Reign of Winter (group two) (Inactive)

Game Master Whack-a-Rogue

Ruined Temple
Loot List


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Skills:
Acrobatics +5 (+1 to jump), Bluff +15, Diplomacy +7, K.(arcana, religion) +5 +2, Linguistics +2, Perception +9, Survival +4
Stats:
Init: +4 | hp 41/41 | AC 13(17 MA) | flat-footed 11 | touch 13 | Fort +3 | Ref +4 | Will +9 | +2 vs. illusions | resist cold 2
Spells:
1st (3/8), 2nd (7/7), 3rd (5/5)

HP: 1d6 + 1 ⇒ (6) + 1 = 7+1 Favored Bonus

Iron Will as a Bloodline Feat
Multiple Familiars Feat
+1 Stealth
+1 Bluff
+1 Perception

1st level spell
Feather Fall
2nd Level Spell
glitter dust
3rd Level Spell
Battering Blast


Female Human (Ustalavic Varisian with a hint of Ulfden)
Vitals:
HP: 72/72 NL:0 | AC: 19; T: 11; FF: 18; CMD: 18 | Init: +1; Perc: +3; Stealth -2; Survival +3
Cleric 7
Saves:
Fort +7, Ref +3, Will +8

Coming up short for a feat, suggestions?

I will check in in the am.

Also, *hugs back*!!!!!


Female Human (Ulfen) Barbarian (Indomitable Rager) 13
Vitals:
HP: 154/154 {198/202 when raging} | AC: 24; T: 13; FF: 20; CMD: 29 | Fort: +15 (+16); Ref: +10; Will: +9 (+11/+13) | Init: +3; Perc: +14; Stealth +12; Survival +18

Extra channel is always good. So is Improved channel though we don't face that many undead.

Hope things get better soon.


Vitals:
HP: 138/138 | AC: 22; T: 17; FF: 17; CMD: 27 | Fort: +14; Ref: +16; Will: +12(+2 versus fear) | Init: +5; Perc: +26; Stealth +18; Survival +20
SSGOW Sexy Shoeless Tailor of War 13!

Ditto on the Extra Channel.


Female Human (Ustalavic Varisian with a hint of Ulfden)
Vitals:
HP: 72/72 NL:0 | AC: 19; T: 11; FF: 18; CMD: 18 | Init: +1; Perc: +3; Stealth -2; Survival +3
Cleric 7
Saves:
Fort +7, Ref +3, Will +8

It will not improve for a while sadly.

We have made the choice that my current employment and I are not suited for each other, therefor, it is time to move on.

Where to and what is the challenge.


HP: 0/187(226) | AC/T/FF 16/13/16(21/11/21) CMD 30(34) | Fort +18(21) Ref +9 Will +11(14) | Init +2 Rage 23/32 | Acid Res 10 Cold Res 2 | Fortification 15% | Death Curse DC 17 | Darkvision 60ft, Blindsense 30ft
Skills:
Perc +13 Intimidate +8 Knowledge (Arcana) +5 (Nature) +7 Stealth +2 Survival +9

*keeps hugging*


Male Human (Varisian) Witch 9
Vitals:
HP:64/66| AC: 13; T: 13; FF: 11; CMD: 17 | Fort: +8; Ref: +8; Will: +9(+2 vs. fear) |Init: +6;Perc: +11;Stealth +2;Survival +2
Hexes:
Evil Eye (at will)| Cackle (At will)|Misfortune(At will)| Feather Fall (At will, self)| Levitate (Once per day)|Fly(9/9 Minutes)|Stardust 2/2|Ward(At Will))

*Turbo hugs*


Vitals:
HP: 56/73 | AC: 21; T: 14; FF: 19; CMD: 15 | Fort: +12; Ref: +12; Will: +15 | Init: +4; Perc: +16; Stealth +3; Survival +4
spells:
Eldritch Bolt (Su) 7/7 APF (Su) 3/3 Primal Magic 2/2 Trigger PME 1/1| Orisons: Read Magic, Create Water, Detect Magic, Purify Food and Drink, Spark, Mending | LvL1: 8/8 |LvL2: 5/5 | LvL3: 3/3

Your current employment sounded crazy stressful, so I completely sympathize. Good luck with the transition. Here's hoping it's smooth!


