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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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

Oh man, in the five quick edits I did in succession I just realised I used the wrong 'their'


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]

Yeah, logically, it *feels* like it would work. I mean, its just sonic energy or something to shatter him.

On the other hand, it is a spell that targets creatures and the fort save.

Lets hope he get a splitting headache and some tinnitus to go with it :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]

@Mindblade - no idea how those work :P

@1s - Having them roll 1 for damage is really nice, but it would be even sweeter if they rolled 1 on the to hit ^^

@Ghostbusting - Elise claws 'count as magic for the purpose of overcoming damage reduction'. Not sure if that means they are usable against incorporeal or not. But I can look it up ?

Edit:

@Fort Save - Elise Fort Save while raging is +11. Might matter next time : )

@Shield - Elise is now Shielded: her AC is 4 higher (even against incorporeal touch attacks!) and she is immune to Magic Missile. Nifty : )


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

@GM Radiance, yes a maximum of +5 Enhancement, +5 Weapon Properties. It's just that Nethan can not achieve those stats at this time or whatever the maximum will be for M6.

What's the bonus, an extra +1?


@Elise: Ah so they do, that means mr captain has taken some more damage. I don't think the claws can be used for ghost busting as you aren't overcoming DR when dealing with incorporeal. I don't think anyway. I can't find much about it however.

@Nethan: Cool, yea it's the +1 version which should make your weapon magical too (if it didn't count as that already).


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]

@Count-as-magic: Mkay . )

I probably should have bought it up earlier, I just didn't think about the ability until the spooky things came along. But extra damage is always nice :P

Also, I too looked around a bit regarding the incorporeal interaction, but the consensus seems to be as you ruled (since incorporeal =/ damage reduction).


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]
Claws (Su) wrote:

At 1st level, you grow claws. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage reduction. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws deal an additional 1d6 points of damage of your energy type on a hit.

Hopefully, there will be a E6 feat advancing her Bloodline to 8th level (*puppyeyes*) which would combine nicely with her Mythic feat (+4 to bloodlines [but only on abilities you already have!]) and let her reach the fire damage part of the claws also :D


There's a bloodline feat for sorceror that I've got in the document to do that so it'll be similar.


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 have seen that one, suspected it would work that way for a Bloodrager too (but one can hope :P).

Just to clarify, a sixth level sorcerer picking up that feat would gain the 9th level ability, but count as 6th level for the purpose of its effects right ? (ie the sorcerer would deal 6d6 damage with a breath weapon instead of 9d6?)


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

GM Radiance, it is currently +1 ATK/DAM {Magical}, +1 energy weapon property {Acid}. This would make +2 ATK/DAM, +1 energy weapon property.


M Humanborn
Elise of the Red Hill wrote:
Claws (Su) wrote:

At 1st level, you grow claws. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage reduction. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws deal an additional 1d6 points of damage of your energy type on a hit.

Hopefully, there will be a E6 feat advancing her Bloodline to 8th level (*puppyeyes*) which would combine nicely with her Mythic feat (+4 to bloodlines [but only on abilities you already have!]) and let her reach the fire damage part of the claws also :D

Improved Natural Attack ought to do that right?


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]

@Improved Natural Attack - It would bump the damage of the 'mundane' part of the claws up (1d8->2d6), but it wouldn't give the fiery fun : )

@Nethan - Amelia is standing right next to one of the foes, so you can be a bit proactive with your defence if you want :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

@Elise, did you look at the map and Gameplay page 34? I attacked the ghost behind Dreyyn which was the closest ghost to Amelia at the time ... :-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]

Sorry, didn't notice the edit : )


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
Elise of the Red Hill wrote:
Sorry, didn't notice the edit : )

That happen because I did have access to the map at the time I moved with Amelia. Again, sorry for the confusion ... 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

Pssst Dreyyn, don't forget the Haste.


