Mort's Strange Aeons (Inactive)

Game Master Just a Mort

Strange Aeons Map

Dreamlands excursion ritual


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Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

I'm alive!

Internet went down, but work is pretty easy today so will get my leveling posted and post in game. Assuming paizo is doing better now.

Keep watch says it fails if you do vigorous activity like fighting. Don't think copying scrolls is vigorous? Otherwise it would say any activity causes it to fail?

Even item creation mentions being able to craft on watches (at half speed)


Strange Aeons Grp 2 |

Keep watch is a level 1 spell that can keep your entire party awake for night watches. A ring of sustenance is 2500 gp.

If you were to use a pearl of power for keep watch, which is only worth 1000 gp, why should you be getting the full benefits of a ring of sustenance? Not to mention a pearl of power is slot less, a ring of sustenance occupies a ring slot which can be used for items like ring of protection/ring of wizardry etc.

If I were copying my law notes I'd say it's still concentration and not you know, chillaxing and watching things.

Under magic section of copying spells:

A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard’s spellbook. No matter what the spell’s source, the wizard must first decipher the magical writing. Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check.

That makes me think it's much more an intense activity then just sitting around and watching things.


Strange Aeons Grp 2 |

Item creation I figure is pretty vigorous, since I picture the crafter hammering the headband/hat/weapon/armor into shape.

Yes he can keep watch at the same time, but at that point I expect him to be on a ring of sustenance.

If keep watch had the power level of a ring of sustenance, it's essentially a ring of sustenance for the entire party at the cost of a level 1 spell slot.

The food and water part almost never comes into play since divine casters get create water as a cantrip and with a decent survival check you can find food anywhere.


Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

Well a ring of sustenance doesn't limit your activity :) you have 6 hours more of adventure or full crafting and only need to rest/watch for 2hrs.

And if you get interrupted you don't need a full 8hrs sleep haha


Strange Aeons Grp 2 |

Ring of sustenance you just need 2 hr of zz...what you do with the rest of your day doesn't bugger me.

Dark Archive

Male Human Conjuror (Spirit Binder) / Summoner (Synthesist) 17 (HP 173+123.5/173+123.5) (AC 52/15/47) (CMD 39) (Fort +22, Ref +23, Will +24 (+32 Vs Enchantment; additional +3 Vs Mind-affecting) (Init +17) (Perception +42)

It's fine - I've just adjusted my 'wants' down to four spells per spell level (effectively), so I don't need to worry about scribing ;-)


Strange Aeons Grp 2 |

I apologize for not updating the tab on campaign. I didn't even realize it wasn't updated until now.

Also, Dakash has been sent a poke.


Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

Lost net again so I leveled up but didn't select extracts or spend money yet. Will update in morning but not use for this battle if anything bought just to keep it easy.

Also I didn't notice that we found an any-tool. Can I pay the 125gp we would get for selling into the party fund and just keep it? Would give everyone else same go but me 125gp less and a cheaper any-tool.


Strange Aeons Grp 2 |

Go ahead, Howard can handle da maths.

Which eats the thoughts out of my head....


Strange Aeons Grp 2 |

Are you guys accepting the surrender?

Otherwise Seamus + Dakash up.


Strange Aeons Grp 2 |

Apologies, Howard, I was distracted.

I've yet to do a solo Trisalt game..I'm thinking sacred fist + enlightened paladin + synthesist.

The Exchange

Complain about the new boards here!

Or would Zen archer, inquisitor and synthesist be better?

Dark Archive

Male Human Conjuror (Spirit Binder) / Summoner (Synthesist) 17 (HP 173+123.5/173+123.5) (AC 52/15/47) (CMD 39) (Fort +22, Ref +23, Will +24 (+32 Vs Enchantment; additional +3 Vs Mind-affecting) (Init +17) (Perception +42)

Well, if you want to be truly nasty, a four-armed Gunslinger/Inquisitor/Synthesist is probably more horrifying ;-)


Strange Aeons Grp 2 |

Howard, I will get to your post. But I may be off for a meeting at any point of time.

You know how I feel about guns :(

Much as I like your suggestion.

