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 pathfinder saturdays xp and notices 
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Joined: Sun Jan 24, 2010 4:03 pm
Posts: 223
Post Re: pathfinder saturdays xp and notices
Hidersine wrote:
no its not a problem, fort save is +14 armour penalty is like -4 + endurance for the hot temp +4

Fine...
but I'm cleaning you with a Prestidigitation before letting you into the yurt, nobody likes a sweaty paladin. Image

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Fri May 14, 2010 4:23 pm
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Post Re: pathfinder saturdays xp and notices
Methinks you will have a change of heart once you see my +4 charisma bonus up close...


Fri May 14, 2010 5:49 pm
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Joined: Sat Feb 20, 2010 9:32 pm
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Post Re: pathfinder saturdays xp and notices
For the record, my mount isn't conjured. I payed good gold for this horse.


Fri May 14, 2010 8:55 pm
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Post Re: pathfinder saturdays xp and notices
Gorion1928 wrote:
For the record, my mount isn't conjured. I payed good gold for this horse.

sweet, more spells for me. Image

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Fri May 14, 2010 9:48 pm
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Post Re: pathfinder saturdays xp and notices
Indeed.


Sat May 15, 2010 4:22 am
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Post Re: pathfinder saturdays xp and notices
As soon as I show up on time the following update takes place:
I'm an 9th level wizard (universal, 3rd), Cleric (Sarenrae, 3rd) and Mystic Theurge (3rd) with the domains of fire and healing

I have 3 spellbooks, they have carved darkwood covers.

Elementary Invocations: (100/100) Arcane Mark on cover, written in Draconic, warded with Know they Master
0 level
Resistance, Acid Splash, Detect Magic, Detect Poison, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Ghost sound, Bleed, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation

1st level
Alarm, Hold Portal, Unseen Servant, Identify, Enlarge Person, Feather Fall, Magic Weapon, Mount, Endure Elements, Obscuring Mist, Comp. Languages, Erase, Expeditious retreat, Hold portal

2nd level
See Invisibility, Continual Flame, Darkness, Invisibility, Bears endurance, Bulls Strength, Cat's Grace, Eagle's Splendor, Fox's Cunning, Owl's Wisdom, Darkvision, Rope Trick, Make Whole, Knock, Magic Mouth, Locate Object, Obscure Object, Arcane Lock, Spider Climb, Alter Self, Minor Image

3rd level
Phantom Steed, Gaseous form, Shrink Item, Secret Page, Illusiory script, Beast shape I, Rune of Durability, Tiny Hut

Incantations of War (73/100) Arcane Mark on cover, Glyph of warding (fireball DC 20, 8d6, Trap DC 28) written in Celestialm, warded with Know they Master.
1st level
Shield, Mage Armor, Prot. From Evil, Grease, True strike, Burning Hands, Shocking Grasp, Magic Missile, Summon Monster 1, Sleep, Color Spray, Burning Disarm, Ray of Enfeeblement

2nd Level
Resist Energy, Spectral hand, Web, Touch of Idiocy, Flaming Sphere, Scorching Ray, Pyrotechnics, False Life, Blindness/Deafness, Mirror Image, Invisibility, Shatter, Summon Swarm, Summon Monster 2, Glitterdust, Protection From Arrows

3rd level
Haste, Dispel Magic, Explosive Runes, Slow, Keen Edge, Flame Arrow, Lighting Bolt, Protection from energy

4th level
Fire Shield

Intermediate Invocations (10/100) Arcane Mark on cover, written in draconic, warded with Know they Master
3rd level
Arcane Sight, Glowing Orb

4th level
Know thy Master

memorized spells:
Wiz 0 level
Prestidigitation, Arcane Mark, Dancing Lights, Mage hand

Wiz 1st level
Floating Disk, Enlarge Person, Shield, Magic Missile, Unseen Servant

Wiz 2nd Level
Invisibility, Cat's Grace, See Invisibility, Make Whole, flame bolt

Wiz 3rd level
Haste, protection from elements, Dispel Magic

Wiz 4th level
Fire Shield, Stone Shape

Bear in mind as long as Aziel has his bonded object (his staff: +1, darkwood, Hardness 7, 40 Hp, Arcane mark, Rune of hardening, Know thy master) he can cast any one spell
from any of his spellbooks as if he had memorized it once per day.

