Active: Elf Occultist 9 / HP 66/66, CMD 24, Init +10, Perc +15 (+2 magic traps), AC 25/15/20, Fort +9 Ref +12 Will +9 (+2 vs ench.) / Spells 1st 6/6, 2d 5/5, 3d 4/4 / Implements: Transmutation 6/6, Evocation 9/9;
Starting GP: 3113 I've bought nothing. So no gold spent. Day job; craft books (if not already rolled): 1d20 + 10 ⇒ (1) + 10 = 11
Active: Elf Occultist 9 / HP 66/66, CMD 24, Init +10, Perc +15 (+2 magic traps), AC 25/15/20, Fort +9 Ref +12 Will +9 (+2 vs ench.) / Spells 1st 6/6, 2d 5/5, 3d 4/4 / Implements: Transmutation 6/6, Evocation 9/9;
I would say to use the Burst of Healing and all the healing Boons and on token that we have. Otherwise I can't fire again... and can also die yes.
Active: Elf Occultist 9 / HP 66/66, CMD 24, Init +10, Perc +15 (+2 magic traps), AC 25/15/20, Fort +9 Ref +12 Will +9 (+2 vs ench.) / Spells 1st 6/6, 2d 5/5, 3d 4/4 / Implements: Transmutation 6/6, Evocation 9/9;
The archer takes a five foot down and unleashes new arrows. Arrow 1: 1d20 + 13 + 2 + 1 ⇒ (19) + 13 + 2 + 1 = 35 Damage 1: 2d6 + 8 + 2 ⇒ (1, 5) + 8 + 2 = 16 Arrow 2: 1d20 + 13 + 2 + 1 ⇒ (20) + 13 + 2 + 1 = 36 Damage 2: 2d6 + 8 + 2 ⇒ (3, 5) + 8 + 2 = 18 Crit Arrow 2?: 1d20 + 13 + 2 + 1 ⇒ (12) + 13 + 2 + 1 = 28 Crit. Damage 2: 4d6 + 16 + 2 ⇒ (3, 1, 4, 5) + 16 + 2 = 31 Arrow 3: 1d20 + 13 + 2 + 1 ⇒ (20) + 13 + 2 + 1 = 36 Damage 3: 2d6 + 8 + 2 ⇒ (6, 4) + 8 + 2 = 20 Crit Arrow 3?: 1d20 + 13 + 2 + 1 ⇒ (5) + 13 + 2 + 1 = 21 Crit Damage 3: 2d6 + 8 + 2 ⇒ (5, 4) + 8 + 2 = 19 Arrow 4: 1d20 + 8 + 2 + 1 ⇒ (5) + 8 + 2 + 1 = 16 Damage 4: 2d6 + 8 + 2 ⇒ (5, 3) + 8 + 2 = 18
Active: Elf Occultist 9 / HP 66/66, CMD 24, Init +10, Perc +15 (+2 magic traps), AC 25/15/20, Fort +9 Ref +12 Will +9 (+2 vs ench.) / Spells 1st 6/6, 2d 5/5, 3d 4/4 / Implements: Transmutation 6/6, Evocation 9/9;
The archer flies in a new position and unleashes an arrow. I take for granted that I see the bird from my new position. Say if not. Arrow: 1d20 + 18 + 2 + 1 ⇒ (7) + 18 + 2 + 1 = 28 Damage: 2d6 + 8 + 2 ⇒ (5, 6) + 8 + 2 = 21 +1 if demon Knowledge planes to know what it is: 1d20 + 17 ⇒ (4) + 17 = 21
Active: Elf Occultist 9 / HP 66/66, CMD 24, Init +10, Perc +15 (+2 magic traps), AC 25/15/20, Fort +9 Ref +12 Will +9 (+2 vs ench.) / Spells 1st 6/6, 2d 5/5, 3d 4/4 / Implements: Transmutation 6/6, Evocation 9/9;
Remains: Mind over gravity for 6 rounds, Weapon legacy (+1 and Seek) for 5 rounds and gravity bow for more than 7 min.
