Death-Lok's Age of Worms Campaign (Inactive)

Game Master Death-Lok


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HP 109/121 | AC 21 |vs Incorporeal 19| T 15 | FF 16| CMD 22| F +16 | R +18 | W +18 (Immune to FEAR) | SPD 30 ft, FLY 40ft | Init +12 | Perc +15| Darkvision 90ft
USABLE:
FP 0 BoH 1/1 ABS 1/1 LuckStaff 1/1 Staff 1/10 VE 10/10 Arc Res 12/17 MM Adept 5/5 Spells Arcanist 1: 5/6, 2: 5/6, 3: 2/6, 4: 5/5, 5: 4/5, 6: 4/5, 7: 3/3 Sorc 3/3 Wand: Celestial 50/50
ACTIVE EFFECTS:
: M Armor 14hr , AblateBarr DR/5 14hr,Overland Fl 14hr, H Feast 24hr, Hunters Blessing.

Rav will cover the cost of the Renewal Pact spell.. Thanks Elise

For spell immunity..... Maybe some necromantic death spells?

-Posted with Wayfinder


Usable:
Channel Energy 7/10, Channel Damage 10/10, Aura of Hero 8/8, Empower Channel 1/2, Corruption Resistance 1/1, Nimbus of Light 8/8, Touch of Glory 8/8
HP 153/153(+15) | AC 31 | T 15 | FF 30 | CMD 25 | Fort +21 | Ref +12 | Will +24 | Init +3 | Perc +23

Well its capped at 4th level so kinda limited in that.. Death Ward would cover most things at that level.. Its really just the roll of the dice that u pick something good.. Magic Missile might be good lol.. It would suck to eat 6 magic missiles at once.. That would prob 1 shot any of us, 30d4+30 damage yikes..

GM, is there anyway Tenser or his library could provide insight on what spells the Spellweaver can cast? Or at the very least what type arcane or divine?

Grand Lodge

HP 169/169, AC 42, FF 38, T 17, Fort +18, Ref +18, Will +17 (all saves +4 vs. magic), CMD 37, perception +1, Init +3

For the threat of volley fired magic missiles, we should probably get cracked vibrant purple prism ioun stones and put shield into them. Then people can pop the spells when needed and it simply negates magic missile.

The stones only cost 2k cracked.


Usable:
Channel Energy 7/10, Channel Damage 10/10, Aura of Hero 8/8, Empower Channel 1/2, Corruption Resistance 1/1, Nimbus of Light 8/8, Touch of Glory 8/8
HP 153/153(+15) | AC 31 | T 15 | FF 30 | CMD 25 | Fort +21 | Ref +12 | Will +24 | Init +3 | Perc +23

Yea I dont have that much now lol.. You remember them piece of s*!* vampires in that one module that kept doing that? Mini's bard got mdked by em and Woo almost did too..

Grand Lodge

HP 169/169, AC 42, FF 38, T 17, Fort +18, Ref +18, Will +17 (all saves +4 vs. magic), CMD 37, perception +1, Init +3

Yes, Moonscar. We all got ravaged by the bastards.


Usable:
Channel Energy 7/10, Channel Damage 10/10, Aura of Hero 8/8, Empower Channel 1/2, Corruption Resistance 1/1, Nimbus of Light 8/8, Touch of Glory 8/8
HP 153/153(+15) | AC 31 | T 15 | FF 30 | CMD 25 | Fort +21 | Ref +12 | Will +24 | Init +3 | Perc +23

Well Avoreal didn't, but she was pretty much a god by that level lol..


Female
ATK:
Ranged +11, Melee +13
Half Elf Warpriest 13 (HP:121/121)(AC:30 FF:28 T:15)(F:+14 R:+11 W:+16)(Init:+8)(Perception:+18)(CMD:28)

Kay can cast 4 4th lvl spells...


Usable:
Channel Energy 7/10, Channel Damage 10/10, Aura of Hero 8/8, Empower Channel 1/2, Corruption Resistance 1/1, Nimbus of Light 8/8, Touch of Glory 8/8
HP 153/153(+15) | AC 31 | T 15 | FF 30 | CMD 25 | Fort +21 | Ref +12 | Will +24 | Init +3 | Perc +23

If you could cover yourself and maybe one other that would help the wand last longer for sure..


Elise Sunwake wrote:

Well its capped at 4th level so kinda limited in that.. Death Ward would cover most things at that level.. Its really just the roll of the dice that u pick something good.. Magic Missile might be good lol.. It would suck to eat 6 magic missiles at once.. That would prob 1 shot any of us, 30d4+30 damage yikes..

GM, is there anyway Tenser or his library could provide insight on what spells the Spellweaver can cast? Or at the very least what type arcane or divine?

They are definitely arcane casters.


HP 109/121 | AC 21 |vs Incorporeal 19| T 15 | FF 16| CMD 22| F +16 | R +18 | W +18 (Immune to FEAR) | SPD 30 ft, FLY 40ft | Init +12 | Perc +15| Darkvision 90ft
USABLE:
FP 0 BoH 1/1 ABS 1/1 LuckStaff 1/1 Staff 1/10 VE 10/10 Arc Res 12/17 MM Adept 5/5 Spells Arcanist 1: 5/6, 2: 5/6, 3: 2/6, 4: 5/5, 5: 4/5, 6: 4/5, 7: 3/3 Sorc 3/3 Wand: Celestial 50/50
ACTIVE EFFECTS:
: M Armor 14hr , AblateBarr DR/5 14hr,Overland Fl 14hr, H Feast 24hr, Hunters Blessing.

Sorry for the delay. It's been a hell of a day.

