Rise of the Runelords AE

Game Master Vuvu

Map of Sandpoint

Loot Sheet


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Male Human Druid (Domain-Ferocity Sub-Domain) 8
Stats:
AC 23/26 w BS T:13 FF:21/24 HP: 81/81 Perc.: +15 Saves: F:+9 R:+4 W:+11 Init: +2

+1 lvl of Druid

+5hp +3 CON +1 FC
+1 BAB
+1 Fort
+1 Will
+1 STR

Skills:
Knowledge Nature
KNowledge Religion
Perception
Spellcraft
Survival

+1 3rd lvl spell
+1 4th lvl spell

Purchase Headband of Inspired Wisdom +2


Status:
HP: 41/41; AC: 18, T: 17, FF: 14; CMD: 16; Fort: 5, Ref: 10, Will: 6 +1 vs Fear; Init +5; Perception +0, Low-light vision
Halfling Sorcerer (Crossblooded, Shaitan and Deep Earth) 6/ Arcane Savant 2

Cloak + headband for me I guess


Skills:
Diplomacy +8, Heal +14, Knowledge (arcana) +8, Knowledge (planes) +9, Knowledge (religion) +11, Perception +22 (+23 to determine if surprised), Sense Motive +13, Spellcraft +14
M Human (Chelaxian) Cleric of Cayden Cailean 10
Vitals:
HP 83/83 | AC 24 (27), T 12 (15), FF 24 | F 13 R 6 W 14 | CMB 10 CMD 22 | Init + 6 | Perc +22

I'm going to pick up a lesser rod of extend metamagic as well - can I have it "enchanted" to increase the level to normal or greater by spending the difference?


Unnamed

You mean later on?


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

So, 6,000 plus the 5,318 from before? Oooh, that's got some fun potential...


Skills:
Diplomacy +8, Heal +14, Knowledge (arcana) +8, Knowledge (planes) +9, Knowledge (religion) +11, Perception +22 (+23 to determine if surprised), Sense Motive +13, Spellcraft +14
M Human (Chelaxian) Cleric of Cayden Cailean 10
Vitals:
HP 83/83 | AC 24 (27), T 12 (15), FF 24 | F 13 R 6 W 14 | CMB 10 CMD 22 | Init + 6 | Perc +22

Yes, not now, but paying the difference to expand the levels I can use my rod on.


Unnamed

Oh, yea that is fine. Just like upgrading a weapon. Will have to be in a big city to do it most likely, or talk to your wizard crafter everyone seems to have forgotten about. You know the one whom you bought a wagon for...


Skills:
Acrobatics +1, Climb +6, Diplomacy +21, Escape Artist +1, Fly +1, Ride +1, Sense Motive +2, Stealth +1, Swim +6
Suli (native outsider): Paladin (Oath of Vengeance)
Vital:
HP 136/136, AC 29 T 19 FF 26, Resist 7 (acid, cold, electricity, fire), Per +0 Init +2, F +14 R +9 W +10, CMB +14, CMD 29, Speed 30, Javelins: 3

Ha. Oops. That would be a lot less expensive wouldn't it! Don't suppose I can retcon to have him make the headband and armor during this long trip we're going on :)


Unnamed

Is he traveling with you? No one asked him...


Acrobatics +17 | Appraise +8 | Bluff +21 | Climb +10 | Disable Device +20 (+3 vs Traps) | Know: Local +13 | Perception +20 (+3 vs Traps) | Prof (merchant) +7 | Sense Motive +13 | Sleight of Hand +10 | Swim +5 | Stealth +16 AC: 26/T: 17/FF: 21 F: +9/ R: +12/W: +7 HP: 92/92 Init +5 Percept: +16 Polearm Master Fighter 5th/Scout Unchained Rogue 5th

We haven't been given specifics yet...thus, I don't think anyone would have asked him, but I can be certain that Vinny did not, nor would he have asked...


Skills:
Diplomacy +8, Heal +14, Knowledge (arcana) +8, Knowledge (planes) +9, Knowledge (religion) +11, Perception +22 (+23 to determine if surprised), Sense Motive +13, Spellcraft +14
M Human (Chelaxian) Cleric of Cayden Cailean 10
Vitals:
HP 83/83 | AC 24 (27), T 12 (15), FF 24 | F 13 R 6 W 14 | CMB 10 CMD 22 | Init + 6 | Perc +22

I'm not even sure who you're talking about.