Vitals:
HP: 56/73 | AC: 21; T: 14; FF: 19; CMD: 15 | Fort: +12; Ref: +12; Will: +15 | Init: +4; Perc: +16; Stealth +3; Survival +4
spells:
Eldritch Bolt (Su) 7/7 APF (Su) 3/3 Primal Magic 2/2 Trigger PME 1/1| Orisons: Read Magic, Create Water, Detect Magic, Purify Food and Drink, Spark, Mending | LvL1: 8/8 |LvL2: 5/5 | LvL3: 3/3

I'll try to get my leveling done today. I think this is the level whet my wild magic really starts to come online.


Vitals:
HP: 138/138 | AC: 22; T: 17; FF: 17; CMD: 27 | Fort: +14; Ref: +16; Will: +12(+2 versus fear) | Init: +5; Perc: +26; Stealth +18; Survival +20
SSGOW Sexy Shoeless Tailor of War 13!

Yea, changing jobs always sucks.


Vitals:
HP: 56/73 | AC: 21; T: 14; FF: 19; CMD: 15 | Fort: +12; Ref: +12; Will: +15 | Init: +4; Perc: +16; Stealth +3; Survival +4
spells:
Eldritch Bolt (Su) 7/7 APF (Su) 3/3 Primal Magic 2/2 Trigger PME 1/1| Orisons: Read Magic, Create Water, Detect Magic, Purify Food and Drink, Spark, Mending | LvL1: 8/8 |LvL2: 5/5 | LvL3: 3/3

Eldritch Scar >:):

Eldritch Scar (Su): Once per day when you damage a creature with a spell you cast, you may, as a swift action, cause your magic to leave an eldritch scar upon that creature. An eldritch scar appears as a normal scar, save that it f lickers with faint radiance of a color of your choice. The next time that creature casts a spell, uses a spell-like ability, or activates a magic item, it triggers a primal magic event (see Sample Primal Magic Events below) of a CR equal to your caster level. This causes the eldritch scar to vanish. A creature can be marked by only one eldritch scar at a time (a more powerful one replaces a weaker one). An eldritch scar fades automatically after 24 hours. It can be removed before that point via any effect capable of removing a curse (the curse’s level equals your caster level), but if an attempt to remove an eldritch scar fails, that attempt triggers a primal magic event—an event triggered this way does not cause the eldritch scar to fade. You must be at least 7th level to select this revelation.

My feat: The ability to do this twice/day. :D


Female Human (Ulfen) Barbarian (Indomitable Rager) 13
Vitals:
HP: 154/154 {198/202 when raging} | AC: 24; T: 13; FF: 20; CMD: 29 | Fort: +15 (+16); Ref: +10; Will: +9 (+11/+13) | Init: +3; Perc: +14; Stealth +12; Survival +18

Good luck, here's hoping that in retrospect it's the best decision you ever made


Male Human (Varisian) Witch 9
Vitals:
HP:64/66| AC: 13; T: 13; FF: 11; CMD: 17 | Fort: +8; Ref: +8; Will: +9(+2 vs. fear) |Init: +6;Perc: +11;Stealth +2;Survival +2
Hexes:
Evil Eye (at will)| Cackle (At will)|Misfortune(At will)| Feather Fall (At will, self)| Levitate (Once per day)|Fly(9/9 Minutes)|Stardust 2/2|Ward(At Will))

Zses is going to be like that for a couple of IRL weeks: I wanted to resolve his whole amnesia thing by level 7, but things didn't line up perfectly, so I'll delay a couple of things I planned to pick/switch at level 7 until plot happens.
Speaking of which, leveling today or tomorrow, but @YBD: you said it was okay for me to take Dimdweller, but I'm not sure how I should handle mechanically the fact that I lose Skilled: do I subtract 6 skill points from the ones I've assigned, or this level I just get 6 skill points less?

@Cleric Feats: I don't think Extra Channel is a good idea: we've really not run out of healing, and it's just a feat that gives a number advantage that could yield diminishing returns as we go up in levels.
Maybe a Metamagic Feat, or a Summoning feat? Those give more options for stuff to do!


