Sky Piracy by the Stormborn (Inactive)

Game Master leinathan

Mythic Adventures.

The Airship.

Map of the Inner Sea region.

Golarion Worldwide Map.

Downtime Rules

Sky Piracy with a ragtag monster crew! Whee!


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Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
leinathan wrote:
I have also added five houserules to the top of the campaign information tab. Please take a look at them and let me know about your opinion of them.

It's your game and I'll abide by what you say. However, if you're asking for opinions I'm not a fan of not being able to take 10 on certain skills nor the inability to increase the spellcraft roll in making magic items to ignore prerequisites .

If time and pressure aren't an issue I don't see the issue with taking 10. It doesn't really affect anything either way.

Instead of flat out forbidding ignoring crafting prerequisites perhaps just limit it. Maybe you can only ignore up to two prerequisites by adding +10.

What's the goal goal you're trying to accomplish? Perhaps that will help me understand why you feel these changes are necessary.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

The goal when removing the take 10/take 20 rule is that a lot of time, players can remove the risk inherent in some skill checks. Especially in PbP, where I sometimes have to show you the skill DCs.

For example:

Ragnar the Improbable Orc Wizard: "I'm going to try and determine the magical properties of this here gigantic orcish greataxe!"

DM:

Spellcraft DC 25:
The axe is a +3 unholy flaming greataxe of speed.

Ragnar the Improbable Orc Wizard: "Well, because I have a +17 to Spellcraft, I'll just take 10, removing the possibility of me failing this skill check! Oh! It's a +3 unholy flaming greataxe of speed!"

The point of this rule is not to make you fail skill checks that don't matter. Generally, when there is no risk inherent in making a skill check, one shouldn't be necessary, because nothing happens if you fail. However, when a character has a possibility of losing something on a failed check, removing the possibility of that loss seems senseless to me.

The goal when removing the "Ignore prerequisites" rule is quite simple: The Spellcraft DCs for crafting items are so easy, crafters can often ignore multiple prerequisites when creating magic items.

Beyond that, it doesn't really make sense to me IC, for a character to be able to create, for example, a potion of cure light wounds without knowing cure light wounds first. How are they making that potion? I don't know, but a wizard with Brew Potion can do it with a DC 11 Spellcraft check.


HP 75/250 | Init +11/12 | AC 43/20/37; 35/22/28 | CMD 45; 44 (+16/12 vs trip) | Fort +23/22 Ref +23/24 Will +22 | Dragon Senses, Per +26

Regarding the take 10/20 - Are one allowed to take 10 on Swim and Climb checks if one has that mode of moment ?

(@Ignoring prerequisites - One cannot ignore prerequisites for Spell Trigger (Wands), Spell Completion (Scrolls) or Potions in standard pathfinder. But User-activated are chill, so our poor hypothetical wizard would have to settle for a A stick, totally not a wand, of Infinite Cure Light Wounds^^)

The rules seems reasonable to me, assuming Climb & Swim works as I hope : )

edit - Oh, and about cannons: I think I prefer to have the Fiend's Mouth ones simply because their greater range.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

My post got eaten. *sigh*

Short version: I don't think it'll affect the game much either way with the skill checks. Either roll until you succeed or cast a spell to bypass the need.

I'm a mystic theurge effectively with all the crafting feats. There's very little I'd need to bypass. The only thing I can think of would be skill ranks (like swim to make a + swim item), race specific items, feats (for meta magic rods), and maybe spellcaster level if I'm making something higher level than I can cast. Of course this creates a limit, but not much of one. I'll just have to find someone to help me that has the prerequisite that I need. Could actually make for interesting role play.

However, I'm happy to adbide by both. No worries.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

I didn't say that you need to fulfill all of the prerequisites by yourself. As usual, other characters can help fill your prerequisites. For example, if you want to make a ring of swimming, you can get your average level 5 scallywag to stand there and transmit his own swimming knowledge.

Creating a limit, in short, is the point :)

And I suppose yes, a creature with a fly or swim or climb speed can take 10 on those skill checks, provided they have the actual time amount and the mode of movement. Although, you've gotta remember that most of the time such a character doesn't even need to make those skill checks.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Regardless of whether you're done, Praetorius, Belor/Beaufort, please feel free to drop into the gameplay thread.