Active: Elf Occultist 9 / HP 66/66, CMD 24, Init +10, Perc +15 (+2 magic traps), AC 25/15/20, Fort +9 Ref +12 Will +9 (+2 vs ench.) / Spells 1st 6/6, 2d 5/5, 3d 4/4 / Implements: Transmutation 6/6, Evocation 9/9;
The archer continues to unleash his arrows on the giants. Arrow 1: 1d20 + 14 + 2 ⇒ (7) + 14 + 2 = 23 Damage 1: 2d6 + 9 + 2 ⇒ (4, 6) + 9 + 2 = 21 Arrow 2: 1d20 + 14 + 2 ⇒ (3) + 14 + 2 = 19 Damage 2: 2d6 + 9 + 2 ⇒ (4, 2) + 9 + 2 = 17 Arrow 3: 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23 Damage 3: 2d6 + 9 + 2 ⇒ (4, 4) + 9 + 2 = 19 With Seeker on the bow.
Active: Elf Occultist 9 / HP 66/66, CMD 24, Init +10, Perc +15 (+2 magic traps), AC 25/15/20, Fort +9 Ref +12 Will +9 (+2 vs ench.) / Spells 1st 6/6, 2d 5/5, 3d 4/4 / Implements: Transmutation 6/6, Evocation 9/9;
Euh, you wrote I hit a giant with one arrow. But there are still the same damage on them.
Active: Elf Occultist 9 / HP 66/66, CMD 24, Init +10, Perc +15 (+2 magic traps), AC 25/15/20, Fort +9 Ref +12 Will +9 (+2 vs ench.) / Spells 1st 6/6, 2d 5/5, 3d 4/4 / Implements: Transmutation 6/6, Evocation 9/9;
As the archer sees one of the giants, he unleashes a volley of arrows. Arrow 1: 1d20 + 13 + 2 ⇒ (20) + 13 + 2 = 35 +2 because of Inspire courage Damage 1: 2d6 + 9 + 2 ⇒ (6, 1) + 9 + 2 = 18 +2 because of Inspire courage Crit Arrow 1?: 1d20 + 13 + 2 ⇒ (5) + 13 + 2 = 20 +2 because of Inspire courage Crit Damage 1?: 4d6 + 18 + 2 ⇒ (5, 5, 4, 5) + 18 + 2 = 39 +2 because of Inspire courage Arrow 2: 1d20 + 13 + 2 ⇒ (2) + 13 + 2 = 17 +2 because of Inspire courage Damage 2: 2d6 + 9 + 2 ⇒ (2, 5) + 9 + 2 = 18 +2 because of Inspire courage Arrow 3: 1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13 +2 because of Inspire courage Damage 3: 2d6 + 9 + 2 ⇒ (1, 1) + 9 + 2 = 13 +2 because of Inspire courage All the arrows have the Seek trait because of Weapon Legacy. That also why the bow is +3.
Active: Elf Occultist 9 / HP 66/66, CMD 24, Init +10, Perc +15 (+2 magic traps), AC 25/15/20, Fort +9 Ref +12 Will +9 (+2 vs ench.) / Spells 1st 6/6, 2d 5/5, 3d 4/4 / Implements: Transmutation 6/6, Evocation 9/9;
The archer uses one point of mental focus for Mind over gravity and goes over the fog. I don't know how high the fog is. The goal is to see if I can get a better look at something from above.
Active: Elf Occultist 9 / HP 66/66, CMD 24, Init +10, Perc +15 (+2 magic traps), AC 25/15/20, Fort +9 Ref +12 Will +9 (+2 vs ench.) / Spells 1st 6/6, 2d 5/5, 3d 4/4 / Implements: Transmutation 6/6, Evocation 9/9;
ok, so I will also go on the opposite way of the giants in that case. But I still use the mental focus point as previously written.
