Red Hand of Doom [E6] (Inactive)

Game Master Aldizog

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You know what?

Duric's hammer has a minor enchantment (+1,000 gp) that means it stays Enlarged as long as he is Enlarged.

Otherwise it would shrink when he threw it and he'd be taking a -2 for an inappropriately sized weapon when it bounced back to his hand.

So 2d6 damage whether thrown or swung.


Uh allright.
Gotta say i wasn't aware of those rules like that.
But then thrown weapons have been a step child since forever somehow and lots of things aren't "logical" in Pathfinder^^

Grand Lodge

Just gotta day, am loving reading your game. Awesome.


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor
GM Zelligar wrote:

So here is the revised Reincarnate table. Keeping a few monstrous ones in there as low probabilities, adding some other races that I would allow in this game, and a couple of other changes for reasons.

With Hamailii's ritual, Bran will be able to roll twice and take the better. If either roll is a 00, that trumps the other roll and I get to pick (and it could be something not on the chart).

Aasimar 01-05
Bugbear 06
Dwarf 07-18
Elf 18-28
Fetchling 29-33
Gnoll 34
Half-Elf 35-43
Half-Orc 44-49
Human 50-69
Ifrit 70-74
Lizardfolk 75
Oread 76-82
Samsaran 83-84
Suli 85-89
Sylph 90-94
Tiefling 95-99
GM’s Choice 00

We won't roll until the actual ritual is done, and Bran can do the honors at that point.

Fetchling or Tiefling?


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

You'll have to wait and see.


The bad guys have had a LOT of nat 20s this fight, haven't they?
RNG trying to keep things interesting.


Just waiting on a re-introduction from Bran and then I'll move things along.

Since you no longer need the starlight for the ritual, it might be wise to move inside the dwarven tunnels.

As you will find out, the Red Hand has some idea of who you are and this attack was not a random encounter.


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

Just finishing some work and I'll be doing some writing later.
Sorry for the delay, tax season blarg!


I will total up XP later, but I am sure you all get another feat!

As usual, the P6 Codex is a starting point but I am open to considering other feats based on class abilities you would get at character level 7 or 8.


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

Thanks, Zelligar!

Tal'ariel's feat is clear--she's going to start casting as a 5th Level Wizard!

And I just realized we decided that Tal'ariel gets two spells for leveling. So, new spells learned from a combination of leveling and scrolls:
Haste
Fly
Communal Protection from Arrows
Stinking Cloud
Aqueous Orb

*Edit* - Would it be possible to enchant Tal'ariel's sword to be a goblin-bane sword? I think that's the most useful enchant. Tal hits hard but not accurately so she tends to be weak against single strong creatures. Much better at fighting those goblin hordes.

I think Trellara should get Rallying armor. I can imagine dragon fear becoming a concern going forward, and she seems like the best person to have that enchantment.


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

Maybe Bran should take Raging Vitality...
But then again, I'll have to take a look at any possible weird feats to represent his new 'life'.

The latter is far more interesting than the former.

Also how would upgrading the Gauntlets work exactly? Are they treated as a +1 or as something special?


So, I forgot that Tal'ariel's sword is a bonded item. The dwarves can help her enchant it to +1 Goblin-Bane. Because she is doing much of the work, they will have a little more free time to do something else for her.
Could be: Sword 3,000, armor 5,000 (to +3 equivalent) Bow 2,000.

Bran's gauntlets are treated as +1, so it would be 6,000 gp to upgrade them to +2. Then the dwarves could also upgrade his buckler and armor to +2 if he wished.

Gaius, I assume, wants both of his swords to +2.

Trellara will add Rallying to her armor (5,000), increase its bonus to +2 (3,000), and make her buckler +2 (3,000).

For armor enchantments, the straight numerical upgrade is always good. There is also Defiant (which is like Bane, but defensive), or Champion for Bran. And Bolstering can be useful for improving your saves.

Hamailii... maybe Guided to her spear? Maybe upgrading her belt to +2 Dex/Con?


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

If it's possible, Tal'ariel would want to add the Shadow enchantment to her armor, for even more stealthiness.

