Dr Davaulus

Shellin's page

213 posts. Alias of The Architect.


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Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

"I'd turn it to the turtle symbol. Perhaps that will unlock the door in the turtle shell."


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

"Perhaps on of us should backtrack, maybe twist that strange column we found? Perhaps the mechanisms will correspond? The line starts at the two animals and leads to the turtle, so maybe we try that."


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Shellin will finally look down to the party and cast Light on Maraiah's loaded bolt. Looking back to the soon to be lack of darkness above, Shellin asks, "Would you kindly fire that upward as parralel to the pillar as possible?"
Perception (after she fires, if she does): 1d20 + 1 ⇒ (16) + 1 = 17


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Shellin spends a time staring blankly at the dark overhead.
I wonder...
Without looking down, Shellin asks, "Maraiah, do you have a bolt loaded?"


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

I don't think we will ever get on if we keep debating tunnel choice. Best make a decision and move on

"In the abscess of information, is everyone okay with taking the left tunnel? Or do we have other ideas?"


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

"Left this time then? Or shall we take the middle?"
This branching is going to become truly... Tasking.


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

I say turn it to the full moon
More quietly to the ones not on stalagmites,
Anyone know where we are in the lunar cycle?
aka Anyone think they can make that survival check


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Avid Reader allows me to take 10 on Dungeoneering for a 17, what does that get me?
Shellin will puzzle over the description


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Shellin will stare wide-eyes at Gargon's Acrobatics, or lack thereof. He just... He just handed it off and jumped.

"Twist it and see what happens!"
Maybe his luck will hold...


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Knowledge Dungeoneering: 1d20 + 7 ⇒ (18) + 7 = 25
Shellin will take a moment to observe the rock formations and the chasm, reasoning a way across

How far across is the chasm, and is there something I could secure a rope to?
@Party I can put one of these animate rope scrolls to snake some knotted silk rope across the chasm. DC 10 to climb or maybe an Acro check of some DC to walk across


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Hmmm. Logic or statistic...
Slightly checked out look on his face, Shellin will speak aloud, to no one in particular, "If we are thinking about the return trip, taking a right would continue our pattern of 'right then left'. It would make the return trip amazingly easy to remember if we just have to follow the reverse, a left then a right, to eventually return to the surface."

Visibly coming back to himself Shellin will give his half smile again."Though I don't mean to put aside the wisdom of the Pathfinder Lodge!"


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Since we stagnated I guess we aren't getting the rocks XD
Everyone ok with moving on?


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

I think he just wants to know if his knowledge nature was high enough


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4
GM Amsheagar wrote:
Stonework would be what you want to use. That or Alchemy to set up a charge.

A half-smile to his face, Shellin will add in: "You won't have worry for meat for a bit. We killed two bats the size of horses a few tunnels back, and thus have enough meat for all of us and then some!"


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Glancing at the rest of the party, Shellin will step forward. "Fear not friend, we are just as lost as you are. We were continuing on when we stopped to examine these odd rocks."

He will extend his hand forward, "I am Shellin."


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Shellin will take a moment as they are going over Hob's possessions to organize gear. "I would like to use his bag to separate our party's gear from my own."

If no one objects, he will then place all party gear including Hob's unclaimed gear into Hob's bag of holding. He will then store Hob's bag of holding into his own bag of holding. All scrolls he will place within the side pocket of his backpack.

As they continue through the caverns he will resume casting Message on both Maraiah and Gargon.

Upon the discovery of the stones, Shellin's eyes will light up. "One can never have enough spell materials."
Taking 20 Proffesion Stonework? -2 no tools +1 Wis is 19...
Unless you want us to use Survival to Forage here


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Yay Scrolls!


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4
Shellin wrote:

Laughing lightly, Shellin will say, "I'll take that as a no then.

I'm glad we have more healing magic, but that is new, comrade. I use my necklace much in the same way you use that thing in you hand when I use my magic. What is this thing?"
At the mention of it he holds his necklace in view, A small hand-carved idol of darkwood. As he asks he about "that thing" he points to the focus in your hand.

Whoops, REDACTED

Laughing lightly, Shellin will say, "I'll take that as a no then.
I'm glad we have more healing magic, but that is new, comrade. When did you learn to do that?"


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Laughing lightly, Shellin will say, "I'll take that as a no then.
I'm glad we have more healing magic, but that is new, comrade. I use my necklace much in the same way you use that thing in you hand when I use my magic. What is this thing?"

At the mention of it he holds his necklace in view, A small hand-carved idol of darkwood. As he asks he about "that thing" he points to the focus in your hand.


