M Human Alchemist (Crypt breaker) 3/Wizard 1. AC 12 Touch 12 FF 14. HP 31. Fort +4, Ref +5, Will +3. Init + 2. Perception + 7
Stealth: 1d20 + 2 ⇒ (19) + 2 = 21 Question team. I now have Grease if Ami draws them towards us do you want me to use it on the squares in front of the entrance? I can do it before they move, or once they have bunched up in front of us.
M Human Alchemist (Crypt breaker) 3/Wizard 1. AC 12 Touch 12 FF 14. HP 31. Fort +4, Ref +5, Will +3. Init + 2. Perception + 7
"That sounds like a good plan." Tyler agrees, "Perhaps someone who looks harmless draws their attention then runs away, leading them into an ambush?" He is carefully not looking at Amelleanne when mentioning the looking Harmless part. :)
M Human Alchemist (Crypt breaker) 3/Wizard 1. AC 12 Touch 12 FF 14. HP 31. Fort +4, Ref +5, Will +3. Init + 2. Perception + 7
Tyler tells the others what he has discovered about the items. "Sorry, I couldn't learn much on the Stone. The belt seems to be this belt of truth. Makes you better at spotting lies and sweet talking people, but makes you bad at lying and bluffing. The spade makes you a super digger, and the boots are boots of readiness. So the belt and boots are part of this holy armor set the scroll spoke of?"
M Human Alchemist (Crypt breaker) 3/Wizard 1. AC 12 Touch 12 FF 14. HP 31. Fort +4, Ref +5, Will +3. Init + 2. Perception + 7
Hold up. This is one reason I took Wizard. Spellcraft on the Stone: 1d1d20 + 9 ⇒ (5) + 9 = 14 Spellcraft on the Spade: 1d1d20 + 9 ⇒ (19) + 9 = 28 Spellcraft on the Belt: 1d1d20 + 9 ⇒ (14) + 9 = 23 Spellcraft on the Boots: 1d1d20 + 9 ⇒ (9) + 9 = 18 What does that tell us?
M Human Alchemist (Crypt breaker) 3/Wizard 1. AC 12 Touch 12 FF 14. HP 31. Fort +4, Ref +5, Will +3. Init + 2. Perception + 7
Tyler nods absently, still enjoying being able to Detect magic. Detect magic on! Detect magic off! Detect magic on! Disable device(Aiding another): 1d20 + 11 ⇒ (13) + 11 = 24
M Human Alchemist (Crypt breaker) 3/Wizard 1. AC 12 Touch 12 FF 14. HP 31. Fort +4, Ref +5, Will +3. Init + 2. Perception + 7
Tyler. perception: 1d20 + 7 ⇒ (2) + 7 = 9
Tyler will also use Detect magic on everything in the room. Tyler has Dwarven as a language. Can he read the parchment?
M Human Alchemist (Crypt breaker) 3/Wizard 1. AC 12 Touch 12 FF 14. HP 31. Fort +4, Ref +5, Will +3. Init + 2. Perception + 7
I agree with that as well. It's a smart plan. On your other point I've seen too many PBP games stall as everyone tries not to dominate. I think you're making good calls, so keep going.
M Human Alchemist (Crypt breaker) 3/Wizard 1. AC 12 Touch 12 FF 14. HP 31. Fort +4, Ref +5, Will +3. Init + 2. Perception + 7
And Tyler is done. He hit the books, his pride damaged by his lack of knowledge on identifying magic items and has taken his first level of Wizard HP: 1d6 + 1 ⇒ (6) + 1 = 7 Keeping that. Alchemist(Cryptbreaker) 3/Wizard (Universalist) 1. 7 HP. Skills.
Spells: Dancing lights.
Color spray.
Going to have to look at bracers and rings for protection now. Anyone want a mithril shirt?
M Human Alchemist (Crypt breaker) 3/Wizard 1. AC 12 Touch 12 FF 14. HP 31. Fort +4, Ref +5, Will +3. Init + 2. Perception + 7
Personally I'd love a magic crossbow, I just don't know if a +3 weapon is right at our level. Maybe change it to a +1 with frost or flaming? Then I'd be all over it. Or, as you suggested, sell it, split the money and buy what I think I need would be better for us all?
M Human Alchemist (Crypt breaker) 3/Wizard 1. AC 12 Touch 12 FF 14. HP 31. Fort +4, Ref +5, Will +3. Init + 2. Perception + 7
Under Pathfinder Speed is a +3 enhancement, it gives you an extra attack on a full round action. No mention if it's a melee weapon enhancement only? No mention of needing Rapid reload either. Quickness doesn't exist in pathfinder. It might be more workable if you were to tweak the weapons.