I definitely owe you a substantive post, hopefully tonight.

Lantern Lodge

Female Elf Cleric 6 AC 17/13/14 | hp 12| F +3, R +5, W +4; +2 vs. enchantments | Immune sleep | Init +3 | Senses darkvision 60 ft., low-light vision | Perception +9

If guided is a thing it would be cool. Then i could focus on WIS a bit more.
I actually had weapon finesse and agile planned, but guided would be cheaper as well, since i'm already feat starved.

I had planned to focus a bit more on channeling and casting, but having something on the side or being able to do some AoO damage and control is certainly good.


HP: 22/25 | AC: 16 (t:13, ff:13) | CMB: 2, CMD: 15 | F: +3, R: +7, W: +4 | Init: +5 | Perc: +9 | Speed 30ft |Rapier: +6, d6+3, 18-20x2. | Panache 4/4, Inspiration 7/7 | Lvl 1 3/3 | Active:

Buffing the swords is always good! My main issue is damage I feel, I have a good number of attacks and with Flame/Bran good hitting chances, but I don't hit very hard...

Still I've been working towards Pack Flanking so probably that right now - that way Flame and I can stick together and still get Outflank!

Lantern Lodge

Female Elf Cleric 6 AC 17/13/14 | hp 12| F +3, R +5, W +4; +2 vs. enchantments | Immune sleep | Init +3 | Senses darkvision 60 ft., low-light vision | Perception +9

Aim for the impact and keen weapon enchantment?


HP: 22/25 | AC: 16 (t:13, ff:13) | CMB: 2, CMD: 15 | F: +3, R: +7, W: +4 | Init: +5 | Perc: +9 | Speed 30ft |Rapier: +6, d6+3, 18-20x2. | Panache 4/4, Inspiration 7/7 | Lvl 1 3/3 | Active:

I've got Improved Crit, so no need for keen. Impact... maybe, but something like flaming might give me more damage... hmm.

@GM: whats the cap for weapons/armour in E6?


The cap is probably +2 for pure enhancement bonus, maybe up to a +3 total with special abilities (+1 with a +2 ability, or +2 with a +1 ability). Although the latter is beyond what the dwarves can do at this time.

Bane is a decent way to upgrade your damage, though the enemy does have a fair number of giants (mostly hill giants and ogres) in addition to goblinoids. And of course two more dragons, and some wyverns, manticores, and minotaurs.

Mathematically, the straight enhancement bonus might be better than Flaming when you have iterative and off-hand attacks. If you take Power Attack then accuracy boosts become even more important. But, a flaming sword can be cool.

Lantern Lodge

Female Elf Cleric 6 AC 17/13/14 | hp 12| F +3, R +5, W +4; +2 vs. enchantments | Immune sleep | Init +3 | Senses darkvision 60 ft., low-light vision | Perception +9

Well for pure to hit bonus "menacing" might be very interesting for you.
Adds +2 to flanking for all involved.
Impact raises katana damage to 2d6, might indeed not be worth the cost for you on second thought.

I'll stick with guided for now, that's a good idea GM Zelligar.


HP: 22/25 | AC: 16 (t:13, ff:13) | CMB: 2, CMD: 15 | F: +3, R: +7, W: +4 | Init: +5 | Perc: +9 | Speed 30ft |Rapier: +6, d6+3, 18-20x2. | Panache 4/4, Inspiration 7/7 | Lvl 1 3/3 | Active:

Thanks Hamailii - menacing is a good shout. I think I'll aim for +2 menacing and +2 ? then in the long term. For now the +2 is the way to go I think. :)

Pack flanking for this level I think - to make sure I land the hits, and then power attack or piranha strike in the future to add more damage. This feels like a plan!


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

This is my proposal. If it makes the armor too strong, understood--I can do something else.

3,000 gp - +1 Goblin Bane
8,750 gp - +2 Mithral Twilight Shadow Armor


HP: 22/25 | AC: 16 (t:13, ff:13) | CMB: 2, CMD: 15 | F: +3, R: +7, W: +4 | Init: +5 | Perc: +9 | Speed 30ft |Rapier: +6, d6+3, 18-20x2. | Panache 4/4, Inspiration 7/7 | Lvl 1 3/3 | Active:

Twilight doesn't exist in Pathfinder, only 3.5 - although E6 seems to be a mix of both?