You're needed there.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
leinathan wrote:

I didn't say that you need to fulfill all of the prerequisites by yourself. As usual, other characters can help fill your prerequisites. For example, if you want to make a ring of swimming, you can get your average level 5 scallywag to stand there and transmit his own swimming knowledge.

Creating a limit, in short, is the point :)

And I suppose yes, a creature with a fly or swim or climb speed can take 10 on those skill checks, provided they have the actual time amount and the mode of movement. Although, you've gotta remember that most of the time such a character doesn't even need to make those skill checks.

Fair enough. It can add some interesting flavor and the more I think about it the more i like it. :-)


Male Human/Vampire hp 212/212 | AC 33 touch 15 ff 27 | Fort +19 Ref +12 Will +10 | Init +10, Perception +10, Darkvision 60ft, Speed 30ft, Fly 40ft

how tall is aisha?


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

About 6'3".


can i not swear lol?


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Daifri wrote:
can i not swear lol?

I think there might be Language filters.

Swear Test:

F*+!

Edit: Yup. Language filters.


HP 75/250 | Init +11/12 | AC 43/20/37; 35/22/28 | CMD 45; 44 (+16/12 vs trip) | Fort +23/22 Ref +23/24 Will +22 | Dragon Senses, Per +26

Hmh. I'll guess you just have to get creative with your cursing then ^^


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Lucrecia Henderthane wrote:
Hmh. I'll guess you just have to get creative with your cursing then ^^

I look forward to it. :-)


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

Weird question:

can you lift yourself with telekinesis? Clearly not the most efficient way to do so, but still I can't see why not.

Worst case scenerio I suppose you could lift something that you're standing on.


HP 75/250 | Init +11/12 | AC 43/20/37; 35/22/28 | CMD 45; 44 (+16/12 vs trip) | Fort +23/22 Ref +23/24 Will +22 | Dragon Senses, Per +26
Sparel Radtymah wrote:

Weird question:

can you lift yourself with telekinesis? Clearly not the most efficient way to do so, but still I can't see why not.

Worst case scenerio I suppose you could lift something that you're standing on.

The laws of physics would cry blood, but I don't see why not ^^! (They do that alot with magic ... :P)


HP 75/250 | Init +11/12 | AC 43/20/37; 35/22/28 | CMD 45; 44 (+16/12 vs trip) | Fort +23/22 Ref +23/24 Will +22 | Dragon Senses, Per +26

Ah, but note that telekinesis can only lift objects with sustained force.

You would have to throw yourself for it to work. Probably not the dignified entrance you are looking for ... :P


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Lucrecia Henderthane wrote:
Sparel Radtymah wrote:

Weird question:

can you lift yourself with telekinesis? Clearly not the most efficient way to do so, but still I can't see why not.

Worst case scenerio I suppose you could lift something that you're standing on.

The laws of physics would cry blood, but I don't see why not ^^! (They do that alot with magic ... :P)

I'm an uber caster. I tell physics to shut up and go sit in a corner.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Lucrecia Henderthane wrote:

Ah, but note that telekinesis can only lift objects with sustained force.

You would have to throw yourself for it to work. Probably not the dignified entrance you are looking for ... :P

I could lift my shoes or robe. Or if I felt the need to do this alot I could wear a special harness under my clothes and lift that.

Or just a belt with "support straps."

Hell, Magneto wears chainmail for just this reason.


HP 75/250 | Init +11/12 | AC 43/20/37; 35/22/28 | CMD 45; 44 (+16/12 vs trip) | Fort +23/22 Ref +23/24 Will +22 | Dragon Senses, Per +26

Yea. Probably ^^ But don't you have Overland Flight up ?


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Lucrecia Henderthane wrote:
Yea. Probably ^^ But don't you have Overland Flight up ?

Right. Not the most efficient, but feasible.

Edit: yes I will have overland flight up most of the time. My thought process was more along the lines of an emergency situation.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

Just curious: what time zone is everyone in? I'm in the US eastern Time zone. I'm curious bases on our posting schedules.


HP 75/250 | Init +11/12 | AC 43/20/37; 35/22/28 | CMD 45; 44 (+16/12 vs trip) | Fort +23/22 Ref +23/24 Will +22 | Dragon Senses, Per +26

GMT+1, aka Europe -> Sweden


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

US Pacific time zone. Same with Praetorius and Belor (who are my friends in real life).


