Sheik Voodoo's Katapesh Nights (Inactive)

Game Master voodoo chili

From the City of Bazaars to the City of Brass.
Kelmarane.


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Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Kzrira would vote to buy the wand. Unfortunately, unlike Chicago and Nex, they do not let the dead vote in Kelmarane.


HP 94 | AC/Touch/Flat 21/15/18 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +9; CMD 23 Acrobatics (15) Bluff (14) Diplomacy (7) Kno:Local (6) Perception (13*) Stealth (17) FIRE: 5

I may come to regret this but between 15 charges, a cleric and a paladin I think we will be okay? Not that the sale is a great loss....so on second thought we might as well grab one if there is one to buy.

This does bring up a conversation about going through the loot list and splitting shares. I assume it is only right and fair to give the bard his cut though I feel silly giving the corpse any money... O:)


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Hey thief, it could have been you taking that 76hp crit.


Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)

Yeah, I feel we need to give Faelar his cut, just because I figure Voodoo figured out what kind of money/power level he wanted for us. I assumed we weren't really selling anything else until Katapesh because of Amir's bonus in the Night Market.


HP 94 | AC/Touch/Flat 21/15/18 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +9; CMD 23 Acrobatics (15) Bluff (14) Diplomacy (7) Kno:Local (6) Perception (13*) Stealth (17) FIRE: 5

Well my bonus only applies to non magic but it probably makes sense as I doubt Kelemerane has enough money for some of the things we are looking to off load. I could be wrong about that though.


Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)

A lot of the loot is non-magical. MW weapons and armor and ornate hookahs and alabaster boxes and such.


HP 94 | AC/Touch/Flat 21/15/18 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +9; CMD 23 Acrobatics (15) Bluff (14) Diplomacy (7) Kno:Local (6) Perception (13*) Stealth (17) FIRE: 5

Right that was what I meant to articulate but didn't, at all. That since so much is not mundane I would question if Kelemerane even had the money floating around to buy that kind of high priced stuff per se. Plus the fact that we need to go back anyway. I was mostly musing it may not be a big boost but the opportunity and treasure load out make it worthwhile.

/end babble.


HP 94 | AC/Touch/Flat 21/15/18 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +9; CMD 23 Acrobatics (15) Bluff (14) Diplomacy (7) Kno:Local (6) Perception (13*) Stealth (17) FIRE: 5

having some trouble at home, might be monday before I can post.


karethas- what's the Dex and Cha damage from? disease? I'm losing track of all the afflictions i toss you're way... baad GM.


Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)

It's the long term damage from the disease the div gave me. I think you forgot the initial 3 damage from falling off the horse. Unless my math is wrong.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

We do have a cleric that can probably cast Restoration, lesser and Cure Disease. Of course if you like the disease that the Div spreads, have at it.


Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)

I can cast restoration. If you remember we were using it as a long term disability that was going to take 2 Greater Restorations to cure...at 5k a pop.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Ah, I did not realize that. I guess being dead has affected my memory.

Is this from the curse you got quite a while ago? I thought that could be cured by a regular restoration. In searching the IC, I do not see any Restoration, greater referenced.


Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)

Kzrira, I put a proposed character in recruitment thread. Put in a good word for me if you can.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Heh, I will. Will you have trouble running a LN character? WotW is not really made for people with even moderately redeemable souls.


Karethas ibn Faradin wrote:
It's the long term damage from the disease the div gave me. I think you forgot the initial 3 damage from falling off the horse. Unless my math is wrong.

ah, that was actually from the periapt of foul rotting Amir found.


Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)

My mistake. The character is LE.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Ah, much better. You going straight cleric? Or an archetype like Fiendish Vessel or something else?


Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)

Straight cleric.


ahem. can't y'all PM or something instead of hijacking this discussion thread?! shoo!

btw I'll give Amir a chance to check in tomorrow before I bot him since he said he's likely be checking back Mon.


Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)

4 posts constitutes hijacking your thread? :-P


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

I don't hijack threads. Mislead, subvert, abscond with, commandeer, and co-opt are more my style.

Plus, I am dead. How is a dead archer in a bag supposed to hijack anything.


obviously we need to keep both of you alive and conscious so the discussion thread isn't haunted with inane and off topic discussions ; )

and now, Kzrira reporting dead from BAG-dad! : )


Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +4; Heal: +9; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 8/Bloodrager 1
Vitals:
(HP: 80[98]/80[98] AC: 23[21]/11[9]/22[20]; Percep: +11 [+13]; Init: +1; Fort +11[+13], Ref: +4, Will: +12[+14]; CMD: 22[24]; CMB +11[+13]; Speed: 50; Fire: Immune)

I can't complain -- it was that kind of hijacking in another thread that got me here. ;)


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

I don't hijack - lets just call it dissipation of information.

