Garuda-Blooded Aasimar

Zalkuthar's page

73 posts. Organized Play character for Yiroep.


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Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

Thanks for the game. Had a blast. :)

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

Thanks for the game! Had a great time!

And thank you to the party as well!

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

"Thank you, Amara Li. Always a pleasure to help a sister lodge in times of need, as well as further the goals of the Pathfinder Society as a whole."

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

Lesser Restoration (x3) (Kaleb): 3d4 ⇒ (3, 3, 2) = 8
Lesser Restoration (x2) (Zalkuthar): 2d4 ⇒ (1, 3) = 4

"There we go. Feel much better."

5 wand charges used. Marked down.

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

Level ups were a break for me. :) I told them to have what they wanted in mind, so I think the first level up was about 30 minutes and the second one was about 20 minutes. And I got a mental break while they did it.

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

Hey Phantomblade. That table is doing far differently than this one. :p

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

It was pretty hardcore, and I'm kind of hungover-tried, but it was totally worth it.

More Info, if interested:
We got 5/6 the way through the first book. We did play for 12 hours straight with pretty much no breaks. (The host of the house was cooking food for us and we just were having too much fun to take a break :p )

Will let others chime-in to the pipefox. ;)

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

Probably no posts from me tomorrow (about 6 hours from time of this post to about 38-40 hours from time of this post is the dead time). Starting a group going through Mummy's Mask tomorrow, and plan to GM for them all day.

More Info If Curious:
I have actually GMed books 1 and 2 before but it fell apart due to people people getting weekend jobs, and GMing during the week is hard for me. That group wasn't very attentive anyway (they were college buddies of mine). Now I am GMing it for PFS people who tend to be way more passionate about playing. I'm excited. :)

I honestly think they may make it all the way through book 1 tomorrow. They're an "efficient" type of group, and I'm an "efficient" type of GM. We'll see.

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

Knowledge (Local): 1d20 + 11 ⇒ (14) + 11 = 25
Knowledge (Local): 1d20 + 11 ⇒ (10) + 11 = 21

Zalkuthar looks over the maps.

"This is bad. This is an architectural layout of Goka, and the sketch is the interior of the Lantern Lodge. There's also a detailed drawing of a multicolored tapestry here, but I don't quite know that that is."

Zalkuthar points. "...and see here. The initiative A.X. That is Adrius, who is a public face for the Aspis's patrons."

He looks at the badge carried by Tseka. "The gold Aspis Badge Tseka is carrying is a fake."

He casts Detect Magic around the room to make sure nothing is missed.

He will then start using his Wand of Lesser Restoration if needed.

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

I'm assuming, since she can't hide while stunned, that she can't hide?

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

Move Action
Now that the shadow is gone, Zalkuthar feels more confident and moves into the room.
Perception: 1d20 + 12 ⇒ (20) + 12 = 32

Standard Action
He casts a Sound Burst at Tseka.
Sonic Damage: 1d8 ⇒ 4 - DC 16 Fort save to not be stunned for one round. She takes full damage whether or not she makes the save.

"She's over there!" Zalkuthar points.

REMEMBER: HASTE and HEROISM (+3 on attack rolls, +2 on fort/will saves, +3 on reflex saves, +1 dodge bonus to AC, +2 on skill checks, extra attack on full attack, +30 ft. movement speed (up to double movement))

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

Just curious if the Shadow should have more damage. 19 was on it before, and Valjoen just did 12, so that should be 31 right? I'm only asking because Zalkuthar is about to do something stupid. XD

Move Action
Zalkuthar moves up where he can see a sliver of the shadow.

Standard Action
He casts Magic Missile at the shadow.
Magic Missile: 3d4 + 3 ⇒ (4, 3, 4) + 3 = 14 - Force Damage

Swift Action
He snaps back using his Shift ability slightly into the hallway.

REMEMBER: HASTE and HEROISM (+3 on attack rolls, +2 on fort/will saves, +3 on reflex saves, +1 dodge bonus to AC, +2 on skill checks, extra attack on full attack, +30 ft. movement speed (up to double movement))

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

Hrm, can't make it all the way back, but feel I need to be closer just in case.

Move Action
Zalkuthar gets closer to the battle, but not too close.

Standard Action
He casts Shield of Faith on himself. Modified his stat line for it.