This particular campaign is a mix of both.
Some feats, spells, and magic item abilities in non-core 3.5 are rather essential patches for system gaps. But because they are non-core 3.5, PF couldn't use them. In some cases PF found workarounds, ways to introduce the same capabilities through new mechanics that do not infringe on WotC copyrights.

For example, Practiced Spellcaster is a rather necessary feat to fix a system gap. PF couldn't introduce a feat that does that. Instead, they introduced a new mechanic, traits, with one that does something similar to Practiced Spellcaster. Similarly, they used Rage Powers or Rogue Talents to reproduce effects similar to some non-core 3.5 feats.

A magic armor enchantment that reduces arcane spell failure seems like a pretty fundamental thing to have, but PF just isn't allowed to make one. So, the prior GM threw in a Twilight set of armor for Tal'ariel.

If there is something from 3.5 that you'd like to use, run it by me.


HP: 22/25 | AC: 16 (t:13, ff:13) | CMB: 2, CMD: 15 | F: +3, R: +7, W: +4 | Init: +5 | Perc: +9 | Speed 30ft |Rapier: +6, d6+3, 18-20x2. | Panache 4/4, Inspiration 7/7 | Lvl 1 3/3 | Active:

I'm not after anything in particular, I'd just noticed some time ago that Twilight was one of the things that didn't carry over so when Tal suggested it I went "Wait, what?"


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

Look at this 3.5 Feat I found in Pathfinder.

Seems familiar?

Vales, Diamond themed military, "Dwarf" prerequisites mighty suspicious.


It's a very logical name for a dwarven elite unit, but I hadn't known of that example.

I first used the Knight of the Diamond Wall as a band of Dwarven Defenders in a 3.5 homebrew campaign in 2007. That was the last campaign I had run before this, actually. I've recycled some of the PC and NPC names for this game.


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

I just found it really funny actually.
Cool how things become circular by chance.


It looks like the last time I gave out XP was after the Battle of Rhest. After that, you were all at 26,389 XP.

Between the Ghostlord's Lair and the Battle of the Hammerfist Holds, you all gain another 10,800. (Technically some would go to Thrais and Duric, but then there would also be RP XP that I have not included, and something for surviving your meeting with the Ghostlord.)

That would put you all at 37,189 XP. So TWO new Epic feats, not one (one at 30K, one at 35K). For a new total of FOUR bonus/Epic/Signature feats each. But there was a lot of other problem-solving and RP in between and the Ghostlord should be worth quite a bit - so your new XP total is 38,000.

So let's recap:
Bran's Epic feats: Leadership and Greater Grapple, 2 more to take.
Tal'ariel: Greater Skillfulness, Greater Spell Casting (casts as 4th-level wizard), Signature Casting (casts as 5th-level wizard), 1 more to take.
Gaius: Improved Critical, Dirty Fighting, 2 more to take.
Hamailii: Greater Spell Casting (bonus 3rd-level slot, can use as 4th with metamagic), Epic Spell Casting (CL7 for spell effectiveness, channel to 3d6, bonus 1st and 3rd slots), 2 more to take.

Again, because the P6 Codex does not account for archetypes or multiclassed characters, there are some modifications in place and I will be flexible on ideas you may have.

Bran and Tal'ariel could use an Epic feat to gain a capability they would have gained with 1 more level in any of their classes.

Hamailii could use an Epic feat to gain an additional Channel die, bringing her back up to 4d6 (she traded away one die due to her archetype). Speaking of that trade, Hamailii can use this time in the Hammerfist Holds to upgrade her bonded holy symbol as a magic item. Any sort of necklace/amulet type enchantment is fine, up to a final price of 8,000 gp.

The P6 Codex includes a two-feat chain to improve your ability scores. Ability Training is taken for a single ability score and gives a +1 to a skill or save associated with that score. Ability Advancement requires Ability Training and results in a permanent +2 increase (replacing the bonus from Ability Training).


