Yimni

Gizsmith Glitterbyte's page

358 posts. Alias of Fanguar.


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Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

Still here.


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

Sorry chief, thought I had. All done.


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

Would it be possible to obtain a headband of vast intellect +2 or is that a little rich for the town?


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

Yup. Let's get going

I still need to buy stuff, but that doesn't need to hold us up.


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

We can keep all the consumables. Giz will offer to sell the items to the local druidic circle at a reasonable price.

Assuming we are sell everything else, it would net us 3170gp each.


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

@Szacha: Giz has haste. Slow is pretty awesome if you have a decent DC for it

Level 7:

Feat: Spell focus (Illusion)
Spells: Wandering star motes and black tentacles
Skills:+1 to; Spellcraft, Know(arcana, nature, history, planes, dungeoneering)
Plus usual stat advances.


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

Thanks for the info.

Also, how much does the AP list the value of the +1 Ironwood breastplate for? RAW you can't cast permanency on ironwood, so I can't figure out its value. Thanks.

@All: I've updated the loot list and am currently pricing it out. Let me know if there is anything on there you want, otherwise I'll just sell it all (link above profile pic).


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

I'll try to do an updated loot list/PC payout this weekend.

@GM: What type of equipment is available to purchase/requisition in town. Are there any scrolls available for purchase?


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

Hey, intestinal distress is part of the whole renaissance experience. Points for authenticity.


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

In that case, let's do just that. Grab the loot, hide in the sewer until night and flee under the cover of darkness.

Combat takes forever in PbP, so I fully support skipping any unnecessary fights.


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

So, I'm going to assume that having Giz fly away on his griffon would be frowned upon...

"Ok...Getting out might be a little more difficult than getting in. I guess we could try to fight our way out, so maybe hide out in the sewer until dark and then sneak out."

Know(nature/history): 1d20 + 10 ⇒ (12) + 10 = 22 Could we lay claim to leadership of the tribe for killing the giant?


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

Giz shares the results of his magical inspection. Check the above spoiler for magic item details.

"Pick a door, any door. Let's keep snooping a bit. I don't think we'll be able to get back out the way we came in."


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

Spellcrafts:
Spellcraft axe: 1d20 + 14 ⇒ (6) + 14 = 20
Spellcraft armour: 1d20 + 14 ⇒ (12) + 14 = 26
Spellcraft potion 1: 1d20 + 14 ⇒ (9) + 14 = 23
Spellcraft potion 2: 1d20 + 14 ⇒ (13) + 14 = 27
Spellcraft potion 3: 1d20 + 14 ⇒ (5) + 14 = 19

Giz will go check the geode and compare it to the other one we have before pocketing it.


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

"Excellent work everybody. Hopefully we can get out as easily"

Giz goes over to give the Griffon a pat and scans the room with Dectect Magic.

We still have some doors to investigate. Maybe we can find a easier way out. Giz will not be opening them, though.


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

The griffon moves to attack the nearest enemie (wolf if still up, or move to the other orc):

Bite: 1d20 + 8 ⇒ (20) + 8 = 28
confirm?: 1d20 + 8 ⇒ (14) + 8 = 22
crit??: 2d6 + 6 ⇒ (5, 1) + 6 = 12

Giz launches a ray of frost at the nearest enemy:
Touch: 1d20 + 5 ⇒ (9) + 5 = 14
Damage?: 1d3 ⇒ 1

Griffon stats:

Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +12
DEFENSE

AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)
hp 42 (5d10+15)
Fort +7, Ref +6, Will +4

OFFENSE

Speed 30 ft., fly 80 ft. (average)
Melee bite +8 (1d6+3), 2 talons +7 (1d6+3)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +7, 1d4+3)

STATISTICS

Str 16, Dex 15, Con 16, Int 5, Wis 13, Cha 8
Base Atk +5; CMB +9; CMD 21 (25 vs. trip)


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

@Szacha/all: Don't forget that you are hasted, so you get an extra attack if you full attack

Giz slides behind Sasha and activates his Bronze Griffon beside her. The majestic creature attack the Orc it appeared beside.

Bite: 1d20 + 8 ⇒ (10) + 8 = 18
Damage?: 1d6 + 3 ⇒ (2) + 3 = 5

Talon 1: 1d20 + 7 ⇒ (19) + 7 = 26
Damage?: 1d6 + 3 ⇒ (6) + 3 = 9

Talon 2: 1d20 + 7 ⇒ (5) + 7 = 12

Griffon stats:

Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +12

DEFENSE

AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)
hp 42 (5d10+15)
Fort +7, Ref +6, Will +4

OFFENSE

Speed 30 ft., fly 80 ft. (average)
Melee bite +8 (1d6+3), 2 talons +7 (1d6+3)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +7, 1d4+3)

STATISTICS

Str 16, Dex 15, Con 16, Int 5, Wis 13, Cha 8
Base Atk +5; CMB +9; CMD 21 (25 vs. trip)


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

Sorry didn't realize I was up. Giz had a lower initiative that the critters. (Surprise rounds allow only a move or attack action...)