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Time to move forward~ Lucrecia, report!

Also, Tar'jub still around? I'm so sorry it's taken so long to get this going, but we're ALMOST there.


Male Imp Consular Barbarian (Titan Mauler) 12; 201/201 (276) HP; init +8, percept. +25; AC 33/22/28 (33/20/28 raging); Fort +18 (+23/+28), Ref +15 (+15/+19), Will +11 (+14/+19); 30/31 Rage, 8/9 MP, 2/2 LP

Yup yup. Still here. I'm EST, although sometimes I get a post off in the morning instead of the evening.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Tar'jub wrote:
Yup yup. Still here. I'm EST, although sometimes I get a post off in the morning instead of the evening.

I work in IT so I'm on a computer all day. I've been checking this thread far more than is healthy for anyone.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

For purposes of story always assume Sparel will tell you whatever you want to know about magic or specific spells. Anything about what he has personally cast is an exception. For example if you ask what contingency spell he has don't assume he'll tell you. He may still, but it depends on the question and the circumstance.

This will allow for ease of communication with the story. If you ask "how does a fireball work" he'll tell you. You don't have to actually wait for me to explain it in character.

Q: "Have you heard of a spell that turns blood into money?"

A: "Yes, but it doesn't work that way you're thinking. It actually used to trade expensive spell casting components for part of your life essence represented by blood. (Insert more than you ever wanted to know about the Bloodmoney Spell)"


HP 75/250 | Init +11/12 | AC 43/20/37; 35/22/28 | CMD 45; 44 (+16/12 vs trip) | Fort +23/22 Ref +23/24 Will +22 | Dragon Senses, Per +26

Quick note before I get to type my intro - Lucrecia is chelaxian, her cohort is the one from Nidal. Won't matter overly much^^

I assume the ship is taking repairs in Caliphas? How overt/hidden is it? Was thinking of simply dropping by the 'construction site'

Sorry for the slight delay : )


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

The ship took its repairs in Caliphas, and the members have an errand or two to run in the city anyhow, so it's very likely still there.

I'll assume the ship is still there until somebody wants to go somewhere else XD The ship will be, however, mostly repaired when you get there, cause there are three spellcasters who can make whole it.

It's not particularly overt - out in an open field on the outskirts of the city, actually.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
leinathan wrote:

The ship took its repairs in Caliphas, and the members have an errand or two to run in the city anyhow, so it's very likely still there.

I'll assume the ship is still there until somebody wants to go somewhere else XD The ship will be, however, mostly repaired when you get there, cause there are three spellcasters who can make whole it.

It's not particularly overt - out in an open field on the outskirts of the city, actually.

Just your run of the mill floating boat in a field. Totally normal. Move along. Nothing to see here.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

In other news, I've just made the group's first nemesis. Assuming your adventures permit for it, of course.

And of course it's a paladin, so I can just use her to actively hunt for you guys if I want to.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
leinathan wrote:

In other news, I've just made the group's first nemesis. Assuming your adventures permit for it, of course.

And of course it's a paladin, so I can just use her to actively hunt for you guys if I want to.

Shopping list:

- Big rock for dropping
- Can 'o Whopp ass


HP 75/250 | Init +11/12 | AC 43/20/37; 35/22/28 | CMD 45; 44 (+16/12 vs trip) | Fort +23/22 Ref +23/24 Will +22 | Dragon Senses, Per +26

Paladin eh?

Lemme fetch my special armour then ^^


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Lucrecia Henderthane wrote:

Paladin eh?

Lemme fetch my special armour then ^^

Cant see the link. What is is?


HP 75/250 | Init +11/12 | AC 43/20/37; 35/22/28 | CMD 45; 44 (+16/12 vs trip) | Fort +23/22 Ref +23/24 Will +22 | Dragon Senses, Per +26

It's a dude in an armour made out of babies (dolls), looking real smug with the caption "Lawful Good - sometimes, it's just inconvenient..."


What it says on the tin; Caffiene addict 20
Lucrecia Henderthane wrote:
It's a dude in an armour made out of babies (dolls), looking real smug with the caption "Lawful Good - sometimes, it's just inconvenient..."

lol.