Level up details:

Char lvl 13, Arcanist lvl 12

+1 bab
+1fort ref will

Hp max 1rstlvl hp 6, ,2-13lvl hp 48+26con +12fcb= 92hp

Skill ranks 2 +7int =+9

+1 perception, spellcraft, arcana, dungeoneering, nature, religion, planes
+2umd

Feat: extra arcanist exploit...Quick Study

2 xtra spells in spellbook: Greater Dispel Magic, Contagious Flame

Slots: 6/6/6/5/5/3
Prepared: 6/6/5/4/3/2

Arcanist Reservoir capacity increases to 15pts

Inherent Strength from Orc Bloodline increases to +6

500gp subtracted for material component


HP 109/121 | AC 21 |vs Incorporeal 19| T 15 | FF 16| CMD 22| F +16 | R +18 | W +18 (Immune to FEAR) | SPD 30 ft, FLY 40ft | Init +12 | Perc +15| Darkvision 90ft
USABLE:
FP 0 BoH 1/1 ABS 1/1 LuckStaff 1/1 Staff 1/10 VE 10/10 Arc Res 12/17 MM Adept 5/5 Spells Arcanist 1: 5/6, 2: 5/6, 3: 2/6, 4: 5/5, 5: 4/5, 6: 4/5, 7: 3/3 Sorc 3/3 Wand: Celestial 50/50
ACTIVE EFFECTS:
: M Armor 14hr , AblateBarr DR/5 14hr,Overland Fl 14hr, H Feast 24hr, Hunters Blessing.

correction: instead of contagious flame, I'll take True Seeing


Ravarel, I found some errors in your build. You can't take Metamagic knowledge (Selective) at arcanist 7th level as that requires 10 ranks of spellcraft, which you do not have at 8th level. You also cannot take Greater Metamagic exploit more than once.


Also, Ravarel, we have been doing the reservoir wrong. It starts with 9 points now (3+1/2 level). It can hold a maximum of 15 points, if you use Consume Spells exploit, which you can do once a day (Charisma +1).

Also with regard to Bloodline development, it states you choose one bloodline. Which bloodline did you choose? As you will be 17 level in one bloodline and 5 level in the other.


HP 109/121 | AC 21 |vs Incorporeal 19| T 15 | FF 16| CMD 22| F +16 | R +18 | W +18 (Immune to FEAR) | SPD 30 ft, FLY 40ft | Init +12 | Perc +15| Darkvision 90ft
USABLE:
FP 0 BoH 1/1 ABS 1/1 LuckStaff 1/1 Staff 1/10 VE 10/10 Arc Res 12/17 MM Adept 5/5 Spells Arcanist 1: 5/6, 2: 5/6, 3: 2/6, 4: 5/5, 5: 4/5, 6: 4/5, 7: 3/3 Sorc 3/3 Wand: Celestial 50/50
ACTIVE EFFECTS:
: M Armor 14hr , AblateBarr DR/5 14hr,Overland Fl 14hr, H Feast 24hr, Hunters Blessing.
Death-Lok wrote:
Ravarel, I found some errors in your build. You can't take Metamagic knowledge (Selective) at arcanist 7th level as that requires 10 ranks of spellcraft, which you do not have at 8th level. You also cannot take Greater Metamagic exploit more than once.

Sorry about that. That's what I get for being too cheap to buy Herolab. I need to take a little time to make corrections and think about how this affects the rest of the build. I'll have it done by the end of the day today.

Grand Lodge

HP 169/169, AC 42, FF 38, T 17, Fort +18, Ref +18, Will +17 (all saves +4 vs. magic), CMD 37, perception +1, Init +3

I avoid any campaign where I can't build the character in Hero Lab. I'm too reliant upon it these days.


HP 109/121 | AC 21 |vs Incorporeal 19| T 15 | FF 16| CMD 22| F +16 | R +18 | W +18 (Immune to FEAR) | SPD 30 ft, FLY 40ft | Init +12 | Perc +15| Darkvision 90ft
USABLE:
FP 0 BoH 1/1 ABS 1/1 LuckStaff 1/1 Staff 1/10 VE 10/10 Arc Res 12/17 MM Adept 5/5 Spells Arcanist 1: 5/6, 2: 5/6, 3: 2/6, 4: 5/5, 5: 4/5, 6: 4/5, 7: 3/3 Sorc 3/3 Wand: Celestial 50/50
ACTIVE EFFECTS:
: M Armor 14hr , AblateBarr DR/5 14hr,Overland Fl 14hr, H Feast 24hr, Hunters Blessing.
Death-Lok wrote:

Also, Ravarel, we have been doing the reservoir wrong. It starts with 9 points now (3+1/2 level). It can hold a maximum of 15 points, if you use Consume Spells exploit, which you can do once a day (Charisma +1).

Also with regard to Bloodline development, it states you choose one bloodline. Which bloodline did you choose? As you will be 17 level in one bloodline and 5 level in the other.

Re: the Reservoir...see the PM I sent you on Mar 15th. I notified you that I had been handling the Reservoir incorrectly and ever since then the reservoir has been handled the way you mention in the quoted post above. Please see Rav's Tracked Resources spoiler, his Arc Res reads 9/15.

Re: the Bloodline Development Exploit...
If Rav had no Sorcerer levels he would choose One bloodline with this exploit.
However, Rav has a level of Crossblooded Sorcerer with the Arcane and Orc bloodlines. "If the arcanist already has a bloodline (or gains one later), taking this exploit instead allows her arcanist levels to stack with the levels of the class that granted her access to the bloodline when determining the powers and abilities of her bloodline."
Per the quoted text above Arcanist Levels STACK with his pre-existing Bloodlines. Therefore his Crossblooded Bloodlines are effectively 13th lvl. 17th lvl after taking into account his Robe of Arcane Heritage.

The Bloodline Development Exploit continues his existing Bloodlines. It would be quite different to have him only continue one Bloodline and I don't think that's the intention of the Exploit.

Edit: Instead of thinking of a Crossblooded Sorcerer as having 2 Bloodlines think of it as a hybrid. They end up with the same amount of Bloodline powers as a Sorcerer with ONE bloodline.


HP 109/121 | AC 21 |vs Incorporeal 19| T 15 | FF 16| CMD 22| F +16 | R +18 | W +18 (Immune to FEAR) | SPD 30 ft, FLY 40ft | Init +12 | Perc +15| Darkvision 90ft
USABLE:
FP 0 BoH 1/1 ABS 1/1 LuckStaff 1/1 Staff 1/10 VE 10/10 Arc Res 12/17 MM Adept 5/5 Spells Arcanist 1: 5/6, 2: 5/6, 3: 2/6, 4: 5/5, 5: 4/5, 6: 4/5, 7: 3/3 Sorc 3/3 Wand: Celestial 50/50
ACTIVE EFFECTS:
: M Armor 14hr , AblateBarr DR/5 14hr,Overland Fl 14hr, H Feast 24hr, Hunters Blessing.
Siggut Frost wrote:
I avoid any campaign where I can't build the character in Hero Lab. I'm too reliant upon it these days.

How much does Herolab cost after adding all the bells and whistles? Way over $100?

DrB...I don't play in anywhere near the volume of campaigns that you do. In fact I'm at my self-imposed max right now. So I can handle things without Herolab. But I'm not perfect and do make an honest mistake occasionally. And when I realize I've made a mistake I notify the GM via PM to get the corrections approved as I did back on Mar 15th to correct the Arcanist Reservoir. But having Herolab would certainly be a nice luxury.

