DM Delmoth's Strange Aeons (Inactive)

Game Master Delmoth

Map

Treasure Sheet


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Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

Test

My previous post wasn't displaying properly, and had to be removed by an admin.


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

Mara can heal Ellery with her Healing Hex, but she needs to stop her bleeding first.


Monk 7 | AC 23 T 23 FF 18 | HP 67/67 | F +8 R +11 W +8 | Init +5 | Perc +13 | CMB +13, +15 to trip, +17 to trip with kama | CMD 27, 29 vs trip

Rowan still has both potions, so he can give one to Mara for her to use or administer.


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So I'm a dolt and didn't see a PM or two recently. If I don't respond to you in a timely fashion feel free to yell at me here to check my messages. Otherwise if you want to friend me on facebook I'm absolutely sure to get a message that way.


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary
DM_Delmoth wrote:
Searching the room for Julius and Theo find two vials of silversheen, an oil of align weapon, a rusted greataxe, and a set of masterwork thieves' tools.

Dervak took one vial of silversheen and the Oil of Align Weapon. Somebody else has the other Silversheen.

There's also a silver dagger we found earlier, and Red Destiny (magic rapier).
So perhaps silver weapons might be useful?
We've also found some potions that could help - Bull's Strength and Protection from Evil. Not sure who has those. Dervak would love a Bull's Strength...
Also there's an unidentified magic talisman. Dervak is wearing an Amulet of Natural Armor, so wouldn't have the talisman.


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Who has the haversack? If no one claimed the items they are in the haversack.


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

Dervak has the haversack. Was stuffing papers in it earlier.


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

Someone should probably try a silver weapon/silversheen.


Monk 7 | AC 23 T 23 FF 18 | HP 67/67 | F +8 R +11 W +8 | Init +5 | Perc +13 | CMB +13, +15 to trip, +17 to trip with kama | CMD 27, 29 vs trip

It is also possible that I didn’t do enough damage, like damage reduction 5. Not sure.


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

It could certainly be something like DR 5/silver.


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no one listens to Dervak :(


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

In all fairness, he has an 8 Int.
And was just three rounds ago possessed by a horrific thing from beyond reality.
Minor details.


Male Human Rogue (7) | HP: 39/39 | AC:24 T:17 F:16 | Init: +7 | Per:+ 13 (+1/2 level vs traps) | CMB: 6 | CMD: 23 | Fort: 4 Ref: 12 Will: 5 | Active Spells:

Listens to who now? :D


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

Panicked for 15 rounds — I'd say Mara is out of this fight! That's what she gets for having the highest will save. :(


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Panicked says you act normally when out of sight of any danger. I guess you would flee again up until the duration if a new source of danger emerges.

Party regroup? I doubt Rowan and Theo can do it alone even if they beat its DR.


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

Dervak might have a shot if he can get buffed up.

The potion of Bull's Strength, potion of Prot Evil, and Silversheen. A good use for his remaining 3 rounds of panicked; hiding and drinking potions. Mara, once she is out of sight of the Tatterman, can start casting Guidance on people and renew the Bless.

Red Destiny should still be on Julius's corpse.

There's also another Silversheen and the Oil of Align Weapon.

But does Dervak Rage again? Does he need the Dark Whisper to defeat the Tatterman? Will it cost him his soul if he gives in? Stay tuned...


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

Mara doesn't have the wand of bless; she dropped it earlier near Sara.


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

Okay then. It should expire this round.
Dervak had 5 rounds of attacks with the Bless, then 3 rounds of resting before the Tatterman appeared, then 1 round moving up to the Tatterman and 1 round fleeing. That's 10 rounds.

If we have somebody able to retrieve the wand and bring it to Mara, she can use it again, otherwise we'll just make do without.


Monk 7 | AC 23 T 23 FF 18 | HP 67/67 | F +8 R +11 W +8 | Init +5 | Perc +13 | CMB +13, +15 to trip, +17 to trip with kama | CMD 27, 29 vs trip

Lol, if it has Dr/5, then I just did one damage. I need to figure out a way around that. Will be getting power attack as soon as I can.


Male +4 circumstance (Blindness/Deafness/Curse) Human(Varisian) Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26

Apologies, but We have a wedding to attend tonight. As such, I shall catch up on my games tomorrow.


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Hope you had a good time.


Male +4 circumstance (Blindness/Deafness/Curse) Human(Varisian) Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26

Thank you; it was from my girlfriend's side of the family, so met many of them for first time. We enjoyed ourselves.


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

@GM: are you sure that this creature's fear aura doesn't have the "only affected once in 24 hours" like a mummy does? Otherwise, even a fully-buffed Dervak with a +12 Will (down to +10 after even a successful save) is going to drop his weapon and run 1/3 of the time.