REMEMBER: HASTE and HEROISM (+3 on attack rolls, +2 on fort/will saves, +3 on reflex saves, +1 dodge bonus to AC, +2 on skill checks, extra attack on full attack, +30 ft. movement speed (up to double movement))

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

Full Round Action
Zalkuthar withdraws, pulling out a Wand of Lesser Restoration as he goes. Whether he will use it is yet to be seen.

Through the Message, "Let me know if the shadow is no longer a threat."

REMEMBER: HASTE and HEROISM (+3 on attack rolls, +2 on fort/will saves, +3 on reflex saves, +1 dodge bonus to AC, +2 on skill checks, extra attack on full attack, +30 ft. movement speed (up to double movement))

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

Do not worry about that. I have low strength, I take the consequences. The bad guys don't know that either. :p

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

"Umm... this shadow is... oh I feel so weak. It's incorporeal, so you gotta use magic weapons."

It's the shadow that's the real problem for me. The problem I'm having is that my strength has tanked, and I'm poisoned that may confuse me. On my next turn, I'm probably going to run so I don't become a danger to the party. Unless this shadow can be taken out, I'm not sure what else to do in this battle as one more attack from the shadow is permadeath. If you feel you can put a good chunk of the shadow away, I may be able to magic missile it away, but it would take a lot of damage to convince me of that. :p

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

Fort Save: 1d20 + 9 ⇒ (14) + 9 = 23

Pretty much gonna take me out of this fight as I'm probably going to withdraw.

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

Yup. Perfectly fine with that setup. Will not be changing my actions as Haste is fun times for all. XD

REMEMBER: HASTE and HEROISM (+3 on attack rolls, +2 on fort/will saves, +3 on reflex saves, +1 dodge bonus to AC, +2 on skill checks, extra attack on full attack, +30 ft. movement speed (up to double movement))

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

Zalkuthar did not move out of the hallway (until his turn just now) but I would have assumed you all did. :p

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

"Let's get this party started right."

Move Action
Zalkuthar moves to where he can see all the party.

Standard Action
He casts Haste.

REMEMBER: HASTE and HEROISM (+3 on attack rolls, +2 on fort/will saves, +3 on reflex saves, +1 dodge bonus to AC, +2 on skill checks, extra attack on full attack, +30 ft. movement speed (up to double movement))

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

As chatter is going on, Zalkuthar stays in the hallway and taps himself with his Wand of Heightened Awareness, then puts it away.

Should a battle break out in the next 10 minutes, he has +4 initiative on top of his normal initiative (so +12 total).

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

Zalkuthar waits for others to speak up here, as he is smart enough to know how awkward he is in these situations. He follows whatever lead they orchestrate.

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None
Kaleb Vesperra wrote:
1. I use the Book of War Prayers - everyone receives a +2 morale bonus on the next saving throw against fear for 24h

Just keep in mind that Heroism provides a +2 morale bonus to saves, so they won't stack while Heroism is in effect.

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

"Alchemical experiments, damning evidence of plot against the Pathfinder Society, forgeries... seems to be the usual 'bad guy' stuff alright."

Zalkuthar examines the goods while the party brings the fallen party member up, where he is no use.

Once everyone is up, he notes, "May as well use this little bit of healing I have." He'll gather everyone up for a not-so-impressive channel.

Channel Positive Energy ON EVERYONE: 1d6 ⇒ 3

He then uses his wand to heal himself up.

Wand of Cure Light Wounds (x2) ON HIMSELF: 2d8 + 2 ⇒ (2, 1) + 2 = 5

"I will use any of your wands if you wish."

"If you don't mind, I'd like to hold on to this Wand of Heroism. Actually, we could all use a charge before we continue beyond this room." He offers a charge of Heroism to each person who wants it, just before leaving this room. - Heroism now factored into Zalkuthar's stat line.

Sorry for the busy post. Lots of stuff for Zalkuthar to do after battles usually. :p

Edit: Oh, and Zalkuthar uses his Magical Epiphany Feat to fill his empty 3rd level arcane spell slot with a Haste.

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

"If you'll give me some time to identify these items."

Using Guidance on each identification.

