If anyone gets the Wuhan Virus (or other severe illness), please let me know via private message and we can pause the game if you are out of commission (or play if you have decent botting instructions and you don't mind). If everyone is feeling good, we will keep going. Also if you need botting instruction on your character, now might be a good time to update them. Also a note about botting, I don't mind botting your actions for a round or two in a row to keep the game moving, but more than that in a row means you've been gone for several days and there might be an issue. Let me know if there is an issue. Stay safe everyone.
Kyra picking up Yoon is a move action picks up Yoon and continues moving through the fog while trying to convince the team to work together. You can channel first thing next round or not pick up Yoon and move/channel. Assuming the first part which is picked up and continued moving.
The creature appears to teleport a bit farther away, casts a spell and disappears. For those that are not in the fog and can see, you can attempt a spellcraft on what it cast.
Spellcraft DC22:
Plane shift Out of Combat. Status Card wrote:
I could bot you if you include some basic Bot instructions on your character sheet. For example you could just have your favorite spell listed like telekinetic fist and then state you always want to stay at range. Or you might say you prefer to get up close and personal (in melee range) and hand deliver a shocking grasp. If you left it to me I'd run you into the zombie with shocking grasp then you end up diseases for life and angry that your GM did something stupid that you wouldn't do. Hence I'm fine if you delay but I don't really want to run your character unless you have some basic instructions for me to follow.
Resources: HP 58/70, AC 29/T 16/F 23, Init +7, Perc +18, Fort +11, Ref +18, Will +11, CMB +16/31 Animal Focus: 12/12; Spells: 1st 5/6, 2nd 6/6, 3rd 3/4, 4th 2/3, 5th 1/1 Active:
Haste; Bless; Gravity Bow (13 min); Animal Aspect (Bull [str], Tiger [dex]); echolocation (65 min) @Theodric yes you got two hours of Freedom of Movement back here as we approached the cave.
Khargrom tosses his dart but it misses its mark. Then walks up to yellow and waits...
Shukara Fort save: 1d20 + 6 ⇒ (3) + 6 = 9 fail onset days: 1d4 ⇒ 2
Thing 1 red stands up and provokes an AoO from Bossk
Thing 3 blue stands up and moves towards the closest thing. Thing 4 yellow stands up provoking from the ready Khargrom which hits, then it hits back.
Status Card wrote:
Swinging his head back and forth looking around for something. camel language: Who said that? Did you guys hear that weird voice just say something about dinner? Is there food in there? I didn't smell any food. Any of you smell any food? I'm sticking around if there is going to be food. I bet those stupid travelers that brought us out here forgot that we need to eat too. I could go for a bite right about now, last thing I got was a little sip of water at that oasis.
Fred, Joe, Billy Bob, and Mary Jane have awoken from their slumber after hearing dinner guests have arrived. One of them was so kind to poke Joe awake too. They are so happy that dinner arrived, they have been starving for ages. Will the unsuspecting travelers fall into the trap? We'll find out in the next installment, stay tuned, same bat time, same bat channel.
Resources: HP 6/6, AC 10/T 10/F 10, Init +0, Perc +0, Fort +0, Ref +0, Will +2, CMB +0/10 Spells: 1st 1/4; Arcane Reservoir 3/4; Consume Spells 1/1; Potion of Cure Serious Wounds; Potion of Mage Armor Active:
Message (all party members) EbonFist wrote: "Why was he in the sewer?!" Guaril asks. "Yes! That was also my question when we first started this adventure. Why go in the sewers in the first place when you could just walk the streets and arrive at the same place. He was silly for risking his life to walk in the muck but he did pay the ultimate price and maybe Pharasma will scold him further." "We'll be sure to pass on your condolences to the Venture Captain when we next see him. Farewell as we must be heading back now. I hear we have another pressing assignment about a fancy rug. Maybe it is one of those flying ones and it wondered off. Who's knows, we'll find out soon enough." Silently wondering to myself if I'm going to have to hang and beat the rugs just like boarding school.
Resources: HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19 Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3 Active:
Haste Loxx wrote: I'm sorry to possibly force the combat, but Loxx cannot make the Bluff check and will not take off his magic items. No worries, I don't want to get naked either, unless I'm being paid. Let's get it on. Let's roll us some initiative. And see how we all work as a team. Is this smart to do? (Int check): 1d20 + 1 ⇒ (3) + 1 = 4 Seems reasonable. "How do I say this politely? NO! Stand aside or you will get hurt." Intimidate: 1d20 + 18 ⇒ (12) + 18 = 30
If you are playing a pregen, then it is legal for CORE. I'm pretty sure they removed the restriction from only playing core classes as pregen so you can actually play any pregen and still apply it to a Core character. That was a few PaizoCons and GenCons ago when they were still doing Core games there. If you are trying to purchase it for use on your character, if it is not available in the Core Rule book, then it is not available. The Temple Sword is not Core.