Dark Archive

Male Human Conjuror (Spirit Binder) / Summoner (Synthesist) 17 (HP 173+123.5/173+123.5) (AC 52/15/47) (CMD 39) (Fort +22, Ref +23, Will +24 (+32 Vs Enchantment; additional +3 Vs Mind-affecting) (Init +17) (Perception +42)

Well then, I will still suggest being four-armed, and dual-wielding Orc Horn Bows ;-)


Strange Aeons Grp 2 |

How do you dual wield orc horn bows without taking the massive twf penalty since twf feat wouldn't work?

Dark Archive

Male Human Conjuror (Spirit Binder) / Summoner (Synthesist) 17 (HP 173+123.5/173+123.5) (AC 52/15/47) (CMD 39) (Fort +22, Ref +23, Will +24 (+32 Vs Enchantment; additional +3 Vs Mind-affecting) (Init +17) (Perception +42)

I didn't say it was *good* - unless you can take the monster feat that lets you do it ;-)

Still, even a single Horn Bow is better than a longbow, in terms of damage output...


Strange Aeons Grp 2 |

And here's the result! It's perfectly innocuous...

Bedir:

Male Inquisitor 1 (Ravenous Hunter + Santified Slayer)/ Monk 1 (Zen Archer)/ Summmoner (Synthesist)
LG Humanoid (Half Orc)
Init +0; Perception +8
--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 14
hp 11
Fort +6, Ref +7, Will +8;
--------------------
Offense
--------------------
Speed 30 ft.
Melee Unarmed Strike +2 (1d6+2)
Ranged Composite Longbow (+1 str rating), (1d8+1)
Spells known Summoner: (CL 1st; concentration +4)
Cantrips: Detect Magic, Mage hand, Prestidigitation, Acid Splash
Lv 1 spells(2/day): Mage Armor, Lesser restore eidolon

Spells known Inquisitor: (CL 1st; concentration +5)
Cantrips: Create Water, Light, Detect Poison, Read Magic
Lv 1 spells(2/day): CLW, Keep Watch

--------------------
Statistics
--------------------
Str 14, Dex 10, Con 14, Int 16, Wis 18, Cha 16
Base Atk +0; CMB +2; CMD 14
Feats Arcane Strike
Traits Trap Finder, Fates favored
Alternate Racial Traits
Skills Perception +16, Spellcraft +7, Survival +8, Diplomacy +7, Disable Device +7, Knowledge Religion +7, Knowledge Nature +7, Knowledge Arcana +7
Revelation Prophetic armor

Gear MW Thieves tools, Adamantine durable arrow, MW Composite Longbow +1, cold iron morningstar, silver mace, 4 days trail rations, Spell Component pouch, 10 wooden holy symbols, 1 waterskin, 1 backpack, 1 grappling arrow, 50 foot hemp rope, 2 torches, 2 sacks, flint and steel, 20 durable arrows, 20 cold iron arrows, 100 arrows, 60 gp left over

Charged by Nature: Rather than having a deity patron, a ravener hunter is charged by the spirits of the Mwangi to eradicate evil wherever it appears. At 1st level, a ravener hunter chooses an oracle mystery from the following list: ancestor, battle, flame, heavens, life, lunar, nature ,stone , solar, time, volcano, waves, wind, or wood. She gains one revelation from her chosen mystery. (Prophetic Armor – Lunar - selected) She must meet the revelation’s prerequisites, using her inquisitor level as her effective oracle level to determine the revelation’s effects, and she never qualifies for the Extra Revelation feat. The ravener hunter gains a second revelation from her chosen mystery at 8th level.

This ability replaces domain.

Holy Magic: A ravener hunter adds all spells of 6th-level and lower on the cleric spell list with the good descriptor to her inquisitor spell list as inquisitor spells of the same level. If a spell appears on both the cleric and inquisitor spell lists, the ravener hunter uses the lower of the two spell levels listed for the spell. She cannot cast 2 with the chaotic, evil, or lawful descriptors, even from spell trigger or spell completion items.

This ability alters the inquisitor’s spells.

Studied Target (Ex)

At 1st level, a sanctified slayer gains the slayer’s studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target.

This ability replaces judgment 1/day.

Fused Eidolon

A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist’s movements, and the synthesist perceives through the eidolon’s senses and speaks through its voice, as the two are now one creature.

While fused with his eidolon, the synthesist uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The synthesist gains the eidolon’s hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane. The synthesist uses the eidolon’s base attack bonus, and gains the eidolon’s armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon’s special abilities and the eidolon’s evolutions. The synthesist is still limited to the eidolon’s maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon’s temporary hit points can be restored with the rejuvenate eidolon spell.

