Mythic 6 - Tar-Baphon's final trap and the world left untouched.

Game Master Davachido

Initiative:
Initiative order: Amelia, Dreyyn, Demons, Nethan, Elise, Elves

Current Map


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That sounds like so much fun! /sarcasm

I hope you get that all sorted, having no internet at home can be quite a pain especially when it isn't an easy fix.


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

I will be officially caught up by Sunday night.


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

@Containers - If someone is curious and want to bring some liquid, Elise has a canteen (filled with water) and another waterskin (filled with mead). She can sacrifice the contents of either (but wouldn't like to waste the later, but with a Con 18 she *might* be able to hold down a waterskin full :P)


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

Also, I am not sure if that 'carnivean' comment is supposed to reassure us ... :P

Some pics for people unfamiliar with Hordes/Warmachine:

1 (no, it is not one of the small ones. Also: note elf chick for scale!)

2

Ravagore, ranged support variant : )


I have never seen that 2nd one...damn, I bet that's hard to get a hold of now or expensive, or both!


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

They appear to have it in stock.

So the answer appears to be 'expensive' :P


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

Hmmm - seems like Mythic E6 so far has the same burn rate as normal Mythic. Combats are over (one way or the other) very quickly.


I think that comes from mythic attacks, most of the monsters do have ways to regenerate or defend quite well. Though in this case if 3 more powerful attacks are coming their way they have little time to defend. Let's see how the next few combats do, this one isn't mythic though the next one is.


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

I'd say considering the damage the beast put back at us, I'm for one glad that combat ended quickly :P


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

I admit it - I've wanted to use that line for a long time.

I don't mind quick fights, by the way. It is characteristic of Mythic PCs.


The creature I had you fighting before was effectively a CR8, which is likely why the damage was quite high though it did fall in range of normal damage output for that CR.

Admittedly at Mythic E6 levels with the durability of both sides despite the quick nature of the combats they don't feel too swingy. I think I'd only really endanger a PC of death without any way of defending if I spend all my resources + mythic points in a single turn on a single PC and roll well. Though that would feel a tad unfair.


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

@Combat/train - Never mind, I noticed my initiative roll wasn't that stellar :P

@Al's line - :P

@Short combats - One way to make battles last longer would be filling up the field with plenty of (fire resistant :P) fodder and but something scary/buffing behind them.

On the other hand, semi-quick combats are nice in pbp's so they don't take weeks to resolve : )


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

Teleporting skeletons? Cool!

Also - on the topic of resistance, I feel that I should point out that Claws deal S/B damage (if this skeleton is indeed just a simple skeleton)! :)


Well that's why I said you cut the resistance. Since your claws are bashing.


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

Mkay : )

Was just checking, since I wasn't sure if it was punch trough resistances (as in "you dealt enough damage to overcome the DR!") or punch trough the resistances (as in "you dealt the correct damage to overcome the DR!").

If that made any sense ... :P


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

Who are the two Dreyyn is dealing with in the corridor, and who is the 2nd from him?

Also could Nethan get to the round room above Elise and the mage(?), and w/o AoO?


The mage is the one in front, the elf is the one in the back. I realise now I might have the icons backwards for the enemies. It's the mage and Elf to the north, teleporting warrior to the west.

Nethan should be able to get to the top room without provoking, the corridors provided he doesn't attempt to keep going past the creature or further into the room. Though the creature doesn't have combat reflexes if this helps with whichever idea you might have cooked up.


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

Thank you, posting after I pick the dog up from the Dog Day Care.


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

@Amelia - You could borrow Elise sling if you want. But slings doesn't play super nice with Rapid Shot, unless you got some sort of general quick reload ...

Or you could get the Weapon Versatility feat later on. Since you have a bab of 5, you get to pick if your weapon deals slashing, piercing or crushing damage as a free action !

The feat above might not be 100% intended for ranged weapons - but eh it totally works! And Amelia is already making crazy trick-shots look easy...