Vitals:
HP: 56/73 | AC: 21; T: 14; FF: 19; CMD: 15 | Fort: +12; Ref: +12; Will: +15 | Init: +4; Perc: +16; Stealth +3; Survival +4
spells:
Eldritch Bolt (Su) 7/7 APF (Su) 3/3 Primal Magic 2/2 Trigger PME 1/1| Orisons: Read Magic, Create Water, Detect Magic, Purify Food and Drink, Spark, Mending | LvL1: 8/8 |LvL2: 5/5 | LvL3: 3/3

I agree with zses on the feat thing. I would go with something that diversifies what you can do


1 person marked this as a favorite.

@Zses: For simplicity's sake, just gain 6 fewer skill points this level.

@Cleric Feats: From what I've observed, you mainly Channel for post-combat healing. I don't think you've run out of daily uses yet - especially since most of the party is good at staying out of melee/damage range. For my sake, I'd ask that you avoid Summoning stuff if at all possible. 9 PCs + 2 ACs + occasional Elementals makes for a crowded battlefield already. I have THIS 3PP Product and allow options from there if you're interested. These include stronger Variant Channeling options and meta-channeling Feats.

@Life Suckiness: Add my hugs to the pile. :-)


Female Human (Ulfen) Barbarian (Indomitable Rager) 13
Vitals:
HP: 154/154 {198/202 when raging} | AC: 24; T: 13; FF: 20; CMD: 29 | Fort: +15 (+16); Ref: +10; Will: +9 (+11/+13) | Init: +3; Perc: +14; Stealth +12; Survival +18

Metamagic feats are rarely worth it in my experience.


HP: 0/187(226) | AC/T/FF 16/13/16(21/11/21) CMD 30(34) | Fort +18(21) Ref +9 Will +11(14) | Init +2 Rage 23/32 | Acid Res 10 Cold Res 2 | Fortification 15% | Death Curse DC 17 | Darkvision 60ft, Blindsense 30ft
Skills:
Perc +13 Intimidate +8 Knowledge (Arcana) +5 (Nature) +7 Stealth +2 Survival +9

Especially if you're a spontaneous caster, which Clerics aren't but still.


Male Catfolk HP(54/134) Sub(54/134)
Stats:
AC21/Touch11/Flat 20 | Fort+13/Ref+8/Will +5| Init +3
Skills:
Stealth + 0, Perception +9, Sense Motive +8, Survival + 9, Intimidate +6, Diplomacy +13, Ride+15
Class (Samurai) (10)

hp: 1d10 + 2 ⇒ (4) + 2 = 6
+1 BAB
+5 skills
+1 to diplomacy, perception, craft leatherworking, profession cook, ride
Challenge 3/day

So YBD quick question on a feat and/or the wording on something charector rules wise.

Weapon Expertise (Ex)

At 3rd level, a samurai gains an unparalleled expertise with his chosen weapons. At 3rd level, the samurai selects either the katana, longbow, naginata, or wakizashi. The samurai can draw the selected weapon as a free action as if he had the Quick Draw feat. In addition, whenever he threatens a critical hit with the selected weapon, he gains a +2 bonus on the confirmation roll. Finally, his samurai levels count as fighter levels and stack.

I got this at 3rd level samurai. It says my samurai levels count as fighter levels and stack I assume that means I could say... take weapon specilization katana then?


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Female Human (Ulfen) Barbarian (Indomitable Rager) 13
Vitals:
HP: 154/154 {198/202 when raging} | AC: 24; T: 13; FF: 20; CMD: 29 | Fort: +15 (+16); Ref: +10; Will: +9 (+11/+13) | Init: +3; Perc: +14; Stealth +12; Survival +18

Right basically anything that says "Fighter level X" in the prereqs, you qualify for at the same Samurai level (or net combination of Samurai/Fighter levels) but only pertaining to the chosen weapon.

It makes a Samurai an utter badass with his chosen weapon, while still distinguishing the Fighter, who can kill you with a tree branch, or a rock, or a scarf.


Sigrun's correct.


