MisterLurch's Legacy of Fire

Game Master MisterLurch

Useful dice for the GM:
Perception:
Alexander [dice]1d20+3[/dice]
Erizi [dice]1d20+8[/dice]
Kilarra [dice]1d20+11[/dice]
Rukn [dice]1d20+12[/dice]
Zhalet [dice]1d20+8[/dice]
Solomon [dice]1d20+10[/dice]

Initiative:
Rukn: [dice]1d20+6[/dice]
Solomon: [dice]1d20+4[/dice]
Kilarra: [dice]1d20+11[/dice]
Erizi: [dice]1d20+3[/dice]
Zhalet: [dice]1d20+4[/dice]
Alexander: [dice]1d20+1[/dice]

Fortitude Save:
Rukn: [dice]1d20+6[/dice].
Solomon: [dice]1d20+7[/dice].
Kilarra: [dice]1d20+2[/dice].
Erizi: [dice]1d20+8[/dice].
Zhalet: [dice]1d20+5[/dice].
Alexander: [dice]1d20+3[/dice].

Reflex Save:
Rukn: [dice]1d20+6[/dice]
Solomon: [dice]1d20+7[/dice]
Kilarra: [dice]1d20+9[/dice]
Erizi: [dice]1d20+4[/dice]
Zhalet: [dice]1d20+8[/dice]
Alexander: [dice]1d20+3[/dice]

Will Save:
Rukn: [dice]1d20+9[/dice]
Solomon: [dice]1d20+9[/dice]
Kilarra: [dice]1d20+6[/dice]
Erizi: [dice]1d20+3[/dice]
Zhalet: [dice]1d20+7[/dice]
Alexander: [dice]1d20+4[/dice]


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Male Human Wizard 5; Init +1; Senses Perception +3; AC 15 (+1 Dex., +4 armour); HP 39; Fort +3, Ref +3, Will +4

No worries on my account. ^_^


Male I am a meat Popsicle

Hey guys, I am not going to try to remember who prefers to have a high percentage work in their favor or whatever. Therefore, the following will be how miss chances and other percentage chances will be calculated:

If there is a percentage chance for a thing to happen, then a low roll means that thing happens.

Two examples:

A 20% miss chance means that on a d100 roll of 1-20, the attack misses.
A 40% chance to summon means that on a d100 roll of 1-40, the summon is successful.

Rukn, this means that if the gnoll is still standing where you are shooting, your arrows will hit.

Should I make him wait to find out? ;)


Female NG Aasimar (Azata-Blooded) Fighter (Dawnflower Dervish) 1 / Cardinal) 1 | HP: 19/19 | AC: 17 (13 T, 14 F) | CMB: -1, CMD: 12 | F: +4, R: +5, W: +6 | Init: +3| Perc: +7, SM: +6 | Performance 6/6 | Channel 5/5
Rukn ed-Din wrote:
I know it wasn't Alexander who cast the fog, I just felt it could be fun to mistake it. Sorry Zhalet for not giving you credit :P

Um, not sure I want credit. Maybe we'll break even on it, but the result wasn't what I had in mind!


LG Aasimar Zen Archer 5 | Status: Ok
Stats:
AC 18 (T 18, FF 16) | CMB +6, CMD 24 | Init +6 | Speed 40ft | F +6, R +6, W +9 | Perc +13, SM +15 Darkvision
HP 45/55 | See Invisibility 1/1 | Ki 5/6 | Perfect Strike 5/5 | Hero Points 3/3

However you want to rule out, MrLurch. Up till now your ruling has been always fair. I just wasn't sure at the moment and that's why I added the clarification, but it's fine.

No need to wait, Rukn will find out if the gnoll's alive when he calls the patrol or uses the bow again. Plus, I didn't even roll Perception :p


LG Aasimar Zen Archer 5 | Status: Ok
Stats:
AC 18 (T 18, FF 16) | CMB +6, CMD 24 | Init +6 | Speed 40ft | F +6, R +6, W +9 | Perc +13, SM +15 Darkvision
HP 45/55 | See Invisibility 1/1 | Ki 5/6 | Perfect Strike 5/5 | Hero Points 3/3

I'm sorry but I need to be away till Monday and I'm not certain about whether I'll be able to connect or not. Needless to say, please bot me as you see fit.


