DM NomadSage's Curse of the Crimson Throne (Inactive)

Game Master nomadicc

Part IV: A History of Ashes


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M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

I am wanting to pick up combat reflexes so Ab can teach me. :)


Male Human (Garundi) cleric of Khepri 1/telekineticist 9; AC 20 (currently 23); HP 123/137 (includes 9 temp. and +10 overflow); 3 pts burn (24 pts NL damage); Perception +13; copycat 4/4; liberty's blessing 4/4

Hah! I was wondering if I should switch out iron will for weapon finesse -- with Ab as teacher too -- if I pick up kinetic blade. But it may be that I will use kinetic blade so infrequently that it isn't worth it -- it would mean +4 more to hit (or more if I enhance my Dex), although with an air blade I could target touch AC.

Any other feat suggestions for me? I could keep iron will, skip kinetic blade (which I would be an "extra wild talent" feat), and pick up a different feat.


Gender Fluid Half-elf Shadowcaster 5/Veiled Illusionist 4//HP: 38/46 AC: 13 (17 w/MA), F:4 R:6 W:7 (+2 ench), Init: +3, Perception: +12
Status:
  • Active spells: Mage Armor, Veil
  • Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv , Sh Evoc x2, Br Ench, Teleport
  • Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
  • ***HARROW POINTS***: 4

Iron will os an NPC feat as far as I'm concerned. Gotta be something better for you.


Male Human (Garundi) cleric of Khepri 1/telekineticist 9; AC 20 (currently 23); HP 123/137 (includes 9 temp. and +10 overflow); 3 pts burn (24 pts NL damage); Perception +13; copycat 4/4; liberty's blessing 4/4

If I re-train that, I can either go the kinetic blade/weapon finesse route, or pick up two other feats altogether (one re-trained and one for this level).


Female Dusk Elf Witch (Deception)/Level 10
Stats:
HP 49/49 AC 15* (mage armor) Per +16 Init +7 F +6 R +6 W +9

If you get Iron Will you can get Improved Familiar and then have an elemental Wysp familiar, though! :) and then...you get Resonance:

Resonance wrote:


Resonance (Ex)
A wysp’s natural resonance strengthens the power of its element. The wysp grants a +2 competence bonus on attack rolls and damage rolls to all creatures within 30 feet with an elemental subtype that matches the wysp’s, and to the DCs of all racial spell-like, supernatural, and extraordinary abilities of such creatures (as usual, this does not include creatures assuming an elemental form).

Kineticists within 30 feet who share the wysp’s element gain a +1 competence bonus on attack rolls and damage rolls. The wysp’s statistics already include these bonuses.


Female Dusk Elf Witch (Deception)/Level 10
Stats:
HP 49/49 AC 15* (mage armor) Per +16 Init +7 F +6 R +6 W +9

Also, I leveled up yesterday and then my computer died, so I get to level up again! o.0

However, I need to roll HP...

Mel The Squishy: 1d4 + 2 ⇒ (3) + 2 = 5


Female Dusk Elf Witch (Deception)/Level 10
Stats:
HP 49/49 AC 15* (mage armor) Per +16 Init +7 F +6 R +6 W +9

New spells:
Feeblemind
Baleful Polymorph

New feat:
Greater Spell Penetration

+1 Intimidate
+1 Kn Arcana
+2 Kn Nature
+3 Kn Planes
+1 Perception
+1 Spellcraft


Male Human (Garundi) cleric of Khepri 1/telekineticist 9; AC 20 (currently 23); HP 123/137 (includes 9 temp. and +10 overflow); 3 pts burn (24 pts NL damage); Perception +13; copycat 4/4; liberty's blessing 4/4

You mean I dump iron will and take familiar then improved familiar? But does that only get me +1 on attack and damage? Doesn’t seem worth 2 feats...


Female Tiefling Rogue 8 / Brawler 2; Init +5; Senses Darkvision 60 ft, Perception +12; AC 25 (+5 Dex., +4 armour, +1 Dodge, +1 Ring of Protection, +4 Shield); AC +1 vs. traps; hp 88; Fort +7; Ref +14; Will +2

Iron will is a fine feat! If anything, I recommend taking Improved iron will; enemies with enchantment powers are a curse on us all.