1 person marked this as a favorite.
HP: 0/187(226) | AC/T/FF 16/13/16(21/11/21) CMD 30(34) | Fort +18(21) Ref +9 Will +11(14) | Init +2 Rage 23/32 | Acid Res 10 Cold Res 2 | Fortification 15% | Death Curse DC 17 | Darkvision 60ft, Blindsense 30ft
Skills:
Perc +13 Intimidate +8 Knowledge (Arcana) +5 (Nature) +7 Stealth +2 Survival +9
Sigrun Jagrsdottir wrote:
who can kill you with a tree branch, or a rock,

This actually came up awhile back when we discovered you had to have a masterwork weapon before you could enchant.

Psychic Warrior: I'be been using this greatclub for a while, I think it's about time I upgraded it.

DM: Actually an item has to be masterworked before it can get a bonus *shows section in book*

Psychic Warrior: ... it's a friggin tree branch! Were are we gonna find a Masterwork tree?!

Me: I guess we'll have to go hunt down a Treant.

Psychic Warrior: Apparently.

DM: ...

Aaaaaaand that's how we pissed off all the Druids in the Eldeen Reaches.


For future reference, masterwork transformation is the answer. :-)


HP: 0/187(226) | AC/T/FF 16/13/16(21/11/21) CMD 30(34) | Fort +18(21) Ref +9 Will +11(14) | Init +2 Rage 23/32 | Acid Res 10 Cold Res 2 | Fortification 15% | Death Curse DC 17 | Darkvision 60ft, Blindsense 30ft
Skills:
Perc +13 Intimidate +8 Knowledge (Arcana) +5 (Nature) +7 Stealth +2 Survival +9

They didn't have that in 3.5 :3


1 person marked this as a favorite.
Female Human (Ulfen) Barbarian (Indomitable Rager) 13
Vitals:
HP: 154/154 {198/202 when raging} | AC: 24; T: 13; FF: 20; CMD: 29 | Fort: +15 (+16); Ref: +10; Will: +9 (+11/+13) | Init: +3; Perc: +14; Stealth +12; Survival +18

Yeah I'm gonna need that arm of yours. Nothing personal.


Female Human (Ulfen) Barbarian (Indomitable Rager) 13
Vitals:
HP: 154/154 {198/202 when raging} | AC: 24; T: 13; FF: 20; CMD: 29 | Fort: +15 (+16); Ref: +10; Will: +9 (+11/+13) | Init: +3; Perc: +14; Stealth +12; Survival +18

Oh btw YBD, any thoughts on the alternate benefit to offset Cold Celerity's init bonus not really being that relevant?


In all honesty, it's not a great Feat to begin with. I'll let you retrain it.


Alternately, you can pick a Trait and gain its effect when the conditions are met. After all, +2 Init is equivalent to Reactionary.


Female Human (Ulfen) Barbarian (Indomitable Rager) 13
Vitals:
HP: 154/154 {198/202 when raging} | AC: 24; T: 13; FF: 20; CMD: 29 | Fort: +15 (+16); Ref: +10; Will: +9 (+11/+13) | Init: +3; Perc: +14; Stealth +12; Survival +18

Hmm Ok I'll take a look


HP: 0/187(226) | AC/T/FF 16/13/16(21/11/21) CMD 30(34) | Fort +18(21) Ref +9 Will +11(14) | Init +2 Rage 23/32 | Acid Res 10 Cold Res 2 | Fortification 15% | Death Curse DC 17 | Darkvision 60ft, Blindsense 30ft
Skills:
Perc +13 Intimidate +8 Knowledge (Arcana) +5 (Nature) +7 Stealth +2 Survival +9

Will have gameplay post up later, but just wanted to say this would be the perfect chance to start a side quest to go get a Baku.


Elf Magus 6
Vitals:
HP: 48/48 | AC: 19; T: 14; FF: 15; CMD: 17 | Fort: +7; Ref: +8; Will: +5 | Init: +4; Perc: +13;

I'll be posting later. I'm on the road until 4pm est.


Female Human (Ulfen) Barbarian (Indomitable Rager) 13
Vitals:
HP: 154/154 {198/202 when raging} | AC: 24; T: 13; FF: 20; CMD: 29 | Fort: +15 (+16); Ref: +10; Will: +9 (+11/+13) | Init: +3; Perc: +14; Stealth +12; Survival +18

I think I'll retrain for:

Raging Vitality

While raging, you are full of vigor and health.