It takes me quite some time to put together a high level character like this. I'm sure you were able to crank out Siggut pretty quickly.

Grand Lodge

HP 169/169, AC 42, FF 38, T 17, Fort +18, Ref +18, Will +17 (all saves +4 vs. magic), CMD 37, perception +1, Init +3

Over $100? Bwahahahaha.

I shudder at the though of totaling up all the expansion costs I have sunk into Hero Lab. Way, way past $100. I have pretty much every player companion, all the hardcovers, and a bunch of other random stuff (when I pull up my feat selection options, it is over 2k listed).

As I enjoy making characters to screw around, I consider it worth it. However if I had to consider the cost up front instead of how I have been nickled and dimed over the years, likely I would quail at the sticker price.

But yes, I could crank out Siggut fairly quickly.

I built an 18th level fighter to the Linnorm King game I am in fairly quickly because I was already familiar with the build direction since I experiment a fair amount (though really only with martials, since I hate to build spellcasters). For all the games I am in, I have exactly 1 full caster in my stable.

That fighter will eat a CR 21 linnorm as a light snack since he was built for it. I do expect to get used and abused by some of the other entrants once it gets to duels since my cheese was mild, and I will be taking on casters.


HP 109/121 | AC 21 |vs Incorporeal 19| T 15 | FF 16| CMD 22| F +16 | R +18 | W +18 (Immune to FEAR) | SPD 30 ft, FLY 40ft | Init +12 | Perc +15| Darkvision 90ft
USABLE:
FP 0 BoH 1/1 ABS 1/1 LuckStaff 1/1 Staff 1/10 VE 10/10 Arc Res 12/17 MM Adept 5/5 Spells Arcanist 1: 5/6, 2: 5/6, 3: 2/6, 4: 5/5, 5: 4/5, 6: 4/5, 7: 3/3 Sorc 3/3 Wand: Celestial 50/50
ACTIVE EFFECTS:
: M Armor 14hr , AblateBarr DR/5 14hr,Overland Fl 14hr, H Feast 24hr, Hunters Blessing.

yeah I looked into Herolab at one time and saw adding all the options was going to get real expensive, really fast because I would have to have ALL the options

But when I get into hour 2 of creating a character I do wish I had it.

I looked into that Linnorm game. Looks interesting but like I said...I'm maxed out.

Grand Lodge

HP 169/169, AC 42, FF 38, T 17, Fort +18, Ref +18, Will +17 (all saves +4 vs. magic), CMD 37, perception +1, Init +3

I'm going to enjoy curb stomping the Linnorm. However once I get past that, I doubt I will enjoy it so much. I have very good saves, but there's too much in the way of ranged touch suck spells I can do nothing about. My damage is quite silly high, but the first guy with a build can effectively ignore damage because the GM buys some of his ridiculous cheese. During his linnorm fight he was down to -600 HP or so and still functioning.


Female
ATK:
Ranged +11, Melee +13
Half Elf Warpriest 13 (HP:121/121)(AC:30 FF:28 T:15)(F:+14 R:+11 W:+16)(Init:+8)(Perception:+18)(CMD:28)

I was against Herolabs when I first started playing Pathfinder. When I had some extra money I purchased some of the packs I knew I would use. it does make life easier.


Usable:
Channel Energy 7/10, Channel Damage 10/10, Aura of Hero 8/8, Empower Channel 1/2, Corruption Resistance 1/1, Nimbus of Light 8/8, Touch of Glory 8/8
HP 153/153(+15) | AC 31 | T 15 | FF 30 | CMD 25 | Fort +21 | Ref +12 | Will +24 | Init +3 | Perc +23

I have ard 300 dollars in my herolan and i dont even have the newest stuff, like within the last year ive bought nothing..


Female NG undine druid (aquatic druid, feyspeaker) 1 | HP: 10/10| AC: 17 (13 Tch, 14 Fl) | CMB: +9, CMD: 12 | F: +4, R: +3, W: +5 | Init: +3 | Perc: +5, SM +5 | Speed 30ft, Swim 30ft | Spells: 1st 3/3| Active conditions: None.

For me it is just the simple old math! LOL


Ravarel Darkwood wrote:
Death-Lok wrote:

Also, Ravarel, we have been doing the reservoir wrong. It starts with 9 points now (3+1/2 level). It can hold a maximum of 15 points, if you use Consume Spells exploit, which you can do once a day (Charisma +1).

Also with regard to Bloodline development, it states you choose one bloodline. Which bloodline did you choose? As you will be 17 level in one bloodline and 5 level in the other.

Re: the Reservoir...see the PM I sent you on Mar 15th. I notified you that I had been handling the Reservoir incorrectly and ever since then the reservoir has been handled the way you mention in the quoted post above. Please see Rav's Tracked Resources spoiler, his Arc Res reads 9/15.

Re: the Bloodline Development Exploit...
If Rav had no Sorcerer levels he would choose One bloodline with this exploit.
However, Rav has a level of Crossblooded Sorcerer with the Arcane and Orc bloodlines. "If the arcanist already has a bloodline (or gains one later), taking this exploit instead allows her arcanist levels to stack with the levels of the class that granted her access to the bloodline when determining the powers and abilities of her bloodline."
Per the quoted text above Arcanist Levels STACK with his pre-existing Bloodlines. Therefore his Crossblooded Bloodlines are effectively 13th lvl. 17th lvl after taking into account his Robe of Arcane Heritage.

The Bloodline Development Exploit continues his existing Bloodlines. It would be quite different to have him only continue one Bloodline and I don't think that's the intention of the Exploit.

Edit: Instead of thinking of a Crossblooded Sorcerer as having 2 Bloodlines think of it as a hybrid. They end up with the same amount of Bloodline powers as a Sorcerer with ONE bloodline.

Actually, the support I am seeing on the messageboards is you can't take Bloodline development exploit with an archetype altered bloodline. So you either have to take a normal bloodline or drop Bloodline Development.

If the arcanist already has a bloodline (or gains one later), taking this exploit instead allows her arcanist levels to stack with the levels of the class that granted her access to the bloodline when determining the powers and abilities of her bloodline
If you have an actual bloodline from sorcerer, none of the previous part of the description matters. You can stack your arcanist levels with an archetype sorcerer bloodline, you just can't take an archetype-altered bloodline with only arcanist levels.

