GM Blood's Age of Worms in Golarion #2

Game Master David James Olsen

Group 2 Map
Loot spreadsheet


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Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Summoners don't spend feats on craft feats. They tend to be a bit feat starved.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

All it takes is one industrious Summoner -- even crafting at level 5 to get the full duration on a wand, he's saving 1/3 on cost. ;)

Maybe he's just pocketing the difference? ;)


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Actually, the wand would cost 6000(3000) vs 11,250(5625) for a wizard. One thing to remember though is that the Haste would only last 4 rounds which is pretty useless unless you are fighting really short fights. Better off buying a Rod of Extend (or whichever one increases duration) for the same 3000 gp and then just having me(or a sorcerer) cast Haste for 10 rounds.


Not in use

Advanced warning that your friendly neighborhood monkey-lover will be on vacation starting 27th June all the way through to 17th July. We will be taking our first big ol' vacation in six years and swanning off to Hawaii (both Kauai and Oahu). Our first trip to the US, and despite needing about 16 hours in a plane to get there - we are still super excited :)

However since we'll be travelling with only an i-pad for computer support both my predeliction for sesquipedalian loquaciousness and the relative alacrity and frequency of posts shall suffer most terribly during that time. So in essence Tobar and his simian friend will be relatively inactive while I'm off sinking deep into Kalua pig, malasadas and loco moco. Fear not for I shall return fully recharged and reinforced for the onward push towards wealth and fortune.

If in the case that DMPC or PCPC will be required, Tobar's responses will tend to follow the following logic:
1) Making of flanks and use of aid-anothers on whoever can best make use of them.
2) Monkey has copious copious quantities of alchemical goodies to throw at all and sundry.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

I think that your monkey will get on quite well with Dryn, she like to toss things that go BOOM!!!


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

You don't *have* to craft at minimum level, people just *do*. As such, a level 5 summoner could make the wand at CL5, and being a level 2 spell, for 7,500 -- with the same specs (other than the lower save, not an issue so much) as the 11,250gp wand a wizard would produce. In fact, making it at CL 7 would still be slightly cheaper than the Wizard-y wand (10,500, craft for 5,250) and last half again as long.

Sounds like a dream vacation, Tobar. I'm extremely jealous.


Kilthan, I was going to comment about raising the CL to 5 or even 6 and still making a profit over the wizard version.

Anyways Summoners don't exist in my game so its not an issue! ;)


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}
Aarakess Halcorn wrote:
I think that your monkey will get on quite well with Dryn, she like to toss things that go BOOM!!!

Dryn may well become fascinated with a bomb throwing monkey.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Either way, it is much cheaper for a summoner to make a Haste wand. But I think that is one of the few "cheap" spells there are. I suppose he could make a Black Tentacles or Summon Monster IV wand. But really, Haste is about the only really useful spell that would be substantially cheaper. And, since Summoners like to spend their feats on things like Extra Evolution and Augment Summoning, it would definitely cut into their power if they were taking craft feats.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Just don't throw the bomb-throwing monkey. :)


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Can you throw the bomb throwing monkey and have him drop bombs on the enemy? We were considering having an ogre PC in one campaign take Toss-Goblin as a feat so that he could throw our goblin gunslinger. I figured the goblin could shoot down at the enemy as he passed overhead.


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Not able to access the link for some reason, saying remote linking is forbidden. Just a heads up on that. Anyone else have that problem?


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}
Kilthan Hammerstone wrote:
Just don't throw the bomb-throwing monkey. :)

But I wanna throw the bomb throwing monkey!!

Maybe I should just get some monkey shaped vials for my bombs? Hmmm. Notes improved vial design for next time near a glass blowers.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

It's actually been my problem with the tacked-on classes in general -- when spells appear on shorter spell lists at lower levels, it greatly changes what is possible in the world. For instance, again, thanks to summoners, it's possible to get wands of teleport, summon monster V and mass cat's grace or mass bull's strength.

And while I do agree that most summoners may not bother with creation feats, they're no more starved than the clerics or witches who (occasionally) take them.


Dryn'taka Devilschild wrote:

Not able to access the link for some reason, saying remote linking is forbidden. Just a heads up on that. Anyone else have that problem?

Which link?


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Blackwall Keep below

GM Blood wrote:

After introductions you head out in search of the lizardman patrol and their captives. You spend a fair amount of the day traveling towards Blackwall Keep, which seems odd that any lizardman raiding party would travel so near to it . You are thinking you are getting close to Blackwall Keep when suddenly a monkey comes out of nowhere and lands on Tobar's shoulder. You also smell something familiar in the air - smoke and blood. You also notice more flies than is normal. The reunion is short lived as they monkey leads you up a hill. The surrounding terrain is also hilly so you manage to get closer and circle around to the east/southeast and a good view of what is going on, without being spotted.

The keep itself is built out of black stone and consists of a single ground floor with a tower. It is built into a hill so the tower is almost the only thing visible.