I guess that is pretty horror-genre appropriate, the PCs dropping weapons and fleeing like mad. A paladin, ghost rider cavalier, or arcane duelist bard would have been an asset here.

Well, we shall see how the dice fall.


Monk 7 | AC 23 T 23 FF 18 | HP 67/67 | F +8 R +11 W +8 | Init +5 | Perc +13 | CMB +13, +15 to trip, +17 to trip with kama | CMD 27, 29 vs trip

We can run and grind a level, then I will get access to ki points. Just a thought.


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

We can't run. He'll follow us throughout the asylum, killing everyone in his path. He gets to the chapel, kills everyone there, prevents us from resting in the safe place.

We could regroup, so Rowan could get one of the silver daggers. Or use the Oil of Align Weapon on his fists.

If we do survive and level, Dervak could dip Arcane Duelist. Intimidate as a counter-fear performance? That would be fun to run with.


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@Dervak yes I double checked that. I thought it was nasty too. Basically you're going to yoyo him the way you're set up with one or two fighting while the rest are running for your lives.

@Mara yes you can pick up the bless wand now that the Tatterman is out of sight. You're only forced to run away if danger is visible. No immediate danger means you can act normally. This also means you can still participate in the combat, just have to hide.

@Rowan you can't grind in this game since levels happen at points specified by the adventure, you're next level happens after you defeat the Tatterman. If you went out and fought more things it would only drain what resources you have.

That said sometimes the best thing is to retreat and come up with a good plan, though I do think you have a good one going considering what you have to work with. I should point out that I tried to indicate that Zandalus was being controlled by the Tatterman. If all he wanted was carnage why would he form a cult and do all these rituals that made the oneirogens?

There also has to be a reason he didn't rush the survivors. The cult had at least twice the numbers.


Monk 7 | AC 23 T 23 FF 18 | HP 67/67 | F +8 R +11 W +8 | Init +5 | Perc +13 | CMB +13, +15 to trip, +17 to trip with kama | CMD 27, 29 vs trip

Delmoth won’t let us run and grind levels; I just thought it was funny.

I’m happy to run and regroup. It seems obvious that I currently can’t hurt it more than it can regenerate.

I have a base +6 to hit, and a +1 to damage. But I can flurry if the oil works against him, or I could stun him if I can do damage.

Might be better for a stronger character to take the dagger.


Male +4 circumstance (Blindness/Deafness/Curse) Human(Varisian) Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26

Theo is setting you up to Grapple him. Wait for it....you will be +6 with him being Fatigued, Entangled, Misfortune and Evil Eye (-2 AC), if we can last...lol.


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

The problem is that every time someone fails their saving throw, they lose their weapons.

We don't have any healing, so losing HP without being able to damage the Tatterman just gets everyone killed. Our only hope is to shut down the regeneration.

Mara has only 8 HP left, so she can't fight in melee in any case. Her only spells left are cantrips and her mind-affecting spirit spells (color spray and hypnotic pattern).


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I'm IRL gaming today so I won't be back to post for another 8 hours or so.


Monk 7 | AC 23 T 23 FF 18 | HP 67/67 | F +8 R +11 W +8 | Init +5 | Perc +13 | CMB +13, +15 to trip, +17 to trip with kama | CMD 27, 29 vs trip

Well, at least I can’t lose my weapons. I’m going to have to get different oils to enhance my fists.


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

Can silversheen be used on Rowan's fist?

Does Dervak have a weapon right now? Someone should be using Red Destiny. Ellery is proficient with rapiers as well.

Have we handed out all of our potions?

There's also a cloak of resistance.

We need to be using all our resources for this fight.


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

I've probably done too much OOC strategizing already. But this could be the end of the campaign.

You can see that Dervak is carrying his falchion.
You know he has the Haversack with lots of stuff in it.
I assume Julius was using Red Destiny (not sure we factored it into his rolls for his last battle, too bad).
A monk's fists are treated as both natural weapons and manufactured weapons. So Silversheen or Oil of Align Weapon should work. Then again, grappling the Tatterman might work too.

Dervak's plan is to go back into the battle with a good-aligned Falchion. If he drops that and runs away, he'll come back with the silver dagger and magic shield. If he drops the dagger and runs away, he'll try to get back one of the weapons he dropped.


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You can silversheen Rowan's fists since they count as manufactured weapons. Ellery should definitely have Red destiny and the silver dagger that Dervak isn't using. There also appears to be an unclaimed amulet of natural armor. There are two CLW potions on the sheet that Mara should probably drink.

I took off the scroll of healing on the treasure sheet since I'm sure it was used as well as the potion of prot vs evil which was just used. I'm probably going to do away with the treasure sheet after this fight since it seems to be causing problems.

As far as it being a TPK yes that is a possibility otherwise there would be no tension. But it is hardly a forgone conclusion at this point.


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

Mara certainly used a scroll of CLW to revive Theo.