Gender Fluid Half-elf Shadowcaster 5/Veiled Illusionist 4//HP: 38/46 AC: 13 (17 w/MA), F:4 R:6 W:7 (+2 ench), Init: +3, Perception: +12
Status:
  • Active spells: Mage Armor, Veil
  • Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv , Sh Evoc x2, Br Ench, Teleport
  • Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
  • ***HARROW POINTS***: 4

Level Up Veiled Illusionist: 1d4 + 2 ⇒ (2) + 2 = 4

Seren is going to retrain rogue into Wizard (not allowed to retrain into a prestige class). I think the original utility of the extra sneak attack damage and trapfinding and sneak has sorta been overtaken by other things (like Abby and spells). Takes 7 days, still looking for the cost.

Skill points are a wash with the gain of veiled illusionist and the loss of rogue.

Gives me access to 5th level spells and I gain shadow sight (darkvision 60 feet)

Feat: Persistent Spell or Spell Penetration ... trying to decide

Free Spells: 2 from veiled illusionist, 2 from wizard, 1 from Human Veil ...

Shadow Evocation

working the others


Gender Fluid Half-elf Shadowcaster 5/Veiled Illusionist 4//HP: 38/46 AC: 13 (17 w/MA), F:4 R:6 W:7 (+2 ench), Init: +3, Perception: +12
Status:
  • Active spells: Mage Armor, Veil
  • Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv , Sh Evoc x2, Br Ench, Teleport
  • Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
  • ***HARROW POINTS***: 4

Level x 10 x days in gold. Retrain first and then veiled illusionist makes it 560gp.


Female Tiefling Rogue 8 / Brawler 2; Init +5; Senses Darkvision 60 ft, Perception +12; AC 25 (+5 Dex., +4 armour, +1 Dodge, +1 Ring of Protection, +4 Shield); AC +1 vs. traps; hp 88; Fort +7; Ref +14; Will +2

Shadow evocation is a great spell! :)
Every evocation up to 4th level in one incantation. <3


Female Tiefling Rogue 8 / Brawler 2; Init +5; Senses Darkvision 60 ft, Perception +12; AC 25 (+5 Dex., +4 armour, +1 Dodge, +1 Ring of Protection, +4 Shield); AC +1 vs. traps; hp 88; Fort +7; Ref +14; Will +2

As for a second spell... How about Break enchantment?


Male Human (Garundi) cleric of Khepri 1/telekineticist 9; AC 20 (currently 23); HP 123/137 (includes 9 temp. and +10 overflow); 3 pts burn (24 pts NL damage); Perception +13; copycat 4/4; liberty's blessing 4/4

I think I am going to take this feat callled “mobile gathering,” which allows me to move at half speed during a move action while at the same time gathering energy. Gather energy is something I ideally do before every attack, so the fear should come in to frequent use and it stops me from having to choose between staying totally still and gathering energy

https://www.d20pfsrd.com/feats/general-feats/mobile-gathering/


Male Human (Garundi) cleric of Khepri 1/telekineticist 9; AC 20 (currently 23); HP 123/137 (includes 9 temp. and +10 overflow); 3 pts burn (24 pts NL damage); Perception +13; copycat 4/4; liberty's blessing 4/4

Remind me, to roll for HP, is it the class die + 2 (plus CON of course)? Looks like that's what Melianthe did.


Gender Fluid Half-elf Shadowcaster 5/Veiled Illusionist 4//HP: 38/46 AC: 13 (17 w/MA), F:4 R:6 W:7 (+2 ench), Init: +3, Perception: +12
Status:
  • Active spells: Mage Armor, Veil
  • Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv , Sh Evoc x2, Br Ench, Teleport
  • Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
  • ***HARROW POINTS***: 4

It's like so:

d6 HD = d4+2
d8 HD = d5+3
d10 HD = d6+4
d12 HD = d7+5

Nomadsage, are occult spells available? Like Create Mindscape? Or Oneiric Horror


Male Human (Garundi) cleric of Khepri 1/telekineticist 9; AC 20 (currently 23); HP 123/137 (includes 9 temp. and +10 overflow); 3 pts burn (24 pts NL damage); Perception +13; copycat 4/4; liberty's blessing 4/4

Jarha takes another level in kineticist for kineticist 8/ cleric 1.