LG Aasimar Zen Archer 5 | Status: Ok
Stats:
AC 18 (T 18, FF 16) | CMB +6, CMD 24 | Init +6 | Speed 40ft | F +6, R +6, W +9 | Perc +13, SM +15 Darkvision
HP 45/55 | See Invisibility 1/1 | Ki 5/6 | Perfect Strike 5/5 | Hero Points 3/3

Leveled up. Also took the time to edit the sheet to make it a bit more readable.

Took another level in monk, gained Ki Pool and took Barkskin instead of Slow Fall, as per the QingGong rules. AC, Saves and BAB increased.


Female NG Aasimar (Azata-Blooded) Fighter (Dawnflower Dervish) 1 / Cardinal) 1 | HP: 19/19 | AC: 17 (13 T, 14 F) | CMB: -1, CMD: 12 | F: +4, R: +5, W: +6 | Init: +3| Perc: +7, SM: +6 | Performance 6/6 | Channel 5/5

Wow do clerics level up easily. Here's the new stuff:

HP +11 (We're doing maximum per level if I remember correctly?)

+1 Wisdom

+1 BAB

+1 Reflex

Channel Energy 2d6

Spells Per Day: 0: 4, 1st: 3+1, 2nd: 2+1

Skills: +1 K Local, Spellcraft, UMD. Background +2 Craft (Calligraphy)


Male I am a meat Popsicle

You are correct, Zhalet, max HP each level.


Male Human Wizard 5; Init +1; Senses Perception +3; AC 15 (+1 Dex., +4 armour); HP 39; Fort +3, Ref +3, Will +4

*DING* LEVEL-UP!

Another level of Wizard for me! ^_^

HP: 6 + 2 Con. = 8 (39)

+1 to Base Atk. (+2)

+1 to Intelligence (22)

+1 to Will saves (+4)

Magic: additional 1st- and 2nd-level slots: 4/5/3
New spells: Knock, Stone call

Skill points: 2 + 6 + 2 background + 1 human + 1 favoured class = 12

Appraise (11)
Craft (alchemy) (10)
Craft (sculpture) (13)
Knowledge (arcana) (13)
Knowledge (engineering) (15)
Knowledge (history) (11)
Knowledge (planes) (13)
Knowledge (religion) (12)
Diplomacy (5)
Linguistics (Ignan) (13)
Perception (3)
Spellcraft (13)


Male I am a meat Popsicle

I found a better way. Use this link to join the game on Roll20.net

https://app.roll20.net/join/2208975/wenR9Q


Female Aasimar (Garuda-Blooded) Unchained Rogue 5 (Counterfit Mage/Bandit)[HP 50/50 | AC 17/15/12 | Fort +2, Ref +9, Will +5 | Init +9; Perception +12]

Greetings guys...I have been pretty busy but I am trying to make time for this again. I have been reading about all the ass kicking you have been doing. It seems like the party really is working well together, well done. I will post my level up in a few moments.


Female Aasimar (Garuda-Blooded) Unchained Rogue 5 (Counterfit Mage/Bandit)[HP 50/50 | AC 17/15/12 | Fort +2, Ref +9, Will +5 | Init +9; Perception +12]

Another rogue level for me

+10 HP - (1d8+1(con) +1 FC)
+14 Skill points - 8 (base) +2 (house rule) +2 background skill +2 Int
- 12 acrobatics
- 9 appraise
- 8 bluff
- 4 climb
- 8 diplomacy
- 14 Disable Device
- 5 disguise
- 12 escape artist
- 3 knowledge arcana
- 6 knowledge geography
- 11 Linguistics (+2 languages, could use some help on what two I am allowed to learn based upon recent events or books available to me)
- 11 Perception
- 13 sense motive
- 9 slight of hand
- 12 stealth
- 7 survival
- 4 swim
- 9 Use magic device

+1 BAB +1 reflex save +1 Dex

Class abilities:

Debilitating Injury
Signature Wand
Ambush


Male Human Wizard 5; Init +1; Senses Perception +3; AC 15 (+1 Dex., +4 armour); HP 39; Fort +3, Ref +3, Will +4

I recommend Gnoll and an elemental language. ^_^


Female Aasimar (Garuda-Blooded) Unchained Rogue 5 (Counterfit Mage/Bandit)[HP 50/50 | AC 17/15/12 | Fort +2, Ref +9, Will +5 | Init +9; Perception +12]
Alexander Pierpoint wrote:
I recommend Gnoll and an elemental language. ^_^

Thanks, I have Gnoll already and Ignan but I don't have any other elemental language. My current list of languages are:

Common
Celestial
Draconic
Elven
Infernal
Abyssal
Gnoll
Orc
Osiriani
Kelish
Ignan

I know that I can't just pick any language, I just need to know which ones I can learn based upon ones others know or some other way so I can pick two on them.

