Skull & shackles (Inactive)

Game Master DBH


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Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

Okay, I've allocated things as per discussion here. I've noted both wands as Party items; let's make sure they actually get put on character sheets, though, as we could lose track of them. I also put 6x lesser restoration potions and 3x remove disease potions as party items. Kung will carry 2 of the lesser restoration and 1 of the remove disease. He'll also take the eyepatch per Marnir's suggestion.

Also keeping the Bag of Holding as a Party item; Marnir, do you want to record that on your sheet?

Selling the rest of it!

That nets a total haul of 104,138 gp, which comes out to 26,034.5 gp each. Time to shop!

@GM, the loot sheet also lists 13 plunder; can we do anything with that now?


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

Great work, thanks Kung. I'll update my sheet now. I've taken the party wand of cure serious wounds for emergencies, alongside a potion of lesser restoration.


Are you sure you want to do that?

@Kung. Very late, but you can sell the plunder for 1000gp per point.

Hello everybody. For some reason I was unable to log into Paizo for quite some time? After a few days I realized it was me and not the board being the problem. I managed to get a friend to log in and see what the problem was. He told me to clear all my Paizo cookies. This has worked and so normal service will resume on Monday.

I'm very sorry for going MIA.

Also if you know anyone else having the problem and can contact them do let them know that clearing your site cookies will get you back on.


Are you sure you want to do that?

Lets have a check who is still with us? Just away due to my going silent, or unable to log on?


ADVENTURE PATH COMPLETE

Still here!


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

Yep, still here.


ADVENTURE PATH COMPLETE

Also I'm still figuring out what to buy. There... isn't much that's really good for high-level druids.


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)
Niobe Aptos wrote:
Also I'm still figuring out what to buy. There... isn't much that's really good for high-level druids.

Nothing wrong with upgrades to the basics (headbands, cloaks, rings, etc.)!

@GM, I asked in the wrong place, originally. Can we upgrade existing equipment (increase bonus on belts, weapons, etc.) right now, or does that count as crafting?


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Are you sure you want to do that?

You can upgrade existing equipment. It will take several weeks for the scattered Captains to assemble.

Callidora's player has gone silent in both games she's in. I've sent her a PM to check if she's OK?


Female Mermaid Witch (Sea Witch) 14 | 74/82 HP | AC 22 (CURRENT 32) T 15 (18) FF 19 (22)| Fort +10 Ref +11 Will +13 | Initiative +3 | Perception +17| Fins to Feet (13 hrs)

Was a bit swamped, away from computer and couldn't log in on phone until yesterday.

And figuring what to buy


Female Mermaid Witch (Sea Witch) 14 | 74/82 HP | AC 22 (CURRENT 32) T 15 (18) FF 19 (22)| Fort +10 Ref +11 Will +13 | Initiative +3 | Perception +17| Fins to Feet (13 hrs)

So I'll sell the Corset of Dire Witchcraft (11,000 at 1/2 price) since at this point casting mage armor would last 13 hrs anyway.
I'll buy the witching gown

Bumping my saves up by 4 might easily be the difference between life and death at this level


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

Well then, if we can have things crafted...

Upgrade my axe from +2 furious (+3 equivalent bonus) to +3 furious (+4 bonus equivalent) for 14k
Upgrade my cloak of resistance +3 to +4 for 7k
Upgrade my ring of protection +2 to +3 for 10k

Leaves me with about 10k for drinks and wenches!


ADVENTURE PATH COMPLETE

I have Craft Wondrous Item, how much time do I have to do upgrade work?


Are you sure you want to do that?

16 days.


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

Kung's purchases:
Upgrade +1 furious greatsword to +3 (24,000 gp)
Add bloodthirsty to +2 comfort mithral breastplate (12,000 gp)
Upgrade amulet of natural armor +1 to +2 (6,000 gp)
Upgrade cloak of resistance +3 to +4 (7,000) gp)
ring of feather falling (2,200 gp)
Total: 51,200 gp


Are you sure you want to do that?

This now leads us to a major Naval battle. Which I will do over the weekend. I will need a number of rolls from each of you for this.

10 Profession Sailor checks From Marnir. This is between Marnir and the Chelish Admiral to determine initiative for the battle. If I need more I'll roll them when it happens.

10 attack rolls form each of you. This is the various squadrons under your command attacking Chelish enemies.

I'll be making the rolls for the Chelish squadrons, your rolls will be used for your allies. Norva and Kyra are your subordinates. You have the Devils own and Fairwind's luck.

Pierce Jerrell, Merrill Pegsworthy, Captain Aiger are all taking part. And there are a couple more I need to work out.