Skills:
Acrobatics +1, Climb +6, Diplomacy +21, Escape Artist +1, Fly +1, Ride +1, Sense Motive +2, Stealth +1, Swim +6
Suli (native outsider): Paladin (Oath of Vengeance)
Vital:
HP 136/136, AC 29 T 19 FF 26, Resist 7 (acid, cold, electricity, fire), Per +0 Init +2, F +14 R +9 W +10, CMB +14, CMD 29, Speed 30, Javelins: 3

"Fort Ranick. Turtleback Ferry. Surely you wish to join us on our tour of Varisia's wonders while we save the world and bash evil-doers. Have I told you about my club recently?"


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

With the 11,000, Mini (after giving 500gp toward Phooka), could I find an Admixture Vial (5,000gp), Cloak of Resitance +2 (4,000gp) and Amulet of Natural Armour (2,000gp). {Or, better still, have our travelling companion make the cloak?


Unnamed

Sure. Remember if he crafts it is 75% and one day per 1000 gold


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

Ok, I'll record the amulet and vial and leave a "gap" for the cloak -- I wouldn't be starting to get the item made until after the mayor's dinner, so it'll largely be a matter of how long we take in gathering information and planning.... Also, if we're all putting in 500, what's Phooka's new toy? Now all wands, I'm hoping?


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

Swapped it to a ring of protection, Mini -- but otherwise good.


Unnamed

i will note this is an optional side quest, might have repercussions, but it is optional


Male Human Druid (Domain-Ferocity Sub-Domain) 8
Stats:
AC 23/26 w BS T:13 FF:21/24 HP: 81/81 Perc.: +15 Saves: F:+9 R:+4 W:+11 Init: +2

I think we are good but I will wait for Tarin to chime in to see if he lets Bear play this out the way he intended to try and difuse things a little. Bear is always up for killing a Runelord :]

In all honesty though he sees these Runelords as similar creatures that destroyed his village. He may not care for the PF's either but he will take their aid and go kill this thing.


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

Yup.

Also, Tarinhil's brutish, angry side is rising to the fore.


Unnamed

Now I have to actually build delvin the unlucky


Unnamed

Human divine hunter paladin 5 expert 2

Create a drawback for him that makes it more likely that he is crit maybe...


Unnamed

A minus on saves maybe...


Unnamed

OK Vinny so we have to talk about either a nerf or a rebuild, I am assuming you live, but in theory it all sounded fine but in practice it is ridiculous, even for me. The only reason this critter is up at all is due to displacement which should have been dispelled but Tarin missed.

So I look at it two ways. The first is the indefinite shaken is out. (I know it is only 54 rounds, but in combat that is indefinite) I can set up dice to roll for how long they are shaken, or set up a save, we can talk about it.

Even then unless you really start to whiff, they are always going to be shaken, and then flat footed is also too much, i had in my head it was like they were flanked, but fully flat footed...too much.

I expected a cruise missile, but you are a cruise nuke.


Unnamed

Ok vinny we gotta figure you out. As of now I intend to limit the rounds of shaken and the shaken (I might alter this to a safe) will act as if they are flanked not flat footed. So you get sneak but not the super low ac

Or you are welcome to swap feats


Acrobatics +17 | Appraise +8 | Bluff +21 | Climb +10 | Disable Device +20 (+3 vs Traps) | Know: Local +13 | Perception +20 (+3 vs Traps) | Prof (merchant) +7 | Sense Motive +13 | Sleight of Hand +10 | Swim +5 | Stealth +16 AC: 26/T: 17/FF: 21 F: +9/ R: +12/W: +7 HP: 92/92 Init +5 Percept: +16 Polearm Master Fighter 5th/Scout Unchained Rogue 5th

If we are going to reformat most of how the feats work, I would rather tweak the concept slightly. If they aren't flatfooted, my damage is halved. If they are immune to crits, I lose MOST of my damage. If they are immune to fear, I am halved. If they are immune to subdual, my damage is halved.

I have another build, much lower damage, a little more versatile that can still be the exact same CHARACTER, but slightly different crunch. Goes from punching to spearing though.


Unnamed

Ok put it together and we will try it.