While fused, the synthesist loses the benefits of his armor. He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner’s normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present).

This ability replaces the class’s eidolon ability, bond senses, and life bond.

The following class abilities function differently for synthesist summoners.

Fused Link

Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner’s temporary hit points), preventing the eidolon from being killed and sent back to its home plane.

This ability replaces life link.


Strange Aeons Grp 2 |

Well, here's battle mode.

Bedir's fused form:

Male Inquisitor 1 (Ravenous Hunter + Santified Slayer)/ Monk 1 (Zen Archer)/ Summmoner (Synthesist)
LG Humanoid (Half Orc)
Init +1; Perception +16
--------------------
Defense
--------------------
AC 21, touch 17, flat-footed 18
hp 10 + 6(Eidolon's hp)
Fort +5, Ref +7, Will +8;
--------------------
Offense
--------------------
Speed 30 ft.
Melee Bite +3 (1d6+3), Claw +3 (1d6+3), Claw +3 (1d6+3)
Ranged Composite Longbow (+1 str rating), +1 (1d8+1)

Spells known Summoner: (CL 1st; concentration +4)
Cantrips: Detect Magic, Mage hand, Prestidigitation, Acid Splash
Lv 1 spells(2/day): Mage Armor, Lesser restore eidolon

Spells known Inquisitor: (CL 1st; concentration +5)
Cantrips: Create Water, Light, Detect Poison, Read Magic
Lv 1 spells(2/day): CLW, Keep Watch

--------------------
Statistics
--------------------
Str 16, Dex 12, Con 13, Int 16, Wis 18, Cha 16
Base Atk +0; CMB +3; CMD 18
Feats Arcane Strike
Traits Trap Finder, Fates favored
Alternate Racial Traits
Skills Perception +16, Spellcraft +7, Survival +8, Diplomacy +7, Disable Device +7, Knowledge Religion +7, Knowledge Nature +7, Knowledge Arcana +7
Revelation Prophetic armor
Evolutions – Improved Natural Armor (1), Bite, Skilled (Perception +8)

Gear MW Thieves tools, Adamantine durable arrow, MW Composite Longbow +1, cold iron morningstar, silver mace, 4 days trail rations, Spell Component pouch, 10 wooden holy symbols, 1 waterskin, 1 backpack, 1 grappling arrow, 50 foot hemp rope, 2 torches, 2 sacks, flint and steel, 20 durable arrows, 20 cold iron arrows, 100 arrows, 60 gp left over

Charged by Nature: Rather than having a deity patron, a ravener hunter is charged by the spirits of the Mwangi to eradicate evil wherever it appears. At 1st level, a ravener hunter chooses an oracle mystery from the following list: ancestor, battle, flame, heavens, life, lunar, nature ,stone , solar, time, volcano, waves, wind, or wood. She gains one revelation from her chosen mystery. (Prophetic Armor – Lunar - selected) She must meet the revelation’s prerequisites, using her inquisitor level as her effective oracle level to determine the revelation’s effects, and she never qualifies for the Extra Revelation feat. The ravener hunter gains a second revelation from her chosen mystery at 8th level.

This ability replaces domain.

Holy Magic: A ravener hunter adds all spells of 6th-level and lower on the cleric spell list with the good descriptor to her inquisitor spell list as inquisitor spells of the same level. If a spell appears on both the cleric and inquisitor spell lists, the ravener hunter uses the lower of the two spell levels listed for the spell. She cannot cast 2 with the chaotic, evil, or lawful descriptors, even from spell trigger or spell completion items.

This ability alters the inquisitor’s spells.

Studied Target (Ex)

At 1st level, a sanctified slayer gains the slayer’s studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target.

This ability replaces judgment 1/day.

Fused Eidolon

A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist’s movements, and the synthesist perceives through the eidolon’s senses and speaks through its voice, as the two are now one creature.

While fused with his eidolon, the synthesist uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The synthesist gains the eidolon’s hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane. The synthesist uses the eidolon’s base attack bonus, and gains the eidolon’s armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon’s special abilities and the eidolon’s evolutions. The synthesist is still limited to the eidolon’s maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon’s temporary hit points can be restored with the rejuvenate eidolon spell.

While fused, the synthesist loses the benefits of his armor. He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner’s normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present).

This ability replaces the class’s eidolon ability, bond senses, and life bond.