Spellcraft (Guidance) - Potion 1: 1d20 + 14 + 1 ⇒ (14) + 14 + 1 = 29
Spellcraft (Guidance) - Potion 2: 1d20 + 14 + 1 ⇒ (9) + 14 + 1 = 24
Spellcraft (Guidance) - Potion 3: 1d20 + 14 + 1 ⇒ (1) + 14 + 1 = 16
Spellcraft (Guidance) - Wand: 1d20 + 14 + 1 ⇒ (14) + 14 + 1 = 29
Spellcraft (Guidance) - Cloak: 1d20 + 14 + 1 ⇒ (12) + 14 + 1 = 27
Spellcraft (Guidance) - Flask: 1d20 + 14 + 1 ⇒ (18) + 14 + 1 = 33

Zalkuthar points out the magical items he found out:

  • Potion of Cure Serious
  • Potion of Lesser Restoration
  • Wand of Heroism (5 charges)
  • Cloak of Resistance +1
  • Flask of Reconcoction

"I'm not sure what this 3rd potion is." He holds it up.

Knowledge (Local) (Guidance): 1d20 + 11 + 1 ⇒ (2) + 11 + 1 = 14

Knowledge (Arcana) (Guidance): 1d20 + 12 + 1 ⇒ (11) + 12 + 1 = 24

"Seems they were preforming conjuration rituals or spells here."

Can't do Profession (Merchant).

Appraise (Guidance): 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18

"Oh, some Glaucite! It's a combination of Adamantine and Iron found in Numeria!"

No scent.

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

Remember: Haste adds +1 to Reflex.

Wanna see if others finish him before Zalkuthar chimes in.

REMEMBER: HASTE (+1 on attack rolls, reflex saves, dodge bonus to AC, extra attack on full attack, +30 ft. movement speed (up to double movement))

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

Reflex Save: 1d20 + 4 ⇒ (11) + 4 = 15
Reflex Save: 1d20 + 4 ⇒ (17) + 4 = 21
Reflex Save: 1d20 + 4 ⇒ (5) + 4 = 9

Took out his False Life and now he has 8 damage.

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

On my phone but I want to go up to Val and covert a Grace spell into a Cure Moderate to heal him, if someone would move me please.

Cure Moderate: 2d8 + 6 ⇒ (8, 2) + 6 = 16

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

Don't forget haste. :p

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

Reminder: DC 19 Will save for the rats to not still be blind at the end of their turns.

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

"Hrm. Seems a good time for this."

Standard Action
Zalkuthar casts Haste on the party. Haste is up!

Move Action
He moves behind cover for now.

REMEMBER: HASTE (+1 on attack rolls, reflex saves, dodge bonus to AC, extra attack on full attack, +30 ft. movement speed (up to double movement))

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

"Hit them with whatever you got!" (No DR) "Just be careful of the big rats, as they breath disease!"

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

Posting may become less frequent Saturday - Tuesday. I will still try to check in and post, but I will be visiting my dad. Just thought I'd give a heads-up about that.

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

I missed that part about "supernatural" darkness. In that case, it may work just fine.

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

It's irrelevant in this situation, since they all have darkvision it does nothing to them - it simply doesn't work on them at all since he does not have concealment against them.

Stealthing due to Concealment from Blur and Minor Cloak of Displacement is a touchy subject for some GMs. While technically RAW it should work, there's just something that feel... wrong... about it to a lot of GMs. I let it work at my tables because it's the way the rules are written, but a blurry object heading towards you vs. a not-blurry object heading towards you is kind of a weird thing to think about. You wouldn't think it makes much of a difference. I have seen several GMs rule against it, although there's no RAW rules supporting that decision.

Now, if someone had the Hide in Plain Sight ability, that changes the whole ballgame.

But again, in this situation, the creatures with darkvision completely ignore it anyway so the instant you try to stealth in front of them with no other cover/concealment, it fails instantly because you're in plain sight.

The above is just my opinion. :p

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

"...oh boy." Zalkuthar says worried.

Move Action
Zalkuthar zips behind Kaleb to see into the room. 50 ft. move speed... lol.

Knowledge (Arcana): 1d20 + 12 ⇒ (15) + 12 = 27 - any DR or SR?

"Alchemical ratfolk servants! Careful... they carry disease!"

Standard Action
Zalkuthar casts his final Glitterdust in the center of all of them to make them blind! DC 19 Will Save - Sorry, they were just placed so perfectly. :p

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

Through the Message "Remember to let me know through the Message spell if you get into trouble."

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

"A keen eye you got there. Secrets before the obvious?"

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

"The gown is ceremonial attire for Goka's parliament, likely stolen."