An Arcanist can not select a bloodline altered by an archetype because that archetype is only available to Sorcerer class levels.


Usable:
Channel Energy 7/10, Channel Damage 10/10, Aura of Hero 8/8, Empower Channel 1/2, Corruption Resistance 1/1, Nimbus of Light 8/8, Touch of Glory 8/8
HP 153/153(+15) | AC 31 | T 15 | FF 30 | CMD 25 | Fort +21 | Ref +12 | Will +24 | Init +3 | Perc +23

Heh its funny cause i dont use it anymore either.. I got tired of the numbers being wrong.. I use herolabs sheet layout and thats all now. Wasted 300ish bucs..


HP 109/121 | AC 21 |vs Incorporeal 19| T 15 | FF 16| CMD 22| F +16 | R +18 | W +18 (Immune to FEAR) | SPD 30 ft, FLY 40ft | Init +12 | Perc +15| Darkvision 90ft
USABLE:
FP 0 BoH 1/1 ABS 1/1 LuckStaff 1/1 Staff 1/10 VE 10/10 Arc Res 12/17 MM Adept 5/5 Spells Arcanist 1: 5/6, 2: 5/6, 3: 2/6, 4: 5/5, 5: 4/5, 6: 4/5, 7: 3/3 Sorc 3/3 Wand: Celestial 50/50
ACTIVE EFFECTS:
: M Armor 14hr , AblateBarr DR/5 14hr,Overland Fl 14hr, H Feast 24hr, Hunters Blessing.

An Arcanist can not select a bloodline altered by an archetype because that archetype is only available to Sorcerer class levels.

The crossblooded archetype is only available to Sorcerers. . An Arcanist w/o Sorcerer levels cannot take Bloodline Development exploit and gain a crossblooded bloodline. BUT if an Arcanist has Sorcerer levels and therefore has a bloodline the Bloodline Development exploit simply allows the bloodline to continue advancing.

It does NOT alter the Bloodline in any way. There is nothing in the bloodline development text excluding a Sorcerer with a crossblooded bloodline from taking that exploit.. It is a SINGLE Bloodline with mixed characteristics but it receives the SAME amount of bloodline powers as any other bloodline

You can stack your arcanist levels with an archetype sorcerer bloodline, YES this is what I am doing
you just can't take an archetype-altered bloodline with only arcanist levels. NO I am not taking an archetype-altered with ONLY Arcanist levels.. I already have the crossblooded archetype and Bloodline Development simply allows my Arcanist levels to stack with my preexisting Bloodline "

-Posted with Wayfinder


Female NG undine druid (aquatic druid, feyspeaker) 1 | HP: 10/10| AC: 17 (13 Tch, 14 Fl) | CMB: +9, CMD: 12 | F: +4, R: +3, W: +5 | Init: +3 | Perc: +5, SM +5 | Speed 30ft, Swim 30ft | Spells: 1st 3/3| Active conditions: None.

If I'm allowed to give my opinion, it looks like you are confusing two terms, Death-Lok: "Altered Bloodline" and "Bloodline class feature"...

As I see it, altered bloodlines are, for an example, Sage, Dark Fey, and Anarchic, which are altered bloodlines from the Arcane, Fey and Protean bloodlines, respectively. They are only available through the Wildblooded sorcerer archetype.

Bloodline class feature is the class feature that allows bloodlines and, in Ravarel's case, it allows him two bloodlines. This doesn't allow him to take altered bloodlines, since he did not take the Wildblooded archetype as well. In Ravarel's case, he selected two regular bloodlines, Arcane and Orc, that intertwine together to form an unique one.

Even if this new unique bloodline is somehow altered, it was not received via the exploit but via his sorcerer levels. This means that the exploit merely enhances the level, not grants it.


Usable:
Channel Energy 7/10, Channel Damage 10/10, Aura of Hero 8/8, Empower Channel 1/2, Corruption Resistance 1/1, Nimbus of Light 8/8, Touch of Glory 8/8
HP 153/153(+15) | AC 31 | T 15 | FF 30 | CMD 25 | Fort +21 | Ref +12 | Will +24 | Init +3 | Perc +23

Way it looks to me is you cant select crossblooded from the arcanist exploit, but he's not. He actually has a 1 level of sorcerer to turn it online..


Usable:
Channel Energy 7/10, Channel Damage 10/10, Aura of Hero 8/8, Empower Channel 1/2, Corruption Resistance 1/1, Nimbus of Light 8/8, Touch of Glory 8/8
HP 153/153(+15) | AC 31 | T 15 | FF 30 | CMD 25 | Fort +21 | Ref +12 | Will +24 | Init +3 | Perc +23

Whenever this gets sorted I think im up to date and ready to go!


Ravarel Darkwood wrote:

An Arcanist can not select a bloodline altered by an archetype because that archetype is only available to Sorcerer class levels.

The crossblooded archetype is only available to Sorcerers. . An Arcanist w/o Sorcerer levels cannot take Bloodline Development exploit and gain a crossblooded bloodline. BUT if an Arcanist has Sorcerer levels and therefore has a bloodline the Bloodline Development exploit simply allows the bloodline to continue advancing.

It does NOT alter the Bloodline in any way. There is nothing in the bloodline development text excluding a Sorcerer with a crossblooded bloodline from taking that exploit.. It is a SINGLE Bloodline with mixed characteristics but it receives the SAME amount of bloodline powers as any other bloodline

You can stack your arcanist levels with an archetype sorcerer bloodline, YES this is what I am doing
you just can't take an archetype-altered bloodline with only arcanist levels. NO I am not taking an archetype-altered with ONLY Arcanist levels.. I already have the crossblooded archetype and Bloodline Development simply allows my Arcanist levels to stack with my preexisting Bloodline "

-Posted with Wayfinder

Even though I do not agree, I will allow it, since it is my fault that I allowed a class (Arcanist) that I did not have knowledge about. However, the crossblooded archetype gets -2 on Will Saves, which is not accounted for in your profile. So please amend the build given that you could not take Metamagic knowledge (Selective) at 7th level and let me know the changes.


For those who prepare spells, please list your memorized spells when you head back to the jungle somewhere so we can be ready to move on.

What is your next step? Back into the tunnels? All the way down the pit? Something else?

Grand Lodge

HP 169/169, AC 42, FF 38, T 17, Fort +18, Ref +18, Will +17 (all saves +4 vs. magic), CMD 37, perception +1, Init +3

Think we'll finish off the area we were just in to make sure (and clean out any loot).


