GM Raltus' Demon Hunting

Game Master Raltus

Book 2 Maps l Loot Lists l Hand Outs


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Warpriest (6) Guardian (1) Wounds (6) HP (94) AC (22/11/21) Saves (9/4/9, +2 vs death/energy drain/neg energy/necromancy) SR(13) Initiative (+2) CMD (23) Negative Energy (5) Mythic (4/5) Fervor (1/9) Blessings (5/6) Lvl 1 (1/5) Lvl 2 (0/4) Smite (1/1)

Lvl5! +10 to hit and 60HP. I’m quite happy with this.

Ok. So...how much gold do we get from selling loot? Id like to also sell the shield. Extra damage from power attack will be useful, and the gold can go towards enchanting armor.


I am playing with the loot sheet now, would someone who is better at it than I like to do it for the AP?


The weapon rack contains
three cold iron longswords, two cold iron shortswords, two
heavy crossbows, a composite longbow (+2 Str), a masterwork
cold iron heavy mace, two cold iron longspears, 50 cold iron
crossbow bolts, 100 cold iron arrows, a +1 longsword, 5 +1 holy
arrows, and an arrow of evil outsider slaying.
The armor dummies hold two sets of masterwork
chainmail and a +1 breastplate emblazoned with Iomedae’s
holy symbol.
The two heavy steel shields are both marked with the
holy symbol of Iomedae. One is a masterwork shield, and
the other is a +1 blinding shield.


Warpriest (6) Guardian (1) Wounds (6) HP (94) AC (22/11/21) Saves (9/4/9, +2 vs death/energy drain/neg energy/necromancy) SR(13) Initiative (+2) CMD (23) Negative Energy (5) Mythic (4/5) Fervor (1/9) Blessings (5/6) Lvl 1 (1/5) Lvl 2 (0/4) Smite (1/1)

I’ll figure it out, with the assumption that our archer has taken the bow and all arrows, and that our Magus took the +1 breastplate


Warpriest (6) Guardian (1) Wounds (6) HP (94) AC (22/11/21) Saves (9/4/9, +2 vs death/energy drain/neg energy/necromancy) SR(13) Initiative (+2) CMD (23) Negative Energy (5) Mythic (4/5) Fervor (1/9) Blessings (5/6) Lvl 1 (1/5) Lvl 2 (0/4) Smite (1/1)

3x CI longswords: 90
2x CI shortswords: 60
2x Heavy Crossbows w/ 50 CI bolts: 104
MW CI Heavy Mace: 324
2x CI longspears: 20
Longsword +1: 2315
MW Heavy Shield: 170
2x MW Chainmail: 600
Blinding Shield +1: 4170

Total: 7853
Split: 1570.6 each

I had 286, so my total is now 1856.6

With this, I’m going to buy a cracked dusty rose prism Ioun Stone (+1 Initiative) with a Wayfinder (500 gold). And I’ll roll to see what the effect is:

Resonant Powers

1d100 ⇒ 1
+2 enhancement bonus to Charisma

Nice! Won’t stack with any other enchantment bonuses, but I’m very happy with this.

Total effects of shopping:

AC: 23 -> 20 (can make up for this 1/day with Divine Bond)
Damage: 1d8+9 -> 1d8+12
Saves: +1
LoH and Channel: +1
Initiative: +1

I’d say that Khaz will be ready to head back in now.


Since I now have 2000 gold, can I pay one of the priests to bless the bow (aka make it a +1 weapon)?

We going back in the same day then or resting? Khaz makes it sound like he can go back in immediately! Finn probably could but getting my bow done would be nice first!


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It would be 2 days for the bow to be enchanted as it is 2000 gold.

Way Finder Powering Stone 26-100 to pass: 1d100 ⇒ 98the magic worked into the wayfinder amplifies the power of the ioun stone, usually (about 75% of the time) unlocking new abilities in addition to the stone’s normal power.

There is also more stuff on the sheet, Things under 350 gp will be available anything over 500 will have to be rolled as right now they have what they have scavenged.


I'd like to wait for the enchantment if we can, but if not then Finn can go back in whenever. What do people think?


They can hold off Reinforcements for a day at the most, you could have someone cast masterwork Transformation on the bow since that will need to be done first


Warpriest (6) Guardian (1) Wounds (6) HP (94) AC (22/11/21) Saves (9/4/9, +2 vs death/energy drain/neg energy/necromancy) SR(13) Initiative (+2) CMD (23) Negative Energy (5) Mythic (4/5) Fervor (1/9) Blessings (5/6) Lvl 1 (1/5) Lvl 2 (0/4) Smite (1/1)

That seems like the best idea to me. You lose out on +1 damage, but it would be better to go in without them being reinforced.