The following class abilities function differently for synthesist summoners.

Fused Link

Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner’s temporary hit points), preventing the eidolon from being killed and sent back to its home plane.

This ability replaces life link.

Other then stat allocation - any other improvements to suggest, Howard? :P


Strange Aeons Grp 2 |

Yeah boards are fked up I just managed to get on and they're unstable even now.


Retired to Taldor?

so I will work on Seamus purchase list tonight

Dark Archive

Male Human Conjuror (Spirit Binder) / Summoner (Synthesist) 17 (HP 173+123.5/173+123.5) (AC 52/15/47) (CMD 39) (Fort +22, Ref +23, Will +24 (+32 Vs Enchantment; additional +3 Vs Mind-affecting) (Init +17) (Perception +42)

When Claude is buffed (as he is now) he has the highest AC in the party, and only slightly fewer hit points.

I might suggest swapping the positioning around a bit - putting him in the front rank with Vincent, and Dakash and Seamus behind, with Howard at the back ;-)


Strange Aeons Grp 2 |

Sure you need to tell me. I'm all cool.


Strange Aeons Grp 2 |

Seamus I'd say you healed up like 3 non lethal damage since the cultist encounter, but it's still 28 non lethal damage done to you.


Strange Aeons Grp 2 |

Also prepare your level 5 character sheets.

Dark Archive

Male Human Conjuror (Spirit Binder) / Summoner (Synthesist) 17 (HP 173+123.5/173+123.5) (AC 52/15/47) (CMD 39) (Fort +22, Ref +23, Will +24 (+32 Vs Enchantment; additional +3 Vs Mind-affecting) (Init +17) (Perception +42)

@GM Mort: Sorry, I could have sworn that I posted healing following that encounter, but it must have been eaten when the boards went down :-/

Seamus:
CLW: 1d8 + 1 ⇒ (4) + 1 = 5.
CLW: 1d8 + 1 ⇒ (4) + 1 = 5.
CLW: 1d8 + 1 ⇒ (6) + 1 = 7.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8.
CLW: 1d8 + 1 ⇒ (2) + 1 = 3.

CLW: 1d8 + 1 ⇒ (5) + 1 = 6.

Vincent:
CLW: 1d8 + 1 ⇒ (8) + 1 = 9.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9.


Retired to Taldor?

ok, once I get the chance Seamus is going to retcon purchasing a +1 compound longbow (+2 str) so with your permission I am going to use it in this combat...


Strange Aeons Grp 2 |

You need to get the compositie done then please roll the 1d100 for random chance to see if you can get the upgrade dust for it.


Retired to Taldor?

he can't just buy one?

random chance to see if you can get the upgrade dust for it.: 1d100 ⇒ 99

so is that good or bad?

Dark Archive

Male Human Conjuror (Spirit Binder) / Summoner (Synthesist) 17 (HP 173+123.5/173+123.5) (AC 52/15/47) (CMD 39) (Fort +22, Ref +23, Will +24 (+32 Vs Enchantment; additional +3 Vs Mind-affecting) (Init +17) (Perception +42)

Low is generally bad ;-)

Dark Archive

Male Human Conjuror (Spirit Binder) / Summoner (Synthesist) 17 (HP 173+123.5/173+123.5) (AC 52/15/47) (CMD 39) (Fort +22, Ref +23, Will +24 (+32 Vs Enchantment; additional +3 Vs Mind-affecting) (Init +17) (Perception +42)

@Seamus: Remember, the way it works, is that in this town, any items of 2000gp or less *may* be available for purchase, but there is only a 75% chance that they are (items greater than 2000gp are *not* available).

Still, there are usually a handful of *specific* magic items available (worth more than the base value of the town).

GM Mort? Any idea what those might be...? ;-)


Strange Aeons Grp 2 |

Really, Howard?

Gimme a moment to random generate...

Minor items: 3d4 ⇒ (1, 2, 2) = 5
Medium items: 2d4 ⇒ (4, 2) = 6
major items: 1d4 ⇒ 1

If lows bad for you, a 99 is good so you get your upgrade dust.

Dark Archive

Male Human Conjuror (Spirit Binder) / Summoner (Synthesist) 17 (HP 173+123.5/173+123.5) (AC 52/15/47) (CMD 39) (Fort +22, Ref +23, Will +24 (+32 Vs Enchantment; additional +3 Vs Mind-affecting) (Init +17) (Perception +42)

*Gives the GM an innocent look*

I thought you liked rolling dice...? :-P

More seriously, I'm surprised that it isn't specifically listed; the AP town descriptions usually have that kind of stuff already noted down...