(Fun fact: Rays have been clarified to work with feats that call out 'weapons'! One day, I shall have an Arcane Trickster that shoots razor sharp Rays of Frost or cuts stuff with Scorching Ray :) )


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

Is the witch the marker at the top in the dark area?


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

When Al's turn comes up, is it possible to send a fireball down that coridoor to say goodbye?


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

Oh wait, it is not round 4 yet.


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

Yeah. No fireball if Dreyyn is there first.


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

Opposed Schools:
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.

Spellcraft:
Modifiers

Class If you are a specialist wizard, you get a +2 bonus on Spellcraft checks made to identify, learn, and prepare spells from your chosen school. Similarly, you take a –5 penalty on similar checks made concerning spells from your opposition schools.

Seems to only apply to magic item crafting and actual spells. Not sure tough, seems pretty reasonable for it to extend to items too!


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

I think the reason they didn't extend to items is because of rogues and other classes that use magic items because they have no school. In addition, the magic item does the casting, you don't. But in the end, it will be all up to the GM.


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

We have to get another one of those CLW wands!


I shall check over those rules bit in the morning. Late here.

Edit: Oh these are for identifying the item, well it isn't his opposed school. However I'll read up on that myself in the morning so I find out for if it comes up again!


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

@Wand - The wand looks really cool : )

I like it. One gets a bit of healing after each battle, proportional to the difficulty!

And, as a bonus, it would make environmental hazards more hazardous, since they don't *die* so we can't use our healing stick on them!

If I am to run a campaign, I might actually steal this one ... : )

Thoughts: My only concern would be that it is perhaps a bit too generous, if that is a thing. A CR 4 fight/monster would give 8d8+20 hp back, average 56. If it is a crowd of low CR critters it is even more. That sort of fight is probably not going to inflict up to 56 damage on us. Or ...?

Maybe I'm just overly conservative. But, it might be something to have in mind. We'll see : )

@Team - Whom wants to carry that? Elise is somewhat meaty, so she won't go down (and can use the free/swift action mythic heal to tank more!). But she will frequently be bogged down in close combat, so she can't reposition.

On the other hand, anyone can use the standard action heal ...

Thoughts =)?

Perhaps someone that frequently has a hand free could benefit from the in hand swift action?


Hmm you could be right with the high hp back, though I made it like this so monsters could hit a little harder once we go a bit further into E6 tier. Of course the mythic tier is going to go up soon too so a bit more damage abound.

The low CR critters is the one I have to be careful of. I'll have a think on that one.


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

Might be. Perhaps diminishing returns for low CR critters?

I looked at the CR chart, and at E6 levels of CR the 'extra heal' of mobs isn't overwhelming. (example: six CR 3 are rated as CR 8, but heals at 18. That is about as bad as it gets, I think...)

On the other hand, future-proofing isn't bad : )


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

I must admit, part of the reason I brought up low-cr hordes is my desire to see them once or twice in game.

I hope that Elise can pick up the Breathe Fire Bloodline power (trough a E6 feat or something, like a sorcerer :D) and it would be cool to breath fire on a group of foes :P


I've put up a very rudimentary grid. I'll remember to actually bake that into the picture for the next map. Careful with it though since I have not found a way to lock the picture so it might move when you try to pick up your counters. Just undo the movement.

Thinking about the wand I could make it return charges only from creatures that are at least half your ECL. So at the moment you would gain things from CR 3, though next level you wouldn't since you'd count as at ECL 8. (Level 6 + 2 MR) That would stop hordes of little things giving you too much healing. Think that might be a bit better?


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

LOL ... no such thing as too much healing ... lol


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

Possibly treat it as a single combined attack?
So two CR6 is CR 8, not 12 charges?


M Humanborn
Alþórel wrote:

Possibly treat it as a single combined attack?

So two CR6 is CR 8, not 12 charges?

yes, most things that calculate something regarding the enemy use HD rather than CR if they are calculating effects. Story feats and certain prestige class prereqs, for instance "must have slain an enemy equal to your CR +1 single-handedly" or something similar.

