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

I'm glad to hear that things are improving.


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

To check out Pier 19, we could start by visiting some of the locations nearby, like the Depository, the Fish Market, and the Booklayer. We should get a reasonable look at the pier while doing that.


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Good enough for me. Ill have to post later tonight when i have my reference material handy though


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

I have no idea what to do here, other than drink a potion. I have a feeling we are about to get owned.


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A potion would be a good move 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

After that last healing roll, I was motivated to look back through all my rolls to heal party members:

Average Healing Hex/CLW roll (d8): 3.09 (82% of rolls were 4 or lower)
Average Lesser Restoration Roll (d4): 2.00 (83% of rolls were 2 or lower).

I really wish I could roll average!


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I'm curious what the sample size is.

In other news its my wedding anniversary and I'll probably be trying the Fallout 76 beta tonight with my wife. So don't expect too much from me tonight. I'll see if i have time this afternoon while I'm at work but no promises.


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:

Grats! Sounds like you guys have a fun night planned, enjoy!


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

Congrats on the anniversary! I was single parenting all weekend, so I had very limited time. Should be a little better now.


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Rowan Dorn wrote:
Congrats on the anniversary! I was single parenting all weekend, so I had very limited time. Should be a little better now.

It's a bit of artificiality since we've been living together for 4 times as many years but thanks anyway. In case you were wondering Fallout 76 is probably a bad MMO, and a bad Fallout game, but I did enjoy myself playing.


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'm presuming that the mithril chain shirt is in high demand. Who should it go to?

Theo should take the wand of invisibility.


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Mara bint al-Katheeri wrote:
I'm presuming that the mithril chain shirt is in high demand. Who should it go to?

Pretty sure Rowan and Theo won't want it and Dervak just got a new set of armor. Between Mara and Ellery it would probably be more useful for Ellery but he also has the highest amount of gear value in the party.


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

Ellery should take the mithril chain shirt, then. Mara isn't in melee as much.


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

I can UMD the Invisibility wand.
No need for mitral shirt.


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

If we keep the prisoner overnight, Mara could memorize Charm Person in the morning.


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 hate having prisoners.


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

Run Rabbit run!

(Me too)


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I hate you having prisoners, ooc he's will actually leave town and not bother you again. That said capturing him was the right move information gathering wise.


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 isn’t a fan of prisoners either, but he would harm a cult member that meant to do others harm if it would lead to bringing down the cult. At this point, the dude has been cooperative, so Rowan is fine letting him go.

Sending him to the bar using Rowan’s name is intended to screw with the bartender a bit, and possible have the bartender yell at him. Either way, Rowan thinks it will be funny.


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Everybody level up! You should be 5th.


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

Happy dance!


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:

Took Skill unlock of Perception, and grabbed Combat Mobility so next time I get a feat I can take Gang 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

Mara Lvl 5 highlights:

Feat: Extra Hex (Chant)

Extra spells/day:
+1 1st lvl
+2 3rd lvl

Spirit Spell: Daylight

+9 HP

FCB: +1 HP

Adventuring Skill Ranks:
+1 Diplomacy
+1 Heal
+1 Fly
+1 Perception
+1 Spellcraft

Background Skill Ranks:
+1 Knowledge History
+1 Profession Cook


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

So assuming Dervak takes another level of Bloodrager, he gets a new spell.

Enlarge Person has its uses, as does Burning Hands. But Barbed Chains seems so thematic for this AP. It's straight out of Hellraiser.

Burning Hands seems the best choice as an anti-swarm option. The other option there is taking Barroom Brawler as the feat to get Rat Catcher if needed.

Any thoughts?


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I really like Barbed Chains as a thematic choice, but I don't know how useful it will be.

Guilty confession: I should really get around to watching some classic horror movies, I've only ever caught bits and pieces of Hellraiser back when we had cable. I'm am of course aware of Nightmare on Elm Street and how it influenced the Tatterman last book but I've never seen it.


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 think Dervak gets Enlarge Person as a bloodline bonus spell at 7th. Shield would be my suggestion.

Edit: I see you already have Shield.


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

Yeah, Shield and True Strike are the two he has now.

Dervak hopefully will not have the Aberrant bloodline by the time 7th level rolls around. I hope to have him retrain into Urban Bloodrager (Destined or Arcane) if we succeed at the ritual.

So I could take Enlarge. But it isn't that great for him with the 1-full-round casting time and his mediocre AC. Too easy to interrupt. It's much better as a potion.


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

I shall level up tonight. Witch 5

Thinking of taking Extra Hex for Flight Hex.

Haven't looked at actual Feats, as yet.

@Dervak

Longarm
Magic missile
Pro from evil
Featherfall


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 isn't going for the Flight hex, given that she gets Overland Flight as a spirit spell at 9th lvl. Because of her archetype, she doesn't have 2 different spirit spells to choose between.


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

Decided not to take Flight Hex, yet.

Question:
Can I combine Frostbite and Strangling Hair?

Frostbite:
Frostbite

REPORT AD
School transmutation [cold]; Level bloodrager 1, druid 1, magus 1, shaman 1, witch 1

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range touch
Targets creature touched
Duration instantaneous
Saving Throw none; Spell Resistance yes

DESCRIPTION

Your melee touch attack deals 1d6 points of nonlethal cold damage + 1 point per level, and the target is fatigued. The fatigued condition ends when the target recovers from the nonlethal damage. This spell cannot make a creature exhausted even if it is already fatigued. You can use this melee touch attack up to one time per level.