Prerequisites: Con 15, rage class feature.

Benefit: Whenever you are raging, the morale bonus to your Constitution increases by +2. Your rage does not end if you become unconscious. While unconscious you must still expend rounds of rage per day each round.

So Raging will be +4 STR +6 CON


Male Human (Varisian) Witch 9
Vitals:
HP:64/66| AC: 13; T: 13; FF: 11; CMD: 17 | Fort: +8; Ref: +8; Will: +9(+2 vs. fear) |Init: +6;Perc: +11;Stealth +2;Survival +2
Hexes:
Evil Eye (at will)| Cackle (At will)|Misfortune(At will)| Feather Fall (At will, self)| Levitate (Once per day)|Fly(9/9 Minutes)|Stardust 2/2|Ward(At Will))

Level 7!
Lost Skilled Racial Trait and Reactionary Trait (To be switched later)
+6 HP
+0 Skill points!
FCB: +1 spell known
Feat: Improved Familiar (To be applied later)
Spells added: Fear the Sun, Confusion, Shadowform


Vitals:
HP: 56/73 | AC: 21; T: 14; FF: 19; CMD: 15 | Fort: +12; Ref: +12; Will: +15 | Init: +4; Perc: +16; Stealth +3; Survival +4
spells:
Eldritch Bolt (Su) 7/7 APF (Su) 3/3 Primal Magic 2/2 Trigger PME 1/1| Orisons: Read Magic, Create Water, Detect Magic, Purify Food and Drink, Spark, Mending | LvL1: 8/8 |LvL2: 5/5 | LvL3: 3/3

+6 HP
+5 skills
+1 2nd and 3rd spell/day
+1 1st (Liberating Command), 2nd (Oracle's Burden), and 3rd (???) spell known
+1 bab
7th level enhances Mystic Null. I now gain it's +2 bonus vs supernatural abilities as well as spells and spell-likes.
Revelation: Eldritch Scar - 1/day when your spell causes damage, scar enemy. Next time enemy uses any magic, innate or item, primal event is triggered on enemy
Feat: Probably Abundant Revelations (Eldritch Scar), but not 100%

I've just realized that Percy's sheet is a mess. I'm going to have to do a full audit on this girl.


HP: 0/187(226) | AC/T/FF 16/13/16(21/11/21) CMD 30(34) | Fort +18(21) Ref +9 Will +11(14) | Init +2 Rage 23/32 | Acid Res 10 Cold Res 2 | Fortification 15% | Death Curse DC 17 | Darkvision 60ft, Blindsense 30ft
Skills:
Perc +13 Intimidate +8 Knowledge (Arcana) +5 (Nature) +7 Stealth +2 Survival +9
Percy Silvershaper wrote:
I've just realized that Percy's sheet is a mess. I'm going to have to do a full audit on this girl.

*all his characters require audits*

...


Vitals:
HP: 56/73 | AC: 21; T: 14; FF: 19; CMD: 15 | Fort: +12; Ref: +12; Will: +15 | Init: +4; Perc: +16; Stealth +3; Survival +4
spells:
Eldritch Bolt (Su) 7/7 APF (Su) 3/3 Primal Magic 2/2 Trigger PME 1/1| Orisons: Read Magic, Create Water, Detect Magic, Purify Food and Drink, Spark, Mending | LvL1: 8/8 |LvL2: 5/5 | LvL3: 3/3

Ya. Percy's not alone in that list...


HP: 0/187(226) | AC/T/FF 16/13/16(21/11/21) CMD 30(34) | Fort +18(21) Ref +9 Will +11(14) | Init +2 Rage 23/32 | Acid Res 10 Cold Res 2 | Fortification 15% | Death Curse DC 17 | Darkvision 60ft, Blindsense 30ft
Skills:
Perc +13 Intimidate +8 Knowledge (Arcana) +5 (Nature) +7 Stealth +2 Survival +9

*looks forlornly over Toska's sheet before sadly ripping blank paper up*


Female Human (Ustalavic Varisian with a hint of Ulfden)
Vitals:
HP: 72/72 NL:0 | AC: 19; T: 11; FF: 18; CMD: 18 | Init: +1; Perc: +3; Stealth -2; Survival +3
Cleric 7
Saves:
Fort +7, Ref +3, Will +8

I'll have my updates up soon, I apologize for the delay.

