[AP] The Shackled City Adventure Path by GM Rutseg (Inactive)

Game Master Balacertar

Chapter 12 - ASYLUM

Cauldron map
Redgorge map
Current map

Campaign Index / Campaign diary
Loot sheet
Old loot sheet (Maxim)

Redgorge crafting possibilities
Skie's catalog (20% discounted)

Group Stealth (passive): -5 (Kikinnin)
Group Stealth (active): 5 (Kikinnin)
Group Perception: 27 (Marigold)
Group Sense motives: 30 (Marigold)
Group Spellcraft: 24 (Maxim)
Group Appraise: 23 (Maxim)


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M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

On that point, Ryan keeps a light cantrip going in places it's needed


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Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

@Juraan: You're happily off the mark mate. WAY more rich than you figure :)

Okay tallying up the current swag - we should each get the following:

8 PLATINUM RINGS (worth 10GP each? Are pretty rare also??)
1,221 GOLD SUNS
25 SILVER MOONS

Means the collective pot is pretty thread-bear at the moment, but figured everyone perhaps wanted to get some gear etc.

@Juraan: We came across a portable alchemists lab - which is currently stored at Garthun Imports. Probably makes sense to have two on the go. Maxim will happily chip in half for yours as he got dibs on the first one (only fair). We also have one flask of alchemical fire in the loot going a begging - so you only need to spring for 1.


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M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

Nice payout Maxim, need to run back and shove it under my mattress for later :)

Although unless we just need 3 traveling alchemist sets, Ryan would be glad to contribute to the general fund purchasing Juraans as well. An extra potion or two on the road as needed.

While in town he can use the Church's as long as he is on good behavior.


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Male Human Sorcerer (inactive)

@ JJ:
I think I will get one Ioun Torch, even if its 220 instead of 75
Mostly so I can have my hands free for casting spells and all that fun stuff.

--------------------
@ Maxim:
Those are the kind of math errors (of mine) I like!
I'll adjust all my cash and stuff to reflect that.
I'll also revamp that spreadsheet of mine so it's nowhere near as complex.
And based almost entirely on your number crunching.
Re the alchemical lab; that's fine, I'll pay for my own to keep at my office to bring along if needed. Feel free to keep the other. It would help if we can both do alchemical things.
Yes please to that one flask of alchemical fire.

--------------------
@ Ryan:
Juraan has a Light cantrip as well.
I just think it's more useful to have an ioun torch that won't just wink out at an unfortunate time.


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

Feel free to ignore suggestion in game play got nija'd first by the gremlins and the by the GM :)

@Juraan, true but with 30 minute per casting that is less of a problem these days, initial engagementry would roll a 1d10 for how long it had left :)


Male Human Sorcerer (inactive)

@ Ryan:
That's all true. And sensible and everything.
But they ioun stones look so totally cool!
Which is completely illogical and irrational.
But that's the what being fashionable is all about! :O

====================

@ GM Rusteg:

I've updated my profile to include the proper income and shopping.
I hope.

I also bought my own wand of CLW.
Mostly because with my UMD skill I've got an almost even chance of using it myself.
Just some emergency back up healing sort of thing.


HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

^ So it's like PFS where everyone shows up with their own CLW wand? ;)


Male Human Sorcerer (inactive)

Standard practice for me (as a player).

I also have to do something to make up for being deficient with spells compared to most sorcerers.

I'm at +9 with UMD. So I have a 45% chance of making it work.
Way better than 0%, of course.
There's some advantage to having the UMD skill.


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Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

I don't need no steekin' wand...

Just for others to have them :)


Iron Gods: Iron maps;

Good! Juraan that's ok :)

There's no need to become obsessed about the light, I understand every now and then you do renew the spell before it can end.


Male Human Sorcerer (inactive)

I also believe in Murphy's Law!

There's bound to bee a point where you're preoccupied with little things, like survival, and at that moment you realised you forgot to maintain the light spell!

I guess you should call that "Pugwamp's Law" in Golarian. Maybe?


Male Human Sorcerer (inactive)

Just want to make sure I have my facts strait:

Does DR 10/Silver not normally apply to spells?

The CRB says DR gives protection against a "physical source", so I'm assuming (and hoping) that their DR doesn't protect them against spells.


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

DR doesn't normally apply against elemental damage, whether by spell or other source.