Active: Elf Occultist 9 / HP 66/66, CMD 24, Init +10, Perc +15 (+2 magic traps), AC 25/15/20, Fort +9 Ref +12 Will +9 (+2 vs ench.) / Spells 1st 6/6, 2d 5/5, 3d 4/4 / Implements: Transmutation 6/6, Evocation 9/9;
The archer uses 1 point of mental focus for Legacy weapon (Su). Bow becomes +3 and gains Seek for 1 minute. Then he stays in place ready to shot. He has Snapshot. So AoO
Active: Elf Occultist 9 / HP 66/66, CMD 24, Init +10, Perc +15 (+2 magic traps), AC 25/15/20, Fort +9 Ref +12 Will +9 (+2 vs ench.) / Spells 1st 6/6, 2d 5/5, 3d 4/4 / Implements: Transmutation 6/6, Evocation 9/9;
The elf shouts: Come out from this fog! I'll cast a fireball inside! Then Ready to cast it once the pathfinders are outside of the fog. Fireball: 8d6 + 4 ⇒ (5, 1, 2, 6, 6, 1, 4, 6) + 4 = 35 DC 19
Active: Elf Occultist 9 / HP 66/66, CMD 24, Init +10, Perc +15 (+2 magic traps), AC 25/15/20, Fort +9 Ref +12 Will +9 (+2 vs ench.) / Spells 1st 6/6, 2d 5/5, 3d 4/4 / Implements: Transmutation 6/6, Evocation 9/9;
The archer continues to fire arrows from above on the red one. Arrow 1: 1d20 + 13 + 1 + 2 ⇒ (2) + 13 + 1 + 2 = 18 Damage 1: 2d6 + 8 + 2 ⇒ (2, 6) + 8 + 2 = 18 Arrow 2: 1d20 + 13 + 1 + 2 ⇒ (7) + 13 + 1 + 2 = 23 Damage 2: 2d6 + 8 + 2 ⇒ (3, 6) + 8 + 2 = 19 Arrow 3: 1d20 + 13 + 1 + 2 ⇒ (5) + 13 + 1 + 2 = 21 Damage 3: 2d6 + 8 + 2 ⇒ (6, 1) + 8 + 2 = 17 Arrow 4: 1d20 + 8 + 1 + 2 ⇒ (12) + 8 + 1 + 2 = 23 Damage 4: 2d6 + 8 + 2 ⇒ (2, 2) + 8 + 2 = 14
Active: Elf Occultist 9 / HP 66/66, CMD 24, Init +10, Perc +15 (+2 magic traps), AC 25/15/20, Fort +9 Ref +12 Will +9 (+2 vs ench.) / Spells 1st 6/6, 2d 5/5, 3d 4/4 / Implements: Transmutation 6/6, Evocation 9/9;
There 2d6 for gravity bow, then +1 Str, +2 Bow, +1 Point blank, +4 Deadly aim, +2 Inspire courage
Active: Elf Occultist 9 / HP 66/66, CMD 24, Init +10, Perc +15 (+2 magic traps), AC 25/15/20, Fort +9 Ref +12 Will +9 (+2 vs ench.) / Spells 1st 6/6, 2d 5/5, 3d 4/4 / Implements: Transmutation 6/6, Evocation 9/9;
The archer goes in the air using Mind over Gravity. He's 20ft above the ground Then he fires at the red one. Arrow: 1d20 + 17 + 1 + 2 ⇒ (7) + 17 + 1 + 2 = 27 Damage: 2d6 + 8 + 2 ⇒ (5, 1) + 8 + 2 = 16
Active: Elf Occultist 9 / HP 66/66, CMD 24, Init +10, Perc +15 (+2 magic traps), AC 25/15/20, Fort +9 Ref +12 Will +9 (+2 vs ench.) / Spells 1st 6/6, 2d 5/5, 3d 4/4 / Implements: Transmutation 6/6, Evocation 9/9;
The archer casts Gravity bow before they arrive. Then he uses one point of mental focus for Mind over Gravity.
Active: Elf Occultist 9 / HP 66/66, CMD 24, Init +10, Perc +15 (+2 magic traps), AC 25/15/20, Fort +9 Ref +12 Will +9 (+2 vs ench.) / Spells 1st 6/6, 2d 5/5, 3d 4/4 / Implements: Transmutation 6/6, Evocation 9/9;
The elf moves forward. Can I try to fire an arrow without to hit Charlotte, Rallas or Fairbeaks? If "yes": Arrow: 1d20 + 17 + 1 + 2 ⇒ (12) + 17 + 1 + 2 = 32 Damage: 2d6 + 8 + 2 ⇒ (3, 2) + 8 + 2 = 15
Active: Elf Occultist 9 / HP 66/66, CMD 24, Init +10, Perc +15 (+2 magic traps), AC 25/15/20, Fort +9 Ref +12 Will +9 (+2 vs ench.) / Spells 1st 6/6, 2d 5/5, 3d 4/4 / Implements: Transmutation 6/6, Evocation 9/9;
The archer fires a rain of arrows on the blue one. Arrow 1: 1d20 + 13 + 1 + 2 - 1 ⇒ (16) + 13 + 1 + 2 - 1 = 31 Damage 1: 2d6 + 8 + 2 - 1 ⇒ (5, 4) + 8 + 2 - 1 = 18 Arrow 2: 1d20 + 13 + 1 + 2 - 1 ⇒ (15) + 13 + 1 + 2 - 1 = 30 Damage 2: 2d6 + 8 + 2 - 1 ⇒ (2, 2) + 8 + 2 - 1 = 13 Arrow 3: 1d20 + 13 + 1 + 2 - 1 ⇒ (2) + 13 + 1 + 2 - 1 = 17 Damage 3: 2d6 + 8 + 2 - 1 ⇒ (4, 1) + 8 + 2 - 1 = 14 Arrow 4: 1d20 + 8 + 1 + 2 - 1 ⇒ (14) + 8 + 1 + 2 - 1 = 24 Damage 4: 2d6 + 8 + 2 - 1 ⇒ (4, 6) + 8 + 2 - 1 = 19
Active: Elf Occultist 9 / HP 66/66, CMD 24, Init +10, Perc +15 (+2 magic traps), AC 25/15/20, Fort +9 Ref +12 Will +9 (+2 vs ench.) / Spells 1st 6/6, 2d 5/5, 3d 4/4 / Implements: Transmutation 6/6, Evocation 9/9;
Be careful! There is something over there in the pond up north. The elf casts Light on Theo's belt.