Inactive

Is it cheating if I use the Wand to cast Cure Modereate Wounds on the ghost? I assume the positive energy will harm it.


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
Amelia Lightfoot wrote:
Is it cheating if I use the Wand to cast Cure Modereate Wounds on the ghost? I assume the positive energy will harm it.

It should hurt it but that's up to GM Radiance ... :-)


It's still as the spell so you can use up a charge if you want to attack the ghost!


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 we are hitting them good enough with weapons but at least it is an option but since we are hurting somewhat, I am going to be using it for healing. Besides Cure Moderate, was there anything else about the wand or is that we have discovered thus far?


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]

Added the extra AC/Ref/CMD (Dodge bonus from Haste carries over) as'+1' or '+5' to the values.

Not sure if it is clearer now, or just more messy. I loathe to remove the old numbers since I'll would have to find the values again ... (which, really, wouldn't be that hard. I might just be lazy ...)


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 - quicker casting, ranged casting and people not holding it can cast. And it feeds on the dying :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]

@Radiance - Are we up =)?


Er yes.. in my haste I forgot to say your guys goes. Go for it.
I always feel paranoid on those 1 hour edits, and sometimes hitting preview and post being lost. It's rather annoying that the paizo site doesn't save your last post.


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
Elise of the Red Hill wrote:
@Wand - quicker casting, ranged casting and people not holding it can cast. And it feeds on the dying :P

1. Quicker casting like quick casting?

2. The wielder does not have to be holding it to use it?
3. It feeds on the dying, we are all different stages of dying, does that mean it will feed on us? ... LOL. Or does it have to be given the command to feed and is that how it recharges?


Currently: 18 Charges

This wand can be used either by being on the person or in their hand. If the wand is in their hand they may activate it as a swift action instead of a standard. If it is not in their hand they may activate it as a standard. When cast it casts cure moderate wounds as CL 5.

This spell may also be activated by anyone within 30 feet of the wielder. This takes their standard action, not the wielder's. The spell is then cast from the activator with a range of touch.

When someone activates the wand be it the wielder or someone within 30ft they may spend Mythic points to enhance the effects in two ways.

1 point: The spell now heals 4d8+10 instead.

1 point: The spell can now be activated as a swift action. If this power is activated by the wielder and the wand is held in his/her hand the casting becomes a free action.

They may activate any and all abilities as long as they spend the points needed.

Unlike normal wands this wand does not have finite charges, instead it is regenerated through combat. For every enemy that is either killed or incapacitated within 100 feet of the wielder the wand gains a number of charges equal to the creature's CR. These charges are reset to 0 every 24 hours.

School: Conjuration, Evocation.

1- If you holding this wand in your hand it is a swift not standard to activate.

2 - the wielder does not to be holding it, anyone can use it as long as they are within 30 ft of the person with it.

3 - it feeds on battle more accurately, it is a wand of valour. As in the Valour in battle not soul sucking, that was just the assumption. It works on undead/constructs/oozes.


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

Can Legendary Points (LPS) be used as well?


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'm helping!

Actually, while the concept demanded that Al needed to have magic swords, I'm actually pretty happy with how well he seems to be doing. Normally a wizard at the forefront of combat is a wizard trying to run away, but Al seems like he might actually be okay at it.


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

Thanks Amelia for reminding me that I have my regular turn. I didn't forget but just waiting for GM Radiance to respond to my LPS question and now yours. Now in addition, since Amelia used the wand, the wand can only be used once per round, correct?


I can't find where LPS falls under? Could you perhaps show me a link to them somewhere on the prd or d20pfsrd. I'm guessing they function like mythic points?

I don't have a limitation on the wand.. I probably should. Probably once per player turn just so you can't use your swift and standard to activate it twice.


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

Taken from here.

Legendary Power: All legendary items contain a pool of power—at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whether or not that creature is mythic. These uses of legendary power can be expended only to activate the legendary item's abilities. If the item's bearer isn't bonded to the item, she can expend the item's legendary power only to use its legendary surge ability.