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

Thanks, GM Zelligar! Tal'ariel takes Twist Away with her last remaining feat.


HP: 22/25 | AC: 16 (t:13, ff:13) | CMB: 2, CMD: 15 | F: +3, R: +7, W: +4 | Init: +5 | Perc: +9 | Speed 30ft |Rapier: +6, d6+3, 18-20x2. | Panache 4/4, Inspiration 7/7 | Lvl 1 3/3 | Active:

Gaius will take Pack Flanking and Power Attack I think. More to hit and more damage! :D

EDIT: @GM, Power Attack and Piranha Strike both specify that they only do half damage on an off-hand attack, much like you normally add half your strength. Since I have double slice and get to add my full strength would I be allowed to get full damage with PA/PS?

Another thought - would an Epic feat let me take the Vigilante Talent 'Lethal Grace'? It provides Weapon Finesse as a bonus feat and lets me add half my level to damage if I use dex to hit and str to damage. Would that (using my fighter level instead of Vigilante) be an Epic feat or would it be Signature? It seems quite fitting for Gaius so I thought I'd ask! :)


The Vigilante class is not used in this game. Katanas are not finessable anyway (without a special Advanced Weapon Training option that you do not have the ability to take).

Power Attack would do half damage for the off-hand attack, so it would be -2/+4 and -2/+2.

Alternatively, you might consider Weapon Focus and Weapon Specialization (for +1/+2). That doesn't care about off-hand.

Or, Ability Training and Ability Advancement for +2 Str (+1/+1, plus bonuses to CMD and skills).


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

A part of me is thinking of taking Cunning, maxing Diplomacy for flavour, with one point into Arcana so I can take Inured to Draconic Majesty. Pseudo fear immunity seems like something that makes sense. Alternatively there is Iron Will into Bear's Balance. I'd assume that earlier linked Strength of the Diamond is off the table.

Not really sure what I'm looking at, most of the Fetchling feats aren't particularly interesting.

I could always go for the basic Power Attack and an extra BAB and more damage but I feel its a missed opportunity. Even Cunning into Wanderer's Fortune could be neat. The Conduit Feats are super cool.

Or I can just buy two Rage Powers like Knockback and Celestial Totem. Get a little more crowd control and healing.

I really dislike taking extra numbers, new capabilities are always cool. Going to look at the magic item list and see what unusual weapon and armor enchantments exist. Furious and Training are both solid as is Bane.


Strength of the Diamond could work. A couple of days training with the dwarves while the item crafting is going on.

Wanderer's Fortune is a possibility but I need to figure out a 3rd level Lesser Freedom of Movement. Obviously the enemies will have this; I wasn't planning on giving them full access to the level 4-6 spells they had in the original.

The other feats look good.


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

Strength of the Diamond it is then. Fear is powerful but I feel he has enough foolhardiness mixed with bravery that it shouldn't be as huge an issue for him. It feels a little of of character otherwise truth be told.

Looking at a second one now, will think and see what we might need; but Celestial Totem feels both flavourful and helpful considering the party makeup. That being said throwing people around with Knockback is also really cool.

I think if Training is fine I might put Body Shield on my Weapon.


HP: 22/25 | AC: 16 (t:13, ff:13) | CMB: 2, CMD: 15 | F: +3, R: +7, W: +4 | Init: +5 | Perc: +9 | Speed 30ft |Rapier: +6, d6+3, 18-20x2. | Panache 4/4, Inspiration 7/7 | Lvl 1 3/3 | Active:

Thanks Zelligar - Weapon Focus it is I think.


@Bran - the Training enchantment is fine. And that's a fitting feat to have associated with the gauntlets.


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

Assuming I have not spent my Swift/Immediate assume then I will always try to use Body Shield on the first attack a round unless stated otherwise. Just to save us all some time.

Still finalizing the last Feat and if I have upgrades available for my armor/shield what I will do with them.