Thanks again,


Male Human Wizard 5; Init +1; Senses Perception +3; AC 15 (+1 Dex., +4 armour); HP 39; Fort +3, Ref +3, Will +4

Well, Alexander could teach you Terran. As a Wizard with an interest in summoning, the elemental languages are a logical area of study for him.
Check out my languages known and see if any of the others interest you. ^_^


HP 26/45, Fire Resist 10, AC 18, CMD 21, Fort +7, Ref, +7, Will +9 Darts 48, Fervor 4/5, Blessings 5/5, Enhance Weapon 4/4, Hero Points 2, Rerolls: 1 Active Effects: Defending Bone (15), bull strength, divine favor

Level Up Changes-

+1 Wisdom

+9 HP (8 +con)

+1 BaB
+1 Fort
+1 Will

+6 skill points

+1 Blessing per day

+1 2nd level spell slot

Sacred Weapon (Enhance weapon) 4x per day
Channel Energy


Male I am a meat Popsicle

I got stuck in the trap of waiting for you guys to pick a course of action and move forward.

Also, on Roll20, I still need Alexander and Erizi to check in so I can transfer control of your character to you.

Everyone else, please test your control.


Male Human Wizard 5; Init +1; Senses Perception +3; AC 15 (+1 Dex., +4 armour); HP 39; Fort +3, Ref +3, Will +4

Oops, sorry! My roll20 ID is "Droviz D."
The period is part of the name.


Male I am a meat Popsicle

Alexander and Erizi:

Use this link to join the game please.

The only way I can invite you is with an email address, and this is just simpler...


LG Aasimar Zen Archer 5 | Status: Ok
Stats:
AC 18 (T 18, FF 16) | CMB +6, CMD 24 | Init +6 | Speed 40ft | F +6, R +6, W +9 | Perc +13, SM +15 Darkvision
HP 45/55 | See Invisibility 1/1 | Ki 5/6 | Perfect Strike 5/5 | Hero Points 3/3

IIRC, Zhalet has a Bard dip, so she probably can manage these illusion sounds/images, if we agree on using them. Maybe is not a good idea, but it was the only thing coming out from my chaotic mind :P


Male I am a meat Popsicle

I should have everyone's avatar on Roll20 linked to the correct player. Please check to see that this is so.

I will add a link to the Roll20 map on the campaign info tab, and this will be where we go from now on.

Thanks for all your patience with me; I am still trying to get the hang of how to lead, push, and chase after a group of players in a PbP.


Female NG Aasimar (Azata-Blooded) Fighter (Dawnflower Dervish) 1 / Cardinal) 1 | HP: 19/19 | AC: 17 (13 T, 14 F) | CMB: -1, CMD: 12 | F: +4, R: +5, W: +6 | Init: +3| Perc: +7, SM: +6 | Performance 6/6 | Channel 5/5

Thanks for setting up the Roll20 Site Lurch, so much easier to use!


Male I am a meat Popsicle

For sure! I think it will be so much better .. no more wondering where the damn grids really are...

I am glad you like the change.


LG Aasimar Zen Archer 5 | Status: Ok
Stats:
AC 18 (T 18, FF 16) | CMB +6, CMD 24 | Init +6 | Speed 40ft | F +6, R +6, W +9 | Perc +13, SM +15 Darkvision
HP 45/55 | See Invisibility 1/1 | Ki 5/6 | Perfect Strike 5/5 | Hero Points 3/3

I think this is oficially my most unlucky character, together with an Ussuran wrestler I played years ago in a long 7th Sea campaign.