Oh, and I know nothing about recruiting Tilnar. (He just keeps showing up in my campaigns Currently I am trying to hide from him in Osirian, Varisia, Katapesh and some made up world.)


Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +4; Heal: +9; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 8/Bloodrager 1
Vitals:
(HP: 80[98]/80[98] AC: 23[21]/11[9]/22[20]; Percep: +11 [+13]; Init: +1; Fort +11[+13], Ref: +4, Will: +12[+14]; CMD: 22[24]; CMB +11[+13]; Speed: 50; Fire: Immune)

The bag of holding makes a wonderful hiding spot. ;)


For the new guys, to clarify my position on detect evil as stated previously:

Sheik Voodoo wrote:

I tend to think of EVIL in the supernatural sense. More than just a type of behavior, i.e. alignment. Common gnolls aren't even high enough HD to register on a detect evil spell.

According to detect evil, things that actually register at least faintly evil include- undead, evil outsiders, evil clerics and paladins, evil creatures > 5 HD and moderate power evil magic items.

Honestly, I'd take alignment totally off the table as that's not supernatural EVIL, just sociopathic behavior and it kills some roleplaying opportunities. But I'll let paladins have their fun.

Just an FYI for when it comes up. In this case, yes indeed, the veiled woman registers as Strong evil to Nasir's evil-dar.


Kzrira Maiwith wrote:
Also, I do not know the mamluk's hp, but I doubt it is anywhere close to mine, so he will be the first target for any gnoll archers.

yeah, that'd be good to know. here what I',m using for Mamluks.

Kzrira's victim is currently at half hp so healing him would be a good idea.

MAMLUKS:

Male half-orc fighter 2
NE Medium humanoid
Init +1; Senses darkvision 60ft.; Perception +1
DEFENSE
AC 15, touch 11, flat-footed 14 (+3 armor, +1 Dex, +1 dodge)
hp 15 (2d10+4)
Fort +4, Ref +1, Will +3; +2 vs. fear,
OFFENSE
Speed 30 ft.,
Melee falchion +6 (1d8+6)
STATISTICS
Str 18, Dex 13, Con 14, Int 8, Wis 12, Cha 10
Base Atk +2; CMB +5; CMD 16
Feats DodgeB, Iron Will, Horde Charge
Skills Acrobatics 1/0, Climb 1/3
Languages Common
SQ bravery +1, orc ferocity
Gear studded leather armor, falchion

The Exchange

Male Human (Keleshite) Paladin (Undead Scourge) 2 [HP: 20/20]
Character Information:
[Armor Class: 16; Touch: 11; Flat Footed: 15]; [BAB: +2; CMB: +5; CMD: 16]; [Saves: Fortitude: +7; Reflex: +3; Will: +5]; [Initiative: +1]; [Perception: +2]
Smite Evil: 1/1; Lay on Hands: 1/3

Sorry for the delay. Had to take Monday off of work because of car trouble and have spent the rest of the week playing catch up.


Nasir ibn Al'Said wrote:
Since the Div is an evil outsider, my first smite attack should have done an additional 6 points of damage, which I'll add here if that's okay?

Nasir- Your previous attack on her missed. To be clear, only dropping held objects is a free action. If sticking them in the sand was just flavor text for dropping them just understand that they can be grabbed and you could take an AoO retrieving them same as dropped.

I'll add the damage if that was your intention no prob. Not enough to kill her.

ALL- To sum up current situation: Garavel and the mamluks have moved off to get the horses, Kzir/luk is injured and fired at the ettin this round.

Varkata's channel at the current location would likely revive several gnolls. No problem moving out of range before the channel though.

Giant and Gnolls are at the tomb entrance about 200 feet away. It will take about 3 rounds to reach them at standard movement, but you are welcome to try ranged attacks or run.


HP 94 | AC/Touch/Flat 21/15/18 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +9; CMD 23 Acrobatics (15) Bluff (14) Diplomacy (7) Kno:Local (6) Perception (13*) Stealth (17) FIRE: 5

I could be most of the way there at a "run" with flight no? But to run so far ahead of everyone seems foolish...