HP 109/121 | AC 21 |vs Incorporeal 19| T 15 | FF 16| CMD 22| F +16 | R +18 | W +18 (Immune to FEAR) | SPD 30 ft, FLY 40ft | Init +12 | Perc +15| Darkvision 90ft
USABLE:
FP 0 BoH 1/1 ABS 1/1 LuckStaff 1/1 Staff 1/10 VE 10/10 Arc Res 12/17 MM Adept 5/5 Spells Arcanist 1: 5/6, 2: 5/6, 3: 2/6, 4: 5/5, 5: 4/5, 6: 4/5, 7: 3/3 Sorc 3/3 Wand: Celestial 50/50
ACTIVE EFFECTS:
: M Armor 14hr , AblateBarr DR/5 14hr,Overland Fl 14hr, H Feast 24hr, Hunters Blessing.
Siggut Frost wrote:
Think we'll finish off the area we were just in to make sure (and clean out any loot).

agreed


HP 109/121 | AC 21 |vs Incorporeal 19| T 15 | FF 16| CMD 22| F +16 | R +18 | W +18 (Immune to FEAR) | SPD 30 ft, FLY 40ft | Init +12 | Perc +15| Darkvision 90ft
USABLE:
FP 0 BoH 1/1 ABS 1/1 LuckStaff 1/1 Staff 1/10 VE 10/10 Arc Res 12/17 MM Adept 5/5 Spells Arcanist 1: 5/6, 2: 5/6, 3: 2/6, 4: 5/5, 5: 4/5, 6: 4/5, 7: 3/3 Sorc 3/3 Wand: Celestial 50/50
ACTIVE EFFECTS:
: M Armor 14hr , AblateBarr DR/5 14hr,Overland Fl 14hr, H Feast 24hr, Hunters Blessing.

previous feats and exploits:

Feats
----------------
lvl1 Feat: Improved Initiative, Sorcerer BF: Eschew Materials

Lvl3 feat:Additional Traits: Metamagic Master Fireball 3rd and Magical Lineage Ball Lightning 4th

Lvl 5 feat: Spell Penetration

Lvl 7 feat: xtra Arcanist Exploit Metamagic Knowledge (Selective)

Lvl 9 feat: xtra Arcanist Exploit Potent Magic

Lvl 11 feat: xtra Arcanist Exploit Greater Metamagic Knowledge (Piercing)

Lvl 13 feat: xtra Arcanist Exploit Quick Study

Arcanist Exploits
1rst X
3rd X
5th Dimensional Slide
7th X
9th Bloodline Development
11th Greater Metamagic Knowledge Dazing

corrected feats and exploits:

Feats
----------------
lvl1 Feat: Improved Initiative, Sorcerer BF: Eschew Materials

Lvl3 feat:Additional Traits: Metamagic Master Fireball 3rd and Magical Lineage Ball Lightning 4th

Lvl 5 feat: Spell Penetration

Lvl 7 feat: xtra Arcanist Exploit Metamagic Knowledge (Dazing)

Lvl 9 feat: Spell Focus (Evocation)

Lvl 11 feat: Selective Metamagic

Lvl 13 feat: Quicken Spell

Arcanist Exploits
1rst X
3rd X
5th Dimensional Slide
7th X
9th Bloodline Development
11th Potent Magic

saves:

"However, the crossblooded archetype gets -2 on Will Saves, which is not accounted for in your profile."
The -2 to will saves has been reflected in the total, but was not specifically documented in the character sheet

from Character Sheet:
Will +15 {+9 Base,+0 Wis, +3 Cloak, +3 Staff}

the breakdown of the corrected +8 base:
+2 Sorcerer lvl 1
-2 Crossblooded
+8 Arcanist lvl 12

There was a error in all of my save calculations. Crossblooded was accounted for but not specifically documented, however I had an extra +1 on all of my saves. This has now been fixed on the character sheet.

New Save Breakdown on Character Sheet
Will +14 {+10 Base,-2 Crossblooded, +0 Wis, +3 Cloak, +3 Staff}
Fort +12 {+4 Base,+2 Con,+3 Cloak, +3 Staff}
Ref +14 {+4 Base,+4Dex, +3 Cloak,+3 Staff}

The character sheet is up to date and corrected. Sorry for any unintentional errors I had in there because of my being too cheap to purchase Herolab.


Usable:
Channel Energy 7/10, Channel Damage 10/10, Aura of Hero 8/8, Empower Channel 1/2, Corruption Resistance 1/1, Nimbus of Light 8/8, Touch of Glory 8/8
HP 153/153(+15) | AC 31 | T 15 | FF 30 | CMD 25 | Fort +21 | Ref +12 | Will +24 | Init +3 | Perc +23

Rav can you handle a Communal Resist when we get down there? Id like to have fire, elec, and cold up.. Im going to handle 2 of them, that is unless you wanna handle 2..

Spell List:

0 (at will) Detect Magic, Guidance, Light, Stabilize
1st(7/day)Cure Light Wounds, Liberating Command, Resurgence(2), Shield of Faith(2), Stone Shield
2nd(7/day)Cleromancy, Grace, Heat Metal(DC 19), Deific Vengeance(DC 19)(2), Silence, Sound Burst(DC 19)
3rd(7/day)Communal Resist Energy(2), Dispel Magic, Invisibility Purge, Magic Vestments, Remove Desease, Searing Light
4th(6/day)Blessing of Fervor, Dimensional Anchor, Freedom of Movement, Neutralize Posion, Panacea, Revenance
5th(5/day)Breath of Life, Communal Air Walk, Communal Spell Imunity, Flamestrike(DC 22)(2)
6th(4/day)Bolt of Glory, Greater Dispel Magic, Heal, Hero's Feast
7th(3/day)Destruction(DC 24), Radiant Assault(DC 24), Sunbeam

When we get set ill post in game what spells are pre-cast etc. My list is much more offensive this time. Remember Rav you have on Contingency Panacea active now as well.


HP 109/121 | AC 21 |vs Incorporeal 19| T 15 | FF 16| CMD 22| F +16 | R +18 | W +18 (Immune to FEAR) | SPD 30 ft, FLY 40ft | Init +12 | Perc +15| Darkvision 90ft
USABLE:
FP 0 BoH 1/1 ABS 1/1 LuckStaff 1/1 Staff 1/10 VE 10/10 Arc Res 12/17 MM Adept 5/5 Spells Arcanist 1: 5/6, 2: 5/6, 3: 2/6, 4: 5/5, 5: 4/5, 6: 4/5, 7: 3/3 Sorc 3/3 Wand: Celestial 50/50
ACTIVE EFFECTS:
: M Armor 14hr , AblateBarr DR/5 14hr,Overland Fl 14hr, H Feast 24hr, Hunters Blessing.
Elise Sunwake wrote:

Rav can you handle a Communal Resist when we get down there? Id like to have fire, elec, and cold up.. Im going to handle 2 of them, that is unless you wanna handle 2..