M Human Alchemist (Crypt breaker) 3/Wizard 1. AC 12 Touch 12 FF 14. HP 31. Fort +4, Ref +5, Will +3. Init + 2. Perception + 7
Tyler nods in agreement with Kyrus. "We're here representing Daggerford after all. If these Dwarfs can get this place working again then it could be a strong ally for our home."
M Human Alchemist (Crypt breaker) 3/Wizard 1. AC 12 Touch 12 FF 14. HP 31. Fort +4, Ref +5, Will +3. Init + 2. Perception + 7
"How do you feel?" Tyler asks in concern. Heal: 1d20 + 5 ⇒ (9) + 5 = 14 He wracks his brain trying to think of anything he's heard of doing something like this? Anyone have Knowledge(Dungeoneering)?
M Human Alchemist (Crypt breaker) 3/Wizard 1. AC 12 Touch 12 FF 14. HP 31. Fort +4, Ref +5, Will +3. Init + 2. Perception + 7
Looking at the rules you're right. :( So I really will have to take a Wizard level if we want to identify anything rather than heading back to the nearest arcane caster every time we find something.
M Human Alchemist (Crypt breaker) 3/Wizard 1. AC 12 Touch 12 FF 14. HP 31. Fort +4, Ref +5, Will +3. Init + 2. Perception + 7
"That sword is obviously magic." Tyler sighs, "But I can't identify it, and something you don't understand is a bad thing to risk." I will try on the other objects. Tyler.
Definitely taking a few levels of Wizard I think.
M Human Alchemist (Crypt breaker) 3/Wizard 1. AC 12 Touch 12 FF 14. HP 31. Fort +4, Ref +5, Will +3. Init + 2. Perception + 7
Checking all three doors.
Or three Aid another's. :(
M Human Alchemist (Crypt breaker) 3/Wizard 1. AC 12 Touch 12 FF 14. HP 31. Fort +4, Ref +5, Will +3. Init + 2. Perception + 7
"Ok, I think we can keep checking this area." Tyler says to the rest of the party, letting out a long relieved breath as his test works. Perception: 1d20 + 6 ⇒ (11) + 6 = 17 It seemed a worthwhile chance. :)
M Human Alchemist (Crypt breaker) 3/Wizard 1. AC 12 Touch 12 FF 14. HP 31. Fort +4, Ref +5, Will +3. Init + 2. Perception + 7
Tyler has a sudden inspiration. Holding out the Ironeater amulet given to him by Derval Ironeater he takes a step into the room again. If the Statue still seems hostile he'll back out quickly.
M Human Alchemist (Crypt breaker) 3/Wizard 1. AC 12 Touch 12 FF 14. HP 31. Fort +4, Ref +5, Will +3. Init + 2. Perception + 7
Tyler offers. "There are two groups bothering the Dwarfs. The Orcs and this other mixed group. Perhaps we could go and thin out the Orcs enough for the Dwarfs to deal with them. That leaves them with only one problem to handle."
M Human Alchemist (Crypt breaker) 3/Wizard 1. AC 12 Touch 12 FF 14. HP 31. Fort +4, Ref +5, Will +3. Init + 2. Perception + 7
"Aye, mark it down for later exploration." Tyler agrees that this is the smart option. Just to note a Cryptbreakers bombs are designed to work on constructs, if we do need to fight it.
M Human Alchemist (Crypt breaker) 3/Wizard 1. AC 12 Touch 12 FF 14. HP 31. Fort +4, Ref +5, Will +3. Init + 2. Perception + 7
With our luck on perception that's a very wise move. :) Once Kyrus prods Tyler about the loose stone Tyler will attempt to disarm the trap. Making sure the rest of the party is back a bit. :) Disable device: 1d20 + 11 ⇒ (13) + 11 = 24
M Human Alchemist (Crypt breaker) 3/Wizard 1. AC 12 Touch 12 FF 14. HP 31. Fort +4, Ref +5, Will +3. Init + 2. Perception + 7
Measure out enough rope to reach the other side of the pit. I'll apply alchemists glue to both ends. Fix one end on our side, toss the other end over to Liren and he fixes it on his. It sets and he shimmies over on the now set in place rope.
M Human Alchemist (Crypt breaker) 3/Wizard 1. AC 12 Touch 12 FF 14. HP 31. Fort +4, Ref +5, Will +3. Init + 2. Perception + 7
Haven't dropped out, just having problems getting to the Campaigns page since the new update. Some people have told me they're not getting the new post updates, I'm nt getting the page at all?
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