I'm reluctant to have Mara drink both CLW potions, since she has so many more rounds of panicked left. She also has no effective weapons.

I've noticed that there's a tendency in PBP games for a lot of items to go unused, or just not get recorded on anyone's sheet.


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

It's much better for items to always be on individual characters' sheets. This results in its own problems when you have high PC turnover as we have had in this game. Hopefully we've stabilized in that regard.


Male +4 circumstance (Blindness/Deafness/Curse) Human(Varisian) Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26

We got this!


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2
Mara bint al-Katheeri wrote:
Ellery, I believe Red Destiny is a +2 rapier.

Sorry, I meant to post this in Discussion, not Gameplay.


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Did some clean up on the treasure sheet. Moved Red Destiny and the MW silver dagger to Ellery's sheet. Moved the +1 shield to Dervak's sheet. Deleted the Bull Str potion.


Male Human Rogue (7) | HP: 39/39 | AC:24 T:17 F:16 | Init: +7 | Per:+ 13 (+1/2 level vs traps) | CMB: 6 | CMD: 23 | Fort: 4 Ref: 12 Will: 5 | Active Spells:

Was Red Destiny given to Ellery already? If so I missed it, or is that just where it will likely end up?


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

Putting on leather armor takes 1 minute (10 rounds). You can put it on hastily in 5 rounds, but the armor bonus and check penalty are both 1 worse.

You could have taken Red Destiny last round if you wanted.


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Dervak wrote:
Bless is not included in my attack rolls above, but Guidance is (for the first attack, from Mara). So increase all by 1. Don't think I can have two active Guidance spells.

After looking at guidance and the FAQ I feel like you can have guidance on you twice. You could even trigger them at the same time but you would still only get the +1 bonus due to stacking rules. You could trigger them for different rolls though, which could be problematic, but maybe not. I'm not sure, if it becomes a problem I'm going to house rule limiting it. Not that it mattered in this case because Theo was panicked while being threatened so could only run away. But that doesn't matter either because of the gameplay post coming. Stay tuned.


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Sorry for the wall of text but I had a lot to get through. Let me know when everyone is ready to move on. If you want to have any interactions with NPCs feel free to post about it.


Monk 7 | AC 23 T 23 FF 18 | HP 67/67 | F +8 R +11 W +8 | Init +5 | Perc +13 | CMB +13, +15 to trip, +17 to trip with kama | CMD 27, 29 vs trip

Just putting it out there, Rowan has interest in the +2 bracers (or the unclaimed amulet of natural armor), and the war razor (if is counts as something I can wield).


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

Mara level 4 highlights:

Spells:
1st lvl +1/day
2nd lvl +1/day

Hex: Fortune

Relevation of the Past: Temporal Celerity (roll twice for initiative and take the best result)

Adventuring Skills Ranks:
+1 Diplomacy
+3 Knowledge Planes
+1 Perception

Background Skill Ranks:
+1 Linguistics (Sign)
+1 Knowledge History

FCB: +1 Cleric Spell Known (Liberating Command)


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

I have a question about the Extra Hex feat, which I was planning on taking next level.

Extra Hex wrote:
Benefit: You gain one additional hex. You must meet the prerequisites for this hex. If you are a shaman, it must be a hex granted by your spirit rather than one from a wandering spirit.

RAW, this would seem to suggest that you can only use the feat to gain spirit hexes, and not general shaman hexes. I was planning on using it to gain the Chant hex next lvl (for extending my Fortune Hex).

DM_Delmouth, what is your interpretation?


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

Loot notes and suggestions:

Rowan should take the +2 bracers of armor, IMHO.

The War Razor is martial weapon. Dervak is the only one with proficiency, as far as I know. Mind you, it's not the greatest weapon.

The AC items should go to people who are going to be in melee regularly (Dervak, Ellery, Rowan).

Mara is interested in the +1 Cloak of Resistance.
Mara can also use the +1 light mace, although she (hopefully) won't be in melee that much). She would prefer it to go to a melee character, if they would benefit from it.

Either Theo or Mara can use the wand of command.

Ellery should probably take the potion of invisibility.

Theo should take the scroll of fox's cunning.

Zandalus' Summoning Book (chaotic book of extended summoning): Is this a one-use item?


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I'll get back to you about your hex, I think there are a few rules interacting that aren't designed to.

The book works like an extend metamagic rod but only for summing spells 6th level or lower that have the chaptic descriptor. So it could be used 3 times a day.


Monk 7 | AC 23 T 23 FF 18 | HP 67/67 | F +8 R +11 W +8 | Init +5 | Perc +13 | CMB +13, +15 to trip, +17 to trip with kama | CMD 27, 29 vs trip

The bracers will put my AC up to 21, which would be pretty cool.

I currently have 5 ki points, which I can use for a variety of things, including making my fists magic weapons. I’m pretty excited about that.

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