Blackwall Keep

Surrounding the keep are various groups of lizardfolk hiding behind natural barriers of various sorts. You see they are in groups of 6 and there are 7 groups of them total. They all look the same wielding clubs, large wooden shields and a javelin, except one group has a larger lizardman with a metal shield and another group has a smaller lizardman in the group that doesn't look like much of a warrior. It looks like the lizardmen has had their share of battle and wounds.

The keep looks like it has been attacked repeatedly and is in bad shape. The only door in looks like it has been broken open and hastily repaired. While it looks like it is easily defended, it is apparent that their numbers in the keep must be low as the defenders on the wall are spread thin. Near the keep is a stockaded horse corral and you can tell there are dead horses everywhere around it. Numerous bodies of lizardmen and humans are spread around the keep gathering flies.

There is a large clearing between the keep and where the lizardmen are currently and you do not think it would be possible to make...


I should have read the game thread before the discussion thread! Have a new link up, but it is just a picture, not a map.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Lol - I frequently read the OOC first, and then make comments, only to then go to the IC and discover that the question is moot or already resolved.


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

I usually read OOC first then IC as well.

And thanks GM Blood!


I usually link from my google drive but I was trying to save time and linked it from another source, and that site must have shut the link to that picture down since. That'll teach me!

I just got some good news. One of my best friends a couple years ago wanted to play a wild mage for our "Curse of the Crimson Throne" campaign. He always loved them back in the day and I made up a special Wild Sorcerer Bloodline for him.

Fast forward to a couple weeks ago and we were talking about our next campaign after finishing Age of Worms (which will still be a year or two yet) and they wanted to play a water based one so it looks like Skull and Shackles. Another one of my friends said a wild mage would be fun so I said I would send him the files to look over. Couldn't find it on the google drive, hard drives, emails, or anywhere. Just got into work today and my friend who had played it last found it in his work email from almost 3 years ago! (he is a pack rat).

So just needs a little updating and it will be ready to go (and now saved in multiple places!)


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

GM Blood:
Justin's new mount is the same as a level 5 cavalier mount? Do you want to stat it or should I just build a heavy warhorse using animal companion rules?
I would buy him plate barding if available and he didn't come with it.

This is what I get
Horse
5HD, 5 skill points and 3 feats
Fort +7/Ref +6/Will +2
Size Large; Speed 50 ft.; AC +6 natural armor; Attack bite (1d4), 2 hooves* (1d6); Ability Scores Str 20, Dex 14, Con 17, Int 6, Wis 12, Cha 6; Special Qualities low-light vision, scent.
* This is a secondary natural attack, see Combat for more information on how secondary attacks work.


Justin:

Its an animal companion like a druid of the same level except your horse has 6 Int.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

DM Blood:
Edited the post to put what looked like his stats using animal companion rules and made INT 6. I would buy the best armor for him (plate barding?) if he didn't show up with it. He is magical, maybe Iomedae springs for armor:-)

Breastplate barding is 800gp and full plate is technically 6000gp! Looks like I can afford breastplate barding.


Justin:

Nope you have to spring for the armor. Now if the horse could wield a longsword....


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Justin & GM Blood:

I thought this was Justin's mount. A sword wielding intelligent horse.

Maximus


Sorry for taking so long to post something. I am still trying to catch up from being gone last week and on call for work this week and being extremely busy. Combine that with this part being hard to display via PbP and this is taking longer than I'd like. Hopefully tonight!


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Not to be a party pooper, but I thought only the first d6 + int bonus was multiplied on a bomb crit?


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Wow, you're right. I think this is the first time I've critted with a bomb, so never noticed that part before. Dagnabit :(


I have an alchemist in my Monday night game now and he treats it as sneak attack so on his sheet he has (1d6+8+2d6) or whatever to remind him when he does critical. Although he he tends to use tanglefoot bombs vs damage bombs so critical rolls don't mean as much


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Hey, I would have preferred you blasting him into embers, myself. At least he's on fire, now. Persistent damage is our friend (well, at least, when it's beating up our enemies...)


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Naw, if I'm doing it wrong, please point it out to me. Not gonna lie, I try to look up stuff like that but I've been so busy lately it's starting to affect me. I'll probably adjust my own sheet to look like that so I know as well.

Gotta say though, not sure I understand the reasoning behind it. I mean, you can crit with touch spells like disintegrate, right? Meh, I'm sure I'm just not seeing something.

And yes, he's on fire. Dryn is probably giggling a bit right now :D


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Stupid shaman ran away. On the positive side, he is probably the lowest Con of any enemy and has taken 6 Con damage, which should reduce his Fort saves by 3 and his hp by 3/HD.


Well the Shaman moved away from the swarm...its a large field and he is still visible. (Though depending on if he can shake the poison he may just keep going to the swamp)

Dryn'taka, I think the extra damage is precision damage much like sneak attack.Now why they had a have something the same yet different always confuses me (Which I really like Kirth Gersen's "Kirthfinder" rules elsewhere in this forum. If only I could get my home group to try them)


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

They do follow the sneak attack progression, and are therefore (presumably for game balance) also following the same rules.

I suppose it could be argued, "in character", that there's a limit on how much extra damage you can get for precision with big explosives (whereas a disintegrate ray is a single ray and *can* shoot for a vulnerable spot...)