If we wind up in another fight before it is done I will use the tweaks


Acrobatics +17 | Appraise +8 | Bluff +21 | Climb +10 | Disable Device +20 (+3 vs Traps) | Know: Local +13 | Perception +20 (+3 vs Traps) | Prof (merchant) +7 | Sense Motive +13 | Sleight of Hand +10 | Swim +5 | Stealth +16 AC: 26/T: 17/FF: 21 F: +9/ R: +12/W: +7 HP: 92/92 Init +5 Percept: +16 Polearm Master Fighter 5th/Scout Unchained Rogue 5th

After talking about it with Da Boss, Vinny's story won't be changing, but his offense methods will slightly. Moving forward, he is going to use an odd spear and fight from behind people...Almost no skills will be changing, and only very slightly in the stats. He is just now a bluff guy instead of a scary guy.

I'll update his sheet, hopefully, tonight, but if not...in the morning.


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

Might I suggest some aid another actions to figure out the armour rune?

Also, Bear, if you average 29, that means you'll succeed 45% of the time, so you'd probably be able to smash it before the spells expire. I could mix up an extract of rage to get you over the hump for average damage.. Or I could just make it go away with a dispelling bomb, assuming I roll well.

In terms of the life rune, if poison can ruin it, I could mix some up, but we're on a timer... But can't you wild shape into something venomous?

For alacrity, since Bear doesn't have entangle today and there's no way to get to that much cold damage with alchemical ice, we may have to go with the tanglefoots. 2 should do it, but might use 3 to all-but ensure success.


Status:
HP: 41/41; AC: 18, T: 17, FF: 14; CMD: 16; Fort: 5, Ref: 10, Will: 6 +1 vs Fear; Init +5; Perception +0, Low-light vision
Halfling Sorcerer (Crossblooded, Shaitan and Deep Earth) 6/ Arcane Savant 2

I'll be off or unavailable for a large portion of the day, tomorrow. Please bot me if I'm holding up the pace.


Acrobatics +17 | Appraise +8 | Bluff +21 | Climb +10 | Disable Device +20 (+3 vs Traps) | Know: Local +13 | Perception +20 (+3 vs Traps) | Prof (merchant) +7 | Sense Motive +13 | Sleight of Hand +10 | Swim +5 | Stealth +16 AC: 26/T: 17/FF: 21 F: +9/ R: +12/W: +7 HP: 92/92 Init +5 Percept: +16 Polearm Master Fighter 5th/Scout Unchained Rogue 5th

I miss Val's boots so hard right now.


Unnamed

Gonna miss that wisdom more I expect


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

Remember back when I didn't have fast bombs and I didn't risk running out during combat? Good times.

[6 bombs remaining -- 2 rounds worth with haste. With rapid shot feat, it'd be 1 1/2.]

Also, I didn't apply the +2 to hit for heroism which should still be in effect -- not that that matters, but it's rather nice when I have to make saves.


Status:
HP: 41/41; AC: 18, T: 17, FF: 14; CMD: 16; Fort: 5, Ref: 10, Will: 6 +1 vs Fear; Init +5; Perception +0, Low-light vision
Halfling Sorcerer (Crossblooded, Shaitan and Deep Earth) 6/ Arcane Savant 2

I'll be off from wednesday the 8th till friday night the 17th of july. I'll probably log back in on the following saturday. Having a small vacation on an island along the coast.

Bot me if needed and please don't get me killed ^^. Good luck!


Unnamed

You'll be fine, you are plenty high enough level to get raised, and since you are working for the pathfinders they recover bodies


Skills:
Diplomacy +8, Heal +14, Knowledge (arcana) +8, Knowledge (planes) +9, Knowledge (religion) +11, Perception +22 (+23 to determine if surprised), Sense Motive +13, Spellcraft +14
M Human (Chelaxian) Cleric of Cayden Cailean 10
Vitals:
HP 83/83 | AC 24 (27), T 12 (15), FF 24 | F 13 R 6 W 14 | CMB 10 CMD 22 | Init + 6 | Perc +22

Big day at work, bot me if needed to move the game along.


Unnamed

So Darin CDG himself. Got it!


Male Human Druid (Domain-Ferocity Sub-Domain) 8
Stats:
AC 23/26 w BS T:13 FF:21/24 HP: 81/81 Perc.: +15 Saves: F:+9 R:+4 W:+11 Init: +2

So I am thinking of replacing Bear/not bringing him back. My choices are:

1) Front line fighter type.
2) Wizard-Blaster.

Wizard would have a lot of skills to help with knowledge and monster identification with a few buff spells.
Front liner would provide us with more direct damaging power. I could go either way, really looking for the party preference.

We pretty much have all of our bases covered so I feel like I am pretty wide open.