Also you have 5 +1 Holy Arrows. The +1 doesn’t stack with bow enchantment. So against important foes, not having your bow enchanted won’t matter.

So, against major enemies (like that flying demon) you will do (with Cat’s Grace):

To Hit: +11
Damage: 1d8+2d6+5

Not bad at all. And a +1 bow wouldn’t change that.

——-

Also, can he recover the holy arrows after they are shot?


IF they hit they break like normal arrows, if you miss it is still a 50% chance of them not breaking


Warpriest (6) Guardian (1) Wounds (6) HP (94) AC (22/11/21) Saves (9/4/9, +2 vs death/energy drain/neg energy/necromancy) SR(13) Initiative (+2) CMD (23) Negative Energy (5) Mythic (4/5) Fervor (1/9) Blessings (5/6) Lvl 1 (1/5) Lvl 2 (0/4) Smite (1/1)

Nice! So long as he hits then he can get some mileage out of those arrows.


Got a single arrow of outsider slaying too, but that feels like an 'end of book boss' weapon to me... :D

Masterwork Trans and then onwards then. With that spell I'll be about 200gp short of +1 anyway so more looting required!


There will always be more looking don't you worry my Feathered Friend.


I did indeed swipe the +1 breastplate and I'm currently wearing it. This does mean that I have a leftover masterwork agile breastplate if someone else can use such a piece of armor. Otherwise it goes into the sale pile (price 550 gp, sale value 275 gp).


Jocasta are there spells that you want to see are available for you to copy?


Female Demon-born Tiefling [ HP: 42/42 | AC: 17 (13 TAC, 16 FFAC) | CMB: +8, CMD: 19 | Fort: +5, Ref: +4, Will: +6 | Init: +1 | Perception +7, darkvision 60ft ] Oracle 6 / Hiero 1 [ Speed 30 ft | Spells: 1st 5/7 2nd 6/6 3rd 4/4 | Mythic Power 5/5 | +1 CI Longspear +9/1d8+7 P; Claws +8/1d4+4 B and S | Active conditions: ghoul fever ]

I did take those longspears earlier, but I don't need them, so sure, they can go into the loot pile.

So, I f**ked up last level and forgot that I needed to take background skills, so I'm going to make up for that this level by using 4 skill points in those.

5th level changelog:
HP: 24 + 1d8 + 2 ⇒ 24 + (4) + 2 = 30 half as much as Khaz...ugh
+1 2nd level spell/day
+1 1st level spell known (Command)
+1 2nd level spell known (Hold Person)
oracle curse progression (additional language to speak in combat: celestial)
favored class: +1 skill point
skills (7 total):
-+2 appraise (background; total 5 ranks)
-+1 perception (total 4 ranks)
-+2 sleight of hand (background; total 5 ranks)
-+2 stealth (total 5 ranks)
feat: Extra Revelation: Dark Secrets (Su): 2 extra shadow spells from wiz/sorc spell list (Dust of Twilight, Shadowfade)

I'll hold on to my money for now, just short of 2000gp.


DM Raltus wrote:
Jocasta are there spells that you want to see are available for you to copy?

1st level: corrosive touch

2nd level: scorching ray


Warpriest (6) Guardian (1) Wounds (6) HP (94) AC (22/11/21) Saves (9/4/9, +2 vs death/energy drain/neg energy/necromancy) SR(13) Initiative (+2) CMD (23) Negative Energy (5) Mythic (4/5) Fervor (1/9) Blessings (5/6) Lvl 1 (1/5) Lvl 2 (0/4) Smite (1/1)

Yeah, Khaz has insane HP. And when we go Mythic it is going to be ridiculous. His campaign trait will give +3HP per level! And he will get +5 per tier.