** spoiler omitted **

When we get set ill post in game what spells are pre-cast etc. My list is much more offensive this time. Remember Rav you have on Contingency Panacea active now as well.

@Elise you're doing a lot of buffing. I'll gladly handle 2 Communal Resist Energies.

Yup...definitely noticed the more offensive spell list. Radiant Assault with the AOE doubled by the Radiant Servant ability...NICE

One possible area of concern: If we get into a potential TPK encounter and Rav goes down...We'll have no way of Teleporting out. Is a Word of Recall worth preparing as an oooh crap escape button? Or maybe a scroll of it?


Usable:
Channel Energy 7/10, Channel Damage 10/10, Aura of Hero 8/8, Empower Channel 1/2, Corruption Resistance 1/1, Nimbus of Light 8/8, Touch of Glory 8/8
HP 153/153(+15) | AC 31 | T 15 | FF 30 | CMD 25 | Fort +21 | Ref +12 | Will +24 | Init +3 | Perc +23

If a scroll was bought at caster level 12 that would work.. To be honest I hadn't considered the double light radius would affect that spell..

Memorizing it would be tough as my spells are already stretched thin..

I have just enough gold to purchase one though.. I will set it to Magepoint..


HP 109/121 | AC 21 |vs Incorporeal 19| T 15 | FF 16| CMD 22| F +16 | R +18 | W +18 (Immune to FEAR) | SPD 30 ft, FLY 40ft | Init +12 | Perc +15| Darkvision 90ft
USABLE:
FP 0 BoH 1/1 ABS 1/1 LuckStaff 1/1 Staff 1/10 VE 10/10 Arc Res 12/17 MM Adept 5/5 Spells Arcanist 1: 5/6, 2: 5/6, 3: 2/6, 4: 5/5, 5: 4/5, 6: 4/5, 7: 3/3 Sorc 3/3 Wand: Celestial 50/50
ACTIVE EFFECTS:
: M Armor 14hr , AblateBarr DR/5 14hr,Overland Fl 14hr, H Feast 24hr, Hunters Blessing.

Prepared Spells:

+4 to beat SR (elf+spell penetration)
DC= 17+spell level
Evocation Spells DC= 20+spell level(+2 School Power, +1 Spell Focus Evocation)
+6hp dam, +1hp dam per die of spell dam (orc bloodline power)
+1DC to metamagicked spells (arcane bloodline power)

0th at will, 7+1 prepared= Message, Drench, Penumbra, Detect Magic, Read Magic, Predistidigitation, Mage Hand, Dancing Lights

1rst 6/day, 5+1 prepared= Infernal Healing, Mage Armor, Hydraulic Push, Endure Elements, Vanish , Liberating Command

2nd 6/day, 5+1 prepared= Scorching Ray, Mirror Image, Create Pit, Gust of Wind, Glitterdust, See Invisibility

3rd 6/day, 4+1 prepared= Haste, Dispel Magic, Communal Resist Energy, Selective Fireball, Ablative Barrier

4th 5/day 3+1 prepared= Emergency Force Sphere, Greater Invisibility, Arcane Eye, Ward Shield

5th 5/day 2+1 prepared Dazing Fireball, Overland Flight, Teleport

6th 3/day 1+1 prepared Selective Dazing Fireball, Dazing Ball Lightning

Book of Harms(from Ultimate Magic):Harmful Surge (Su) You can maximize a spell, but doing so damages you. Spend this boon effect as a free action when you cast a wizard evocation spell. When you do, you can treat that spell as if it were cast with the Maximize Spellmetamagic feat, but you take 1d4 points of damage × the level of the spell that you are maximizing. The damage you take cannot be reduced in any way.

I spent 500gp to purchase the material component for True Seeing 250gp x2

@Elise. Rav will be the primary transporter. But I do think it's worth having a Word of Recall scroll


Female NG undine druid (aquatic druid, feyspeaker) 1 | HP: 10/10| AC: 17 (13 Tch, 14 Fl) | CMB: +9, CMD: 12 | F: +4, R: +3, W: +5 | Init: +3 | Perc: +5, SM +5 | Speed 30ft, Swim 30ft | Spells: 1st 3/3| Active conditions: None.

I think it would be a good idea to give Oreana a teleport-like scroll... she has a pretty high UMD and I think she would be one of the last ones to fall in a potential TPK.


No problems, Rav, I know it was unintentional.

How many charges does your Staff currently have, Rav? Each time you use it to cast Dazing spell, that costs 3 charges and you can only charge 1 per day if you sacrifice a 3rd level spell or higher (Staff only has 10 charges). What spells does the Staff have - 1st, 2nd, and 3rd? I would say Magic Missile, Scorching Ray, and Lightning Bolt.


Female
ATK:
Ranged +11, Melee +13
Half Elf Warpriest 13 (HP:121/121)(AC:30 FF:28 T:15)(F:+14 R:+11 W:+16)(Init:+8)(Perception:+18)(CMD:28)

Kaydannas Spells:

Prepared (CL 12th; concentration +17)
5th- DC 20
Disrupting Weapon-
Breath of Life-

4th— DC 19
*blessing of fervor[APG] (DC 19):
*divine power:You gain a +1 luck bonus on attack rolls, weapon damage rolls, Strength checks, and Strength-based skill checks for every three caster levels you have (maximum +6). You also gain 1 temporary hit point per caster level. Whenever you make a full-attack action, you can make an additional attack at your full base attack bonus, plus any appropriate modifiers. 1 round/lvl
*Death Wardx2:The subject gains a +4 morale bonus on saves against all death spells and magical death effects. The subject is granted a save to negate such effects even if one is not normally allowed. The subject is immune to energy drain and any negative energy effects, including channeled negative energy.1 min/lvl

