Sheik Voodoo's Katapesh Nights (Inactive)

Game Master voodoo chili

From the City of Bazaars to the City of Brass.
Kelmarane.


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I thought about playing those out: infiltrating the aerie (Okeno), capture and dungeons. Too railroady I think.

The last one might still play out OK. If fighters and rogues aren't unarmed specialists, casters are mind-wiped, and priests holy symbol-less. Many parties, this one I think as well, would still have a hard time of it.

Spontaneous casters would be a big prob. anti-magic collar wouldn't give them much to do, but it was supposed to be a challenge. There were some moderately tough opponents in there (and TPK- ROPER?!) and no non-weapon or fragile weapon rules...


On fly-

I haven't paid much attention to this because it's a bit of a bother without flyby. In the old days, you could hover if you had perfect maneuverability or a feat. Now it's a DC 15 fly skill check and perfect just gives you a +8 on it.

You skipped the intro sentence: "The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good."

Fly speed only allows you to fly. If you are trying a "complex maneuver", you still need a fly skill check. http://www.d20pfsrd.com/skills/fly

The only thing that is unclear is what happens if you fail. The rules state that things with wings that fail by > 5 plummet. I can only guess that magical flight means that you keep moving at min half distance. You'd likely have to time it exactly or at least take AoOs.

I've actually got a PC now that needs a few ranks in fly to be kosher myself...


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Yeh, it is goofy and could be more clearly explained. I assumed that the sentence about requiring "only as much concentration as walking, so the subject can attack or cast spells normally" made this sort of an exception to the fly rules, and that the fly rules would then be necessary for any other action.

It seems like the part I quoted does not make any sense if it still requires a fly check. Although, this will not be the first, or last, time that a PF rule could use a little better editing.

I am good either way as long as we know for going forward.


so, checking in on intentions.

Right now, pretty much everyone except Kzrira is mostly spent and crippled, polymorphed, what-have-you. The deadline for the exchange was missed and prob aborted with the attack on the Aspis Agent. At this point, I don't think that you know anything better than that the dean might be on a slave galley somewhere off the coast.

Break Enchantment is as difficult to procure as Raise Dead though thankfully, less expensive.

Restoration will cost 380gp. The good news is that you've got a level up coming with a bit of rest and Varkata will have access to that spell at L7, so only 100gp if you're patient.

If you want to push ahead or have another plan, let me know.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Much as Kzrira wants to keep moving forward, I think that we need to rest, cast a few restoration/lesser restoration, and eliminate Amir's need to scratch at flees.


Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)

Would Remove Curse work? Baleful Polymorph is listed under the curses in the PRD. I think we definitely need a rest and heal up. I was thinking that we might try to talk to someone at the College to get a travel spell and a divination to find his location. Or if we level I can take scrying as a spell and try that.


Karethas ibn Faradin wrote:
Would Remove Curse work? Baleful Polymorph is listed under the curses in the PRD.

hmm, OK, I wasn't familiar with that list. I'm not sure I agree that a 4th level spell is being undone by a 3rd level spell. Also conflicted about lycanthropy being so easily removed, but whatever.

OK, remove curse could work, but the DC is pretty high.

So two votes for rest and level up...


Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +4; Heal: +9; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 8/Bloodrager 1
Vitals:
(HP: 80[98]/80[98] AC: 23[21]/11[9]/22[20]; Percep: +11 [+13]; Init: +1; Fort +11[+13], Ref: +4, Will: +12[+14]; CMD: 22[24]; CMB +11[+13]; Speed: 50; Fire: Immune)

Varkata can restore her own intelligence tomorrow via lesser restorations -- though she's not thinking of it just yet (however, since her wisdom is unaffected, she'll get there).

Also, if we can Remove Curse away the bad thing, then I can give that whirl tomorrow also.

I'm imagining there'll be some gather info rolls -- beyond that, locate creature if we're within miles (a lead-lined ship is a harder sell), or splurge for a divination or a commune.

(If we picked up level 7 from what we did down there, Varkata gets locate as a domain spell..)


Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +4; Heal: +9; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 8/Bloodrager 1
Vitals:
(HP: 80[98]/80[98] AC: 23[21]/11[9]/22[20]; Percep: +11 [+13]; Init: +1; Fort +11[+13], Ref: +4, Will: +12[+14]; CMD: 22[24]; CMB +11[+13]; Speed: 50; Fire: Immune)

Ok, so my last point of dex damage and 1 point of int damage return overnight (as does the 6-7 hp) -- the question is: Does Varkata use up most of her spells trying to undo the damage that remains (Karethas is also still affected, as I recall), or do we pay the nice temple folk to do it for us so she can be more "combat ready", as it were if we're heading out on the hunt.