Strangling Hair:
Strangling Hair

School transmutation; Level psychic 3, sorcerer/wizard 3, witch 3

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration concentration, up to 1 round/level
Saving Throw none; Spell Resistance yes

DESCRIPTION

Your hair animates and extends to grapple and constrict an opponent. Make a grapple check against the target using your caster level as the base attack bonus plus a bonus equal to your Intelligence bonus (if a witch or wizard) or Charisma bonus (if a sorcerer). This grapple check does not provoke attacks of opportunity. If your hair succeeds in grappling a foe, that creature takes 1d6 points of damage or your unarmed strike damage, whichever is greater, and gains the grappled condition. Your hair receives a +5 bonus on grapple checks made against opponents it is already grappling, but cannot move foes or pin foes. Each round that your hair succeeds on a grapple check, it deals an additional 1d6 points of damage. The CMD of your hair, for the purposes of escaping the grapple, is equal to 10 + its CMB.

Once you choose a target, your hair continues to attack that target independently of your own actions. You may designate a new target as a move action, which causes your hair to release its current target (if any) and attack the new target that round. Your hair cannot be targeted as a separate creature, but it can be dispelled.


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Theophilus Carter wrote:

Decided not to take Flight Hex, yet.

Question:
Can I combine Frostbite and Strangling Hair?

** spoiler omitted **

** spoiler omitted **...

Asking the difficult questions I see. I'm leaning towards yes, but you have to cast Strangling Hair first otherwise Frostbite will dissipate. On each successful grapple check with Strangling Hair or any other combat maneuver for that matter you must discharge one use of Frostbite or any other spell where you're holding the charge.


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

More than fair; Theophilus just got more useful in combat!


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

If anybody else wants to take Shake It Off, Dervak will take that too. The more the merrier. If nobody does, then maybe at a later level and he'll take Barroom Brawler instead.

Dervak's level:
+9 HP
+1 BAB
Improved Uncanny Dodge
Feat: Barroom Brawler (assuming nobody else wants to take Shake It Off).
Skills: +3 Survival
Background Skills: +2 Knowledge (Engineering)
Spell: Longarm


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

I’m at a loss on what feat to take. Torn between blind fight and improved Grapple.
Edit: also, snake style seems pretty cool, since it would give me a +13 to sense motive checks and piercing damage to my fists.


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

@Rowan: Blind-Fight is a good choice. As is Snake Style. I wouldn't take Improved Grapple with your +3 BAB and 12 Str. (You are a regular monk, not Unchained monk, right? So BAB is +3?)

If Rowan wanted to deal more damage, Pummeling Style would let you overcome DR more easily and it leads to Pummeling Charge. Or, Piranha Strike would be -1 to hit for +2 damage (going next level to -2 for +4).


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

I went Drunken monk, which is less useful than I expected, but was partially thematic. I can’t take Pummeling strike yet (requires BAB +6), but snake seems good right now.


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 believe Pummeling Style requires BAB +6 OR Brawler's Flurry OR Flurry of Blows. Distinct requirements are separated by a semicolon. Multiple options in an "or" list are separated by a comma. At least, that's my understanding of it.

I do like Snake Style (my Seeker cavalier has it), but it can get a little tricky with action economy. Do you have conflicting swift-action things to do? First it requires a swift action to enter the style, then an immediate action to dodge an attack with Sense Motive, which you declare before the attack is resolved. So in PbP I generally spoiler-post a Snake Style dodge vs 'the first attack on me' or vs 'the first touch attack on me.' Each time you use the Snake Style dodge, it eats up your Swift action for the following round. Each of the later feats in the tree also has an immediate-action thing you can do (which conflicts with the dodge).

Of course if you're taking it just for the piercing damage option, none of that matters.


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

When it comes time to get into Fort Hailcourse, Mara can cast a Fly spell on herself. She could cast a second one on someone else, although my preference is a have Magic Circle against Evil running, for a long lasting deflection bonus to AC.

She can also cast Levitate, although that competes with Barkskin for spell slots.


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I don't expect much in the way of posting for people over the next couple of days but Ill keep looking and posting if needed. I am driving for several hours on Saturday and Sunday however.


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

Happy thanksgiving all!


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's plan is to memorize Eagle Eye in the morning, for some aerial reconnaissance of Fort Hailcourse. That will leave two 2nd lvl spell slots for Barkskin (hopefully people will be cured of their ailments, or at least Winter will be able to cover any Lesser Restorations needed).


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
Dervak wrote:
Dervak still has 2 Dex damage that will not heal naturally until he overcomes the Ghoul Fever. Also - can Mara try Remove Curse for Brenton? That could be the next day I guess.

Did Winter not cure Dervak's dex damage the previous day? If not, she should be able to today.

Do we have reason to believe that Brenton is suffering from a curse?


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

Brenton lost his voice as a result of his ghostly brother's touch. Seems like the sort of thing Remove Curse might fix, if it doesn't go away on its own.

Dervak was at 4 Dex damage yesterday (Mara used her spells to heal his Con damage), and Winter healed 2 of the Dex damage. So he has 2 Dex damage left.

Also, should we ask around about who that head assassin was? Was she anybody known in town? I had suggested that here.


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

We should certainly ask Cesadia.


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Remove curse would fix Brenton's voice assuming the check succeeds. Not sure if Rowan still has ability damage either and Ellery should have some lingering wis damage too.


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Also don't forget about the wand of lesser restoration it has 7 charges according to the treasure sheet


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 guess we'll see what Winter can do to fix people up, and then use the wand if anyone is still down.

Note that one point of ability damage doesn't give a penalty; it's only when it gets to 2 that it makes a difference.

I'd prefer to wait for a day when we're not launching a major assault to do the remove curse.


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

This will get messy, so we players ought to be full up.


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:

Healed one overnight, so still 2 points of Wisdom damage.


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

I think Rowan still has 1 point of Dex damage, and Drunken Master does not get Purity of Body, so that was a downside I did not consider.

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