Skills:
Acrobatics +1, Climb +6, Diplomacy +21, Escape Artist +1, Fly +1, Ride +1, Sense Motive +2, Stealth +1, Swim +6
Suli (native outsider): Paladin (Oath of Vengeance)
Vital:
HP 136/136, AC 29 T 19 FF 26, Resist 7 (acid, cold, electricity, fire), Per +0 Init +2, F +14 R +9 W +10, CMB +14, CMD 29, Speed 30, Javelins: 3

Probably should see what Fernus plans to do too. If he also elects to stay dead, it would probably be good if at least one of the two of you goes the wizard route. Blaster wizards are a lot of fun to play and we're hitting the level where they really come into their own. Another front-liner is always welcome too.


Unnamed

I will be so sad if fernus stays dead. He is so sweet


Skills:
Diplomacy +8, Heal +14, Knowledge (arcana) +8, Knowledge (planes) +9, Knowledge (religion) +11, Perception +22 (+23 to determine if surprised), Sense Motive +13, Spellcraft +14
M Human (Chelaxian) Cleric of Cayden Cailean 10
Vitals:
HP 83/83 | AC 24 (27), T 12 (15), FF 24 | F 13 R 6 W 14 | CMB 10 CMD 22 | Init + 6 | Perc +22

I hadn't realized he was down (sorry Fernus!) Who wants a res?


Skills:
Acrobatics +1, Climb +6, Diplomacy +21, Escape Artist +1, Fly +1, Ride +1, Sense Motive +2, Stealth +1, Swim +6
Suli (native outsider): Paladin (Oath of Vengeance)
Vital:
HP 136/136, AC 29 T 19 FF 26, Resist 7 (acid, cold, electricity, fire), Per +0 Init +2, F +14 R +9 W +10, CMB +14, CMD 29, Speed 30, Javelins: 3

The horrid wilting got him. He was too far gone for your channel to help him.


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

Yeah, I'm not sure that Tarinhil will react well to one death, let alone two. He's like as not to get himself killed by the Pathfinders at this point. Assuming the Runelord doesn't get him first.

...which he didn't. So, yeah, that.


Unnamed

well, if you want to go suicidal attack on the pathfinders please let me know so i can plan out your last stand. Or if you are being metaphorical let me know.

For the record though...you could have said no to the job. Not sure if that will filter into little mutant brain or not


Unnamed

Putting the eventual loot here and the full price in case you want to sell it...for half
belt of physical perfection +4 (64,000 gp)
headband of vast intelligence +2 (4,000 gp)
pearl of power (8th level spell; 64,000 gp)
ring of freedom of movement (40,000 gp)
ring of spell turning (100,000 gp)
2 light steel shield (4,159 gp)
amulet of natural armor +1 (2,000 gp)
boots of speed (12,000 gp)
periapt of proof against poison (27,000 gp)
wand of acid arrow (CL 9th, 23 charges; 6,210 gp)
wand of summon monster III (12 charges; 2,700 gp)
2 +1 Greathswords,
2 +1 Studded Leather

Just gonna let you know that you will have to pay for the res of Fernus, but I think you have PLENTY of money

There is also a boon that you will be able to get.

You are haunted by images of the runes on the rune lords body, one in particular swims through your brain constantly, you find that you have an uncontrollable urge to get it tattooed onto you, when you do so you find it imparts a power to you.

Choose one

• Rune of Alacrity: Once per day as a swift action, you gain a +2 dodge bonus to AC for 3 rounds.
• Rune of Armor: Once per day as a swift action, your natural armor bonus increases by 2 for 1 minute.
• Rune of Control: Once per day as a swift action you may cast protection from chaos/evil/
good/law on yourself, but only to prevent bodily contact with summoned creatures. This effect lasts for 5 minutes.
• Rune of Defense: Once per day as an immediate action, you gain a +5 deflection bonus to AC that lasts until the beginning of your next turn.
• Rune of Life: Your effective Constitution score for determining when you would die from hit point damage increases by 7.


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

Tarinil's mutagens have been getting to him more and more as they get more and more bestial... because I'm not sure if he's going Master Chymist or not, but if he does, it'll have plenty of foreshadowing. ;)

And I figured considering the near-fight and near-refusal *before* heading out here, he's not likely right in the head right now -- Fernus was his fellow small-guy friend, and prestidigitating the stench away from the unwashed Bear was a fun game.