[I just wish the pool would have been a magical reduction and thus dispelled by the first lesser restoration, rather than actual damage]

Anyhow, lesser restoration has no material component and is Cleric 2 -- even full price, a caster could be as cheap as 60gp -- and with the current situation of making nice, quite possibly far less.


gain 7 hp for resting. the fountain contained the waters of Lamashtu if you're curious.

I believe it is sacrilege for an Abadarian to give a discount. ; )

I'm sure Kazim was berated for going cheap on the lodging. she would have been excommunicating for letting you stay for free.


Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +4; Heal: +9; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 8/Bloodrager 1
Vitals:
(HP: 80[98]/80[98] AC: 23[21]/11[9]/22[20]; Percep: +11 [+13]; Init: +1; Fort +11[+13], Ref: +4, Will: +12[+14]; CMD: 22[24]; CMB +11[+13]; Speed: 50; Fire: Immune)

We won't tell. :)

Also, that statue churning out the stuff must have been *quite* expensive to make, especially since it's a 250gp material component. Sometimes, you really wish you could reclaim the money spent to make evil/cursed items...

My point about spending gold for restorations (and possibly remove curse/break enchantment) rather than casting them ourselves -- well, it's a matter of whether we're planning to head out in immediate pursuit or not.

If we're taking a day to gather information and I'm not likely to need the spell slots, I can take a few lesser restores and a few remove curses (hoping that one of 'em will get through).

If we're not, we might prefer the cleric having actual spells (either to turn into healing or to create a large enough bubble of silence that the halfling can't dim door himself and Radi away).


I'm sure lamashtu would accept souls in lieu of amber. ; )

I'm even more certain that dimensional anchor should be at the top of Karethas' new spell list given the number of jaunting divs, wizards, and other annoyingly evasive enemies.


Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)

I think I will take Scrying as one of my spells. Will lower my combat effectiveness for a while until I can learn other spells, but I think it is going to be necessary to track down the Dean and later Radi. Locate creature will not work if he is no longer in the city.

As far as getting to the Dean, we can hire a ship OR we can try a teleport. The teleport is risky though, with only a 75% chance of success if used with Scrying. It would also require someone at the college helping us.

Voodoo, this was going to be the level I changed to a familiar. Is this going to be possible without down time?


Karethas ibn Faradin wrote:
Voodoo, this was going to be the level I changed to a familiar. Is this going to be possible without down time?

yep, I'm on it. Will occur very soon in game.


Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +4; Heal: +9; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 8/Bloodrager 1
Vitals:
(HP: 80[98]/80[98] AC: 23[21]/11[9]/22[20]; Percep: +11 [+13]; Init: +1; Fort +11[+13], Ref: +4, Will: +12[+14]; CMD: 22[24]; CMB +11[+13]; Speed: 50; Fire: Immune)

Still need to pick a feat for 7th -- but otherwise levelled.

I didn't take ranks in fly -- it's not a class skill for clerics because they can't usually cast fly...


Varkata Steeleye wrote:
I didn't take ranks in fly -- it's not a class skill for clerics because they can't usually cast fly...

i'd say that that is an oversight. I'd allow it for any caster honestly; good chance they'll come by some means of flying eventually. I'll allow fly as a class skill for clerics and oracles.


Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +4; Heal: +9; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 8/Bloodrager 1
Vitals:
(HP: 80[98]/80[98] AC: 23[21]/11[9]/22[20]; Percep: +11 [+13]; Init: +1; Fort +11[+13], Ref: +4, Will: +12[+14]; CMD: 22[24]; CMB +11[+13]; Speed: 50; Fire: Immune)

Well then, I'll shift a point into it -- took Toughness as a feat.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Are we leveling? I thought it was not until we slept. I am good either way. Kzrira wants to push forward, as she always does, but realizes that the others need to rest and heal some.


yeah, you're sleeping. level up.


Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)

HP 1d6 ⇒ 1
Sigh


I think I have a standing rule that you can reroll 1s.


Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)

Awesome! 1d6 ⇒ 5


Sheik Voodoo wrote:
Amir Awad Hajjir wrote:
Sheik Voodoo wrote:
anyone got the old 3.5 Osirion companion? I swear there was a dwarf druid NPC on there, but I got rid of my copy.
I do but no dwarf druid that I can find...
hmmmmm, there isn't a desert dwarf wanderer written up at the back of the book? maybe not a druid. I might be misremembering.

remember this conversation back when you were looking for a druid to reincarnate Kzrira? I just remembered where I saw a desert dwarf druid... the Dwarves of Golarion Pathfinder Companion- Uldoon of the Desert's Heart (Dwarf Drd 7).