HP 75/250 | Init +11/12 | AC 43/20/37; 35/22/28 | CMD 45; 44 (+16/12 vs trip) | Fort +23/22 Ref +23/24 Will +22 | Dragon Senses, Per +26

I'm going with a quick th -> z conversion to get a cheap accent. Let me know if it starts to be annoying to read!


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Lucrecia Henderthane wrote:
I'm going with a quick th -> z conversion to get a cheap accent. Let me know if it starts to be annoying to read!

I've seen others try to type accents that just become incomprehensible. Yours isn't difficult to read and adds a bit of flavor. My (unsolicited) advice would be to just keep it to a minimum as you are now. It reminds us that you have an accent, but not so much that we literally can't read it.


Male Human/Vampire hp 212/212 | AC 33 touch 15 ff 27 | Fort +19 Ref +12 Will +10 | Init +10, Perception +10, Darkvision 60ft, Speed 30ft, Fly 40ft

i agree with sparel. the way your doing the accent now is good.


HP 75/250 | Init +11/12 | AC 43/20/37; 35/22/28 | CMD 45; 44 (+16/12 vs trip) | Fort +23/22 Ref +23/24 Will +22 | Dragon Senses, Per +26

Yeah, I was thinking of doing something more extensive, but then I realized what a pain that would be to read : )

I'll save unreadable for various languages ^^
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p̘̦̲͕̘̟̺͈̏̏͊̋̓̅̓ͦͪɹ͙͇̺̞͕͔̼̒̍̆̽́͠ͅơ̸̦̳͕̦͈̳̪͒ͩͣͯ͋͘ͅʃ̷̧̲͔̟̓ ̰͕̱̫͚͔̩̖̄̅ͫ̆ͦ̍̚͘͝ʇ̙̦̳̖̜̜̅ͥ͟͞͝ͅɥ̵̰̗͕͈̺͙̹̣̂̍̋̈̀ƃ͉ͮ̓̑ͣ͊̔ͩͧ͝ı̮̫̬͖̉ͨ̅̌̄̄u͗̉̇҉̧̬̭ ̖͓̟p̴̛͙̣̻̥̬̺ͥ̍̊̌̅ͯ͢ı̷̼̺̮́ͮ͘͝ɯ̱̮̜̙̰̾ͩͧ̍̓̓ ̴̶̣͊̇͊ǝ̴̜̳͋̄ͤ̒ͩɥ̹̝̿́ͥͯ͊ͩ̾͝ʇ̶͇̬͓̥̟ͥ͊̐͊͛ͩ ̟͍̃̔͢o̫͉ͩ͊͌̿ͨͨ͢͟ʇ̸͕͉͋̎͂̍̚͝ ̡̛̯̦̳̯̱̿̉́̄ͣ̒ͣ́ʎ̴̢̘̦͙ͤ̐̒͆̑ͦͪ͝ɹ̻̳͉̆̑̆͆̐ͫͯͥ͞͠o̷̧͖̣̳̬͓̗̠̊̐̃ʃ̘̟̟̞̰̿̀͗ͩ́̚ƃ̲̓ͯ̄͊́ ͍̺̭̞͖͇̟ ̡̖̯̤̌̌ʃ̡̡̨̣̣̯̬͉̬̠̆̒̉ͫͅʃ̸̬̊̍̑̇̇͒̓͂͟ɐ͐̽͊̇ͭ҉̲̞̩̥̥͙
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Shadowtounge:
All glory to the midnight lord


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

Do the vampires have any way to avoid the whole "bursting into flame upon exposure to sunlight" thing? If no, we should probably talk about making you some trinkets.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

There's the spell protective penumbra, which I believe Praetorius is learning. At this level, it protects him for two hours per casting.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

Correct. That's the spell.

An item of that at will would calculate as follows:

(SL 2 X CL 3 X 2000 ) X1.5 = 18,000 Market price. I could make it for 9,000.

Would work constantly, require no activation, and protect you indefinitely. Expensive, but you know, Vampire.

Stakes and crossing running water are another subject entirely.

Edit: My math was off. I fixed it.