Active: Elf Occultist 9 / HP 66/66, CMD 24, Init +10, Perc +15 (+2 magic traps), AC 25/15/20, Fort +9 Ref +12 Will +9 (+2 vs ench.) / Spells 1st 6/6, 2d 5/5, 3d 4/4 / Implements: Transmutation 6/6, Evocation 9/9;
Perception: 1d20 + 14 ⇒ (14) + 14 = 28
Styfis tries his best to help or try to do the job by himself.
Active: Elf Occultist 9 / HP 66/66, CMD 24, Init +10, Perc +15 (+2 magic traps), AC 25/15/20, Fort +9 Ref +12 Will +9 (+2 vs ench.) / Spells 1st 6/6, 2d 5/5, 3d 4/4 / Implements: Transmutation 6/6, Evocation 9/9;
The elf tries his best to aid his companion to discuss with the Clan. The Aspis is the opposite of the Society. So you can't compare both of them. The Society wants to help and bring security and peacefulness. Aspis wants to overcome on wealthy things and doesn't care about the world. Diplomacy: 1d20 + 9 ⇒ (16) + 9 = 25
Active: Elf Occultist 9 / HP 66/66, CMD 24, Init +10, Perc +15 (+2 magic traps), AC 25/15/20, Fort +9 Ref +12 Will +9 (+2 vs ench.) / Spells 1st 6/6, 2d 5/5, 3d 4/4 / Implements: Transmutation 6/6, Evocation 9/9;
The elf approaches from the owlheaded group. He doesn't show any offensive attitude. This is time to speak.
Active: Elf Occultist 9 / HP 66/66, CMD 24, Init +10, Perc +15 (+2 magic traps), AC 25/15/20, Fort +9 Ref +12 Will +9 (+2 vs ench.) / Spells 1st 6/6, 2d 5/5, 3d 4/4 / Implements: Transmutation 6/6, Evocation 9/9;
{b]Perception[/b]: 1d20 + 14 ⇒ (11) + 14 = 25 {b]Acrobatics[/b]: 1d20 + 12 ⇒ (5) + 12 = 17 As I'm not good at both for the last one, I let you decide.
Active: Elf Occultist 9 / HP 66/66, CMD 24, Init +10, Perc +15 (+2 magic traps), AC 25/15/20, Fort +9 Ref +12 Will +9 (+2 vs ench.) / Spells 1st 6/6, 2d 5/5, 3d 4/4 / Implements: Transmutation 6/6, Evocation 9/9;
Finding himself in a mindscape was an experience he has never done before. This will be the case for now. Well a melee attack roll isn't my cup of tea. But I think we have to make all the same option. So I try my best. Melee: 1d20 + 7 ⇒ (16) + 7 = 23 Well not so bad...
Active: Elf Occultist 9 / HP 66/66, CMD 24, Init +10, Perc +15 (+2 magic traps), AC 25/15/20, Fort +9 Ref +12 Will +9 (+2 vs ench.) / Spells 1st 6/6, 2d 5/5, 3d 4/4 / Implements: Transmutation 6/6, Evocation 9/9;
The question id the same in all the mind. What type of ritual do we need to use? What for a ritual do you attend we perform?
Active: Elf Occultist 9 / HP 66/66, CMD 24, Init +10, Perc +15 (+2 magic traps), AC 25/15/20, Fort +9 Ref +12 Will +9 (+2 vs ench.) / Spells 1st 6/6, 2d 5/5, 3d 4/4 / Implements: Transmutation 6/6, Evocation 9/9;
Could Size alteration be enough? or may I combine this with a disguise roll (with bonus?)?