To clarify, I'm running the three listed Destiny of the Sands games on game day at the same time. You only need to sign up for part 1 if you want to do the whole series with the same character. The other games are for people that want to finish the series and have completed one or more parts already. The game plan will look something like this:
When group 1 finishes part 1, we will go on to part 2.
When group 1 finishes part 2, we will go on to part 3. End result will be that:
Keep in mind that PFS only allows for your character to be playing in one game at a time. So while the character is in one play by post games, it cannot be used for any other games until that game is finished. Also these three groups could use some more CORE players if anyone is interested in completing the series.
Resources: HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19 Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3 Active:
Haste "Sorry about the tent fire then the subsequent blindingly bright flash of fireworks. I hope that too much wasn't destroyed in the short time."
Resources: HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19 Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3 Active:
Haste GM Lamplighter wrote: It doesn't look like Dimensional Steps is eligible for Specialty Stowaway, since it has neither a limited number of uses per day nor a limited number of rounds per day. Am I missing an interaction of clarification somewhere? Reading Dimensional Steps leads me to believe that it is in fact limited to a number of units per day. That would be 5-foot increments of 30-feet per wizard level. So in this case 54 uses per day if needed. (That's (30/5) * 9) For the familiar to use this and bring another, it looks like it would take double the number normally used. And carrying someone uses double, so quadruple for the familiar to bring someone. In this case it would be limited to 13 uses of 5-feet or 65-feet total per day. To me that reads as a limited number of uses per day. Links for those that care:
Resources: HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19 Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3 Active:
Haste I move a little closer to the action and check out what is going on in the pit.
I cast Pyrotechnics to cause a fireworks display and extinguish the entire fire. As the fireworks go off, everyone (within 120', so everyone) is blinded for rounds: 1d4 + 1 ⇒ (1) + 1 = 2 DC18 Will negates. Will Save: 1d20 + 10 ⇒ (1) + 10 = 11 "Dang it, I hate when spells backfire. I'm not sure I'm helping here."
Yabatha Grimna wrote:
Do you only have 15 feet of movement? You can reach Bossk but will provoke on either the move or casting as you go through difficult terrain. Green takes an AoO against Yabatha melee sword: 1d20 + 8 - 1 ⇒ (10) + 8 - 1 = 17 miss
Resources: HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19 Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3 Active:
Haste Plot twist, Sickly is on the undead's side and has been spreading disease to kill everyone this whole time. Has anyone actually seen if he is NOT an undead under all those furs? ;)
Resources: HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19 Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3 Active:
Haste I quickly get out the scroll of Tongues and using my vestment ability cast is on Lilybeth. "You can now be a cunning linguist. *giggle*"
Resources: HP 49/51, AC 25/T 13/F 22, Init +3, Perc +6 (scent), Fort +8, Ref +8, Will +3, CMB +7/20, Speed 50' Skirmisher Tricks 4/4 Active:
Protection from Energy (fire, 72hp, 60 minutes); Animal Aspect Bull (+2 Str) melee (bite): 1d20 + 7 + 2 + 1 ⇒ (10) + 7 + 2 + 1 = 20 Damage (B/P/S): 1d6 + 4 ⇒ (5) + 4 = 9
Wolf: These stupid things have sharp bits that don't taste good and annoy my teeth. Seriously I might need braces after this.
Resources: HP 49/51, AC 25/T 13/F 22, Init +3, Perc +6 (scent), Fort +8, Ref +8, Will +3, CMB +7/20, Speed 50' Skirmisher Tricks 4/4 Active:
Protection from Energy (fire, 72hp, 60 minutes); Animal Aspect Bull (+2 Str) Wolf: It sounded like you were trying to sneeze and eat at the same time. Why you bugging me with this stuff, I want to go back outside.
Resources: HP44/45, AC 22/T 10/F 22, Init +0, Perc +11 (See in Darkness), Fort +6, Ref +5, Will +4, CMB +9/19, Speed 30 Animal Focus: 4/6; Spells: 1st 4/5, 2nd 3/4 Active:
Bull Aspect (+2 str) Kett, Raptorscale Scholar wrote: "Hmmm, メアリーは小さな子羊を飼っていた? Must be relevant." Wolf:
Do you understand what the heck 雪色の白いフリース means? Looking at Kett's book, "I don't understand what this says ... 雪色の白いフリース. Maybe you read us some later."