EDIT: I will also post tonight at home when I can see the map.

Adding the healed 13 points. In addition, remember to recharge the wand for the Ghost's perm death. Thanks!


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
GM_Radiance wrote:
I don't have a limitation on the wand.. I probably should. Probably once per player turn just so you can't use your swift and standard to activate it twice.

Probably a wise choice, you know us players ... lol


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]

Yeah, a limit is sensible. Otherwise, one may simply spend lets say all 5 mythic points and inflict 10d8+25 damage on an undead foe (cast as free action 5 times!) :P

And sorry about my sluggishness


Bit ill over the weekend, I'll post in the morning hopefully when I have a clearer head.


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

Glad to see you feeling better!


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]

Speculation: Someone took Arazni's heart and cast Clone on it : )?


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]

12000gp per head?

I need a while to make a list :P


That should be the WBL from 3-6, or a little bit under.


Inactive

Woah, 12,000 gp! I can get a Blinkback Belt!

Also, I can finally pay Nethan back his 16.4 gold that I've been owing him.

Would you be open to making a Blinkback Belt into a chest slot item - i.e. a Blinkback Bandolier? I also want to squeeze in a Belt of Incredible Dexterity +2, but it would take up the same slot. If this works, my planned items are:

Blinkback Bandolier (5,000 gp)
Starknife +1 (2,324 gp)
Belt of Incredible Dexterity (4,000 gp)
Repaying Nethan (16.4gp)
Leftover Gold (599.6 gp)

Also, I need to remind myself to ask when bad guys are evil outsiders so I can use favored class bonuses!


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

I'll look at itemization in a bit. Not sure what i would want, aside from big-6 items. maybe something to heal me haha


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 am going to have to wait until next tier to upgrade my Legendary to Upgradeable so I am debating to either keep the gold worth if possible or purchase a few items.


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]

Cloak of Fangs - Might be fun, not 100% yet.

List:

Cloak of Fangs or Cloak of Resistance +1 & Ring of Protection +1
2800 or 3000 gp

Amulet of Mighty Fists: Furious
5000 gp

Belt of Mighty Con* +2
4000 gp

Total: 11800 or 12000gp

*Not sure if I should go for Str or Con. On one hand, not dying is nice - and it will help Elise once she breathes fire. On the second, more damage (and especially hitting better!) is always sweet. But I did get that buff already with my Amulet ...

Hmm : )


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

So far thinking:

Daredevil Boots 1400gp
Jingasa of the Fortunate Soldier 5000gp
another +1 on my armor 3000gp

or i could drop the boots and pick up a belt of STR for 4000gp


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'm looking at
headband of int +2 (perception)
Scabbard of Vigor
Gloves of Arcane Striking
and, most controversially...
The Book of Harms - ideally with a few extra spells (about 300gp worth)

As regards the last, I'd like it to be a non-Eldred artefact. Ideally the spellbook of a wizard linked to Tar-Baphon, or even a pre-tyrant artefact.


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 do realise that turning Al into a melee guy isn't going to really work - I'm chasing a concept here. At least the gloves mean he's an okay buff.


I think most have chosen their things, they all sound fine. I know Nethan wants to wait and you can, just say you found an object that you can't use yet for your upgrade.

So before we move on can I ask everyone just to post a description of what they find in the room in the gameplay thread!


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

Sure :)
You okay with the book thing? I realise Eldred use a different magic system, so I figure it'd need to come from our world.


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

In fact the items make sense to all come from the same wizard, if that is okay.
Edit: in which case I might make the headband acrobatics


Inactive

D'oh! I actually owe Nethan 25 gp, which I now pay back. Sorry about trying to shortchange you there.


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

anyone have any suggestions for items for me? the ones i picked are kinda boring, but needed. not sure how to gear out a slayer.

i would boost my weapon but as a double it would cost me all 12k to make each side +2 from its basic +1

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