I KNEW I saw it somewhere!

now back to your regularly scheduled programming.


Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)

Wow! It's funny that that just came to you after so long.

Leveled up. Voodoo any change to Tempest? Level 4 spells, more than 5 levels of spells a day? Just askin'.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Ok all, anyone have thoughts? Here are a few options:

Level 6 Fighter
1) Weapon Focus/Weapon Specialization - increases damage and attacks, allows Point Blank Master in 2 levels
2) Deadly Aim/Ranged Trip - increases damage albeit with decreased attack, allows Kzrira to trip from range just for fun
3) Weapon Focus/Snap Shot - allows her to make AoO with a bow
4) Clustered Shot/something else - helps with DR
5) Something else?

Level 1 Wizard
Weapon Focus <-- allows for Arcane Archer starting next level


Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)

Arcane archer will only really pay off in three more levels when you can imbue arrow.

Deadly shot/ Ranged Trip is a control build which is not bad, but Karethas is a pretty good controller, so I'm not sure if it is the most useful.

Weapon Focus/ Snap Shot is highly situational.

Clustered shot can be useful as we get higher level and run into more DR, but it hasn't been too much a problem yet if you keep a good selection of arrows.

Weapon Focus/ Weapon Specialization is the most generally useful because it will always be useful to do more damage as you are our only pure damage dealer.

My thoughts for what they are worth.


Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +4; Heal: +9; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 8/Bloodrager 1
Vitals:
(HP: 80[98]/80[98] AC: 23[21]/11[9]/22[20]; Percep: +11 [+13]; Init: +1; Fort +11[+13], Ref: +4, Will: +12[+14]; CMD: 22[24]; CMB +11[+13]; Speed: 50; Fire: Immune)

To be honest, I've always found that AA is somewhat weak -- Enhance makes no sense (in what world do you not have a magic bow by the time you can get into the PrC) -- elemental enhance is at least somewhat useful, but you can't change for the day and unless it's been errata-ed, you can't pick corrosive.

I'm a huge fan of Deadly Aim -- but it's very hard to beat Focus/Specialization. (Plus, the bonus from Focus helps counter the penalties for Deadly Aim [if taken later], which is also very, very useful..)


HP 94 | AC/Touch/Flat 21/15/18 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +9; CMD 23 Acrobatics (15) Bluff (14) Diplomacy (7) Kno:Local (6) Perception (13*) Stealth (17) FIRE: 5

Wow explosions of stuff happening. My brain is mush due to weekend issues but I am slowly coming to. I will post some thoughts and stuff in the next couple of hours.


HP 94 | AC/Touch/Flat 21/15/18 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +9; CMD 23 Acrobatics (15) Bluff (14) Diplomacy (7) Kno:Local (6) Perception (13*) Stealth (17) FIRE: 5

Hurhm...So we are level 7...what do people think about me starting to advance as slayer? Skills, HP, BAB...and combat abilities that link up with what I am doing? I am having a hard time seeing the value added in advancing rogue or fighter at this point...thoughts? Slayer {Vanguard} seems VERY appealing...

Edit: I agree, pure crunch I think Weapon Spec is the best way to go...


Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)

I think that Slayer looks good. Vanguard seems interesting, you can use the teamwork feats with my summons. I just need to summon more :-)


HP 94 | AC/Touch/Flat 21/15/18 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +9; CMD 23 Acrobatics (15) Bluff (14) Diplomacy (7) Kno:Local (6) Perception (13*) Stealth (17) FIRE: 5

Right I can grant bonuses to the summons or Varkata who seems to be shaping up to be my melee buddy. I already have Evasion, would get more SA dice, still get good skills. Better init. Eventually could get weaon spec through slayer talents but I think that I'll get more bang for my buck out of feats to maximize the TWF and feint aspects of my build...


Another level of rogue wouldn't be bad- uncanny dodge and a talent.

Slayer would be a nice alternative to dual classing back and forth, but don't expect to get too deep into it. I plan to wrap up this campaign around level 10.

I don't usually like to go much beyond L10 because the game just bogs down too much. and since this AP is 3.5 rules, it's a bit lightweight anyway. I'll just put it this way- you're currently 2 levels below suggested power level and I'm still having to work to make you sweat it a little.


HP 94 | AC/Touch/Flat 21/15/18 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +9; CMD 23 Acrobatics (15) Bluff (14) Diplomacy (7) Kno:Local (6) Perception (13*) Stealth (17) FIRE: 5

Mostly its not wanting to have to switch back and forth, Slayer makes it easier, lol.

UD IS nice though, plus the talent...I'll look at both and make my mind up by end of today.