Utility wild talent: Air cushion (always on feather fall, precursor to flight)

Feat: Mobile gathering

HP: 1d8 + 3 + 4 ⇒ (3) + 3 + 4 = 10

skills:
+1 perception
+1 disable device
+1 knowledge (religion)
+1 fly
+1 sleight of hand
+1 ?? -- is there a craft skill that would be helpful?

Should I retrain out of cleric and into another level of kineticist? I'm just wondering the value add of my level of cleric. One benefit is Jarha could use a wand of lesser restoration, which I believe no one else can. Jarha also has the Liberty's Blessing ability, allowing re-attempts on saves 4/day. But he does not have a high enough WIS to be able to cast any of the big clerical spells from scrolls (breath of life, etc.). Any thoughts?


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

Unsure. Perhaps max your UMD for the wand usage?


Male Human (Garundi) cleric of Khepri 1/telekineticist 9; AC 20 (currently 23); HP 123/137 (includes 9 temp. and +10 overflow); 3 pts burn (24 pts NL damage); Perception +13; copycat 4/4; liberty's blessing 4/4

But wouldn't it make more sense for Melianthe or Seren to invest in being a utility wand user, since Jarha can fire unlimited kinetic blasts? IF Jarha keeps the level of cleric then he doesn't need UMD to cast clerical spells from a wand. At this point, it seems like Liberty's Blessing is the main reason to keep the level of cleric...


Female Tiefling Rogue 8 / Brawler 2; Init +5; Senses Darkvision 60 ft, Perception +12; AC 25 (+5 Dex., +4 armour, +1 Dodge, +1 Ring of Protection, +4 Shield); AC +1 vs. traps; hp 88; Fort +7; Ref +14; Will +2

Please keep the Cleric level. Better safe than sorry.


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

I don't know enough about the kineticist class to know what you are giving up to keep the cleric level.


Male Human (Garundi) cleric of Khepri 1/telekineticist 9; AC 20 (currently 23); HP 123/137 (includes 9 temp. and +10 overflow); 3 pts burn (24 pts NL damage); Perception +13; copycat 4/4; liberty's blessing 4/4

Ok. Liberty's Blessing is a pretty great ability, when needed. I think once we figure out our loot the party should invest in some healing/restoring consummables.


Female Tiefling Rogue 8 / Brawler 2; Init +5; Senses Darkvision 60 ft, Perception +12; AC 25 (+5 Dex., +4 armour, +1 Dodge, +1 Ring of Protection, +4 Shield); AC +1 vs. traps; hp 88; Fort +7; Ref +14; Will +2

I'm going to need a Dexterity-booster of some kind.
My sneak attack potential is delicious, but I need a sizeable boost to my to-hit and AC.


Gender Fluid Half-elf Shadowcaster 5/Veiled Illusionist 4//HP: 38/46 AC: 13 (17 w/MA), F:4 R:6 W:7 (+2 ench), Init: +3, Perception: +12
Status:
  • Active spells: Mage Armor, Veil
  • Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv , Sh Evoc x2, Br Ench, Teleport
  • Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
  • ***HARROW POINTS***: 4

I can pump some points into UMD ... while overall points are a wash, I actually have to cut skills for the class change and then add points for the level up.

Lemme see where it comes out.