My back injury has shredded me the last few days, I've had to take pain medication and it has laid me out....

This feat Mystical Healer is of interest to me.

It fits my theme and personality extremely well.


1 person marked this as a favorite.
HP: 0/187(226) | AC/T/FF 16/13/16(21/11/21) CMD 30(34) | Fort +18(21) Ref +9 Will +11(14) | Init +2 Rage 23/32 | Acid Res 10 Cold Res 2 | Fortification 15% | Death Curse DC 17 | Darkvision 60ft, Blindsense 30ft
Skills:
Perc +13 Intimidate +8 Knowledge (Arcana) +5 (Nature) +7 Stealth +2 Survival +9

*gently hugs*

And that's a cool feat, my life oracle loved it.


2 people marked this as a favorite.
Female Human (Ustalavic Varisian with a hint of Ulfden)
Vitals:
HP: 72/72 NL:0 | AC: 19; T: 11; FF: 18; CMD: 18 | Init: +1; Perc: +3; Stealth -2; Survival +3
Cleric 7
Saves:
Fort +7, Ref +3, Will +8

*Hugs back*

It is one of my favorite feats, but not often allowed.

With a group this large, I'm always looking for ways to maximize my resources and minimize there use.

It is an interesting challenge to keep everyone in good shape!

I love this character and this group, Vashti expresses a part of my personality that I do not exercise in real life much, sadly.

Being a nice person and a caretaker is very good for my mental health and moral.


HP: 0/187(226) | AC/T/FF 16/13/16(21/11/21) CMD 30(34) | Fort +18(21) Ref +9 Will +11(14) | Init +2 Rage 23/32 | Acid Res 10 Cold Res 2 | Fortification 15% | Death Curse DC 17 | Darkvision 60ft, Blindsense 30ft
Skills:
Perc +13 Intimidate +8 Knowledge (Arcana) +5 (Nature) +7 Stealth +2 Survival +9

^w^

Well, we greatly appreciate both you and Mamushka Vashti?


Female Human (Ustalavic Varisian with a hint of Ulfden)
Vitals:
HP: 72/72 NL:0 | AC: 19; T: 11; FF: 18; CMD: 18 | Init: +1; Perc: +3; Stealth -2; Survival +3
Cleric 7
Saves:
Fort +7, Ref +3, Will +8

+9 hit points . 5(half plus 1) +1 Toughness, +1 Favorite Class, +2 Con
+3 skill points, Diplomacy, Religion, Linguistics (Necril),
+1 Bab
+1 CMB
+1 CMD
4th level spells,blessing of fervor[APG] (DC 17), death ward[Domain]
Channel Energy 4d6

Feat, with YBD approval Mystical Healer.

Going to check my posts for hit points, it seems I should have more?


@Vashti: For this campaign, i have no problem with the feat. :-)

@Everyone: Don't forget to update your profile headers. You're back to full HP, and all dailies have been refreshed.


4 people marked this as a favorite.
Female Human (Ustalavic Varisian with a hint of Ulfden)
Vitals:
HP: 72/72 NL:0 | AC: 19; T: 11; FF: 18; CMD: 18 | Init: +1; Perc: +3; Stealth -2; Survival +3
Cleric 7
Saves:
Fort +7, Ref +3, Will +8

Excellent!

I AM THE MISTRESS OF THE HEALS!!! THE BOUNCER AT THE DOOR OF DEATH!!!THE DENIER OF THE REAPER OF DEATH!!!

and cookies!!!


Elf Magus 6
Vitals:
HP: 48/48 | AC: 19; T: 14; FF: 15; CMD: 17 | Fort: +7; Ref: +8; Will: +5 | Init: +4; Perc: +13;

I just noticed I didn't post an update. I'm thinking that Accursed Strike will be a good feat for Ered. I'm gonna look through 3PP ones to see if there's anything. I saw Accursed Critical for down the road.


Female Human (Ulfen) Barbarian (Indomitable Rager) 13
Vitals:
HP: 154/154 {198/202 when raging} | AC: 24; T: 13; FF: 20; CMD: 29 | Fort: +15 (+16); Ref: +10; Will: +9 (+11/+13) | Init: +3; Perc: +14; Stealth +12; Survival +18

Best reason to take any of the accursed .... feats?