HP 26/45, Fire Resist 10, AC 18, CMD 21, Fort +7, Ref, +7, Will +9 Darts 48, Fervor 4/5, Blessings 5/5, Enhance Weapon 4/4, Hero Points 2, Rerolls: 1 Active Effects: Defending Bone (15), bull strength, divine favor

How'd I end up over there? I placed myself so that I'd be threatening as many gnolls as possible (particularly the ones who were prone)


Male I am a meat Popsicle

Sorry you guys are having trouble with the dice roller. In other news, the gnolls are also having trouble with the RNG...

Also, though I did not say it explicitly, assume that a 4 foot high barrier of cobbled together wooden bits will at least be difficult terrain. Squares with bodies in them are also difficult terrain. I am not positive how far some of you moved, but it seemed a bit far for a move and an attack for some. I am not going to worry about round 1, but please keep in mind for future movement.

For now, and I quote, "Let's not bicker and argue about 'oo [moved] 'oo. This is a happy occasion!"

:)


Male I am a meat Popsicle
Solomon Azar wrote:
How'd I end up over there? I placed myself so that I'd be threatening as many gnolls as possible (particularly the ones who were prone)

Being grappled by a large creature with reach will do that...

Also, the ones you were threatening were the unconscious ones. The ones in the blue square were the prone and greased ones. If you want to be over by the greased ones, someone else will be grappled.


HP 26/45, Fire Resist 10, AC 18, CMD 21, Fort +7, Ref, +7, Will +9 Darts 48, Fervor 4/5, Blessings 5/5, Enhance Weapon 4/4, Hero Points 2, Rerolls: 1 Active Effects: Defending Bone (15), bull strength, divine favor

Crud. I misunderstood what the squares meant.

I'm not thrilled about it, but I'm probably the best one to be grappled of the party members that are available. I'll work with it.


HP 26/45, Fire Resist 10, AC 18, CMD 21, Fort +7, Ref, +7, Will +9 Darts 48, Fervor 4/5, Blessings 5/5, Enhance Weapon 4/4, Hero Points 2, Rerolls: 1 Active Effects: Defending Bone (15), bull strength, divine favor

Quick rules question-

I'm not sure how the variant channel stuff works regarding Objects. Does everything in 30 feet need to make a save vs. catching on fire? Or does it only effect creatures?

I think it only effects creatures, but I want to be sure.


Male I am a meat Popsicle

I can't find clear guidance one way or the other after a few minutes of looking. Unless I fond a contradiction, I am going to go with making variant channeling hold closer to the way normal channeling works, and it will only affect creatures.

This ruling is only a decision point to let us continue on and is subject to change if I find more information later.


HP 26/45, Fire Resist 10, AC 18, CMD 21, Fort +7, Ref, +7, Will +9 Darts 48, Fervor 4/5, Blessings 5/5, Enhance Weapon 4/4, Hero Points 2, Rerolls: 1 Active Effects: Defending Bone (15), bull strength, divine favor

I'm fine with either decision.


Male I am a meat Popsicle

I moved this to discussion bec it seemed more appropriate here...

Solomon Azar wrote:

Spending 1 Fervor to cast Bull Strength as a Swift action (ignores somatic components [so can be done while grappled], doesn't require a free hand and does not provoke).

Current CMD is 23

"Bad move, stupid." Solomon snarled at the ogre. Then his eyes flared and a wave of fire erupted from him.

Channel Energy (fire). Every creature within 30 feet takes 1d6 fire damage (DC 15 Will save for half). In addition, any creature that fails the save immediately Catches on fire (taking 1d6 more damage this round, and every round after until it is put out).

This catches a few allies in the blast too, but I think everyone has fire resistance from their gems, so it should be ok.

Solomon, I should have caught this when you first posted it, but I did not notice until I was putting together the summary for Round 3. You will not be able to harm any living creature with your channeled energy since it is still coming from a channeled positive energy effect.

Further, Variant Channeling only modifies positive energy when it is used to heal, but positive energy used to harm still does normal, unmodified, positive energy damage.

See the excerpts of channel energy and variant channeling below:

Channel Energy Link

Channel Energy wrote:
A good warpriest (or one who worships a good deity) channels positive energy and can choose to heal living creatures or to deal damage to undead creatures. An evil warpriest (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or heal undead creatures.