So he's raw, and potentially reacting based on a more negative, chaotic personality.

Still, I'm thinking we should at least negotiate that the Pathfinders, since we did their dirty work, let us trade items at full value for the resurrection costs. Assuming Fernus wanted to come back, which is something we should know, I would think.


Skills:
Acrobatics +1, Climb +6, Diplomacy +21, Escape Artist +1, Fly +1, Ride +1, Sense Motive +2, Stealth +1, Swim +6
Suli (native outsider): Paladin (Oath of Vengeance)
Vital:
HP 136/136, AC 29 T 19 FF 26, Resist 7 (acid, cold, electricity, fire), Per +0 Init +2, F +14 R +9 W +10, CMB +14, CMD 29, Speed 30, Javelins: 3

Wow!

Ok, resurrection is first order of business and should cost 10,910 gp. How about we sell the two +1 greatswords and two +1 studded leather for a total of 3,525 gp? I'd also suggest that we sell the pearl of power 8th level spell for 32,000 gp. Its a long time before anyone can use that. Between those, we would get enough for the resurrection and have 24,615 gp that we could spend on some nice things for Phooka.

Items I have interest in:
- I would be all over that belt of physical perfection!
- That ring of freedom of movement would also be great, but some of the rest of you might even be better for it.
- Amulet of natural armor +1
- Boots of speed
- Ring of spell turning is also quite awesome. After watching Vinny with a WIS 1, maybe Vinny? This might also be a good candidate to sell. It would net a lot of gold that could be used by various characters to upgrade themselves

All of those items except the ring of spell turning would probably be on the list of things that Unalaq would eventually look to purchase

Items I have no interest in (and would sell if someone else doesn't want):
- headband of vast intelligence +2
- +2 light steel shield
- Periapt of proof against poison
- Wand of acid arrow
- Wand of summon monster III

I've got to think about the runes. I think I've got it narrowed to:
• Rune of Alacrity: Once per day as a swift action, you gain a +2 dodge bonus to AC for 3 rounds.
• Rune of Armor: Once per day as a swift action, your natural armor bonus increases by 2 for 1 minute.
• Rune of Life: Your effective Constitution score for determining when you would die from hit point damage increases by 7.


Acrobatics +17 | Appraise +8 | Bluff +21 | Climb +10 | Disable Device +20 (+3 vs Traps) | Know: Local +13 | Perception +20 (+3 vs Traps) | Prof (merchant) +7 | Sense Motive +13 | Sleight of Hand +10 | Swim +5 | Stealth +16 AC: 26/T: 17/FF: 21 F: +9/ R: +12/W: +7 HP: 92/92 Init +5 Percept: +16 Polearm Master Fighter 5th/Scout Unchained Rogue 5th

After the last couple of fights, I'm seeing Rune of Life looking sooooo tempting.

And honestly, the only item I have high desire for is the Belt. Failing acquiring that, I'll just take money and hopefully have time to upgrade a few pieces of gear (Vest, Weapon, Armor, oh...and a headband of wisdom, I think...cause...well...)


Unnamed

ah but Vinny you have a Wis of 1 so you obviously want nothing but a bag of holding full of candy


Skills:
Diplomacy +8, Heal +14, Knowledge (arcana) +8, Knowledge (planes) +9, Knowledge (religion) +11, Perception +22 (+23 to determine if surprised), Sense Motive +13, Spellcraft +14
M Human (Chelaxian) Cleric of Cayden Cailean 10
Vitals:
HP 83/83 | AC 24 (27), T 12 (15), FF 24 | F 13 R 6 W 14 | CMB 10 CMD 22 | Init + 6 | Perc +22

You should totally get that bag of holding full of candy. That is so much candy you could blackmail all of the confectioners in Magnimar to buy you a belt of physical perfection +6.

Which even I want but know is not as important as it is for our fighters.


Skills:
Diplomacy +8, Heal +14, Knowledge (arcana) +8, Knowledge (planes) +9, Knowledge (religion) +11, Perception +22 (+23 to determine if surprised), Sense Motive +13, Spellcraft +14
M Human (Chelaxian) Cleric of Cayden Cailean 10
Vitals:
HP 83/83 | AC 24 (27), T 12 (15), FF 24 | F 13 R 6 W 14 | CMB 10 CMD 22 | Init + 6 | Perc +22

Thinking about the ring of freedom of movement and ring of spell-turning just to keep myself up to heal more, buuuuuuuut maybe not.

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