Thhis part of the description of Bestow Curse....." You may also invent your own curse, but it should be no more powerful than those described above.

The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell."

From message boards here's a list of possible effects you can submit for approval.

Possible list from boards:
• Target is rendered sterile.
• The next person introduced to the target for the first time
will hate him or her uncontrollably forever. Even if this
curse is removed, the person still hates the victim of the
curse, but the victim can improve the person’s attitude
normally after the curse is gone.
• Each time the target attempts to help a friend or ally, there
is a 50% chance the attempt fails and causes the ally to fail
at the task.
• Target is struck blind and deaf.
• Each round in combat, there is a 25% chance that the
target will attack the nearest creature rather than choosing
an opponent normally.
• Every time the victim makes a d20 roll, a roll of 20 counts
as a 1.
• The victim effectively ages, moving him or her to the
beginning of the next age category. See Chapter 6 of the
Player’s Handbook for the effects of aging.
• At some point within the next week (or whenever it is feasible),
thieves are able to steal all monetary wealth the
victim has.
• Animals refuse to be within 5 feet of the target and do not
respond to the target’s commands or requests.
• Each time the target meets someone for the first time,
there is a 50% chance that the new person will confuse the
target with a hated enemy, a well-known criminal, or a
raving lunatic.
• All creatures of a specific kind (such as orcs, owlbears, or
black dragons) are permanently invisible to the sight of
the victim (invisibility purge does not help, but see invisibility
and true seeing do). The spellcaster chooses the kind of
creature.
The following effects can be substituted for those given in
the bestow greater curse description (see Chapter 6).
• A random friend or family member of the target contracts
a disease. If the disease is magically cured or runs its
course (regardless of the outcome), another loved one
contracts a new disease.
• The target’s most powerful and/or cherished item falls
apart, becoming forever useless.
• Valuable metals (such as platinum, gold, silver, and
copper) turn to lead in the target’s possession, even if they
are in a bag of holding or stored away from the target. The
target’s touch transmutes valuable metals (including
coins) into lead as well.
• 1d4+1 of the target’s loved ones or allies are affected by a
curse chosen from the bestow curse list above.
• All of the target’s loved ones and allies suddenly despise
him and are considered to have unfriendly attitudes. See
NPC Attitudes in Chapter 5 of the DUNGEON MASTER’s
Guide for actions former allies might take.
• The target cannot cast spells, use spell-like abilities, or
activate spell completion or spell trigger items.


I have a big list of options if you go that route. :-)


Elf Magus 6
Vitals:
HP: 48/48 | AC: 19; T: 14; FF: 15; CMD: 17 | Fort: +7; Ref: +8; Will: +5 | Init: +4; Perc: +13;

:) it seems like a good route.


Just FYI, keep up the RP for as long as you like, but the plot can't advance until someone goes down the creepy hallway and opens the (unlocked + untrapped) door. Of course, after what I just everyone through, that may take a little bit. ;-)


Elf Magus 6
Vitals:
HP: 48/48 | AC: 19; T: 14; FF: 15; CMD: 17 | Fort: +7; Ref: +8; Will: +5 | Init: +4; Perc: +13;

Sorry, folks. It'll be tomorrow before I post. Today is a tough day. A year ago today I lost a very dear cat, to an awful disease. We watched her slowly decline for a month, and during the last two weeks of that period, it got bad. The last 3 days were utter torture, and with my PTSD, I still relive it from time to time. At six months and again now, it's been especially hard for me. Just wanted to give people a heads up and apologize.


HP: 0/187(226) | AC/T/FF 16/13/16(21/11/21) CMD 30(34) | Fort +18(21) Ref +9 Will +11(14) | Init +2 Rage 23/32 | Acid Res 10 Cold Res 2 | Fortification 15% | Death Curse DC 17 | Darkvision 60ft, Blindsense 30ft
Skills:
Perc +13 Intimidate +8 Knowledge (Arcana) +5 (Nature) +7 Stealth +2 Survival +9

You don't have to apologize for any of that.

*hugs*

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