Variant Channeling Link

Variant Channeling wrote:
A variant channeling either modifies positive channeled energy when used to heal or modifies negative energy when used to harm. When using positive energy to heal, affected creatures gain only half the normal amount of healing but also receive a specific beneficial effect. When channeling negative energy to harm, affected creatures take only half the normal damage but take an additional penalty or harmful effect; a successful saving throw negates the additional penalty or effect but does not reduce the damage any further. Creatures that would normally ignore the effect of a particular channel (such as undead with respect to a positive energy channel used to heal) ignore the variant effect of that channel.

Emphasis mine

To the best of my understanding, you can only use the heal effect of variant channeling if you channel positive energy, and using positive energy to harm will still not affect any living creatures except the weird ones like Damphir.


HP 26/45, Fire Resist 10, AC 18, CMD 21, Fort +7, Ref, +7, Will +9 Darts 48, Fervor 4/5, Blessings 5/5, Enhance Weapon 4/4, Hero Points 2, Rerolls: 1 Active Effects: Defending Bone (15), bull strength, divine favor

I'm Neutral Good. It's my understanding that because I am neutral I am able to pick which version of Channel I want when I gain the ability.

I went with Negative Energy (Fire Variant) because it was thematically appropriate, and because Channel Energy is an absolute waste of an ability for me. I can't see myself every using channeled positive energy. Fervor is better spent on other things.

If you don't want to allow it, that's fine. I'll figure out something else to do.


LG Aasimar Zen Archer 5 | Status: Ok
Stats:
AC 18 (T 18, FF 16) | CMB +6, CMD 24 | Init +6 | Speed 40ft | F +6, R +6, W +9 | Perc +13, SM +15 Darkvision
HP 45/55 | See Invisibility 1/1 | Ki 5/6 | Perfect Strike 5/5 | Hero Points 3/3

Well, if you're Good, you channel Positive Energy, to my understanding. Your neutrality is related to the Chaos/Law axis.

But then again, I don't GM.


HP 26/45, Fire Resist 10, AC 18, CMD 21, Fort +7, Ref, +7, Will +9 Darts 48, Fervor 4/5, Blessings 5/5, Enhance Weapon 4/4, Hero Points 2, Rerolls: 1 Active Effects: Defending Bone (15), bull strength, divine favor

Hmm. I think you're right. That sucks. Channel is such a waste of warpriests.

Sigh, alright. I'll figure something else out to do.


Male I am a meat Popsicle

As someone who also plays a warpriest, I am inclined to agree that channel is mostly wasted on them.

But The key to being able to choose your channeled energy type is to be both neutral on the good/evil axis, and to also worship a deity that is neutral on the same axis. It takes two neutrals to equal a choice.

I would be open to a discussion of what to do for warpriests as a replacement for channel, but it would have to be completely probationary.


Female Aasimar (Garuda-Blooded) Unchained Rogue 5 (Counterfit Mage/Bandit)[HP 50/50 | AC 17/15/12 | Fort +2, Ref +9, Will +5 | Init +9; Perception +12]

Solomon,

I am not sure I understand what you are doing with your grapple check. Are you trying to escape or take control of the grapple or what?


LG Aasimar Zen Archer 5 | Status: Ok
Stats:
AC 18 (T 18, FF 16) | CMB +6, CMD 24 | Init +6 | Speed 40ft | F +6, R +6, W +9 | Perc +13, SM +15 Darkvision
HP 45/55 | See Invisibility 1/1 | Ki 5/6 | Perfect Strike 5/5 | Hero Points 3/3

Well, Channeling is not an impressive ability per se, not even with clerics. IMHO, the best you can do with it is either leave it or buiy feats with Channeling prerrequisites, like Channel Smite or whatever.

On the other hand, some archetypes replace channeling for something better. The Warpriest has Arsenal Chaplain which forgoes Channeling and something else for Weapon Training, for example.


Male Human Wizard 5; Init +1; Senses Perception +3; AC 15 (+1 Dex., +4 armour); HP 39; Fort +3, Ref +3, Will +4

I quite like channelling. It's bonus healing power. You can't have enough healing power on a team.


