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Perdix the Scholar's page
206 posts. Alias of drbuzzard.
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AC 16, HP 50/50, Fort +8, Ref +6, Will +8, CMD 16, Init +16, per +2
Bummer, oh well. Been fun.
AC 16, HP 50/50, Fort +8, Ref +6, Will +8, CMD 16, Init +16, per +2
Traveling this week. Posting will be spotty.
AC 16, HP 50/50, Fort +8, Ref +6, Will +8, CMD 16, Init +16, per +2
"Good. Let's be gone of this place until we are better prepared. "
AC 16, HP 50/50, Fort +8, Ref +6, Will +8, CMD 16, Init +16, per +2
Ok, since we have an Oracle instead, I could remove the speed up, and put that DC into not having the spell. Then it will take 4 days (I can do 1k per days' worth, but I have a feat which reduces overall time for crafting Wondrous Items my 25%
"Then it sounds to me as if we have a plan. "
AC 16, HP 50/50, Fort +8, Ref +6, Will +8, CMD 16, Init +16, per +2
"Even if we just left for a while and allowed me to work on things, I could craft items which enable you to fight swarms more effectively. That would be a most drastic change compared to what we are capable of right now. "
I have craft wondrous item and swarmbane clasps are only 3000 normal price so I could whip one up fairly quickly. We're not on the clock in here as I understand it. The cleric can cast the required repel vermin, so I think we only need 1500 GP per. CL is only 8 for the item, so I can't fail that spellcraft roll even if I speed things up. In 3 days I could have 3 clasps done.
AC 16, HP 50/50, Fort +8, Ref +6, Will +8, CMD 16, Init +16, per +2
"I think we are quite ill prepared to contest with a being such as that. I would suggest we return to the local city and make preparations. Were we to run into it right now, the consequences would be dire. "
AC 16, HP 50/50, Fort +8, Ref +6, Will +8, CMD 16, Init +16, per +2
knowledge nature: 1d20 + 15 ⇒ (15) + 15 = 30
"A Worm that Walks! Those are truly abominations of necromantic magic. If we are to be encountering one of those, I need to be better prepared. "
AC 16, HP 50/50, Fort +8, Ref +6, Will +8, CMD 16, Init +16, per +2
Perdix will get back out of the room, so he can keep his last meal.
AC 16, HP 50/50, Fort +8, Ref +6, Will +8, CMD 16, Init +16, per +2
Perdix is not really one used to the grotesque, and starts to gag.
AC 16, HP 50/50, Fort +8, Ref +6, Will +8, CMD 16, Init +16, per +2
"While I am a bit more capable of adaptation than sorcerers, my specialization in information gathering was at the expense of flashy evocations, so I am a bit short on options for some situations. "
AC 16, HP 50/50, Fort +8, Ref +6, Will +8, CMD 16, Init +16, per +2
"I need to find a way to be useful against those. Maybe I can find a wand or something. "
AC 16, HP 50/50, Fort +8, Ref +6, Will +8, CMD 16, Init +16, per +2
Not sure if I have to save against distraction again. Still can't do much that is useful.
AC 16, HP 50/50, Fort +8, Ref +6, Will +8, CMD 16, Init +16, per +2
Given my exclusion of evocation as a school, I'm fairly useless against swarms.
AC 16, HP 50/50, Fort +8, Ref +6, Will +8, CMD 16, Init +16, per +2
will save: 1d20 + 8 ⇒ (6) + 8 = 14
fort save: 1d20 + 8 ⇒ (10) + 8 = 18
AC 16, HP 50/50, Fort +8, Ref +6, Will +8, CMD 16, Init +16, per +2
Hope someone else has a worthy tool for this, cause I sure don't
Haste and move back.
AC 16, HP 50/50, Fort +8, Ref +6, Will +8, CMD 16, Init +16, per +2
"Well I don't know. Let me see.
Not sure what knowledge skill that would be (I don't have craft alchemy).
knowledge: 1d20 ⇒ 14 somewhere between +15 and +17.
AC 16, HP 50/50, Fort +8, Ref +6, Will +8, CMD 16, Init +16, per +2
"Ok, that was particularly unpleasant. "
AC 16, HP 50/50, Fort +8, Ref +6, Will +8, CMD 16, Init +16, per +2
"While I can see the appeal of that method after some of his jokes, I don't believe it will help. "
AC 16, HP 50/50, Fort +8, Ref +6, Will +8, CMD 16, Init +16, per +2
"Umm, now I'm not exactly sure what to do. Maybe if someone has protection from evil? "
AC 16, HP 50/50, Fort +8, Ref +6, Will +8, CMD 16, Init +16, per +2
"Beware it's a creature from the plane of air which can enter and attack you from within! "
AC 16, HP 50/50, Fort +8, Ref +6, Will +8, CMD 16, Init +16, per +2
My check ends up as a 22 knowledge planes then. I don't know if that gives me anything more than the minimum.
AC 16, HP 50/50, Fort +8, Ref +6, Will +8, CMD 16, Init +16, per +2
Perdix will do the touch of fortune for Grammanar
+4 to hit, skills, saves for a round
AC 16, HP 50/50, Fort +8, Ref +6, Will +8, CMD 16, Init +16, per +2
knowledge: 1d20 ⇒ 5 not sure what flavor
depending it is either +15 or +17
AC 16, HP 50/50, Fort +8, Ref +6, Will +8, CMD 16, Init +16, per +2
"Nice tool that. The wonders of technology never cease. "
AC 16, HP 50/50, Fort +8, Ref +6, Will +8, CMD 16, Init +16, per +2
"Glaucite? Never heard of it. I am, of course, familiar with adamantine. "
AC 16, HP 50/50, Fort +8, Ref +6, Will +8, CMD 16, Init +16, per +2
Perdix will find something to anchor his rope on and then toss it down.