Retired to Taldor?

so he bought the bow and then paid someone to make it magical? or does he just get a MW composite bow for now?


Strange Aeons Grp 2 |

In this case, honestly, no

MARKETPLACEBase Value 2,000 gp; Purchase Limit 10,000 gp; Spellcasting 5thMinor Items 3d4; Medium Items 2d4; Major Items 1d4

Minor items: Scroll of resist energy, Oil of daylight, scroll of Death knell, scroll of concecrate, scroll of spider climb


Strange Aeons Grp 2 |

You buy a normal bow, then buy the dust to make it magical.


Retired to Taldor?

they sell magic dust? ok then, so first purchase is 600 gp for the bow then 2,000 gp. for the 'dust'

now he will look at armor...


Strange Aeons Grp 2 |

Medium magical items:Lesser rod of extend, wand of chill touch, +1 tower shield, scroll of baleful polymorph, heavy load belt, potion of tongues

Major item Suzerain sceptre


Strange Aeons Grp 2 |

Consider I'm a nice GM and let you upgrade things piecemeal...


Retired to Taldor?

upgrade things piecemeal... so does that mean I can take a level of fighter, one level would be piecemeal and it certainly would be an upgrade. Then I could take one level ranger, and one level slayer, and one level barbarian (urban that is) and...

The Exchange

Complain about the new boards here!

No!

*bats at Seamus with a paw*

Though I've heard of a one class challenge before where you take 1 level of everything...

Dark Archive

Male Human Conjuror (Spirit Binder) / Summoner (Synthesist) 17 (HP 173+123.5/173+123.5) (AC 52/15/47) (CMD 39) (Fort +22, Ref +23, Will +24 (+32 Vs Enchantment; additional +3 Vs Mind-affecting) (Init +17) (Perception +42)

Ummm... I had a PFS character that did exactly that - 12 levels of 12 different full BAB classes :-P

The Caster version was not *quite* as effective (he ended up being a few spell levels behind), but was still fairly hilarious ;-)


Strange Aeons Grp 2 |

Yeah I am sure someone would have tried it=)

You can do anything in the name of science.

Dark Archive

Male Human Conjuror (Spirit Binder) / Summoner (Synthesist) 17 (HP 173+123.5/173+123.5) (AC 52/15/47) (CMD 39) (Fort +22, Ref +23, Will +24 (+32 Vs Enchantment; additional +3 Vs Mind-affecting) (Init +17) (Perception +42)

Actually, the Full-BAB version was surprisingly effective - no capstone abilities, sure, but a 12-BAB archer doesn't need much else besides the ability to hit things ;-)

He could, however, occasionally pull useful random abilities out of thin air :-P


Strange Aeons Grp 2 |

Bet ye saves are up the roof if nothing else...

Dark Archive

Male Human Conjuror (Spirit Binder) / Summoner (Synthesist) 17 (HP 173+123.5/173+123.5) (AC 52/15/47) (CMD 39) (Fort +22, Ref +23, Will +24 (+32 Vs Enchantment; additional +3 Vs Mind-affecting) (Init +17) (Perception +42)

Heck yes! My Fort was amazing ;-)


Strange Aeons Grp 2 |

Heh. I'm waiting for Dakash really.. Oh heck I'll bot him.


Strange Aeons Grp 2 |

Your min/lv buffs, since you're only level 4, will generally last only a single fight. Above 10, I'm willing to give 2 fights, unless there's a lot of traveling in between.

Dark Archive

Male Human Conjuror (Spirit Binder) / Summoner (Synthesist) 17 (HP 173+123.5/173+123.5) (AC 52/15/47) (CMD 39) (Fort +22, Ref +23, Will +24 (+32 Vs Enchantment; additional +3 Vs Mind-affecting) (Init +17) (Perception +42)

You assume, of course, that we heal / stop to loot between fights.

If we deliberately push the envelope, and don't pause, you could cover a number of combats with a single application of min/level spells (in a dungeon).

Otherwise, you are effectively turning minute per level buffs into round per level buffs.


Strange Aeons Grp 2 |

I'll give 2 max? Maybe 3 if they're close... (Like room to room)

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