So assuming Mythic at lvl6, he will have: 60 (Class) + 18 (Mythic trait) + 12 (Con) + 5 (Tier) = 95

I’ve planned for him to be quite a tank. Though I figure that as Mythic is rocket tag, he wil need all of those hp


Female Demon-born Tiefling [ HP: 42/42 | AC: 17 (13 TAC, 16 FFAC) | CMB: +8, CMD: 19 | Fort: +5, Ref: +4, Will: +6 | Init: +1 | Perception +7, darkvision 60ft ] Oracle 6 / Hiero 1 [ Speed 30 ft | Spells: 1st 5/7 2nd 6/6 3rd 4/4 | Mythic Power 5/5 | +1 CI Longspear +9/1d8+7 P; Claws +8/1d4+4 B and S | Active conditions: ghoul fever ]

Yep. I also rolled two 1s in a row for HP and don't get better "armor" until 7th (and every 4 levels after that), so I'm as squishy as an arcane caster right now. :(


Lorena. wrote:
Yep. I also rolled two 1s in a row for HP and don't get better "armor" until 7th (and every 4 levels after that), so I'm as squishy as an arcane caster right now. :(

Maybe (once we have some spare time) the DM will let you use the retraining rules to improve your hit points.

In other news, I've knocked my old masterwork agile breastplate off my sheet. I presume nobody wants it, so I'll take back the sale value of the gold from it. Getting rid of this puts me back up to a speed of 30!


Warpriest (6) Guardian (1) Wounds (6) HP (94) AC (22/11/21) Saves (9/4/9, +2 vs death/energy drain/neg energy/necromancy) SR(13) Initiative (+2) CMD (23) Negative Energy (5) Mythic (4/5) Fervor (1/9) Blessings (5/6) Lvl 1 (1/5) Lvl 2 (0/4) Smite (1/1)

Ah retraining...I hope we can use that. As my build plan only came about well after we started, and replacing feats will be a big help.


What is Lorena's Cures? I just looked but I must have missed it?

Jocasta those spells are available yes, I was thinking about the Magus in this AP I can see how you may struggle with the Ranged touch or Touch spells since Demons are immune or have resistance to most things.


No worries, the first magus arcana I plan to take is the one that allows turning rays into spellstrikes, which will open up ray of frost, scorching ray, ray of enfeeblement, and a few other spells. Beyond that I do have a cold iron weapon that I can make temporarily magical, which is a good start.


Ok I just didn't want you to play something that wouldn't be fun over all if you didn't want to. Anyone else want to post in Gameplay?


Female Demon-born Tiefling [ HP: 42/42 | AC: 17 (13 TAC, 16 FFAC) | CMB: +8, CMD: 19 | Fort: +5, Ref: +4, Will: +6 | Init: +1 | Perception +7, darkvision 60ft ] Oracle 6 / Hiero 1 [ Speed 30 ft | Spells: 1st 5/7 2nd 6/6 3rd 4/4 | Mythic Power 5/5 | +1 CI Longspear +9/1d8+7 P; Claws +8/1d4+4 B and S | Active conditions: ghoul fever ]

Curse, I assume you mean? Tongues. Hasn't come up much because we don't really talk in combat and everyone except Firinn understands Abyssal already anyways.


I did yes, it is funny that I put Cures, I a Halfling Oracle in a Hell's Rebels game and we have found a few work a rounds to the language issue


So what Purchases are people making tonight? Firinn you are looking for someone with Masterwork Transformation? You just have to ask a priest who could prepare it tomorrow.

Masterwork Transformation


M Human (mutt) Unchained Rogue 6/Trickster 1 (AC21 T17 F15 CMD22; 22/53HP; F+4 R+13 W+4; Init+3; P+11+)

Will look at that after I get through all the traffic tonight. Do the level-up, too.

Sorry about the delay. We moved my daughter and her 2 children (2 years and 8 months) in with us, and the pod with her stuff arrived this week. I finally got the pod emptied. Adjusting to life with two that small in the house again has been far more stressful than I expected.


No worries take your time, it is the weekend so I don't expect much out of you guys, at work I get the chance to post more since I use a computer to do my charting.


M Human (mutt) Unchained Rogue 6/Trickster 1 (AC21 T17 F15 CMD22; 22/53HP; F+4 R+13 W+4; Init+3; P+11+)

Okay, so the cash takes Terry to about 1600. Not enough for anything he would like to purchase or have enchanted. No special purchases for Terry, then.

Leveling.

NO BAB or Saving Throw adjustments.
Sneak Attack to 3d6
Rogue's Edge: (Perception - halve penalties for being asleep, and range penalty is -1/20')
Feat: Dodge (Mobility/Canny Tumble chain to come)
Skills: Acrobatics, Appraise, Bluff, Climb, Disable Device, Escape Artist, Knowledge (Local), Linguistics (Elven), Perception, Sleight of Hand, Stealth, Swim, Use Magic Device
HP w/ current, roll, con, favored class: 34 + 1d8 + 1 + 1 ⇒ 34 + (4) + 1 + 1 = 40


I’m stuck out of town after a terrible convention experience. I’ll catch up when able.