AC 16, HP 50/50, Fort +8, Ref +6, Will +8, CMD 16, Init +16, per +2
Perdix will try a snowball on the crane.
touch attack to hit: 1d20 + 6 ⇒ (15) + 6 = 21 at least nobody is in melee anymore
cold damage: 5d6 ⇒ (1, 5, 3, 4, 5) = 18 DC 17 fortitude save or be staggered.
AC 16, HP 50/50, Fort +8, Ref +6, Will +8, CMD 16, Init +16, per +2
Perdix will hold is action, wishing to conserve his magical resources.
AC 16, HP 50/50, Fort +8, Ref +6, Will +8, CMD 16, Init +16, per +2
AC 16, HP 50/50, Fort +8, Ref +6, Will +8, CMD 16, Init +16, per +2
Perdix jots down a couple notes, and nods when they leave. "Hmm, apparently not really well informed about this technology business. "
AC 16, HP 50/50, Fort +8, Ref +6, Will +8, CMD 16, Init +16, per +2
"Can you tell me about these components? They sound fascinating. " as he pulls out a notebook and starts to scribble down writing.
He is, of course, completely oblivious to their apparent desire to leave.
AC 16, HP 50/50, Fort +8, Ref +6, Will +8, CMD 16, Init +16, per +2
Perdix will try his new spell Rebuke Technology on one of the robots. DC 20 fort save or be inert for 8 rounds.
AC 16, HP 50/50, Fort +8, Ref +6, Will +8, CMD 16, Init +16, per +2
I will be on a trip again starting today with rather limited time to play on the internet. I'll be back online Sunday night. Bot me as needed.
AC 16, HP 50/50, Fort +8, Ref +6, Will +8, CMD 16, Init +16, per +2
AC 16, HP 50/50, Fort +8, Ref +6, Will +8, CMD 16, Init +16, per +2
"It it would be imprudent to expect no more threats. The dead madman surely shows major signs of paranoia. I expect guardians galore. "
AC 16, HP 50/50, Fort +8, Ref +6, Will +8, CMD 16, Init +16, per +2
"One which makes my foes unable to breathe. That could be very powerful in a fight. Of course since we seem to fight constructs all the time, it might be more limited in its utility. "
AC 16, HP 50/50, Fort +8, Ref +6, Will +8, CMD 16, Init +16, per +2
"That was very unpleasant. I just couldn't breathe. I believe there is a spell which does that. I must acquire it. "
AC 16, HP 50/50, Fort +8, Ref +6, Will +8, CMD 16, Init +16, per +2
fort save: 1d20 + 8 ⇒ (11) + 8 = 19
AC 16, HP 50/50, Fort +8, Ref +6, Will +8, CMD 16, Init +16, per +2
Granted the DC is fairly low, but suffocation is not a kidding around spell.
AC 16, HP 50/50, Fort +8, Ref +6, Will +8, CMD 16, Init +16, per +2
fort save: 1d20 + 8 ⇒ (16) + 8 = 24 phew
AC 16, HP 50/50, Fort +8, Ref +6, Will +8, CMD 16, Init +16, per +2
fort save: 1d20 + 9 ⇒ (7) + 9 = 16 cough cough
AC 16, HP 50/50, Fort +8, Ref +6, Will +8, CMD 16, Init +16, per +2
knowledge ???: 1d20 ⇒ 5 +15-17 depending.
AC 16, HP 50/50, Fort +8, Ref +6, Will +8, CMD 16, Init +16, per +2
reflex save: 1d20 + 7 ⇒ (16) + 7 = 23 16 damage
HP 34/50
So now he will throw his snowball.
touch: 1d20 + 7 ⇒ (8) + 7 = 15 damage: 5d6 ⇒ (4, 5, 4, 4, 1) = 18
AC 16, HP 50/50, Fort +8, Ref +6, Will +8, CMD 16, Init +16, per +2
I assume the haste went off, otherwise I'm doing that.
Perdix will cast a spell which hurls a snowball at his enemy.
touch: 1d20 + 7 ⇒ (4) + 7 = 11 cold damage: 5d6 ⇒ (4, 5, 5, 2, 5) = 21 doubt it hits
AC 16, HP 50/50, Fort +8, Ref +6, Will +8, CMD 16, Init +16, per +2
Perdix will haste the party.
AC 16, HP 50/50, Fort +8, Ref +6, Will +8, CMD 16, Init +16, per +2
On a trip, posting will be sporadic until Sunday evening.
Bot me as needed.
AC 16, HP 50/50, Fort +8, Ref +6, Will +8, CMD 16, Init +16, per +2
I can craft the gloves after all.
AC 16, HP 50/50, Fort +8, Ref +6, Will +8, CMD 16, Init +16, per +2
Did we figure how much loot we have? I'd like to figure out what money I have available for crafting.
AC 16, HP 50/50, Fort +8, Ref +6, Will +8, CMD 16, Init +16, per +2
Every wizard can craft scrolls. You automatically get that feat.
AC 16, HP 50/50, Fort +8, Ref +6, Will +8, CMD 16, Init +16, per +2
You can get weapon trainings with 3 levels since Weapons Master archetype gets it more quickly (and the WMH specifically says that Weapon Masters still get the goodies).
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