HP 26/45, Fire Resist 10, AC 18, CMD 21, Fort +7, Ref, +7, Will +9 Darts 48, Fervor 4/5, Blessings 5/5, Enhance Weapon 4/4, Hero Points 2, Rerolls: 1 Active Effects: Defending Bone (15), bull strength, divine favor
Kilarra Norgorkin wrote:

Solomon,

I am not sure I understand what you are doing with your grapple check. Are you trying to escape or take control of the grapple or what?

Escape. I don't feel like getting into a grapple war with this guy. If I escape, I'm spending the rest of my action moving.


Male Human Wizard 5; Init +1; Senses Perception +3; AC 15 (+1 Dex., +4 armour); HP 39; Fort +3, Ref +3, Will +4

Heroism doesn't come cheaply. ^_^;


HP 26/45, Fire Resist 10, AC 18, CMD 21, Fort +7, Ref, +7, Will +9 Darts 48, Fervor 4/5, Blessings 5/5, Enhance Weapon 4/4, Hero Points 2, Rerolls: 1 Active Effects: Defending Bone (15), bull strength, divine favor

Another rules clarification-

As far as I understand, Combat Maneuvers are Attack Rolls, and bardsong applies to them.

Here's my supporting evidence. Am I misunderstanding this?

Combat section, CRB wrote:
"When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll.
Melee Attack Definition wrote:
"Melee Attack: While a melee attack isn't an action type itself, many options and other rules affect melee attacks. Some combat options (such as the disarm and sunder combat maneuvers) can be used anytime you make a melee attack, including attacks of opportunity."
Bard Song, CRB wrote:
An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls."


Male I am a meat Popsicle

No update tonight. Almost 14 hours at work and an early morning tomorrow leaves me with no time for more of a post than this.


Male I am a meat Popsicle

That is interesting, Solomon, I stand corrected. All the time I have been playing this game, and all the times I have read that section, that has never registered.


HP 26/45, Fire Resist 10, AC 18, CMD 21, Fort +7, Ref, +7, Will +9 Darts 48, Fervor 4/5, Blessings 5/5, Enhance Weapon 4/4, Hero Points 2, Rerolls: 1 Active Effects: Defending Bone (15), bull strength, divine favor

Phew.

Combat Maneuvers are already a bad idea in most cases. If they didn't get boosted by common buffs, they'd be extra awful.


Female NG Aasimar (Azata-Blooded) Fighter (Dawnflower Dervish) 1 / Cardinal) 1 | HP: 19/19 | AC: 17 (13 T, 14 F) | CMB: -1, CMD: 12 | F: +4, R: +5, W: +6 | Init: +3| Perc: +7, SM: +6 | Performance 6/6 | Channel 5/5

Wow, has anyone noticed dice rolls on the forums being just miserably bad the last couple of weeks?

Here are my last 12 d20 rolls from my campaigns: 5, 7, 2, 15, 16, 1, 16, 1, 7, 1, 1, 1.

I've rolled a 1 more often than any number 10 or above. That's crazy.


Male Human Wizard 5; Init +1; Senses Perception +3; AC 15 (+1 Dex., +4 armour); HP 39; Fort +3, Ref +3, Will +4

Yeah, I was a bit underwhelmed about some recent rolls, too -- not just in this game.


Female Aasimar (Garuda-Blooded) Unchained Rogue 5 (Counterfit Mage/Bandit)[HP 50/50 | AC 17/15/12 | Fort +2, Ref +9, Will +5 | Init +9; Perception +12]

I have felt that way for a while, however my last round seemed to go pretty well albeit both of my primary damage dice rolls were 1's it was still good overall. Given the high number of low rolls I was very apprehensive to try and tumble through the enemy square but unless I have grossly underestimated their CMD then my plan should have succeeded.

In another game I play a character with a reach weapon. Reach opens up oh so many tactical possibilities IMO. I am soooo glad you made that spear Solomon!


HP 26/45, Fire Resist 10, AC 18, CMD 21, Fort +7, Ref, +7, Will +9 Darts 48, Fervor 4/5, Blessings 5/5, Enhance Weapon 4/4, Hero Points 2, Rerolls: 1 Active Effects: Defending Bone (15), bull strength, divine favor

Me too. A reach/thrown weapon switch hitter isn't the way I originally envisioned solomon, but I'm really enjoying the results. He's extremely versatile. I'm not sure how it will play out in the long run, but at low levels it seems to be a hell of a combo.

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