Resources: HP 49/51, AC 25/T 13/F 22, Init +3, Perc +6 (scent), Fort +8, Ref +8, Will +3, CMB +7/20, Speed 50' Skirmisher Tricks 4/4 Active:
Protection from Energy (fire, 72hp, 60 minutes); Animal Aspect Bull (+2 Str) Wolf: Ya ya ya, always the same story, don't pee here, don't pee there, you're indoors, no peeing anywhere. I get it alright, I only had that one accident in like the past year. I want to go back outside, it was nicer out there with the little people that petted me. And it smelled way better even if all the little people had mud on them. Mud smells okay and is fun to play in sometimes, this place stinks like your old socks.
Resources: HP44/45, AC 22/T 10/F 22, Init +0, Perc +11 (See in Darkness), Fort +6, Ref +5, Will +4, CMB +9/19, Speed 30 Animal Focus: 4/6; Spells: 1st 4/5, 2nd 3/4 Active:
Bull Aspect (+2 str) Kett, Raptorscale Scholar wrote: "I can leave a book over a door frame?" If you do, I'm calling you "Book-Drop" from then on."
Resources: HP 52/52, AC 20/T 14/F 18, Init +2, Perc +1/darkvision, Fort +9, Ref +8, Will +11, CMB +5/19 Spells left: 1st 7/8, 2nd 8/8, 3rd 5/7, 4th 6/6, 5th 3/4; Fire Ray 9/9; Efreeti Form 1/1; Mnemonic Vestment 1/1; Pyrotechnics 1/1; Dancing Lights 3/3 Active:
Haste Spell list:
Special Attacks fire ray (1d6+4 fire) Spell-Like Abilities (CL 9th; concentration +15) . . 3/day—dancing lights . . 1/day—pyrotechnics (DC 18) Sorcerer Spells Known (CL 9th; concentration +17) . . 4th (5/day)—ball lightning[APG] (DC 22), phantasmal killer (DC 20), wall of fire . . 3rd (7/day)—fireball (DC 21), fly, haste, lightning bolt (DC 21) . . 2nd (8/day)—blindness/deafness (DC 19), flurry of snowballs (DC 20), mirror image, resist energy, scorching ray . . 1st (8/day)—burning hands (DC 19), ear-piercing scream[UM] (DC 19), enlarge person (DC 17), magic missile, shield, snowball[UW] . . 0 (at will)—acid splash, detect magic, disrupt undead, mage hand, message, prestidigitation, ray of frost, read magic "I'm pretty focused on energy damage as all of my energy damage spells can convert to fire damage instead if I choose. For example, my lightning bolt can be a fire bolt instead. And you haven't lived until you've see a Flurry of Snowballs turn into a Flurry of Fireballs." "I also have mnemonic vestments so I can use a scroll once a day without consuming it. So I keep a bunch of them for just in case."
Scrolls:
scroll of blindness/deafness, scroll of communal darkvision, scroll of darkness (CL 4th), scroll of daylight (CL 6th), scroll of dimension door, scroll of dispel magic, scroll of fly, scroll of gaseous form, scroll of glitterdust, scroll of greater invisibility, scroll of invisibility, scroll of protection from energy, scroll of see invisibility, scroll of shatter (CL 4th), scroll of spider climb, scroll of suppress charms and compulsions, scroll of tongues, scroll of water breathing For languages, I have a wand of comprehend languages as well as a scroll of tongues should we need them.