Cleric 0 level
Create Water, Detect Magic, Guidance, Mending

Cleric 1st Level
Comprehend Languages, Shield of faith, Divine Favor, Sanctuary, Burning hands

Cleric 2nd Level
Find traps, hold person, Spiritual weapon, Flame Blade, Produce Flame

Cleric 3rd Level
Remove Curse, Create Food and Water (cast after memorizing), dispel magic, Fireball

cleric 4th Level
freedom of Movment, Holy Smite, Wall of Fire

Feats: Scribe Scroll, Practiced Spellcaster (wizard, cleric), Arcane armor training, Craft magic armor and weapons, craft misc magic item, Craft ring.

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Last edited by rat_bastard on Sun Aug 01, 2010 3:58 am, edited 8 times in total.



Sun May 16, 2010 4:26 pm
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Joined: Sun May 16, 2010 8:04 pm
Posts: 45
Post Re: pathfinder saturdays xp and notices
Hi guys. I have been talking with Vash and creating a Halfling Rogue for adding to your party. I should have him done tomorrow, but need some help. I have basic info, but want to know what items I should go for. I can delete this post if it's inappropriate in this thread, but I figured it might be best to put here.

Without any magical or MW items, I am sitting at:
Acrobatics +18
Climb +13
Disable Device +20
Know Dungeoneering +10
Know Local +10
Linguistics +10 (Able to forge and decipher documents, etc, as well as knowing 8 languages)
Perception +18
Sleight of Hand +16 (For use with QuickDraw to draw hidden weapons)
Stealth +20 (Rogue Talent to gain Stealth at full speed)
Survival +7 (Need to know which was is North at all times)
Swim +8
Use Magic Device +11 (With Wand needing a 20 to activate, I should have 50/50 chance to use. No chance for mishap unless I roll a 1)

Feats:
Weapon Finesse (to use with +1 Rapier)
Quick Draw (8 daggers, able to throw three per round with TWF, might need 2 more daggers...)
Two Weapon Fighting (Throw daggers, or Rapier/Dagger melee combo attacks)
Dodge (More AC)

Rogue Talents:
Trap Spotter (You need a trap monkey)
Quick Disable (1/2 time to disable)
Fast Stealth (Listed above to move at normal speed)
Bleeding Attack (if sneak attack hits, then 4 bleeding dmg on foe until healed, bypasses DR!)

Traits:
Indomitable Faith (+1 Will Save)
Militia Veteran (+2 Survival, Class Skill as well)

Stats for now:
After level 4 and 8 increase to DEX:
Str11, Dex21, Con12, Int12, Wis12, Cha10

So, question is, I was debating on taking a +1 Spell Storing Rapier... but would you guys have a spell to put into that weapon for me? If not, I don't think I can put a spell from a wand into the weapon, so I might as well ask to see opinions.

Comments?

Items I will purchase:
+2 Mithril Chain
+2 Rapier (or +1 Spell Storing Rapier)
2 Cold Iron Daggers, 2 Silver Daggers, 4 Normal Daggers
Handy Haversack (He's a halfling rogue, needs to stash things easily)


Thu May 20, 2010 4:14 am
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Post Re: pathfinder saturdays xp and notices
PitFighter wrote:
So, question is, I was debating on taking a +1 Spell Storing Rapier... but would you guys have a spell to put into that weapon for me? If not, I don't think I can put a spell from a wand into the weapon, so I might as well ask to see opinions.
See Spellbook above, pick anything and if there is a material component cost there may be a slight issue but otherwise yes, anything.
Quote:
Comments?

Just a heads up, you are a a guy who is patching up a whole in an otherwise extremely balanced party that lacks only a perceptive rogue to be fully effective. In the past we have had players alienated by the fact that the three players have been in this group for basically the entire game and have developed a shorthand for dealing with situations.