Not sure that I *totally* buy it, but there's *some* logic to that.


HP 44/70; AC 23 (FF 20, T 13); F+7, R+5, W+9

Just reminding folks that Tobar is gone for another 10 tens yet, we need not wait for his actions.

That said, a little advanced warning, I should be going away from August 2 and back to normal posting August 5. I will have internet access, but I am not sure how often I will get to post. Spending some time with the family.

I will remind everyone before I depart.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Justin's bite was a secondary, so -2 damage from that listed. Power attack with secondaries is one for one instead of two for one.


Its me everyone is waiting on:

To add to my last crazy month my 80+ year old parents kicked out their tenants on the other side of their duplex. The place is trashed, everything stinks, and is going to cost them way more than any deposit will cover to just get it livable again. The good thing is that I have a large family that lives in the area and are all helping out where we can to save them money where we can. But that meant doing a lot of manual labor in the heat and humidity this week.

I'll have an update tomorrow. Tonight is falling asleep early.


HP 44/70; AC 23 (FF 20, T 13); F+7, R+5, W+9

No worries here... understandable considering.

I could never understand people who just have no respect for their own home, let alone other peoples' property. Best of luck to your family on getting things back to normal.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

No problem best of luck. Many landlord friends have had bad experiences too.

The movie Pacific Heights seems less fictional now.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Wow, that's horrible. Usually, tenants are less stupid when right next door to the landlords.

No problem -- we totally get it -- and it's not like some of us haven't taken time off along the way for much less serious reasons.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

What you need to do is stand about 100 feet from the tenants, raise your hand, and then squish them between your fingers. Probably will not have any actual effect on the tenants, but it will make you feel better.

We will all be here when you get back, RL always comes first.


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

It's amazing the condition people will leave their places. Can only imagine what they must have lived like. Best of luck!


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Is the map updated? It seems to show a lot more lizards than I thought were still alive. I thought Kilth splattered at least one with his full attack last round -- and that the help of the esteemed cleric and rogue did the other next to him)?

Just asking 'cause I don't want to hold up combat.

Also: Are we still in Message (whisper) range of each other - I'm just wondering if Aara's informed us about the runaway shaman?


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Message range is 150'. Not sure how far I am. I am trying to keep the frogs distracting/eating the other lizardmen. I can easily chase the shaman and blast him a few times if necessary. I just hate losing the frogs.

I think that we got some more lizardmen from another pack this round.

Aarakess whispers to the others:
Shaman got away, but appears to be badly poisoned.


My last post stated that another pack of lizardmen came over to assist their leader.

His group has all been slaughtered by you

Aarakess is in range of all of you (I have her over to the side but she is easily within range to use message)


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Ah, sorry, I totally missed that another group stepped in. My bad.


I will be on the road for work the next two days and Friday will probably be busy for me as well. Saturday I am running a basic D&D game for my friend's birthday at my house (X2 Castle Amber) so expect light posting through the weekend. I will try and pop in every now and again when I can.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Just got back from a sweet day of whitewater kayaking in Boone, North Carolina.

As this is my favorite group to discuss tactics with, I figured move some of it to the Discussion thread.

Unless, produce flame can stack on to a melee natural claw attack, I agree with Aarakess we need to sell it. I disagree with using the ranged power as it confers one use of it per CL level. Using a std to activate the spell for one ranged touch per CL of the wand seems poor action economy.

I looked at couple threads about produce flame stacking on natural attacks. With the spell not being a touch spell but a spell that confers a touch attack, I would think the rules as written would say no. Logic would seem to indicate otherwise, but I think our lawyer would agree that the rule of law does not always follow logic. The rules seem to be your hands of fire with claws can either A do a claw attack or B do a touch attack but not C a fiery claw attack vs 'regular AC'.

In the plan to buff the front-liners with AC, I think we have Justin wear the amulet. Drynn can wear the hide shirt as the enchanted shirt grants the reduced ACP penalty.

Future plans can be to buy Kilthan a +2 natural armor amulet and slide his +1 amulet to someone else.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Effectively, using Produce Flame in this fashion would be replicating, only slightly more powerful, the Elemental Fist feat. I suppose if it was 1 attack per CL, then I as a DM would not consider it too powerful, but using it as 1 minute/CL, is probably too powerful since it is really giving you 10 uses of Elemental Fist for the cost of a single 1st level spell.

And I don't see any lawyers around here. At least any who would admit to participating in that particular profession. Aarakess whistles innocently and then hides.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

In terms of action economy, as I said, it compares favourably (in fact, I would say, better) to the use of a crossbow (like, say, Dryn's backup when not bombing) -- the reason I very much advocate selling the wand, though, is that that the nifty zapping ability is only usable by druids or someone using UMD, like Justin (who can use a bow, due to proficiency, and isn't stuck with slow-firining crossbows -- thus, is able to use iterative attacks).

Also, not to be a huge downer, but, the description of Produce Flame says: Each attack you make reduces the remaining duration by 1 minute. Not each *ranged* attack -- so either way, it's not really super-useful.

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