So i would say either use HD (typically higher than CR) or count the overall CR (I'd probably need as much healing from 400 CR 1/2s as i would a CR 9) etc.


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

I got a little excited to have 'the bars! they bend and twist under my berserker strength' happen. Spoilered that, since it sorta feels like the good Captain isn't the good Captain anymore : )


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

Please excuse my absence, I should be back in the game Monday. I had a very busy and frustrating previous week and I am taking a break. If you need to NPC me or already have, that is fine. One more thing, it may take me a bit to get caught up but I will start Monday.

Thank you


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

Looks like he was indeed evil (hmm. Wonder if he was evil all along and just disguised himself, or if he is recently turned!).

It is moments like these I wished I had Improved Sunder, to truly pick apart some metal :P (Hmm. Barroom Brawler for my next feat perhaps ... )

Anyone wants to do anything or shall we get on with the beating : )?


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

walk up, pretend to help, then beat him haha


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

Hat of Disguise (+ Undetectable Alignment) + Magic Aura (on the hat)

A pretty good disguise and not too pricey either. Plausible ?


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

I was thinking Mask Dweomer, but Magic Aura on a Hat of Disguise is a good way as well.
Still, it is a lot of extra work, and inherently carries a risk.

Given we're infiltrating somewhere we know have illusionists, investing in a divination might be well worth while.


For someone trying to hide himself in the world of creatures that were against his master he would go through the effort.

There are other spells too that are able to do things to circumvent detect spells, I won't say which ones he used but I can give you a little bit of lore for free about Graveknights and their relation to Tar-Baphon since the reveal has happened. Also telling you the main hints I threw out to get to this point.

The main retinue of Arazni are a set of Graveknights, Arazni is the lich who serves Tar-Baphon. To note remember that the captain was quite interested in the bloodstones. The detection device he had was emblazoned with was the shattered shield of Aroden. The team was all wearing Aroden's colours as former knights of Ozem that were turned by Arazni before the change to Iomadae. They also made reference to serving people that still exist on Azlant, the Mordant Spire. Not much is known about them other than they strongly opposed the forces on Azlant, i.e. Aroden and his people. There is more but hopefully you can start to connect some of the dots going on.

I purposely wanted to do stories on Tar-Baphon as there is not much about the forces in the background that helped him in Golarion lore. So I can take a few liberties while sticking closely to what happened. (Hopefully no lore comes out in the coming months that directly contradict what is being revealed here :P) Anyway back to the game, if it helps people with things later on in the game, like I said before I like injecting hints along the way to foreshadow later events. I know Amelia has seen me do it previously with a certain village :D


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

Naw, it is all good. Honestly, I remember being a tiny bit suspicious since they appeared to be so dam old, but just chalked it up to time-screwing magic. I was foolish :P

And this is fun. Really fun : )

(And don't worry about future lore, we'll just send Paizo a campaign link once we have come a bit further so they know how they should do stuff :P)


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

Sorry - I'm fine with it! I know about Arazni and the graveknights, I think it's a great story :)

I've played in games where rather than say 'roll will. You failed. Attack your friends.' Instead they'd set up an elaborate situation where attacking your friends *totally* made sense. I believe these guys do illusions... I felt it was worth making sure.


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

To be fair, Elise has never felt any overwhelming desire to be hit by a sword :P


True no one does, except maybe the suicidal :P


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

I hope the Graveknight has Misdirection targeted to a rock. Would be sorta ironic :P


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

He he, it would, wouldn't it. I was thinking the same thing!


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

Personally, I think I'll get Barrom Brawler next. Just so that I wouldn't have to feel that one feat is missing all the time :P

@Al's spell - Hmm. Hmmmmm. Will be interesting to see if it works : )


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

It should work on undead: I believe you can use it to shatter a wall and undead aren't immune to daze. On the other hand that saving throw...

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