No worries, Dragon Con by chance?


Strategicon (Los Angeles).


More questions: do I lose the slaying arrow? I'm never sure with arrows... or should I be rolling the 50% recovery chance?


Female Demon-born Tiefling [ HP: 42/42 | AC: 17 (13 TAC, 16 FFAC) | CMB: +8, CMD: 19 | Fort: +5, Ref: +4, Will: +6 | Init: +1 | Perception +7, darkvision 60ft ] Oracle 6 / Hiero 1 [ Speed 30 ft | Spells: 1st 5/7 2nd 6/6 3rd 4/4 | Mythic Power 5/5 | +1 CI Longspear +9/1d8+7 P; Claws +8/1d4+4 B and S | Active conditions: ghoul fever ]
Firinn wrote:
More questions: do I lose the slaying arrow? I'm never sure with arrows... or should I be rolling the 50% recovery chance?

I believe that if you hit the target, the arrow is automatically destroyed, unless it's a durable arrow.


It is Destroyed.

Welcome to Level 6/Mythic 1 Lets see those builds......


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Warpriest (6) Guardian (1) Wounds (6) HP (94) AC (22/11/21) Saves (9/4/9, +2 vs death/energy drain/neg energy/necromancy) SR(13) Initiative (+2) CMD (23) Negative Energy (5) Mythic (4/5) Fervor (1/9) Blessings (5/6) Lvl 1 (1/5) Lvl 2 (0/4) Smite (1/1)

Terry saved the day! Wow!

Ok then. Mythic Guardian (Trait Upgrade: Gain a +3 HP per level. When you are reduced to negative hit points by an attack or effect from a demon, as an immediate action you can expend one use of mythic power to heal damage equal to 2d6 + twice your mythic tier. This healing occurs after the damage is done – if the damage is enough to kill you, you cannot activate this ability.)
Trait: +18 HP
Guardian 1: +5 HP
Paladin 6: +12 HP
Total: 95HP!

BaB: +6/+1
Saves: +1 all
Skills: +3 (FCB. +1 Perception, Diplomacy, Knowledge Religion)
Mercy- Diseased: The paladin’s lay on hands ability also acts as remove disease, using the paladin’s level as the caster level.
Lay on Hands: +1 use
Paladin Channel: Now heals 2d6

Mythic Guardian: Absorb Blow
Mythic Ability: Legendary Item
Mythic Feat: Mythic Power Attack (When you use Power Attack, you gain a +3 bonus on melee damage rolls instead of +2. When your base attack bonus reaches +4 and every 4 points thereafter, the amount of bonus damage increases by +3 instead of +2. In addition, the bonus damage from this feat is doubled on a critical hit, before it’s multiplied by the weapon’s critical multiplier. You can expend one use of mythic power when you activate Power Attack to ignore the penalties on melee attack rolls and combat maneuver checks for 1 minute.)

Legendary Item: Ring of Bolka
Tier 1: Spellcasting (Paladin Spells!)
1x Keep Watch (no sleep needed!)
3x Lessor Restoration
3x Challenge Evil (You challenge an evil creature to bring the fight to you, or suffer the consequences. You gain a +2 sacred bonus on all melee attacks against the subject of the spell. At the end of its turn, if the target has not made at least one attack on you, it becomes sickened. If you move away from the target, the spell ends.)

————-

Huge level for Khaz. His Hp jumped through the roof, so he is tankier than ever. He can now cast Paladin spells, something his archetype traded away, and thanks to Mythic Power Attack he hits harder


Warpriest (6) Guardian (1) Wounds (6) HP (94) AC (22/11/21) Saves (9/4/9, +2 vs death/energy drain/neg energy/necromancy) SR(13) Initiative (+2) CMD (23) Negative Energy (5) Mythic (4/5) Fervor (1/9) Blessings (5/6) Lvl 1 (1/5) Lvl 2 (0/4) Smite (1/1)

GM:

I apologize...I just found a problem in my build. I chose a variant divine bond...but as a Tempered Champion I have to pick a weapon as my divine bond. Sorry about missing that. I’m fixing the character sheet now