Cool. I've had some very different interpretations on take 10 so like to ask beforehand. ;)

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

Knowledge (Local): 1d20 + 11 ⇒ (3) + 11 = 14

FYI, I was thinking of taking 10 on Knowledge but dunno your policy on that. :)

Zalkuthar casts Detect Magic into the room.

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

Was there any magic in the room?

Zalkuthar heads with the rest of the party, checking the door, casting Guidance to help his search.

Perception (Guidance): 1d20 + 10 + 1 ⇒ (8) + 10 + 1 = 19

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

Knowledge (Religion): 1d20 + 12 ⇒ (9) + 12 = 21

"It's a symbol of Lamashtu, evil god and mother of monsters. This is a ritual chamber where they likely performed nightly sacrifices. The ritual involves placing an offering in the bowl and then sleeping upon the rune to have Lamashtu invade your dreams."

Will Save: 1d20 + 12 ⇒ (1) + 12 = 13

Rerolling. Don't feel like being shaken.
Will Save Reroll (+5): 1d20 + 12 + 5 ⇒ (2) + 12 + 5 = 19 - Off the skin of my teeth

"I think I have a headache." Zalkuthar presses his hand against his forehead.

He casts Detect Magic in the room.

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

Zalkuthar observes Valjoen. "Agreed. We should find another way."

He follows Valjoen to the center door.

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

"Please. We are just looking for Tseka and would like to talk to her."

Diplomacy Aid: 1d20 - 2 ⇒ (15) - 2 = 13

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

"Leshys generally perform tasks to encourage fungal growth and transport rotten material to fertilize other plants. Myceloids enjoy using living creatures to feed off of. I think they have some intelligence."

Zalkuthar tries to say "Hello." in every language he knows, probably unsuccessfully communicating with them.

Languages:
Abyssal, Ancient Osiriani, Common, Celestial, Infernal, Kelish, Osiriani, Tien

In the case that they don't understand... "I don't speak the language of nature and plants."

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

Knowledge (Nature) (1st one): 1d20 + 11 ⇒ (6) + 11 = 17
Knowledge (Nature) (2nd one): 1d20 + 11 ⇒ (16) + 11 = 27

Through the Message, "The large moving mushroom is a Myceloid, and the smaller moving mushrooms are Leshies."

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

*chuckle* I can throw dice at it.

Going Clockwise: 1d3 ⇒ 1

"Through the East door?"

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

Zalkuthar casts Guidance on himself for each check.

Spellcraft (Captain Potion): 1d20 + 14 + 1 ⇒ (7) + 14 + 1 = 22
Spellcraft (Guard Potion 1): 1d20 + 14 + 1 ⇒ (15) + 14 + 1 = 30
Spellcraft (Guard Potion 2): 1d20 + 14 + 1 ⇒ (1) + 14 + 1 = 16
Spellcraft (Wand 1): 1d20 + 14 + 1 ⇒ (11) + 14 + 1 = 26
Spellcraft (Wand 2): 1d20 + 14 + 1 ⇒ (3) + 14 + 1 = 18
Spellcraft (Cloak 1): 1d20 + 14 + 1 ⇒ (11) + 14 + 1 = 26
Spellcraft (Cloak 2): 1d20 + 14 + 1 ⇒ (11) + 14 + 1 = 26
Spellcraft (Cloak 3): 1d20 + 14 + 1 ⇒ (5) + 14 + 1 = 20

Zalkuthar begins to list his findings for magical equipment.

  • Potion of Cure Serious
  • Potion of Invisibility (x2)
  • Wand of Shocking Grasp (12 charges)
  • Cloak of Resistance +1 (x3)
  • Unidentified: 1 wand.

"I could take the Wand of Shocking Grasp, even if it's not all that useful to me. The rest of this equipment is probably better in others' hands, as I can heal myself and Invisibility doesn't boost my abilities."

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

Just in case. If it's not a legal target then that tells us something. ;)

Scarab Sages

Aasimar Conjurer 2/Cleric 1/Mystic Theurge 3 | HP 48/48 | AC 11 | T 11 | FF 10 | CMD 11 | F +7 | R +3 | W +12 | Resist Acid/Cold/Elec 5 | Init +8 | Perc +10 (Darkvision 60 ft.) | Sense Motive +6 | Agile Feet 7/7 | Shift 8/8 | Channel 1/1 | Arcane Bond 1/1 | Magical Epiphany 1/1 | Reroll 1/1 | Active Spells: None

Zalkuthar starts casting Stabilize on each of them, then Detect Magic.

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