vs SR: 1d20 + 6 + 1 + 2 ⇒ (17) + 6 + 1 + 2 = 26, Damage: 4d6 + 3 ⇒ (4, 6, 1, 6) + 3 = 20
NG M Human Arcanist 8 - HP 58/58 - AC 16, T 12, FF 14 - F+6, R+6, W+8 - Init: +12 - Perc +10, SM +2 Spells (1) 6/6 (2) 6/6 (3) 6/6 (4) 4/4 - Arc Res 7/7, Ver Evo 11/11, Ele Man 8/8 - Active Conditions: Mage Armor
Lol now I remember - that was the reason I was trying to the glitterdust in the first place. If it's not too late, Elaril will use his Arcane Reservoir to boost his caster level by 2 for this casting. Do I roll once for the spell or once for each ray? CL vs SR: 1d20 + 6 + 1 + 2 ⇒ (1) + 6 + 1 + 2 = 10
EDIT: Not that it matters clearly
NG M Human Arcanist 8 - HP 58/58 - AC 16, T 12, FF 14 - F+6, R+6, W+8 - Init: +12 - Perc +10, SM +2 Spells (1) 6/6 (2) 6/6 (3) 6/6 (4) 4/4 - Arc Res 7/7, Ver Evo 11/11, Ele Man 8/8 - Active Conditions: Mage Armor
Sick of trying to blind the devil, Elaril unleashes some of his more traditional firepower.... Cast Scorching Ray. Use Versatile Evocation to change damage type to Electricity
NG M Human Arcanist 8 - HP 58/58 - AC 16, T 12, FF 14 - F+6, R+6, W+8 - Init: +12 - Perc +10, SM +2 Spells (1) 6/6 (2) 6/6 (3) 6/6 (4) 4/4 - Arc Res 7/7, Ver Evo 11/11, Ele Man 8/8 - Active Conditions: Mage Armor
Elaril tries a repeat performance - casting Glitterdust once more on the devil. Same story. 1 AR for DC20.
NG M Human Arcanist 8 - HP 58/58 - AC 16, T 12, FF 14 - F+6, R+6, W+8 - Init: +12 - Perc +10, SM +2 Spells (1) 6/6 (2) 6/6 (3) 6/6 (4) 4/4 - Arc Res 7/7, Ver Evo 11/11, Ele Man 8/8 - Active Conditions: Mage Armor
Did Elaril's readied Glitterdust fail or was it forgotten? :) Elaril unleashes a barrage of lightning at the creature... Cast Scorching Ray. Use Versatile Evocation to switch it to Lightning. RTA1: 1d20 + 4 ⇒ (14) + 4 = 18, Lightning Damage1: 4d6 + 3 ⇒ (3, 1, 1, 1) + 3 = 9
NG M Human Arcanist 8 - HP 58/58 - AC 16, T 12, FF 14 - F+6, R+6, W+8 - Init: +12 - Perc +10, SM +2 Spells (1) 6/6 (2) 6/6 (3) 6/6 (4) 4/4 - Arc Res 7/7, Ver Evo 11/11, Ele Man 8/8 - Active Conditions: Mage Armor
Elaril eyes the devil carefully, watching for an attack. He shuffles forward into the midst the team and prepares. "Couldn't have said it better myself. Better pronunciation & allocution perhaps, but the words were exact! Ready Glitterdust if the devil goes after anyone (including Vegazi)
NG M Human Arcanist 8 - HP 58/58 - AC 16, T 12, FF 14 - F+6, R+6, W+8 - Init: +12 - Perc +10, SM +2 Spells (1) 6/6 (2) 6/6 (3) 6/6 (4) 4/4 - Arc Res 7/7, Ver Evo 11/11, Ele Man 8/8 - Active Conditions: Mage Armor
Elaril opens up with more firepower... Cast Scorching Ray. Use VE to change to Lightning
NG M Human Arcanist 8 - HP 58/58 - AC 16, T 12, FF 14 - F+6, R+6, W+8 - Init: +12 - Perc +10, SM +2 Spells (1) 6/6 (2) 6/6 (3) 6/6 (4) 4/4 - Arc Res 7/7, Ver Evo 11/11, Ele Man 8/8 - Active Conditions: Mage Armor
Elaril continues to scream at the target... Cast Ear Piercing Scream. DC18 Fortitude Sonic Damage: 3d6 + 3 ⇒ (4, 4, 1) + 3 = 12
NG M Human Arcanist 8 - HP 58/58 - AC 16, T 12, FF 14 - F+6, R+6, W+8 - Init: +12 - Perc +10, SM +2 Spells (1) 6/6 (2) 6/6 (3) 6/6 (4) 4/4 - Arc Res 7/7, Ver Evo 11/11, Ele Man 8/8 - Active Conditions: Mage Armor
Elaril advances behind the team and looks to disable Kelseph. Cast Ear Piercing Scream. DC18 Fortitude Sonic Damage: 3d6 + 3 ⇒ (5, 1, 1) + 3 = 10 |