HP 75/250 | Init +11/12 | AC 43/20/37; 35/22/28 | CMD 45; 44 (+16/12 vs trip) | Fort +23/22 Ref +23/24 Will +22 | Dragon Senses, Per +26

A mundane parasol works as well.

Sadly, both that approach and the spell have a glaring weakness - our foes will only have to remove them to take the vampires out of action. Dispelling a spell or shredding a cover is probably easier than attacking the vampire proper.

What one really wants is the mythic vampire capstone:

Eclipse (Su)

At 10th rank, a mythic vampire can expend one use of its mythic power to blot out the power of the sun in a 1-mile radius. This entire area is affected by the spell deeper darkness for 1 hour. The mythic vampire's can see through this darkness.

Sun? What sun :P?


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Lucrecia Henderthane wrote:

A mundane parasol works as well.

Sadly, both that approach and the spell have a glaring weakness - our foes will only have to remove them to take the vampires out of action. Dispelling a spell or shredding a cover is probably easier than attacking the vampire proper.

What one really wants is the mythic vampire capstone:

Eclipse (Su)

At 10th rank, a mythic vampire can expend one use of its mythic power to blot out the power of the sun in a 1-mile radius. This entire area is affected by the spell deeper darkness for 1 hour. The mythic vampire's can see through this darkness.

Sun? What sun :P?

True, though even if you dispel my item it would reactivate the next round. A parasol would be really easy to remove.

The 10th level ability would be cool, but it also screams that something is going down. Wouldn't want to alert the entire paladin enclave that we're here.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1
Sparel Radtymah wrote:


True, though even if you dispel my item it would reactivate the next round. A parasol would be really easy to remove.

Untrue. The section on dispelling magic items under dispel magic states:

"If the object that you target is a magic item, you make a dispel check against the item's caster level (DC = 11 + the item's caster level). If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a bag of holding) is temporarily closed. A magic item's physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact)."

So if you happen to roll a 2 or higher on that d4, dispelling the shadowy hat or whatever (though a slotless parasol with constant protective penumbra on it would be hilarious) then oops, the vampire is dead.


HP 75/250 | Init +11/12 | AC 43/20/37; 35/22/28 | CMD 45; 44 (+16/12 vs trip) | Fort +23/22 Ref +23/24 Will +22 | Dragon Senses, Per +26

@Eclipse Yeah, it is obvious as hell. But on the other hand, very hard to stop.

@Magic Item Would probably be wise to carry backup scrolls or something. And avoid Anti-Magic zones.

There is always plan B(omb). If there isn't a sun left to burn 'em, we don't need to worry ... ^^

Or perhaps we could 'sail' into the Darklands? Hmm : )

But night-ops is probably safest for now!


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
leinathan wrote:
Sparel Radtymah wrote:


True, though even if you dispel my item it would reactivate the next round. A parasol would be really easy to remove.

Untrue. The section on dispelling magic items under dispel magic states:

"If the object that you target is a magic item, you make a dispel check against the item's caster level (DC = 11 + the item's caster level). If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a bag of holding) is temporarily closed. A magic item's physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact)."

So if you happen to roll a 2 or higher on that d4, dispelling the shadowy hat or whatever (though a slotless parasol with constant protective penumbra on it would be hilarious) then oops, the vampire is dead.

Good to know. As a back up plan I'd recommend putting a coffin in a bag of holding Or in multiple bags of holding carried by everyone. Also, contingency teleport would work too.

You need plans within plans to survive with such a glaring weakness.


HP 75/250 | Init +11/12 | AC 43/20/37; 35/22/28 | CMD 45; 44 (+16/12 vs trip) | Fort +23/22 Ref +23/24 Will +22 | Dragon Senses, Per +26

And the worst thing isn't that one *dies*, but that it is freakin hard to come back from death/destruction as an undead. I mean, Lu got a scroll of Raise Dead (or two? I don't remember) if she screws up. But the poor vampires ? They better reach their coffins in time ...


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Lucrecia Henderthane wrote:
And the worst thing isn't that one *dies*, but that it is freakin hard to come back from death/destruction as an undead. I mean, Lu got a scroll of Raise Dead (or two? I don't remember) if she screws up. But the poor vampires ? They better reach their coffins in time ...

How would you bring intelligent undead back? Is Wish or Miracle the only way?

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