Active: Elf Occultist 9 / HP 66/66, CMD 24, Init +10, Perc +15 (+2 magic traps), AC 25/15/20, Fort +9 Ref +12 Will +9 (+2 vs ench.) / Spells 1st 6/6, 2d 5/5, 3d 4/4 / Implements: Transmutation 6/6, Evocation 9/9;
After knowing what they have to do to deactivate the wards, the archer casts Message and send: Now one thing is done. to the whole party members. I can also try to disguise myself 4 ranks, but if someone has a better idea, it could be better. EDIT: after reading Charlotte's post, we should still have the first one to do.
Active: Elf Occultist 9 / HP 66/66, CMD 24, Init +10, Perc +15 (+2 magic traps), AC 25/15/20, Fort +9 Ref +12 Will +9 (+2 vs ench.) / Spells 1st 6/6, 2d 5/5, 3d 4/4 / Implements: Transmutation 6/6, Evocation 9/9;
The archer moves and fires an arrow at the undead creature. Arrow: 1d20 + 17 + 2 ⇒ (4) + 17 + 2 = 23 Damage: 1d8 + 8 + 2 ⇒ (2) + 8 + 2 = 12
Active: Elf Occultist 9 / HP 66/66, CMD 24, Init +10, Perc +15 (+2 magic traps), AC 25/15/20, Fort +9 Ref +12 Will +9 (+2 vs ench.) / Spells 1st 6/6, 2d 5/5, 3d 4/4 / Implements: Transmutation 6/6, Evocation 9/9;
The archer looks at the creatures at distance. Knowledge religion, creature 1: 1d20 + 11 ⇒ (14) + 11 = 25 Knowledge religion, creature 2: 1d20 + 11 ⇒ (13) + 11 = 24 Well, a returning slayer and a mummy. The first one is very quick and we must avoid the rot of the second. The two should burn well. Fireball: 8d6 + 4 ⇒ (5, 6, 3, 4, 5, 4, 6, 2) + 4 = 39 DC 19 for half
Active: Elf Occultist 9 / HP 66/66, CMD 24, Init +10, Perc +15 (+2 magic traps), AC 25/15/20, Fort +9 Ref +12 Will +9 (+2 vs ench.) / Spells 1st 6/6, 2d 5/5, 3d 4/4 / Implements: Transmutation 6/6, Evocation 9/9;
I don't have conjuration school anyway. Only transmutation and evocation. Yes, perhaps the solution is to destroy this thing.
Active: Elf Occultist 9 / HP 66/66, CMD 24, Init +10, Perc +15 (+2 magic traps), AC 25/15/20, Fort +9 Ref +12 Will +9 (+2 vs ench.) / Spells 1st 6/6, 2d 5/5, 3d 4/4 / Implements: Transmutation 6/6, Evocation 9/9;
The archer moves to take a better position and fires a last arrow on the blue one. Arrow 1: 1d20 + 17 + 1 + 2 ⇒ (1) + 17 + 1 + 2 = 21 Damage 1: 2d6 + 8 + 2 ⇒ (6, 3) + 8 + 2 = 19
Active: Elf Occultist 9 / HP 66/66, CMD 24, Init +10, Perc +15 (+2 magic traps), AC 25/15/20, Fort +9 Ref +12 Will +9 (+2 vs ench.) / Spells 1st 6/6, 2d 5/5, 3d 4/4 / Implements: Transmutation 6/6, Evocation 9/9;
The archer takes a five-foot and unleashes a volley of arrows on the big one. No cover at this point from my position Arrow 1: 1d20 + 13 + 2 ⇒ (4) + 13 + 2 = 19 Damage 1: 2d6 + 8 + 2 ⇒ (3, 5) + 8 + 2 = 18 Arrow 2: 1d20 + 13 + 2 ⇒ (12) + 13 + 2 = 27 Damage 2: 2d6 + 8 + 2 ⇒ (5, 2) + 8 + 2 = 17 Arrow 3: 1d20 + 13 + 2 ⇒ (15) + 13 + 2 = 30 Damage 3: 2d6 + 8 + 2 ⇒ (4, 2) + 8 + 2 = 16 Arrow 4: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20 Damage 4: 2d6 + 8 + 2 ⇒ (1, 3) + 8 + 2 = 14 |