But with evasion, against the burning hands if they save, they take no damage.


Male Human Sorcerer (inactive)

Provided they're rogues, of course.
They probably are, but it's worth a shot.
We've got a round or two to see what's up.


Iron Gods: Iron maps;
Maxim Snaphånce wrote:

Sorry GM-R - my map never loaded up correctly so it looked like stonework rather than a bathing pool. Apologies! Have moved Maxim due south - means he is still on dry land! - hope this is okay?

(If so please keep above attack roll :)

Regrettably in the previous layout the wererat was threatening that square, meaning you have to decide between conceading an AoO or retreating to the pool losing one attack round (I think loading also provokes thus loading on place is also not an option).


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Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

Ah snap.

Okay making life simple for us all - Maxim will withdraw to further down the map. Please use his attack as his R2 option.


Iron Gods: Iron maps;

Ryan@ inspiring word is a standard action, I assumed you'd prefer the spell to be cast.


Iron Gods: Iron maps;

Juraan@ you cited to be trying to provide flank to Marigold. But up to my knowledge so far you are only wielding the mage armor wand. Remember you need to be threatening an enemy square in other to provide flank.


Male Human Sorcerer (inactive)

Actually, I used a spell instead of the mage armour wand.

My expectations weren't high about providing flanking for Marigold.
I also posted about the same time her move was posted, so I didn't realise what she was doing.


Iron Gods: Iron maps;

There are some problems with your last post Juraan.

First, your movement will provoke 3 AoO. I suggest you take a 5-foot step instead.

You cannot use two hero points in the same round.

You still need a move action to retrieve a potion. I suggest to not attempt that as anyway drinking a potion also provokes an AoO.

I suggest you step towards your companions and attempt to slowly place yourself at second line. And try to cast the magic missile at the defensive to drop the injured rat.


Male Human Sorcerer (inactive)

@ GM Rusteg:

Thanks for that. Obviously, I'm not experience with this Hero Point business. I think I've got it now.

I deleted that turn message of mine.

Replaced with a 5 ft step back, and a successful (just barely) defensive casting of a Magic Missile on Wererat yellow.


Iron Gods: Iron maps;
Ryan Taskerhill wrote:
Umm GM-R, Ryan has selective channel for just that reason. And so there is no further misunderstanding, he will not channel to heal the enemy in any fight unless specifically stated in the post. Especially when no one in the party has a silver, mithrel, or +3 weapon against shapeshifters and their blasted regeneration. :)

I know Ryan, but you can only select out one creature for each charisma +1. That's why I opted to select out the green wererat as the others would be more easy to bring back to unconsciousness.

Forward from now it would be better if you select what creature are you excluding so there is no more misunderstanding.

Also note the AC bonus also apply to other non-allies alive creatures.


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

Ah my apologies , had forgotten the charisma part and when I woke was like that's not right


Iron Gods: Iron maps;

Do not worry I suffered similarly when I started my Pathfinder Cleric :p


HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

Maybe it's residual burnout from years of having to play healer in AD&D 2e, but I still have a hard time getting excited about playing a cleric nowadays. I finally made an Ecclesitheurge for PFS (and enjoy her character) but still prefer my oracles and other spontaneous casters as a whole...


Male Human Sorcerer (inactive)

Never played a cleric before.
I just have a preference for spontaneous casters, like sorcerers.


HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

I actually like being a healer (and an arcane caster too) but I get tired of playing, "Guess which spells you might need today?" every morning. I'd rather just have a smaller selection of spells that are likely to be useful in most circumstances.


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

Remember that clerics in PF can cast cure spells spontaneously. So you don't have to stock up on CLWs and such, although you do need to decide what to sacrifice when you use them.

Channel energy healing is also a nice advantage for clerics, in that they can do a lot of healing without burning spells. Especially post AOE.


Male Human Sorcerer (inactive)

Isn't there also a feat (Selective Channeling?) that allows to exclude certain creatures or characters from a channel?


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

heheh yes that would be what me and the GM were going on about this morning, apparently waking up to see half the damage done by the group negated by my channel, I'd forgotten that you can only excluded a number up to charisma modifier, something I need to beef up it appears :)


Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

Upside on that (potentially) is next level you get an ability increase... +1 CHA?

Failing that we can pool resources for Headband of Alluring Charisma (+1) for Ryan? Makes sense if pitched battles end up an achilles heel?