Tyreal is our Muscle, he's a 8th-9th level Paladin/Chevalier who does a really good job of playing a worldly Paladin. He has a Cohort who appears to be a barbarian who occasionally is forgotten named Asgrim.
Aearonfar Is an CG elven ranger who is in allot of ways a flip side of Tyrael, he displays poor impulse control when our foe is any sort of harmful magical creature. He has a rat who appears to not be important to this conversation.
Aziel is a Mystic Theurge who holds a wealth of spells that do miscellaneous effects but almost never directly fights opponents. He is a Priest of the Goddess Sarnenrae and tends to side with Aear when the party debates the fate of monsters and Tyreal when the party debates the fate of people who have crossed us. Study the Haste spell because its Aziel's go-to buff for party members in combat. Aziel also makes magic items for party members when he has time.
We also have an Elven Evoker who's name escapes me, he's new but its really cool to see someone who actually stuck with his magic instead of multi-classing like some weird muti-classed guy. This guy is a swiss army knife of pain for monsters and we are lucky to have him but I like to complain that he makes Aziel look bad.

One of the situations we often find ourselves in is the morality of killing enemies, we've been in situations where we have faced bandits who have stabilized after we knocked them into negative hit points. Ty being an honorable knight is naturally opposed to cutting the throats of helpless people while Aear being the independent champion of the people is fine with ripping their stitches open and finishing them off. These debates are never along the lines of "well my character is lawful good! and I can't do x" and tend to be pretty detailed in character arguments. As much as these debates encourage rich role playing but they tend to alienate new players.

I hope you fit in because Vash is going to keep hitting us with traps till they don't work as as a party maiming tactic.

Currently we are trying to keep an Aboleth Lord from regaining a severed tentacle that apparently holds a decent amount of its power. Destroying the tentacle does not appear to be an option and we are looking for patrons who will guard it so we can not be in constant terrifying danger. If I remember correctly we are looking to drop the tentacle off with one of the party member's churches in hopes that the divinely empowered followers of said church will act as a sufficient guardian for the wretched artifact.

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Thu May 20, 2010 2:31 pm
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Joined: Sun May 16, 2010 8:04 pm
Posts: 45
Post Re: pathfinder saturdays xp and notices
Good to hear! I was worried about combat, and at first had gone with pure combat feats/talents. Then, I figured that if you guys got this far without a rogue, then combat wasn't your problem. I switched out the feats/etc to a more roguish form, and hoped that he would not be needed in melee. He will be the hit and run type, without spring attack. With his limited movement, the Spring Attack option was too costly.

That being said, he's setup to fit in with ranged (TWF with Quickdraw allows me to throw 3 daggers as full attack) as well as melee (sneak attack and bleeding damage for when flanking) Then the rest of his setup is geared towards traps, spotting things before they jump us, and forging documents if needed. He's got languages to be able to read most stuff, but I am debating on which languages to take. He has Halfling and Common free, but has 6 more languages to take as well. I figured they would be languages more inclined to be used on traps. Gnome (gnomish trappers), undercommon (spends time in dungeons), Draconic (Magical traps), as well as 3 more to select. Ideas/comments?

For gear, I will be looking for darkvision items, possibly goggles. Normal rogue gear, to help with traps, disabling, and stealth. Other than that, not sure what else is needed, as I do'nt know much on how the group works, and what they have already covered in terms of skills. I do have a question on how I will be transported around. Suggestions? I was thinking of a riding dog, but I have only a +1 to Handle Animal.... and it's DC10 to get them to do their 'job'.

Thanks!


Thu May 20, 2010 3:06 pm
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Joined: Sat Feb 20, 2010 9:32 pm
Posts: 32
Post Re: pathfinder saturdays xp and notices
rat_bastard wrote:
.
CG elven ranger


Close. NG, actually. But I can see why you'd see that. Anyway, new person, we've actually never run into anything where document forging would be an option. But that's probably because we've never had the option to even consider it though. That trap disabling thing will be incredibly useful. And for languages, I'd say throw Aquan in there as well. We're fighting an undersea horror, in the big scheme of things, and most all aquatic critters speak that. Although I think this particular one speaks common too. But, you know, works on elementals as well. We see those on occasion. And one of the options I'm thinking of for handing the Mcguffin tentacle off to would be some powerful locals of the elemental plane of fire. I doubt an Aboleth will have much fun trying to go get that thing back from there. Or we go find the Tomb of Horrors and stash the tentacle in the farthest back room we can find there. Good luck to any cultist that the thing sends to retrieve it there.


Thu May 20, 2010 5:28 pm
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