Female Demon-born Tiefling [ HP: 42/42 | AC: 17 (13 TAC, 16 FFAC) | CMB: +8, CMD: 19 | Fort: +5, Ref: +4, Will: +6 | Init: +1 | Perception +7, darkvision 60ft ] Oracle 6 / Hiero 1 [ Speed 30 ft | Spells: 1st 5/7 2nd 6/6 3rd 4/4 | Mythic Power 5/5 | +1 CI Longspear +9/1d8+7 P; Claws +8/1d4+4 B and S | Active conditions: ghoul fever ]

Yay, Mythic! First time trying this, let me know if I've done anything wrong.

changelog:
HP: 30 + 1d8 + 2 + 4 ⇒ 30 + (1) + 2 + 4 = 37 ughhhhhhhh
+1 BAB (+4 total)
+1 all saves (+2/+2/+5 total)
Mystery Spell: Deeper Darkness
+1 2nd level spell/day
+3 3rd level spell/day
+1 0th level spell known: Resistance
+1 3rd level spell known: Dispel Magic
+6 skill points:
-Appraise (total 6 ranks)
-Knowledge (Planes) (total 4 ranks)
-Knowledge (Religion) (total 4 ranks)
-Perception (total 5 ranks)
-Sleight of Hand (total 6 ranks)
-Stealth (total 6 ranks)
Mythic (Hierophant):
-Mythic Power (Su) [3+2*tier/day]
-Hard to Kill (Ex)
-Surge (Su) +1d6
-Divine Surge: Inspired Spell (Su)
-Path Ability: Eldritch Breach (Su)
-Mythic Feat: Mythic Spell Lore: Mythic Command


Magus (Armored Battlemage) 6

+1 BAB
+1 all saves
Magus arcana: Close Range

Hit points: 1d8 ⇒ 1 No surprises on my dice luck there. (+3 hit points from the archmage tier, noted below as well)

Skills: +1 each of: Acrobatics, Knowledge (arcana), Perception, Spellcraft, Use Magic Device; Knowledge (geography), Knowledge (history)

Spells per day: +1 0th, +1 2nd

New spells learned: alacrity, shatter

Mythic: Archmage tier 1
Hard to kill, mythic power 5/day, surge +1d6
+3 hit points
Wild arcana

Mythic Feat: Mythic weapon focus (dueling sword)
Mythic Ability: Competent Caster

Let the Rocket Tag commence!


M Human (mutt) Unchained Rogue 6/Trickster 1 (AC21 T17 F15 CMD22; 22/53HP; F+4 R+13 W+4; Init+3; P+11+)

I was looking at the PFSRD20 Mythic Feats list, and realized that as I've adjusted my internal thoughts about Terry's build direction, the Mythic Feats that appeal have changed.

The ones I am looking at for now are in the 3rd party list. Mythic Improved Feint (and Greater, later).

I know, 3rd party. I'm asking AFTER double-checking the recruitment thread limits, where you specifically said no third-party classes, but were silent about 3rd party otherwise.

Here's what those two do in the grand scheme of things:

Standard Feint - Standard Action to make flat-footed against my next attack.
Improved Feint - Move Action to use.
Mythic Improved Feint - Swift Action to use.
Greater Feint - Make flat-footed to me until the end of my next turn (just over 1 round total duration).
Mythic Greater Feint - Make flat-footed to me until the end of my next turn, and flat-footed to me allies' next attack.

I have options from the core set, too, like Mythic Dodge, which could be super-effective, but they appeal less, so I'm asking.

----

Also, since I've been rethinking Terry's build direction, the question comes up about retraining . . .. His existing two Rogue Tricks are just not meshing with the role he's filling versus the role I originally had in mind. You may remember me waffling about his 4th level trick, because it was already becoming obvious my character design intent wasn't meshing with play very well . . ..

Retraining offers up some opportunities to do some silly things, though, so I am not expecting either that it is an option allowed, or, if it is, that we'll have the time to use it. As a 6th level Rogue, retraining 2 Rogue tricks requires 10 days, 600 GP, and a 7th+ level Rogue with access to the desired tricks, by the SRD.

In alphabetic order, Tricks I am looking at now include:

Aligned Sneak Attack (Non-magical reduction of alignment-based DR? Sure!)
Canny Observer
Combat Trick (Two-Weapon Fighting)
Trap Spotter

Yes, that is 2 more than I have to retrain, but only 1 more than I have to pick (assuming retraining is allowed) since I need to pick a 6th level Trick, anyway. At this moment, I'm thinking Aligned Sneak Attack is the least likely member of the list, but it just sounds like a good idea . . ..