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

With 3hp rest-recovery, I'm right at max HP!
Shellin check his shoulder and, seeing it has healed entirely over, replies, "All good on my end."
Though I think she and I are the only ones truly up on their toes.
Turning to Unbeugsam, Shellin will grasp his necklace and put his other hand to the warrior's shoulder, casting Infernal Healing.

He will continue,

Dwarven:
"Here comrade, this should help those wounds close;"

To the group, "Does anyone need a potion from the stock? we have 3 left."

I'm pretty sure the rolls Maraiah made met the Provide Long-term Care DC unless GM says no, and Infernal Healing lasts 1 Minute, as well as the level 3 HP
tl;dr
Unbeugsam and Gargon you healed 6hp instead of 3(Maraiah's Heal)
Unbeugsam gains 10HP(Infernal Healing)
Hurray level 3!


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Well dang, good news, bad news.
Shellin wakes an hour before last watch ends and takes the extra time to prepare his spells
Burning hands Added, otherwise unchanged
As everyone wakes and performs their morning rituals, Shellin takes inventory of their loot thus far...
Huh, that's odd.
He looks around at the party with a bright eyed curiosity.
I wonder if they were stolen...
"Good morning everyone. I have uncovered a curious thing; the red gems are missing."


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Moved the Forage skills to Heal


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

@Maraiah GM said in recruitment that we get max hp for 3rd level as well, and 75% there after, even more hp :D

+1 Fort, +1 Ref, +7HP
+9 Skill Points
+1 Appraise, Climb, Craft Trap, Forage, Know Arcana and Nature, Spellcraft, Stealth, and Swim

+1 Arcane Pool Max, Daily refresh unchanged
+1 1st level prepared/day, +1 1st level slot/ day
+2 Spells known
Burning Hands
Color Spray
+1 Halcyon Spell
Hydraulic Push
Arcane exploit:
Quick Study- Spend 1 arcane point and take a full round action to lose one prepared spell and prepared an unprepared spell in its place. Provokes AoO

Feat: Scribe Scroll

Gonna put this squid ink to use and scribe some infernal Healing scrolls at the end of the day, shame I couldn't save a spell slot today though T_T

Also got Hydraulic push Whenever I want, for those annoying prone situations. Fool us once shame on you, Fool us twice...we'll probably die XD

Quick study should be VERY useful too :D


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Dwarven:

"You've been out for about a half hour, comrade. We found some potions and I determined them to be of a healing nature. Lucky for you, I wasn't wrong!"

As Shellin speaks, his face fades into his usual sedate half-smile.
Continuing in Common, "Welcome back."


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Oh, yay!
CLW Potion: 1d8 + 1 ⇒ (4) + 1 = 5
Shellin will take one of.the blue potions and carefully administer it to the dwarf.
Another one not dead, at least for today...tonight...oh, hells.
He will quietly murmur, "Well, that's gonna bother me."


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

@UnbeugsamI would like to but I don't know what I need to roll for them, forgot to ask. Either way I will use one of my spells after rest to give you guaranteed 10HP with Infernal, then we can roll for potions, speaking of which:
@GM my potions are 1d8+1 bc I paid for that Caster level of the potion at creation. Are these just 1d8 or do they have a bonus?
ALSO
Standard 2x character level in HP for 8 hr rest, or do you use another rule?


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Shellin glances at his blood matted shoulder for a moment. I suppose I can do something about this now.
Shellin will rifle through his sack and retrieve one of his potions, marked sepperate from the others with a small bit of twine around the neck of the bottle. Popping the cork, Shellin will chug the potion.
1: 1d8 + 1 ⇒ (7) + 1 = 8
As the ache fades from his shoulder, he relaxes visibly into his seat.
"Ahhh, now that's much better."
Wounds closed for the most part, Shellin will settle in for his watch


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

A full smile nearly splits Shellin's face at the familiar taste of the blue potion. Well, at least we won't all perish from our current injuries...
We have a bit fortune here, Maraiah. We have enough healing potions here to fix these two right up in the morning!"
Curiosity sated, Shellin packs the potions away in the sack.


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Added to Party Loot Bag:
common spell components, 15
Uncommon spell components, 2
Bat meat, ? Days worth
Light blue ? Potion, 4
Green ? Potion, 2

Shellin will settle in for the start of his watch, sitting on his bedroll and leaving a Javelin at his side within easy reach.. He will retrieve on of each potion from his sack and set them before him. Drawing out a third potion, he will turn to Maraiah and gesture to the potion in his hand. "This is one of my last healing potions. Should either of these unidentified concoctions incapacitate me, force feed me this if you would not mind."