That's 9 squadrons, over 40 ships on your side.


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

Sounds like an epic clash, looking forward to it.

I'll likely have cast heroism just before battle is joined which will give me +2 on my attacks and skill checks. If the battle lasts longer than 130 minutes then the spell will end and my rolls will drop accordingly.

Profession (sailor): 1d20 + 32 ⇒ (13) + 32 = 45
Profession (sailor): 1d20 + 32 ⇒ (4) + 32 = 36
Profession (sailor): 1d20 + 32 ⇒ (11) + 32 = 43
Profession (sailor): 1d20 + 32 ⇒ (16) + 32 = 48
Profession (sailor): 1d20 + 32 ⇒ (12) + 32 = 44
Profession (sailor): 1d20 + 32 ⇒ (16) + 32 = 48
Profession (sailor): 1d20 + 32 ⇒ (20) + 32 = 52
Profession (sailor): 1d20 + 32 ⇒ (15) + 32 = 47
Profession (sailor): 1d20 + 32 ⇒ (15) + 32 = 47
Profession (sailor): 1d20 + 32 ⇒ (19) + 32 = 51

Not sure what the attack rolls are based on, I assume we don't get the benefit of weapons or the like. I'll make rolls using my BAB and Str bonus.

Ship attack: 1d20 + 16 ⇒ (19) + 16 = 35
Ship attack: 1d20 + 16 ⇒ (16) + 16 = 32
Ship attack: 1d20 + 16 ⇒ (5) + 16 = 21
Ship attack: 1d20 + 16 ⇒ (8) + 16 = 24
Ship attack: 1d20 + 16 ⇒ (9) + 16 = 25
Ship attack: 1d20 + 16 ⇒ (15) + 16 = 31
Ship attack: 1d20 + 16 ⇒ (1) + 16 = 17
Ship attack: 1d20 + 16 ⇒ (2) + 16 = 18
Ship attack: 1d20 + 16 ⇒ (18) + 16 = 34
Ship attack: 1d20 + 16 ⇒ (6) + 16 = 22


Female Mermaid Witch (Sea Witch) 14 | 74/82 HP | AC 22 (CURRENT 32) T 15 (18) FF 19 (22)| Fort +10 Ref +11 Will +13 | Initiative +3 | Perception +17| Fins to Feet (13 hrs)

If it can affect the outcome I'll use my Contro Weather Hex before the battle starts to throw up a hurricane in the midst of the enemy fleet.


Are you sure you want to do that?

Sorry, the attack rolls are your Profession Sailor skill. Each squadron has a commander with the skill. I was going to use those for the squadron attacks. If you don't have Profession Sailor at a good level don't roll. I will use the NPC's skill.

Callidora raises a good point. Battlefield magic will play its part. So give me what spells you are using. Control weather is a huge advantage. You come in with the wind at your back while the enemy ships wallow.


Female Mermaid Witch (Sea Witch) 14 | 74/82 HP | AC 22 (CURRENT 32) T 15 (18) FF 19 (22)| Fort +10 Ref +11 Will +13 | Initiative +3 | Perception +17| Fins to Feet (13 hrs)

While most of my spells work either one on one or on people, for the mass ship battle part I have control water, control winds, and control weather, along with cloudkill.

Once we get to fighting on ships I have Suggestion, Mass, Charm Person Mass, Euphoric Cloud, and Haunting Mists, to use on enemy crew.


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

In which case all of the attack rolls above are 16 higher to account for my Profession (sailor) bonus.

I don't have much magic that'll affect the whole battlefield, but I'm very glad that Cally does! I'll also have cast see invisibility at the same time as heroism, just in case they have any sneaky devils with them.


Female Mermaid Witch (Sea Witch) 14 | 74/82 HP | AC 22 (CURRENT 32) T 15 (18) FF 19 (22)| Fort +10 Ref +11 Will +13 | Initiative +3 | Perception +17| Fins to Feet (13 hrs)

Yeah I have see invisibility now as well


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

Kung has see invisibility now via the mariner's eyepatch, but it's once per day. Marnir, let's make it a standard practice that if you see invisible foes, you'll let Kung know, and he'll only activate it when he hears from you.

