HP 131/131 DR:10/adam:3/- | AC 45 | T 19 | FF 41 | CMD 34 | Fort +17 | Ref +13 | Will +20 | Init +3 | Perc +21
There's just the slightest chance I should stop showing up in cities I don't know looking for places I've never been when it's night, my eyesight sucks and I haven't slept in 36 hours.
Might I ask how you are calculating the DCs for your knowledge checks. They seem high.
It's typically 10+CR, or 15+CR if it's "particularly rare".
Even if the ice linnorm is particularly rare, a 44 (which avoreal got) should get an effective CR 29.
If you take a very strict/unfavorable reading of the rules, given the CR 29 they need to beat it by 5 to get a second tidbit other then name, type, and alignment. This now means a CR 24 to 28 critter to get 1 piece of information.
If it is CR 19 to 23, one would think we would at least be getting two pieces of info, or more if the CR is slightly less.
I have a hard time believing we are fighting a CR 24+ critter. I have a difficult time believing we are fighting a CR 19+ critter.
I mention this because from a player point of view investing in knowledge skills, being really good at something - and I do mean epic levels of ability - and getting jack s+*% is very frustrating and rather the opposite of "fun"
HP 131/131 DR:10/adam:3/- | AC 45 | T 19 | FF 41 | CMD 34 | Fort +17 | Ref +13 | Will +20 | Init +3 | Perc +21
Here's a nice spell I was going to try for this last battle. Who wants it?
"The spell grants a +8 enhancement bonus to Strength and Constitution, immunity to fear, a +4 morale bonus to Will saves, and doubles the critical threat range of all its attacks against creatures of the dragon type (this does not stack with Improved Critical, keen edge, or similar effects)."
I wouldn't object to the buff since it would be +4 more strength and con and a nice boost to will. The crit range can't be boosted any more since I already have improved critical.
HP 131/131 DR:10/adam:3/- | AC 45 | T 19 | FF 41 | CMD 34 | Fort +17 | Ref +13 | Will +20 | Init +3 | Perc +21
I said before that I would use incense of meditation if we rested, however it appears I didn't explicitly state that I'd used it when we rested. Before the spells start getting flung around in this fight, please let me know which way you're going to rule on whether Darvik used it.
HP 131/131 DR:10/adam:3/- | AC 45 | T 19 | FF 41 | CMD 34 | Fort +17 | Ref +13 | Will +20 | Init +3 | Perc +21
To a significant degree, I guess it doesn't really matter since I can't roll higher than a 1 on my spell penetration, and all my attack spells are stopped by spell resistance.
HP 131/131 DR:10/adam:3/- | AC 45 | T 19 | FF 41 | CMD 34 | Fort +17 | Ref +13 | Will +20 | Init +3 | Perc +21
Yeah, I was just reference that the last time I rolled spell resistance I also rolled a 1. Regardless of my bonuses that won't help. I'm sure I'll waste my last two charges of dweomer's essence by rolling ones again.
Adaptation, Unshakeable Resolve, Ring o' Blinking, GREATER Ring o' Inner Fortitude; Regen. (1hp/10 min)
Duhwoo X. McKeener (10468-1) was formerly Taldor faction. Probably going Grand Lodge...
being character level 17, I reckon he's switching to SLOW progression now -- flashbacks to when he was a schoolboy: they put him on slow progression then, too!
Ok, 48k to make the falcata +5 (in addition to heart seeking and evil outsider bane).
24k to upgrade amulet of natural armor to +4
14k to upgrade ring of protection to +4
10k unfettered shirt
25k ring of evasion
sell ring of feather fall
Also grabbed critical mastery so targets are exhausted and staggered on a crit.
Adaptation, Unshakeable Resolve, Ring o' Blinking, GREATER Ring o' Inner Fortitude; Regen. (1hp/10 min)
Duhwoo only gets 60,000gp on the slow track -- plus he had 5,650gp saved going into this module, and got 20gp from day job roll:
- adding Heartseeker to his super falchion costs 22,000gp;
- a flawed orange rhomboid Ioun stone costs 12,000gp;
- a wand of Dimension Door costs 21,000gp;
- he gets the somewhat used wand of Ventriloquism from the chronicle sheet for 270gp.
and he has 10,400gp leftover.
of all the super-powerful expensive stuff he buys, he seems to enthuse most about the cheap, partially-used wand of Ventriloquism...
he also taps his faction for a new wand of Cure Light Wounds (2PA).