As for shenanigans, we are running pretty low right now...

Giz moves into the room and casts Spiked pit, trying to catch the 2 wolves. DC18 Ref save or take Fall: 3d6 ⇒ (4, 6, 6) = 16 +Spike: 2d6 ⇒ (4, 3) = 7 damage. DC20 climb, 30 feet deep. Each climb check results in 1d6 more damage


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

Sunder the door? I should have learned Knock last level...

Fingers a waggling, Giz enhances the Party's already prodigious prowess.

Cast enlarge person on Corentin, the cast Haste on the party.


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

Well, since we don't have any one who could disable a trap, even if we found it, I say Corentin is always the point man.

Also, I'm a huge proponent of the right-hand rule of dungeon exploring. Door on the right is the default, unless otherwise noted.


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

In general, I would like to see the pace pick up. (To a reasonable level, mind you, I was once in a game where there was ~40 posts a day. Had to drop out of that one.)

Giz is a support caster, otherwise I would be kicking down every door. (I'm a melee character at heart.)

One thing that I find, as a GM, that can help to keep things moving is to either ask if the PCs are ready to move on, or just arbitrarily kick down the next door for them.


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

Yay! Wand charges duly noted.

Giz reads the notes and shares their contents (feel free to look under the spoilers). "Um, so I think we might have a bigger problem than we first thought. Storm-Tyrant, might a little overly theatrical as far as titles go, but having an army of giants probably helps him to pull it off."

Appraise the dress: 1d20 + 10 ⇒ (14) + 10 = 24

When Giz sees the rug, "I never knew that there was a giant rug shaped hole in my life, but there was. I must have it."


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

Setup: Everyone in the adjoining the manticores. Everyone to either side of the door. Open doors. No one within manticore's LOS

1. Giz makes illusion of Sasha (I guess, we don't have much in the may of ranged attacks). Walk it in front of the doorway make it look like it's going to attack. See what happens.

2a. If no response, walk illusion out of LOS. Repeat step 1 with original illusion

2b.If they attack illusion and disbelieve it. Then go back to 1. If they fail to disbelieve then 2a.

3. If they ignore the illusion repeatedly, then have real Sasha step out and attack and retreat. The return to 1.

4. Alternate illusory PCs as necessary

Repeat until manticores are dead or are out of tail spikes. If it works, we should be able to bypass the encounter without really taking damage. If not, then at least hopefully we can mitigate their ranged threat a little.


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

Oh I fully expect that they will figure out the illusion is an illusion as soon as they attack it. The key is to move the illusion in and out of line of sight, so they don't if the person that comes into the room is real or not.
 
I mean I guess you could interpret it that even if the illusion moves out of line of sight, since it is the same casting, they will not be fooled by the same one twice. (Which I think is reasonably fair, Illusions are the greyest of grey areas in tabletop RPGs. Does it disappear if it is disbelieved? Look different? Completely at the DMs discretion).
 
Even if that is the case, Giz has a wand of silent image, so he can just recast the spell and they would require another saving throw.


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

Know(arcana- re:Manticores: 1d20 + 13 ⇒ (11) + 13 = 24

"Well, if we need to get past the manticores, we can try to disable their strongest weapon, their tails. I'm pretty sure they can't keep shooting spikes forever, maybe we can trick them into using them up with some magic. What do you think about..."

OK, here is my idea. Silent image copy of whichever PC as the best ranged weapon. Have the illusion enter the room, maybe go check out the winch. See what the manticores do. Regardless of their response, walk the illusion out of the room. Wait a few minutes and then repeat. When they start to ignore it. Repeat, but have the illusion aim their weapon at the manticores. Repeat. Once they start to completely ignore the illusion, send in the actual PC they actually attack, then run out. Send illusion back in. Repeat until the manticores are out of tail spikes, then we just pew, pew them to death. Giz can maintain an illusion forever and with his wand we can even swap the illusion around to keep them on their toes. Thoughts?


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

So either we go down the stairs or through the manticore room? Ugh.
Giz has a wand of silent image, maybe we can use it to bait out tail spikes from the manticores. If we can get them to use their spikes, they are pretty easy pickings.


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

Perception: 1d20 + 2 ⇒ (8) + 2 = 10

"Might be an oubliette." Giz will cautiously approach the well and call out softly, in orc, then giant and lastly common.