Profession (sailor), savage sailor, traveler's any-tool: 1d20 + 11 + 3 + 2 ⇒ (2) + 11 + 3 + 2 = 18
Profession (sailor), savage sailor, traveler's any-tool: 1d20 + 11 + 3 + 2 ⇒ (2) + 11 + 3 + 2 = 18
Profession (sailor), savage sailor, traveler's any-tool: 1d20 + 11 + 3 + 2 ⇒ (3) + 11 + 3 + 2 = 19
Profession (sailor), savage sailor, traveler's any-tool: 1d20 + 11 + 3 + 2 ⇒ (8) + 11 + 3 + 2 = 24
Profession (sailor), savage sailor, traveler's any-tool: 1d20 + 11 + 3 + 2 ⇒ (8) + 11 + 3 + 2 = 24
Profession (sailor), savage sailor, traveler's any-tool: 1d20 + 11 + 3 + 2 ⇒ (7) + 11 + 3 + 2 = 23
Profession (sailor), savage sailor, traveler's any-tool: 1d20 + 11 + 3 + 2 ⇒ (12) + 11 + 3 + 2 = 28
Profession (sailor), savage sailor, traveler's any-tool: 1d20 + 11 + 3 + 2 ⇒ (14) + 11 + 3 + 2 = 30
Profession (sailor), savage sailor, traveler's any-tool: 1d20 + 11 + 3 + 2 ⇒ (15) + 11 + 3 + 2 = 31
Profession (sailor), savage sailor, traveler's any-tool: 1d20 + 11 + 3 + 2 ⇒ (12) + 11 + 3 + 2 = 28

Too much time in Port Peril, it seems; Kung needed to ease in and get his sea legs back.


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status
Kungrusdak Nosvunkuk wrote:
Kung has see invisibility now via the mariner's eyepatch, but it's once per day. Marnir, let's make it a standard practice that if you see invisible foes, you'll let Kung know, and he'll only activate it when he hears from you.

Sounds like a plan, let's do that.


Are you sure you want to do that?

The battle is plotted out and complete. A very quick result, I only used two of Marnir's rolls for initiative. It was a bloodbath!

Once you've dealt with this minor interruption you can find out the results. :)


ADVENTURE PATH COMPLETE

Niobe spends 8 days and 4,000 gp improving her amulet of natural armor from +1 to +3, and 5 days and 2,500 gp improving her cloak of resistance from +2 to +3.


Are you sure you want to do that?

No time to update tonight I'm sorry.


Are you sure you want to do that?

Nose is running, head is aching and I'm off to bed. No update I'm afraid.


Are you sure you want to do that?

For those that are curious.

Here is your Fleet. Fleets-Friendly

Here are the rolls. Battle


Are you sure you want to do that?

Too busy to update tonight. Have the night off.


Female Mermaid Witch (Sea Witch) 14 | 74/82 HP | AC 22 (CURRENT 32) T 15 (18) FF 19 (22)| Fort +10 Ref +11 Will +13 | Initiative +3 | Perception +17| Fins to Feet (13 hrs)

Sorry didn't realize you were waiting for me.


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ADVENTURE PATH COMPLETE

Seems like life's been hitting you hard DM. Hope you're all right and not trapped in a power outage or a hot zone!


Are you sure you want to do that?

We had a Covid scare in New Zealand on Sunday. Up in Auckland. A family who worked with international travelers caught it. They went to level Three. The rest of the country to Level two.

Dropped to Level Two for Auckland on Wednesday. Level One for the rest of us. No signs of a new outbreak.


Female Mermaid Witch (Sea Witch) 14 | 74/82 HP | AC 22 (CURRENT 32) T 15 (18) FF 19 (22)| Fort +10 Ref +11 Will +13 | Initiative +3 | Perception +17| Fins to Feet (13 hrs)

NZ's contact tracing is exceptional. Glad it's nothing more.


Female Mermaid Witch (Sea Witch) 14 | 74/82 HP | AC 22 (CURRENT 32) T 15 (18) FF 19 (22)| Fort +10 Ref +11 Will +13 | Initiative +3 | Perception +17| Fins to Feet (13 hrs)

If we wanted to hold for a couple of rounds I could open with Cloudkill rolling across their deck, then dispel it as we board. Con damage is a nice way to start things off


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status
Callidora Nixos wrote:
If we wanted to hold for a couple of rounds I could open with Cloudkill rolling across their deck, then dispel it as we board. Con damage is a nice way to start things off

I'm pro that. Anything that might thin their numbers before we get into melee is helpful.


Are you sure you want to do that?

Why? There's only 6 of them. And only some out level you. :)


Female Mermaid Witch (Sea Witch) 14 | 74/82 HP | AC 22 (CURRENT 32) T 15 (18) FF 19 (22)| Fort +10 Ref +11 Will +13 | Initiative +3 | Perception +17| Fins to Feet (13 hrs)

Cloudkill it is!


Are you sure you want to do that?

Loot:

The Fury - Warship.