Female Dusk Elf Witch (Deception)/Level 10
Stats:
HP 49/49 AC 15* (mage armor) Per +16 Init +7 F +6 R +6 W +9

Mel doesn't need UMD to do lots of healing, although Restoration type stuff isn't in the witch list--and she's been a healer plenty, which (witch) is fine :)


Gender Fluid Half-elf Shadowcaster 5/Veiled Illusionist 4//HP: 38/46 AC: 13 (17 w/MA), F:4 R:6 W:7 (+2 ench), Init: +3, Perception: +12
Status:
  • Active spells: Mage Armor, Veil
  • Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv , Sh Evoc x2, Br Ench, Teleport
  • Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
  • ***HARROW POINTS***: 4

Seren will pick up the following spells:

Shadow Evocation
Break Enchantment
Haste
Shadow Invasion
Shadow Enchantment

And I will scribe that scroll of teleport I've been carrying around


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

For retraining I need to spend 450 gold and spend 5 days with Ab learning Combat Reflexes.

I sm interested to see how much money we have when all loot is sold. I fear we missed a lot of the loot in the last dungeon. We even found some and I think planned to go back and get it but never did. I am not really behind the loot curve for level but I do not have the weapons or armor I would chose and close to half my wealth value is in that +2 vicious scythe.


Female Dusk Elf Witch (Deception)/Level 10
Stats:
HP 49/49 AC 15* (mage armor) Per +16 Init +7 F +6 R +6 W +9

Oh shoot, that's right--we did skip over a few things, didn't we. Some were dangerous, but others weren't.


I didn't keep a running list of the loot you picked up. I defer to one of you to let me know what you need appraised/identified.


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Gender Fluid Half-elf Shadowcaster 5/Veiled Illusionist 4//HP: 38/46 AC: 13 (17 w/MA), F:4 R:6 W:7 (+2 ench), Init: +3, Perception: +12
Status:
  • Active spells: Mage Armor, Veil
  • Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv , Sh Evoc x2, Br Ench, Teleport
  • Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
  • ***HARROW POINTS***: 4

Csn we assume we grabbed a couple things at the end? There wasnt anything super hostile at the moment.


Male Human (Garundi) cleric of Khepri 1/telekineticist 9; AC 20 (currently 23); HP 123/137 (includes 9 temp. and +10 overflow); 3 pts burn (24 pts NL damage); Perception +13; copycat 4/4; liberty's blessing 4/4

Is there a craft that would be useful for Jarha to learn? I still have a skill point to spend. I'll have time to do some crafting, since it doesn't look like I'm doing any retraining.


Female Tiefling Rogue 8 / Brawler 2; Init +5; Senses Darkvision 60 ft, Perception +12; AC 25 (+5 Dex., +4 armour, +1 Dodge, +1 Ring of Protection, +4 Shield); AC +1 vs. traps; hp 88; Fort +7; Ref +14; Will +2

How about alchemy? Tanglefoot bags and thunderstones are quite handy, as are antivenom and antiplague.


Female Dusk Elf Witch (Deception)/Level 10
Stats:
HP 49/49 AC 15* (mage armor) Per +16 Init +7 F +6 R +6 W +9

I recommend antivenom and antiplague, yes. Unfortunately, the DC of a tanglefoot bag or thunderstone against our opponents would be too easy to overcome.


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

By RAW alchemical crafting takes way way too long.


You aren't in any hurry, fwiw.

No extra loot -- you cleared the sections you explored.


Female Dusk Elf Witch (Deception)/Level 10
Stats:
HP 49/49 AC 15* (mage armor) Per +16 Init +7 F +6 R +6 W +9

You have Telekinetic Finesse? Disable Device from 30-100' away! Who cares if you fail it? :D


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

Clearing the areas we explored actually means extra loot based on what Seren is asking.


Male Human (Garundi) cleric of Khepri 1/telekineticist 9; AC 20 (currently 23); HP 123/137 (includes 9 temp. and +10 overflow); 3 pts burn (24 pts NL damage); Perception +13; copycat 4/4; liberty's blessing 4/4

Looking more closely, with a craft DC of 25, the likelihood of Jarha's failure and loss of raw materials is too high. His INT is only 10. He'd probably spend enough in raw materials to buy the antivenom and antiplague several times over. Maybe he'll just learn to cook and spend some of his extra time helping in that department...