He will then proceed with the taste tests, a light worried look on his face.
Spellcraft Blue: 1d20 + 6 ⇒ (13) + 6 = 19
Spellcraft Green: 1d20 + 6 ⇒ (15) + 6 = 21


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

You're welcome, and thanks for the reminder:
Forage(dire bats): 1d20 + 5 ⇒ (12) + 5 = 17


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Noticing the silence of his one conscious companion, Shellin will shrug mildly and go about dragging the two unconscious party members out of the middle of the room, and after noticing a smell, he will drag the dire bat corpses to the opposite wall

He will take a moment to set out his bedroll near the others and nourish himself with his rations. To Maraiah he offers, "I can take first watch if you won't mind taking second." With a wry smile returning to his once combat-neutral face, He will continue, "I think Gargon volunteered for last watch, being the first asleep and what have you."

Sorry for consecutive post, won't make a habit of it


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Hell's Bells, we forgot the dwarf!
A tad distracted by blood loss, Shellin sees the state of their once boisterous teammate, Shellin adds: "We'd best move Unbeugsam too. I'll do what I can for him in the morning after I prepare my spells."
He stops then, thoughtful look overtaking his face.
"What time of day do you think it is up there?" Shellin gestures to the cavern above them as he grabs one of Gargon's arms with his uninjured arm.


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Laughing lightly, and stopping with a mildly pained look, Shellin will say "It seems like Gargon has decided for us, haha. Mind helping me move him to the wall? Hate to leave him in the middle of the room."


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

@Maraiah 2/14hp. Also, did you want me to add those stones to the party loot bag or do you want them?
Shellin is clasping his hand on his shoulder, a bleeding mess of flesh there marking the bat's bite.
His face a a slightly grimacing mask, Shellin will reply with "We are going to go with badly hurt but functional. We'll have to see what we can do about some rest and recuperation, it looks like we could all use it."

Turning to address The Party, Shellin will continue, "Should we try to rest here now that we've cleared the room? I'm not much for sleeping where we nearly died but I'm not too keen to face the rest of what the caverns might offer should we continue."
He will also translate in Goblin for his injured and easily confused friend.


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Fearing for his life, Shellin will 5ft step back from the thing before turning and, using an arcane point, fire Magic Missile at the dire bat. As he does so, he will draw a javelin from his pack.
Please just die, please don't let my life rest on throwing this thing!

Missile 1: 1d4 + 1 ⇒ (3) + 1 = 4
Missile 2: 1d4 + 1 ⇒ (4) + 1 = 5


5ft step outside reach
Swift: Use arcane point
SA: Magic Missile at CL 3
Move: Retrieve javelin


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

I am a moron
Shellin will step back from Gargon as he stands up.
Move action to 20ft back, will move self on Map tomorrow when I hop on the PC


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Shooting jolt this turn, if we don't kill it by next round I'll use my last spell slot. Wanted to fill in a small thought explanation for why I'm not firing off, sorry for confusion.


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Jolt ranged touch attack: 1d20 + 3 ⇒ (18) + 3 = 21
Jolt Damage: 1d3 ⇒ 1
Another bolt flying from his fingertips, Shellin definitely seems worried.
If the archer can't land one more... I'll have to use my last spell. Hope this is the last danger we face today


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Still round 4, gotta wait till round 5 to act for the rest of us :P


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

So it has officially been a week, I'm gonna drop the GM a note


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

I second this bump


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

So we are waiting on Hob or the GM in gameplay?


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Hey, all, 2 questions:
Are we waiting on Hob in game?
Where do we stand with the Hob situation?


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Whiff round number two! At least we had 1 hit


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Jolt Ranged touch attack: 1d20 + 3 ⇒ (3) + 3 = 6
Jolt Damage: 1d3 ⇒ 1

Shellin clicks his tongue, perturbed as he sends another bolt whizzing over the creatures head.
Guess I need some target practice.

@Gargon
I'd say bide your time man, less GM Ok's something like a stealth check to sneak away while the Dwarf tries to cave its head.


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Seeing his downed comrade is not dead yet? Shellin will step back and fire a jolt at the bats face, hoping to distract it.
One of us is only nearly dead and the comrade we just set on fire is laughing at it... What a sprightly lot.
Jolt Ranged Touch Attack: 1d20 + 3 ⇒ (8) + 3 = 11
Jolt Damage: 1d3 ⇒ 1


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Are we waiting on Hob to post this round as well?


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

While the second bat is distracted with the dwarf, Shellin will rush forward to Gargon's side
He will bend down to force-feed his fallen friend a Potion of Cure light Wounds
Gargon Heals this much and stabilizes: 1d8 + 1 ⇒ (6) + 1 = 7


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

I'm happy we all reached an unspoken agreement: geek the one who crit, it dies first!


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

So I noticed Hob hasn't posted in a little over 2 weeks, would it be impertinent to drop him a message?

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