------

Yes, the archery feats are way sub-optimal for how the character is being used, too, but they tie back into his campaign trait, background, and unacknowledged secret desire so well, I think they serve an important enough character purpose that they need to stay in place anyway.


M Human (mutt) Unchained Rogue 6/Trickster 1 (AC21 T17 F15 CMD22; 22/53HP; F+4 R+13 W+4; Init+3; P+11+)

Rogue Level:
HP w/ Current, Con, & Favored Class Bonus: 1d8 + 40 + 1 + 1 ⇒ (2) + 40 + 1 + 1 = 44
BAB: +1
Fort: +1
Ref: +1
Will: +1
Trapfinding to +3
Danger Sense to +2
Rogue Talent (Canny Observer)
Skills: +1 Rank to the same set

Mythic Trickster Tier 1:
Hard to Kill: Auto-stabalize, die at -26
Mythic Power: 5/Day
Mythic Surge: +1d6
Mythic Feat: Mythic Improved Feint (or Mythic Dodge if not)
HP: +4
Trickster Attack: Surprise Strike: Swift action use Mythic Power to make single BONUS attack, target is flat-footed against this attack, add tier to attack and bypass all DR.
Path Ability: Compelling Feint (Combat Trickery? Deadly Dodge? Display of Dexterity? Pierce the Darkness? So many good options!)

Rogue Retraining, if allowed:
Ninja Trick: Deadly Range to Trap Spotter
Ninja Trick: Deadly Range to Combat Trick: Two-Weapon Fighting

Edit: Hunh. Maybe I should ask about retraining HPs, too! 3 days and 180 GP per HP currently. At 48 out of potentially 64 (6x(8+1+1)+4), with 47 being "avg" using max at 1st level only. Meh. Still above average.

Edit2: Based on Khaz's comment about Trait upgrades, I Googled a bit and found that I should also be adding:

Mythic bonus: Gain a +2 trait bonus on Reflex saves. By expending on use of mythic power, you can take 20 on an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check without an increase in the time required to make the check.


I have never had people talk about retraining so much, I know to tell you even for this second book you won't have any down time other than possibly at nights to do some things. Plus don't you have to find a teacher?


M Human (mutt) Unchained Rogue 6/Trickster 1 (AC21 T17 F15 CMD22; 22/53HP; F+4 R+13 W+4; Init+3; P+11+)

Absolutely. I tried to include that in the requirements I listed above.

One of many reasons to note that I wasn't counting on the opportunity, just asking!

Edit: And for the record, I don't THINK I have ever ACTUALLY used the retraining rules before, myself.


Warpriest (6) Guardian (1) Wounds (6) HP (94) AC (22/11/21) Saves (9/4/9, +2 vs death/energy drain/neg energy/necromancy) SR(13) Initiative (+2) CMD (23) Negative Energy (5) Mythic (4/5) Fervor (1/9) Blessings (5/6) Lvl 1 (1/5) Lvl 2 (0/4) Smite (1/1)

Neither have I. I asked because I didn’t plan this character around Mythic. If the answer is no then no problem, I’ll adjust. If it is yes, then :)


My main retraining interest is that I guarantee that this is not the last time I will roll a 1 for hit points.


M Human (mutt) Unchained Rogue 6/Trickster 1 (AC21 T17 F15 CMD22; 22/53HP; F+4 R+13 W+4; Init+3; P+11+)

I had forgotten one of those skills was Linguistics. I chose to learn one of the two remaining human languages commonly spoken in countries near the Worldwound: Skald, leaving only Varisian unknown.

For your benefit a reminder about what all Terry speaks. It overlaps well across the party. Intentionally, I might note.

Common (Taldane), Abyssal, Hallit, Celestial, Draconic, Dwarven, Elven, Infernal, Skald

(They are in order as 1 Racial, 2 from Int, 6 from ranks in Linguistics).

Aklo, Sylvan, and Terran are spoken by someone in the party and not by Terry. We could all take a rank in Linguistics and learn to sign for quiet communication. Just thinking out loud.


Ok I will let you know about the retraining, you won't have more than a week at the most before you dive right into the second book. A week in game time not in real life.

Just waiting to see what Firinn does


Short answer, I'm going Guardian too. It has lots of fun ways of sharing mythic power between me and Rio.

Will try and do stats today.

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