Potions of bull's strength,
Potions of invisibility (2),
Wand of cure critical wounds (20 charges);

+1 mithral light fortification breastplate,

Crossbow of Retribution:

+1 heavy mace,
Belt of physical might +4 (Con, Dex),
Brooch of shielding,
Headband of inspired wisdom +4,

Elixir of swimming,
Potion of cure serious wounds,
Potion of fly;
+1 Hellknight plate,
+1 axiomatic bardiche*,
MW composite longbow (+4 Str),
Belt of giant strength +2

+1 halfplate, (4)
+1 longsword, (4)
+1 boarding pike (4).

Beyond the
value of the ship itself if captured and sold, the Abrogail's Fury holds 8 points of plunder in stores, weapons, and valuables belonging to the crew.

Druvalia Thrune's cabin contains a velvet-and silk-canopied bed, inlaid with tropical woods in red and gold, and an intricately carved desk of ebony, polished to a glowing sheen.

Half a dozen masterful paintings adorn the walls, depicting dreadful
tableaus of sea monsters ravaging ship and shore, juxtaposed with idealized merfolk in orgiastic revels.

The furnishings and artwork are worth 5 points of plunder.

A glass display case mounted on the wall contains a bejeweled golden spyglass worth 1,000gp, as well as a pair of masterwork alchemical silver daggers with diamond-encrusted pommels (worth 750 gp each) mounted on a shield-shaped ebony plaque.

A flat steel chest under the bed contains a jar of restorative ointment, two potions of cure serious wounds, 5,000gp, and a black scroll inscribed with silver ink in the Infernal tongue-Druvalia's diabolic contract with Geryon. Study of this document reveals
Druvalia's alliance with the archdevil, and the aid Geryon
granted the armada to safely navigate the Eye, in exchange
for the soul ofDruvalia or her great-uncle Ezaliah.


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

That's a big pile of stuff. Not sure I want any of it personally, other than the ship.

We should keep the potions and the wand in party inventory though.


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ADVENTURE PATH COMPLETE

I'd definitely like the headband of inspired wisdom +4, it's an upgrade from my current one!


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

I just updated the loot sheet. There's nothing in this batch for Kung.

Including unsold plunder from earlier, we're looking at netting ~17,000 gp each from the sale of this stuff (not including the value of the Abrogail's Fury herself, assuming we don't incorporate it into our own fleet).


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ADVENTURE PATH COMPLETE

I just double-checked and discovered that nope, I already had a +4 headband. So that one can go to someone else (or off to sale).

Also, while we're searching the ship, there's definitely a "moment" when Niobe discovers the lascivious paintings of merfolk, covers her mouth with her hands, and her eyes slide sideways to Callidora, but the scene's already moved on.


Are you sure you want to do that?

Sorry. To busy to update tonight.


Are you sure you want to do that?

At mid-afternoon I had an internet provider outage. Seems to have been over much of the North island. I lost 7 hours and am way behind on many things.

So sorry but no update tonight.


Are you sure you want to do that?

Apologies, I've been out in the hot sun all day helping my parents with their garden. I'm exhausted and going to bed shortly. So no update I'm afraid.


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)
GM_DBH wrote:
@Kung. It's a Supernatural ability I'm afraid. So you lose a level to the drain. Does that mean you still have 3 attacks?

If it's a negative level like described here, then yes; Kung keeps all three of his attacks, but they're less effective.

Kung gets a -1 penalty for each negative level on pretty much all the things (ability checks, attack rolls, combat maneuver checks, CMD, saving throws, and skill checks), he loses 5 hp per negative level (and is one level lower for level dependent variables like spellcasting, but Kung doesn't have anything affected by that rule). Doesn't do anything to BAB though, so he gets all of his iterative attacks. I double-checked in HeroLab by applying a negative level there; all of his attacks/saves/skills, etc. all drop by 1, but the three attacks are still there.

So the only change to the attack block posted is -1 to all three attack rolls. Even the damage stays the same.

Is it just the one negative level?


Are you sure you want to do that?

Yes, just the one. Though it's from one attack, so anyone taking a few more shots would be seriously down.


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Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

Thankfully negative levels don't work the way they did in 3.5 where you had to essentially roll your character back a level, losing class features and iterative attacks as well as taking penalties. The PF implementation is much less of a headache!


Female Mermaid Witch (Sea Witch) 14 | 74/82 HP | AC 22 (CURRENT 32) T 15 (18) FF 19 (22)| Fort +10 Ref +11 Will +13 | Initiative +3 | Perception +17| Fins to Feet (13 hrs)

Especially when losing a level lost access to the spells to fix it. lol

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