3rd— DC 18
*archon's aura[UM] (DC 18):You gain a powerful aura, similar to an archon’s aura of menace. Any hostile creature within a 20-foot radius of you must make a Will save to resist the effects of this aura. If the creature fails, it takes a –2 penalty on attack rolls and saving throws and to Armor Class for the duration of this spell, or until it successfully hits you with an attack. 1 minute/level
*channel vigor:You can gain the benefit of only one channel vigor spell at a time. Limbs: You gain the benefits of a haste spell.
Mind: You gain a +4 competence bonus on Knowledge and Perception skill checks and on ranged attack rolls.
Spirit: You gain a +6 competence bonus on Will saving throws and Bluff and Intimidate checks.
Torso: You gain a +6 competence bonus on Fortitude saving throws and concentration checks. 1 round/level
*light of iomedae (DC 18):With this spell, you create shafts of blue light that illuminate all undead creatures in the area. Affected undead take a –20 penalty on all Stealth checks. Invisible undead are not made visible by this effect, but the light does make it easy to pinpoint the exact squares in which such undead are located (they still retain the 50% miss chance granted by invisibility). The light of Iomedae increases light levels by one step in a 5-foot radius around an affected undead creature. Once an undead is affected, it remains illuminated as long as remains within the spell’s range, even if it leaves the spell’s original radius, until the spell’s duration ends.1 minute/level
*searing light:Focusing divine power like a ray of the sun, you project a blast of light from your open palm. You must succeed on a ranged touch attack to strike your target. A creature struck by this ray of light takes 1d8 points of damage per two caster levels (maximum 5d8). An undead creature takes 1d6 points of damage per caster level (maximum 10d6), and an undead creature particularly vulnerable to bright light takes 1d8 points of damage per caster level (maximum 10d8).
*symbol of healing[UM]:This spell functions as symbol of death, except all creatures within 60 feet of the symbol of healing instead are bathed in positive energy and heal 2d8 points + 1 point of damage per caster level (maximum +15). Undead and other creatures harmed by positive energy instead take 2d8 points of damage + 1 point per caster level (maximum +15); a Will save reduces this damage by half. A creature can only be healed or harmed by the symbol once in any 24-hour period. Once triggered, the symbol remains active for 10 minutes per caster level.

2nd— DC 17
*calm spirit[OA] (DC 17):Postpone hostile action by a haunt or incorporeal undead.
*consecrate:Fills area with positive energy, weakening undead. The DC to resist positive channeled energy within this area gains a +3 sacred bonus. Every undead creature entering a consecrated area suffers minor disruption, suffering a –1 penalty on attack rolls, damage rolls, and saves. 2 hours/level
*remove paralysis:Frees creatures from paralysis or slow effect.
*lesser restoration:Dispels magical ability penalty or repairs 1d4 ability damage.
*stalwart resolve:Ignore the effects of ability damage and penalties to one score.
*weapon of awe[APG] (DC 17):Weapon gets +2 on damage rolls.

1st— DC 16
*divine favor:You gain +3 on attack and damage rolls.
*endure elements:Exist comfortably in hot or cold regions.
*hide from undead (DC 16):Undead can't perceive one subject/level.
*liberating command[UC]:Target makes an Escape Artist check as an immediate action and gains a bonus on it.
*protection from evil:+2 to AC and saves, plus additional protection against selected alignment
*remove fear:Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
*shield of faith:Aura grants +4 deflection bonus.

0 (at will)—create water, detect magic, detect poison, enhanced diplomacy, light


HP 109/121 | AC 21 |vs Incorporeal 19| T 15 | FF 16| CMD 22| F +16 | R +18 | W +18 (Immune to FEAR) | SPD 30 ft, FLY 40ft | Init +12 | Perc +15| Darkvision 90ft
USABLE:
FP 0 BoH 1/1 ABS 1/1 LuckStaff 1/1 Staff 1/10 VE 10/10 Arc Res 12/17 MM Adept 5/5 Spells Arcanist 1: 5/6, 2: 5/6, 3: 2/6, 4: 5/5, 5: 4/5, 6: 4/5, 7: 3/3 Sorc 3/3 Wand: Celestial 50/50
ACTIVE EFFECTS:
: M Armor 14hr , AblateBarr DR/5 14hr,Overland Fl 14hr, H Feast 24hr, Hunters Blessing.
Death-Lok wrote:

No problems, Rav, I know it was unintentional.

How many charges does your Staff currently have, Rav? Each time you use it to cast Dazing spell, that costs 3 charges and you can only charge 1 per day if you sacrifice a spell (Staff only has 10 charges). What spells does the Staff have - 1st, 2nd, and 3rd?

My staff was down to 6 charges. But we've spent 2 days in Magepoint right? and I added a charge to it on each of those days.

Currently I have Selective Fireball prepared in the 3rd lvl slot.

But previously I had Fireball prepared w/o any metamagic. I have the trait

Metamagic Master:
Metamagic Master
Your ability to alter your spell of choice is greater than expected.

Choose: A spell of 3rd level or below.

Benefit: When you use the chosen spell with a metamagic feat, it uses up a spell slot one level lower than it normally would.

Due to that trait, when I added Dazing to a Fireball with my staff it only used 2charges. Without that trait it would use 3 charges to add Dazing

Staff of the Master (necromancy):

Staff of the Master (Necromancy)
Aura moderate necromancy; CL 8th
Slot none; Price 30,000 gp; Weight 5 lbs.

Description
Often given as gifts to apprentices upon reaching the rank of master, these staves come in eight different varieties, one for each school of magic. This particular staff is for the school of necromancy. Aside from acting as a +1/+1 quarterstaff, this staff allows use of the following spells:

Ray of enfeeblement (1 charge)
Spectral hand (1 charge)
Vampiric touch (2 charges)
In addition, this staff can be used to cast spells using any metamagic feats known by the wielder without increasing the spell’s level. This consumes a number of charges equal to the number of spell levels increased by the feat. No more than one feat can be applied to a spell cast by the wielder in this way. Using the staff for this purpose does not increase the casting time of the spell.

Construction Requirements
Craft Magic Arms and Armor, Craft Staff, ray of enfeeblement, spectral hand, vampiric touch; Cost 15,300 gp.

The standard Staff of the Master is shown above. However if allowed I would create an Evocation version of the staff with the following spells

1rst Thunderstomp 1ch
2nd Scorching Ray 1ch
3rd Battering Blast 2ch

See this thread where alternate school versions of this Staff are discussed Go to Paizo Inc..

I am fine however you rule the Staff. If you allow the evocation version,,,great. If you prefer the Necromancy version that's perfectly understandable. Doesn't matter that much. I intend to use the staff for it's metamagic ability much more than casting spells out of it.