Amir Awad Hajjir wrote:
I could be most of the way there at a "run" with flight no? But to run so far ahead of everyone seems foolish...

The fly spell specifies that you can't "run" so max of 120/round. I'll wait for Karethas' action, but sound like round 5 is retreat and heal.

Then ~4 rounds advancing on the tomb?


Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)

He's still has Haste so 180/round.


Karethas ibn Faradin wrote:
He's still has Haste so 180/round.

ah, forgot that. Still a tad short to engage in melee and it sounds like Amir is rightfully cautious.


HP 94 | AC/Touch/Flat 21/15/18 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +9; CMD 23 Acrobatics (15) Bluff (14) Diplomacy (7) Kno:Local (6) Perception (13*) Stealth (17) FIRE: 5

YEah sorry I was typing in haste and wasn't clear. I swear I read the spell and hell no will run ahead of the group into THAT!


Looks like we've lost Nasir for good. Too bad, a paladin would have been useful. He'll cut down the gnoll closest to Amir so the rogue isn't flanked.

Karethas- review the rake description. You can use it on your pounce, but you have to maintain grapple to use it again. Also you need to charge for pounce so you can't just release and pounce again.

Varkata- at the moment you would pass through areas threatened by the last gnoll and the leoprd's foe to get to "the Vessel"


that leopard is a freaking Cuisinart!


Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +4; Heal: +9; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 8/Bloodrager 1
Vitals:
(HP: 80[98]/80[98] AC: 23[21]/11[9]/22[20]; Percep: +11 [+13]; Init: +1; Fort +11[+13], Ref: +4, Will: +12[+14]; CMD: 22[24]; CMB +11[+13]; Speed: 50; Fire: Immune)

Unfortunate to lose a new addition so quickly.

Also: Augment Summoning is one of the nastiest feats ever.

Anybody got a metamagic wand of reach spell in their pocket? We keep getting swarmed so I can't channel without making a whole lot of happy Gnolls.


Varkata Steeleye wrote:

Unfortunate to lose a new addition so quickly.

Also: Augment Summoning is one of the nastiest feats ever.

Anybody got a metamagic wand of reach spell in their pocket? We keep getting swarmed so I can't channel without making a whole lot of happy Gnolls.

put it on your Katapesh shopping list?

Augment is very nice, but I don't mind esp as the required conjuration focus doesn't do much. the cat is just rolling REALLY well.

I do think the leopard is a bit overpowered with pounce+rake esp compared to the cheetah which is equiv as a CR 2. I'd prob unlink the rake from pounce so it is only allowed on an established grapple. five attacks on a charge seems a bit much for a CR2.


Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)
Sheik Voodoo wrote:


Karethas- review the rake description. You can use it on your pounce, but you have to maintain grapple to use it again. Also you need to charge for pounce so you can't just release and pounce again.
The description of rake says it's connected with grappling, but I have to have it already grappled for a turn to rake which makes it less powerful:
Rake (Ex) wrote:


A creature with this special attack gains extra natural attacks under certain conditions, typically when it grapples its foe. In addition to the options available to all grapplers, a monster with the rake ability gains two free claw attacks that it can use only against a grappled foe. The bonus and damage caused by these attacks is included in the creature’s description. A monster with the rake ability must begin its turn already grappling to use its rake—it can’t begin a grapple and rake in the same turn.

So the rake should not have applied the first round, but the second round it should count if I don't have the leopard let go.

Also, rereading the Grab ability, I can't use it against a larger opponent, so it is not an option now. For future use, holding the grapple would mean taking a -20 or not using my regular claw attack. So essentially, if the leopard grapples first round, it can continue the grapple the second round and do the rake or it can let go to bite and claw again as a full attack.

In conclusion, don't count the rake from the second round or round three, and don't count the grapple check from the second round.


sheesh, that cat nearly killed a BBEG by itself.
augment + smite is a pretty nasty combo.

Soooo, next stop is the big city to res up Kzrira and sell and buy loots. I'll be very sparse for about a fortnight- camping and moving and other out of contact activities.

go ahead and work out dinero, etc. I'll likely want to play most of this out, but you can figure out finance ooc in my absence if you like.

at least Nasir won't require a cut...


Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)

I'll work on the loot list today and try to get it up this afternoon.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

I'm still here, casually rotting away in a bag.


Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)

Preliminary Lists Pre-Varkata

Things to keep?:
2 potions of Lesser Restoration- Group owned
1 potion of Clairvoyance- Group owned
1 potion of Remove Disease- Group owned
1 Wand of CLW (15 Charges)- Given to Varkata Group owned
Belt of Mighty Con +2 (will cost someone 2,000gp)
+2 Ring of Protection (will cost someone 4,000gp)
+1 Amulet of Natural Armor (will cost someone 1,000gp)

Things to Sell:
2 potions of Bless 50gp
+1 Great Axe 1,160gp
+1 Breastplate 675gp
Wand of Spiritual Weapons 127.5gp
3 Ornate Hookahs 150gp
Book of Erotic Poetry 135gp
Alabaster Jewelry Box 50gp
Broken Urn 130gp
6 Bottles of Bitter Wine 30gp
3 +1 Studded Leather 1,762.5gp
3 potions of CLW 75gp
4 Mwk Battle Axes 620gp
3 Longbows (18 Str) 750gp
2 Khopeshes 20gp
+1 Large Breastplate 850gp
+1 Human Bane Great Axe 4,160gp
Mwk Scimitar 157.5gp
Splint Armor 100gp
Mwk Great Axe 160gp
+3 Mithral Chainmail 6,650gp
+4 Headband of Wis 8,000gp
Money and Gems 673gp
Wand of Bear's Endurance 1,350gp

Did I forget anything Amir or Kzrira? Does anyone want the Belt, Ring or Amulet?

Total with them is 34,835.5gp


Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +4; Heal: +9; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 8/Bloodrager 1
Vitals:
(HP: 80[98]/80[98] AC: 23[21]/11[9]/22[20]; Percep: +11 [+13]; Init: +1; Fort +11[+13], Ref: +4, Will: +12[+14]; CMD: 22[24]; CMB +11[+13]; Speed: 50; Fire: Immune)

Are we allowing party members to buy on credit? I ask because two of the most valuable items would be pretty useful for a cleric (+4 wis is big, and Mithral Chainmail is also pretty darn snazzy and lets me return to speed 40')...


Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)

If approved by VooDoo, I would loan you up to 7,000. I'm pretty far from the items I really want. I was going to spend some of mine on scrolls though.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

I'm dead, so you will have to talk to the Administrator of the Estate of Kzrira for an ok to borrow money.

----
As I have Armor Training, I do not need to worry about light armor quite as much. Eventually I will be looking toward Mithral Plate or something similar to give me some better armor.

I also need a Belt of Dex/Belt of Strength, but right now with a Con of 0, I have other worries than snazzy armor and belts.

I think that we should keep the Potions of Bless and the Potions of CLW. They might not do much, but a +1 to hit is always good while the CLW may be the difference between an unconscious cleric and a dead cleric if Karethas or Amir are all that is left standing with the defective Wand of CLW.


HP 94 | AC/Touch/Flat 21/15/18 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +9; CMD 23 Acrobatics (15) Bluff (14) Diplomacy (7) Kno:Local (6) Perception (13*) Stealth (17) FIRE: 5

Sorry my son got hurt at school on Tuesday and it took all through yesterday to get him "fixed".

I personally would be fine with extending credit to Varkata as long as we keep track of it if it is at the cost of more immediate things. Not to be mercenary but I assume Kzrira's raising costs would come from her share or do we want to agree to add that to "overhead" before chopping up the treasure?

My personal goals at the moment are getting at least one or both of my swords an elemental damage type and raising my AC. The rest can wait for now. I have enough UMD its worth keeping wands.

Am I missing anything use wise? Seems like we should just liquidate most of it...


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

I just realized that it is Mithril Chainmail, not a mithril shirt. I will take this if I can. Admittedly it is going to cost something to get me back on my feet - or is that to get my feet back on. If the raising comes out of my share, I can take that, but would obviously prefer if it could be split at least somewhat otherwise I am going to be way behind on wealth.


Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +4; Heal: +9; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 8/Bloodrager 1
Vitals:
(HP: 80[98]/80[98] AC: 23[21]/11[9]/22[20]; Percep: +11 [+13]; Init: +1; Fort +11[+13], Ref: +4, Will: +12[+14]; CMD: 22[24]; CMB +11[+13]; Speed: 50; Fire: Immune)

While I'm new here and wouldn't be party to that part of the conversation, I tend to prefer the notion that fixing party members (remove curses, resurrections, etc.) comes from a party fund -- but then, I also tend to suggest building a party fund (usually by throwing in a half-share of treasure) to pay for those sorts of things (and buying healing wands) -- however, as I said, I wasn't here at the outset, so it's all up to you lot. :)

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