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

Giz gestures at the double doors,

"Shall we try the other doors? I don't think that our quarry would be on the lower levels."


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

I say we just close the doors and try the other exit for now.


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

Appraise: 1d20 + 10 ⇒ (11) + 10 = 21 "That is a very nice bag. Lovely colour."

Unsure of what is beyond the door, Giz doesn't cast any preparatory spells.


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

No worries.

FYI, I will be away until Thursday, so feel free to bot Giz, if I am holding things up.


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

Better post before we're off hiatus...

Giz lauches another beam of pure coolness:
What's cooler than being cool?: 1d20 + 5 ⇒ (12) + 5 = 17
Ice Cold!: 1d3 ⇒ 3


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

Range touch: 1d20 + 5 ⇒ (13) + 5 = 18
Damage?: 1d3 ⇒ 1

Giz points finger at a giant and fires off another beam of cold.


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

Giz launches a ray of frost at the unparalyzed giant:

Range touch: 1d20 + 5 ⇒ (14) + 5 = 19
damage?: 1d3 ⇒ 1


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

Giz steps into the room and casts haste on everyone.

"Go get 'em team."


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

Sounds good to me.


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

"Nicely done all."

Giz scans the creature with detect magic and briefly considers taking a toe for future alchemical concoctions.

I'm out of invisibilities. I can probably use some silent images to give us things to hide behind, but that is about it. Kinda need to interrogate someone for info unless we want to wander around.


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

Jaghal can control the movement, so if the hole is less than 20 feet above us, corentin should be able to try it. Oh course, with giant's fort saves so high, no guarantee that it will even be successful on the first go.


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

We have a reach weapon, and the ability to become large, between the two would that be enough the stab the giant in the eye for a coup de grace?


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

I'm just glad we didn't get pooped on, though that would have been hilarious.


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

With an elaborate flourish, Giz emits another beam of frigid energy:

Range touch: 1d20 + 5 ⇒ (3) + 5 = 8
Cold: 1d3 ⇒ 3


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

"Why can't anything ever be easy?"

Giz casts grease on Sasha. +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

Ha!

Giz connects with his spell and the ooze takes the full brunt of the gnome's phenomenal cosmic powers!
Damage: 1d3 ⇒ 2

@Corentin: Don't forget Svacha's raging spirits.


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

Giz would have cast Mage armor on himself and Galor before heading out.

Giz shoots a ray of icy goodness at one of the oozes: Ranged touch: 1d20 + 5 ⇒ (2) + 5 = 7
but it flies wide.


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

Three of our party are a little small to pass as orcs. Giz can cover 7 invisibilities, won't have much else though. I don't know about seeing each other, but we could use Message to keep in contact with each other.


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

So the plan is to some how get to the sewer pipe. Any ideas of how we are going to bypass the wooden wall?

Should someone create a distraction? Giz could summon his griffon cast invisibility on both of them. Fly in and summon a bunch of creatures to create a distraction on the opposite side of the camp. This would probably rouse the keep though.

Alternatively, we try to do this stealthily.


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

I find that planning works better ooc:

If we rest, I have enough 2nd level spell slots to cast invisibility on everybody. It will only last 6 minutes though, and it will severely diminish Giz's ability to contribute to any fights inside.

Still doesn't help us get over the wall though.


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

"Well if we could flood the moat, we would drown a lot of our enemies, which would be preferable to fighting them. Honestly, I think we should try to take out patrols to weaken the resistance we'll find once we actually get into the keep. I don't think we'll be able to kill ogres and giants that quietly, and I don't want the whole keep coming down on us. Orcs can see in the dark, so I'm not even sure that trying to sneak in at night is the best option. As for getting in, we could probably by-pass the sewer completely and have my griffon fly us over the wall."


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

"I can't disguise us all as ogres. I could make an illusory ogre, but I'm not sure what the point would be, unless we let them escape. You could take out this group and then try to frame them for something to incite the ogres, but that's all I got right now."


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

@Corentin: Sounds like a plan.

Not thinking his wagon the best mode of transportation for a stealthy approach to the fort, Giz clambers up on a horse. He fidgets with his new magical doodad, while waiting Jaghal's scouting report.


Loot List M gnome wizard (shadowcaster) 6 | HP 44 | AC 13 | T 13 | FF 11 | CMD 11 | Fort +5 | Ref +5| Will +6 | Init +2 | Perc +2

The hike out of the marsh is much more sombre in absence of familiar faces and this tempers Giz's delight at his new found toy. Despite the treasures found in the druids' cash, he couldn't help but think that the price paid for them had been too high by far.

With the more dangerous part of the mission still ahead, he hoped that the fates would be more kind to the party.

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