I thought I already posted this after posting in the original interest thread for healing, but alas I didn't see it. This is my mostly complete submission for the Diamond gem (healing, white). If you were going with yellow for healing I was going to worship Sarenrae instead, but white goes with Pharasma (one of her sacred colors) and I need my Healing domain. If picked I'll make a new alias and name this character. This character is a healer, doctor, surgeon, midwife, and veterinarian. He uses Rope Trick to setup a field hospital space to treat his patients whether they be humanoid or animal. His hope is to one day have his own permanent demiplane where he can setup a permanent hospital to treat everyone and everything. Character:
Unnamed Hero Aasimar cleric of Pharasma 11/sorcerer 11/gestalt 11/Hierophant 3 (Pathfinder Player Companion: Familiar Folio 16, Pathfinder RPG Bestiary 7) NG Medium outsider (native) Init +4; Senses darkvision 60 ft.; Perception +25 -------------------- Defense -------------------- AC 18, touch 13, flat-footed 17 (+4 armor, +2 deflection, +1 Dex, +1 natural) hp 100 (11d8+12) Fort +10, Ref +7, Will +16 Defensive Abilities death's embrace, hard to kill; DR 2/bludgeoning; Resist acid 10, cold 10, electricity 5 -------------------- Offense -------------------- Speed 30 ft. Melee +2 holy reliquary gold plated dagger +10/+5 (1d4+2/19-20) Special Attacks channel positive energy 11/day (DC 23, 8d6), eldritch breach[MA], faith's reach[MA], mythic power (9/day, surge +1d6), wild arcana[MA] Spell-Like Abilities (CL 11th; concentration +19) . . 1/day—daylight Domain Spell-Like Abilities (CL 11th; concentration +15) . . 7/day—bleeding touch (5 rounds), rebuke death (1d4+5) Sorcerer Spells Known (CL 11th; concentration +19) . . 5th (5/day)—permanency, teleport . . 4th (8/day)—dimension door, greater invisibility, remove curse . . 3rd (8/day)—fireball (DC 23), fly, haste[M], lightning bolt (DC 23), magic circle against evil . . 2nd (8/day)—glitterdust (DC 20), merge with familiar[UW], mirror image, resist energy, rope trick, see invisibility . . 1st (8/day)—bless, feather fall, keep watch, mage armor, magic missile, snowball[UW] . . 0 (at will)—acid splash, dancing lights, detect magic, light, mending, message, prestidigitation, read magic, spark[APG] (DC 20) . . Bloodline Celestial Cleric Spells Prepared (CL 11th; concentration +15) . . 6th—heal[D], sustaining legend . . 5th—breath of life[D] (DC 19), cleanse[APG], life bubble[APG] (DC 19) . . 4th—anti-incorporeal shell[ACG], brightest light, cure critical wounds[D,M], freedom of movement, restoration . . 3rd—create food and water, cure serious wounds[D], invisibility purge, remove blindness/deafness, remove disease, communal resist energy[UC] . . 2nd—cure moderate wounds[D], delay poison, communal protection from evil[UC], remove paralysis, lesser restoration, suppress charms and compulsions . . 1st—ant haul[APG] (DC 15), cure light wounds[D], endure elements, obscuring mist, unbreakable heart[ISWG] . . 0 (at will)—create water, detect poison, purify food and drink (DC 14), stabilize . . D Domain spell; Domains Death, Healing . . M mythic spell -------------------- Statistics -------------------- Str 10, Dex 12, Con 10, Int 14, Wis 18, Cha 26 Base Atk +8; CMB +8; CMD 21 Feats Alertness, Dual Path[M], Eschew Materials, Extend Spell, Greater Spell Focus (evocation), Iron Will, Mythic Spell Lore[M], Selective Channeling, Spell Focus (evocation), Spell Specialization[UM] Traits seeker Skills Diplomacy +10, Fly +15, Heal +20 (+22 to treat poison, +22 to treat poison, +22 to provide first aid, +24 dealing with humanoid pregnancy or birth, +23 to treat common animals, but +1 to treat other creatures), Knowledge (arcana) +10, Knowledge (history) +16, Knowledge (religion) +10, Linguistics +16, Perception +25, Sense Motive +6, Spellcraft +16, Use Magic Device +12; Racial Modifiers +2 Diplomacy, +2 Perception Languages Abyssal, Ancient Osiriani, Celestial, Common, Dtang, Dwarven, Elven, Gnome, Halfling, Hon-la, Hwan, Infernal, Sylvan, Tien, Undercommon SQ amazing initiative, bloodline arcana (summoned creatures gain DR 4/evil), energy conversion[MA], healer's blessing, heavenly touch, recalled blessing[MA], recuperation, wings of heaven (11 minutes/day) Combat Gear potion of cure serious wounds, potion of neutralize poison, scroll of comprehend languages, scroll of infernal healing, scroll of monkey fish, scroll of touch of the sea, acid, air crystal, alchemist's fire (2), alkali flask[APG], antiplague[APG], antitoxin, holy water (4), perfect ice, soothe syrup[APG], sun cream, vermin repellent[UE], vomit capsule[ACG]; Other Gear mwk holy reliquary sunsilk silken ceremonial armor[UC], mwk holy reliquary gold plated dagger, first aid gloves, handy haversack, phylactery of positive channeling, ring of protected life, specialized healer's satchel (long-term care), bedroll (2), belt pouch, cot[UE], cot[UE], doctor's mask, doctor's outfit, earplugs[APG], everburning torch, flint and steel, holy text (Pharasma)[UE], leeching kit[APG], mess kit[UE], midwife's kit[UE], mug/tankard, pot, silk rope (50 ft.), silver holy symbol of Pharasma, soap, spell component pouch, stretcher[UE], surgeon's tools[UE], veterinarian's kit[UE], waterskin, wooden holy symbol of Pharasma, wrist sheath, spring loaded, 623 gp, 5 sp, 5 cp -------------------- Special Abilities -------------------- Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell). Bleeding Touch (5 rounds, 7/day) (Sp) Melee touch attack deals 1d6 bleeding damage. Bloodline Arcana: Celestial (Ex) Summoned creatures gain DR 5/evil (doesn't stack with other DR). Cleric Channel Positive Energy 8d6 (11/day, DC 23) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Cleric Domain (Death) Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead. Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent. Damage Reduction (2/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks. Darkvision (60 feet) You can see in the dark (black and white only). Death's Embrace (Ex) Heal damage from channeled negative energy. Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. Eldritch Breach (Su) Roll twice and take better roll when dispelling or overcoming spell resistance. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Energy Conversion (Su) Spend 1 power to change energy type of a spell. Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks. Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks. Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Extend Spell Spell duration lasts twice as normal. +1 Level. Faith's Reach (Su) Your touch divine spells have a range of 30 ft. Familiar Bonus: +3 to sight-based and opposed Perception checks in shadows or darkness You gain the Alertness feat while your familiar is within arm's reach. Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school. Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2. Healer's Blessing (Su) Your cure spells are empowered for free. Heavenly Touch (Fast Healing 2, 8 rounds, 11/day) (Su) Familiar can touch creature to grant it fast healing while touching it. Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier. Rebuke Death (7/day) (Sp) As a standard action, touch heals 1d4+5 dam to negative HP target. Recalled Blessing (Su) Use 1 power, cast known/memorized divine spell for free, non-mythic foes must save twice, you roll twice for healing amt. Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities. Selective Channeling Exclude targets from the area of your Channel Energy. Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Speak with Animals (Ex) Your familiar can communicate with animals similar to itself. Speak with Familiar (Ex) You can communicate verbally with your familiar. Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC. Spell Specialization (Flame Strike) Pick one spell and cast it as if you were higher level Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount. Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem). Wings of Heaven (11 minutes/day) (Su) Can sprout wings and gain a 60' Fly speed with good maneuverability. -------------------- silk rope is cut into a 5' length and 45' length. The 5' length is used for the rope trick spell. Familiar: Arcane Familiar CR – Snowy owl N Tiny magical beast (animal) Init +3; Senses low-light vision; Perception +20 -------------------- Defense -------------------- AC 21, touch 15, flat-footed 18 (+3 Dex, +6 natural, +2 size) hp 50 (1d8) Fort +7, Ref +6, Will +9 Defensive Abilities improved evasion; SR 16 -------------------- Offense -------------------- Speed 10 ft., fly 60 ft. (average) Melee talon +13 (1d4-2) Space 2 ft.; Reach 0 ft. Special Attacks deliver touch spells -------------------- Statistics -------------------- Str 6, Dex 17, Con 11, Int 13, Wis 15, Cha 6 Base Atk +8; CMB +9; CMD 17 Feats Weapon Finesse [b]Skills Acrobatics +3 (-5 to jump), Fly +21, Heal +13, Knowledge (arcana) +6, Knowledge (history) +12, Knowledge (religion) +6, Linguistics +12, Perception +20, Spellcraft +12, Stealth +15 (+19 in snow), Use Magic Device -1; Racial Modifiers +4 Perception, +4 Stealth, +4 Stealth in snow Languages speak with animal (same kind only), speak with master SQ empathic link -------------------- Special Abilities -------------------- Deliver Touch Spells (Su) Deliever master's touch spells. Empathic Link (Su) You have an empathic link with your master. Fly (60 feet, Average) You can fly! Improved Evasion (Ex) No damage on successful reflex save; half on failed save. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch. Speak with Animals of its Kind (Ex) You can communicate verbally with animals similar to yourself. Speak with Master (Ex) You can communicate verbally with your master. Spell Resistance (16) You have Spell Resistance.
Chris Lambertz wrote: We just pushed the fix for order checkout. … Testing again this morning and I see that the banner message on the shopping cart screen is now gone but the checkout is still broken. Simple steps to reproduce:
After this I expect the checkout screen to appear and instead I am redirected to the home page of the site. Sometimes it asks for the password a second time and then redirects back to the home page. |