Female NG undine druid (aquatic druid, feyspeaker) 1 | HP: 10/10| AC: 17 (13 Tch, 14 Fl) | CMB: +9, CMD: 12 | F: +4, R: +3, W: +5 | Init: +3 | Perc: +5, SM +5 | Speed 30ft, Swim 30ft | Spells: 1st 3/3| Active conditions: None.

Do you wish that Oreana cast Barkskin on Ravarel and Elise? She auto succeeds with her high UMD (+24). At first level it lasts just 10 min but +2 AC is always handful...


HP 109/121 | AC 21 |vs Incorporeal 19| T 15 | FF 16| CMD 22| F +16 | R +18 | W +18 (Immune to FEAR) | SPD 30 ft, FLY 40ft | Init +12 | Perc +15| Darkvision 90ft
USABLE:
FP 0 BoH 1/1 ABS 1/1 LuckStaff 1/1 Staff 1/10 VE 10/10 Arc Res 12/17 MM Adept 5/5 Spells Arcanist 1: 5/6, 2: 5/6, 3: 2/6, 4: 5/5, 5: 4/5, 6: 4/5, 7: 3/3 Sorc 3/3 Wand: Celestial 50/50
ACTIVE EFFECTS:
: M Armor 14hr , AblateBarr DR/5 14hr,Overland Fl 14hr, H Feast 24hr, Hunters Blessing.
Oreana Del'Aandarth wrote:
I think it would be a good idea to give Oreana a teleport-like scroll... she has a pretty high UMD and I think she would be one of the last ones to fall in a potential TPK.

Rav gives Oreanna the Teleport scroll given to us by Tenser...

Oreanna please confirm that you've documented this on your sheet..then I'll erase it from Rav's


Female NG undine druid (aquatic druid, feyspeaker) 1 | HP: 10/10| AC: 17 (13 Tch, 14 Fl) | CMB: +9, CMD: 12 | F: +4, R: +3, W: +5 | Init: +3 | Perc: +5, SM +5 | Speed 30ft, Swim 30ft | Spells: 1st 3/3| Active conditions: None.

Thanks, Rav! Already on her sheet!

Differently from the wand, Oreana will need two UMD checks, one with DC 30 and another with DC 29 to cast the scroll, but it is better than dying, right?


HP 109/121 | AC 21 |vs Incorporeal 19| T 15 | FF 16| CMD 22| F +16 | R +18 | W +18 (Immune to FEAR) | SPD 30 ft, FLY 40ft | Init +12 | Perc +15| Darkvision 90ft
USABLE:
FP 0 BoH 1/1 ABS 1/1 LuckStaff 1/1 Staff 1/10 VE 10/10 Arc Res 12/17 MM Adept 5/5 Spells Arcanist 1: 5/6, 2: 5/6, 3: 2/6, 4: 5/5, 5: 4/5, 6: 4/5, 7: 3/3 Sorc 3/3 Wand: Celestial 50/50
ACTIVE EFFECTS:
: M Armor 14hr , AblateBarr DR/5 14hr,Overland Fl 14hr, H Feast 24hr, Hunters Blessing.
Oreana Del'Aandarth wrote:

Thanks, Rav! Already on her sheet!

Differently from the wand, Oreana will need two UMD checks, one with DC 30 and another with DC 29 to cast the scroll, but it is better than dying, right?

Certainly hope it never comes to that especially not with 2 umd checks. But added insurance is good.

Speaking of insurance. Maybe we can get Kaydanna a Word of Recall scroll as well the next time we're in Magepoint.

edit:
@DL thinking about the charges on my staff

day 1: We teleported back to Magepoint. staff 6ch
day 2 Elise cured our Feebleminded warriors. +1ch to staff. now 7ch
day 3 We teleport back to the pit. Subtracted one 3rd lvl slot from the tracked resources spoiler now 3/6 3rd lvl slots remaining+1ch staff now 8ch.


Oreana Del'Aandarth wrote:
Do you wish that Oreana cast Barkskin on Ravarel and Elise? She auto succeeds with her high UMD (+24). At first level it lasts just 10 min but +2 AC is always handful...

Thanks Oreanna. maybe if we have plenty of time to buff. But if Ravs depending on his AC somethings definitely gone wrong :p

Edit : I think barkskin will last 30 minutes as it's a 2nd lvl spell

-Posted with Wayfinder


HP 109/121 | AC 21 |vs Incorporeal 19| T 15 | FF 16| CMD 22| F +16 | R +18 | W +18 (Immune to FEAR) | SPD 30 ft, FLY 40ft | Init +12 | Perc +15| Darkvision 90ft
USABLE:
FP 0 BoH 1/1 ABS 1/1 LuckStaff 1/1 Staff 1/10 VE 10/10 Arc Res 12/17 MM Adept 5/5 Spells Arcanist 1: 5/6, 2: 5/6, 3: 2/6, 4: 5/5, 5: 4/5, 6: 4/5, 7: 3/3 Sorc 3/3 Wand: Celestial 50/50
ACTIVE EFFECTS:
: M Armor 14hr , AblateBarr DR/5 14hr,Overland Fl 14hr, H Feast 24hr, Hunters Blessing.

"you find the naga nest. It consists of 2450 gp, 180 pp, gold armband, leather choker studded with rubies, MW heavy flail, +1 adamantine chain shirt, wand of barkskin (42 charges), and gloves of arrow snaring."

any takers for any of the items? Oreanna? You can UMD the Barkskin wand? If so, probably a good idea for you to take that for group buffing.

Grand Lodge

HP 169/169, AC 42, FF 38, T 17, Fort +18, Ref +18, Will +17 (all saves +4 vs. magic), CMD 37, perception +1, Init +3

Looks like mostly sale bait.


HP 109/121 | AC 21 |vs Incorporeal 19| T 15 | FF 16| CMD 22| F +16 | R +18 | W +18 (Immune to FEAR) | SPD 30 ft, FLY 40ft | Init +12 | Perc +15| Darkvision 90ft
USABLE:
FP 0 BoH 1/1 ABS 1/1 LuckStaff 1/1 Staff 1/10 VE 10/10 Arc Res 12/17 MM Adept 5/5 Spells Arcanist 1: 5/6, 2: 5/6, 3: 2/6, 4: 5/5, 5: 4/5, 6: 4/5, 7: 3/3 Sorc 3/3 Wand: Celestial 50/50
ACTIVE EFFECTS:
: M Armor 14hr , AblateBarr DR/5 14hr,Overland Fl 14hr, H Feast 24hr, Hunters Blessing.
Siggut Frost wrote:
Looks like mostly sale bait.

agreed

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