Bran, if you want more interesting capabilities that are not just numbers, you might look at Believer's Boon for one of Kurgess's domain abilities 1/day at CL1, or Minor Miracle for one of his domain spells 1/day as a SLA at CL6. For the latter, you would need to take Cunning to get the skill ranks.

A few of his domain spells: Shield of Faith (Agathion) at CL6 is +3
True Strike (Luck) is awesome for Combat Maneuvers
Enlarge Person (Strength) you use a lot

You are basically going from +1 to +2 on your weapon, so that is a 6,000 gp cost. Another 6,000 to spend on armor and shield if you wish, or let's say that could be 4,000 to spend on other items.

Hamailii? Any thoughts on feats or gear?


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

I was going to initially go for for Minor Miracle, but I can no longer cast Enlarge Person on myself as I am no longer a Humanoid subtype.

Could also take Winter Rage to exhale icy breath to create difficult terrain, maybe flavour it as shadowstuff.


Ah... you are welcome to be a "Bound to Here" fetchling who still counts as human.

Means you can be Enlarged, but are also vulnerable to things like Hold Person. Your call.


I'll be on limited availability through Friday but should be able to get some posts in, at least to answer questions.

Let's make sure we are all updated on gear and feats by the weekend.

Lantern Lodge

Female Elf Cleric 6 AC 17/13/14 | hp 12| F +3, R +5, W +4; +2 vs. enchantments | Immune sleep | Init +3 | Senses darkvision 60 ft., low-light vision | Perception +9

Could somebody link the epic/signature feat selection please?
I'm very unsure which one exactly it was and there seems to be different versions of this E6 codex.

Bringing up the channel die to 4d6 sounds like a good idea, but so do quick channel and selective channel especially.
In combat healing is probably really not the best option though.
I'm thinking of combat reflexes and hoping to get more AoOs.
Also Phalanx Formation to remove soft cover given by allies.

Is it possible to take Epic Spell Casting a second time?
Then Epic Spell Casting and Combat Reflexes could be good.

For gear:
+ guided to the spear, and if possible another +1 or goblin bane?


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The starting point for the feats is the P6 Codex.

I have tried to emphasize that I am willing to house-rule things and be flexible. I think 3E had some brilliant innovations but erred to a degree by over-emphasizing hard-and-fast rules at the expense of GM judgment and discretion.

So do not feel that the rules are carved in stone.

The principles behind them are more important. Like, options should be somewhat balanced. Abilities should not result in "I win" buttons that trivialize challenges. Tradeoffs should matter. I think you all get that. PM me with any questions or concerns.


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

Alright settled on my last Feat being Celestial Totem. While in combat healing isn't ideal, I think it fits well with the character.

As for Armor and Shield, just going with a regular old Enhancement on the Armor and Shield.


Interesting, influence of the Shadow Plane and of the Celestial realms. Totally allowable to have both.
Do you want to be a Fetchling that also counts as human, or would you want to count as only an outsider? Given how helpful Enlarge is to your primary tactic, I could allow Tal'ariel to create a version that works on native outsiders, but it wouldn't be as easy to cast - maybe a 2nd level spell.


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

I think remaining humanoid makes the most sense as its still the original body but infused.

While influenced by the shadow plane I think his celestial devotion at this point is vying for control over him.

The only other themed one thats similar to shadow would be undead themed stuff and its not quite the same.


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

To all my games:

My wife gave birth to a baby boy yesterday! He came two months early. Mom and baby are well. Expect some delays in the near-term before I can catch up. Please bot me as needed.


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Congratulations! Glad the little guy is doing well despite his impatience.

Lantern Lodge

1 person marked this as a favorite.
Female Elf Cleric 6 AC 17/13/14 | hp 12| F +3, R +5, W +4; +2 vs. enchantments | Immune sleep | Init +3 | Senses darkvision 60 ft., low-light vision | Perception +9

Gratulations!
Wish you three all the best!
Now a sweet sleep deprived time begins^^
Enjoy every single moment.


Thoughts on next steps?

You could approach the town on foot using Stealth.

You could do a fly-by on the owls, relying on speed.

You could move on to the next town on the road (Nimon Gap).

Or, you could do something else.

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