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

Looking at your stats, assuming you have Perception, stealth and UMD maxed I would put points into Spellcraft. Its handy to know what spells are being cast.


Gender Fluid Half-elf Shadowcaster 5/Veiled Illusionist 4//HP: 38/46 AC: 13 (17 w/MA), F:4 R:6 W:7 (+2 ench), Init: +3, Perception: +12
Status:
  • Active spells: Mage Armor, Veil
  • Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv , Sh Evoc x2, Br Ench, Teleport
  • Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
  • ***HARROW POINTS***: 4

Updated Seren with more UMD with the class change from rogue to wizard. Dropped rogue skills.

Profile updated with latest information

Learn Teleport: 250gp + Spellcraft DC20: 1d20 + 18 ⇒ (10) + 18 = 28

Level Retrain cost: 560
Skill retrain cost (Disable Device mainly): 800

That leaves me with 65gp. So need to figure out this loot distro. Anyone running that list down?


Gender Fluid Half-elf Shadowcaster 5/Veiled Illusionist 4//HP: 38/46 AC: 13 (17 w/MA), F:4 R:6 W:7 (+2 ench), Init: +3, Perception: +12
Status:
  • Active spells: Mage Armor, Veil
  • Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv , Sh Evoc x2, Br Ench, Teleport
  • Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
  • ***HARROW POINTS***: 4

Hmm, looking back we have not tabulated loot since the end of the previous chapter.

i'll get started adding things to the spreadsheet. I tend to miss things, so please double check my work as I move through this.


Gender Fluid Half-elf Shadowcaster 5/Veiled Illusionist 4//HP: 38/46 AC: 13 (17 w/MA), F:4 R:6 W:7 (+2 ench), Init: +3, Perception: +12
Status:
  • Active spells: Mage Armor, Veil
  • Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv , Sh Evoc x2, Br Ench, Teleport
  • Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
  • ***HARROW POINTS***: 4

Ok, loot sheet updated. We can start making claims and if someone wants to calculate value of the stuff we wish to sell, feel free. This is one of my least favorite parts of playing, so someone else can pick up the rest of the bookkeeping today.


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

We seem to be stuck. Are we taking a break?


Eh, not intentionally, though it is down time in game. I was waiting for ya'll to settle the loot, but if you're happy, I'll proceed in game.


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

I see little settling going on. Its a rainy Sunday here in North Alabama so I'll as values to the loot as Seren requested. Can we somehow buy and sell things from out current location?


Yeah, I didn't get into it, but you have the means to buy and sell through the town.


M Human (Shoanti) Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

That is more motivation to complete the list. :) looks like we need a little help from you on specific loot items - see questions in the current list. I have not checked the posts to see if I can find some of the missing info.


Female Dusk Elf Witch (Deception)/Level 10
Stats:
HP 49/49 AC 15* (mage armor) Per +16 Init +7 F +6 R +6 W +9

Thoughts about things to buy?

We should buy +2 Cloaks of Resistance, I reckon.

It would be a good idea for a melee attacker to get a Swarmbane Clasp (or just stay back while Jarha and Mel do their thing)

Key spells for Mel and Seren can be purchased as scrolls, for an extra zap.


Male Human (Garundi) cleric of Khepri 1/telekineticist 9; AC 20 (currently 23); HP 123/137 (includes 9 temp. and +10 overflow); 3 pts burn (24 pts NL damage); Perception +13; copycat 4/4; liberty's blessing 4/4

As I understand the rules, Jarha's attacks (which are unlimited) are devastating to swarms, so it probably is not worth investing in the clasp given that swarms don't appear too often.


Female Tiefling Rogue 8 / Brawler 2; Init +5; Senses Darkvision 60 ft, Perception +12; AC 25 (+5 Dex., +4 armour, +1 Dodge, +1 Ring of Protection, +4 Shield); AC +1 vs. traps; hp 88; Fort +7; Ref +14; Will +2

I need a Dex-booster. Gloves or a belt; the higher the boost, the better.

I also need to retrain one feat, preferably with Vencarlo.

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