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

Biggest problem is that non lethal damage is healed as well as lethal, so trying to keep Orak alive is harder. Channel is good, not normally so useful in combat, but as we get the AC bonus which can be real nice.


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Iron Gods: Iron maps;

The ring of protected life is a bit expensive, 9000 gp, but gives you +1 selected creature and what is even better, you can channel once a day as a swift action.

My first character was Ghimer, a cleric back to D&D basic, first roleplaying game translated to Spanish who later was transferred to AD&D 2nd version. It was such a poor experience as a healer. I had to prepare the spells and it felt like little strips. Of course my group would not allow me to slot other spells. The poor thing died to an Umber Hulk at level 4 or 5 at what resulted our last game before I found a new group at the University.

Now, when I started to play a new cleric with my local Kingmaker group, wow! Things have really changed, or perhaps experience do a lot. The spontaneous casting of cure spells allows you using control and buffing spells to greatly reduce the need of healing, and channel energy makes you feel you are really healing without blocking other roles.

Now, I am having plenty of fun with my anarchist cleric burning tyranny with my spells and I still feel the group can relly on my healings. That was very frustrating to attempt in older editions.

I am traveling back home. New update probably late today.


Male Human Sorcerer (inactive)

I too find PF a big improvement over the older versions of AD&D.

Some friends of my brother still think AD&D 1 is the best RPG of all time.

Me and my brother might like telling them otherwise. A lot.


Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

Heh. Interesting - last time I actually played a cleric was also in D&D Basic...

Since then I've ran the gamut of martial and arcane classes... with the only divines I've dabbled in PF being Paladins and Inquisitors.

Maybe time to revisit the good old cleric...


Male Human Sorcerer (inactive)

You might want to look at the Warpriest hybrid class in ACG.

Combines martial and cleric stuff.

Haven't played one myself, but it looks interesting.


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

wasn't available for this playthrough, that was my first character idea.


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Male Human Sorcerer (inactive)

There's also an abundance of classes and their archetypes outside of ACG too.

Lots and lots to try out!

If only there was enough time...


HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

^ I don't try to force it if I can't think of a good character concept but I've slowly been attempting to try every PF class at least once, though I've got a couple of duplicates here and there hehe.


Male Human Sorcerer (inactive)

I doubt I'd ever find the time to try them all!

There's certainly enough archetypes too!


HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

Oh yeah, there's uh...40-something total classes now, or close to it? PFS (at least in my limited experience on the forums) seems to be a good way to try different types of characters since no matter what you'll eventually get to play, whether from signing up or winning the random lotto for a spot in a game.


Male Human Sorcerer (inactive)

I had a chance to play quite a few PFS games.

Unfortunately, the Venture Captains in my area (Victoria, BC) had to give it up because of real life demands.
Nobody has stepped up to take their places, yet.
But I did have a lot of fun with that!


HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

That's a bummer! :(

There's not really any PFS presence around here that I'm aware of and the closest one that I know of for sure is probably a good hour & 1/2 of driving away so that's why I've been playing online :)


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M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

There is a PFS presence near me; just my RL schedule and their game schedule hardly ever jive. Bummer.

Not sure which is more aggravating the big guy down below I couldn't buy a hit on or the fact I am hitting but can't beat the DR. Taking a level of sorcerer for some offensive cantrips :)

Jk but a 25gp silver light mace will be purchased after we leave the bath house


Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision

My gnome cleric is a hoot to play. I agree with Marigold- character first, then the class becomes the clothes. He's the squishiest character in my stable.


Male Human Sorcerer (inactive)

Silversheen, as a weapon material covering, should bypass DR silver.
But that is for the future.


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Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

Yeap, handy stuff. We have not needed before, so nobody has thought to get.

Ahh, back in the AD&D days, when a silver dagger was an essential purchase for all first level characters!


Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

Loot updated with the wererat's swag.

@JJ: Hah, know what you mean - was always the adventurer's back up (least until a fabled +1 dagger was obtained! :) Halchyon days indeed! :)

We should all look at getting alchemical silver bludgeoning weapons (they don't take the -1 damage penalty). In time Maxim could MW them also...


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Male Human Sorcerer (inactive)

You usually never think about carrying these goodies until you're in a bind where you could really, really, really use them!


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

yeah, thus the wondering about the mace rather than dagger. No reason not to get each I suppose.

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