HP 94 | AC/Touch/Flat 21/15/18 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +9; CMD 23 Acrobatics (15) Bluff (14) Diplomacy (7) Kno:Local (6) Perception (13*) Stealth (17) FIRE: 5

Going rogue,

+1 BAB
+1 Ref

1d8 ⇒ 5 +2 Con + 1 FC +1 Toughness = 9 HP

8 SP +1 Skilled = 9 SP
Bluff +1
Perception +1
Acrobatics +1
Disable Device +1
UMD +1
Survival +1
Kno: Dungeon +1
Sense Motive +1
Diplomacy +1

Uncanny Dodge
Rogue Talent - Combat Trick {Two Weapon Feint}
7th Level Feat {Iron Will} Because REALLY, I need the help, clearly


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

HP: 1d10 ⇒ 9

Probably going with the Weapon Focus/Weapon Spec. If we make it two more levels, will take Point Blank Master and decide on other stuff at that point.


Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +4; Heal: +9; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 8/Bloodrager 1
Vitals:
(HP: 80[98]/80[98] AC: 23[21]/11[9]/22[20]; Percep: +11 [+13]; Init: +1; Fort +11[+13], Ref: +4, Will: +12[+14]; CMD: 22[24]; CMB +11[+13]; Speed: 50; Fire: Immune)

Oh, I'd just taken 5hp -- I'll try a roll instead.

Hit Die: 1d8 ⇒ 6


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

All leveled, went with the damage - Weapon Focus/Weapon Spec.


Fighter/6, Ranger 1, no?

Also BAB should be +7/2, include your iterative.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Yep, forgot to change the level and the base BAB stuff. Will fix it.


Karethas ibn Faradin wrote:

I did want to attempt to Scry on the dean before we met with the Master so we would have some idea of what we were going to do next to get to him.

Edit: Oops. I will need a pool of water though. Do I have to have a mirror if I have the water?

Casting Time 1 hour

Components V, S, M/DF (a pool of water), F (a silver mirror worth 1,000 gp)

hmmm, my reading is that a pool is required for the divine version and a mirror for the arcane casting?


Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)

Yeah, I kind of read it that way too. Although I also thought maybe they meant the mirror as a portable version, but you can pretty much make a pool of water anywhere.


HP 94 | AC/Touch/Flat 21/15/18 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +9; CMD 23 Acrobatics (15) Bluff (14) Diplomacy (7) Kno:Local (6) Perception (13*) Stealth (17) FIRE: 5

Not in a volcano. OR in the ocean?

Or does it count as one big pool?

I am having access issues FYI, my work 'net seems to be keeping me from connecting in fits and starts. I am trying to check in though...just...well...I'm a dog. :p


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Got a new job. I rather doubt the state would appreciate me using their computers to play PF.


Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +4; Heal: +9; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 8/Bloodrager 1
Vitals:
(HP: 80[98]/80[98] AC: 23[21]/11[9]/22[20]; Percep: +11 [+13]; Init: +1; Fort +11[+13], Ref: +4, Will: +12[+14]; CMD: 22[24]; CMB +11[+13]; Speed: 50; Fire: Immune)

There's a reason most of my posts come from my phone these days...


Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)

The school system doesn't seem to mind that I do it from my office.


Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)

I don't mind being railroaded a bit in service of the plot. Got to move things forward sometimes :-).


HP 94 | AC/Touch/Flat 21/15/18 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +9; CMD 23 Acrobatics (15) Bluff (14) Diplomacy (7) Kno:Local (6) Perception (13*) Stealth (17) FIRE: 5

I find that some states feel more strongly than others as do some agencies within some states...mine seems to feel it is mosty an issue for my management to address (or not) for instance...but like Varkata I find that I might be using my phone more as my resources during the day seem wonky.


HP 94 | AC/Touch/Flat 21/15/18 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +9; CMD 23 Acrobatics (15) Bluff (14) Diplomacy (7) Kno:Local (6) Perception (13*) Stealth (17) FIRE: 5

Funny enough I had this link for a while but never knew exactly what it was for (I tend to hoard RPG resources)...heh

https://3.bp.blogspot.com/-OEu5nis46OU/T0AhZ7G1WTI/AAAAAAAAALU/fIKOa-x_MX0/ s1600/Serpent-Isles-maps.png


Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)

Voodoo, you at least could have waited until Amir wasn't a dog anymore before sending us to a pocket dimension :-).


HP 94 | AC/Touch/Flat 21/15/18 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +9; CMD 23 Acrobatics (15) Bluff (14) Diplomacy (7) Kno:Local (6) Perception (13*) Stealth (17) FIRE: 5

Nah, I'll just make us wait the three weeks or whatever and "retrain" as pure fighter, retask my feats to biting, etc.

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