The Beginning of the End: A Pawn's Dilemma (Inactive)

Game Master caster4life

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Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

The idea of dragon's breath not being magical is a strange one. I agree with Caster here.

Horat is quite willing to fight to a bloody end.

But holding out for negotiation or teleportation works for him too. Better to kill more demons another day and all that.


F Human (variant)
Resources:
Sorcery Points: 1/6 | Spell Slots 1st: 0/4, 2nd: 0/3, 3rd: 2/5 | Hexblade Curse: 1/1, Favored by the gods: 1/1, Accursed Specter 1/1, Inspiration: 0/1, HD: 6/6; Kit used on: Horat
Sorcerer 6/Warlock 6 (HP 56/56 | AC 13 | Init: +0 | Passive Perception: 14 | Str -1, Dex +0, Con +6, Int +0, Wis +4, Cha +7)

I guess if you assume a dragon's breath is magical? Honestly, I've always assumed it was a biological thing similar to how some snakes naturally produce venom. After all, it's not like they're casting a spell to produce their breath weapon. But who can say how magical creatures work. I'm more than happy to make a defensive spell of ours more impervious to things. Until we inevitably end up on the other side of it.


2 people marked this as a favorite.

Prepares army of goblin spell snipers who all know tiny hut What do you mean, used against you?


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

Unless there's any objections, Horat is going to cast fog cloud with the hut within its radius. I'm thinking not to have the hut in the dead centre as that might be a giveaway.


F Human (variant)
Resources:
Sorcery Points: 1/6 | Spell Slots 1st: 0/4, 2nd: 0/3, 3rd: 2/5 | Hexblade Curse: 1/1, Favored by the gods: 1/1, Accursed Specter 1/1, Inspiration: 0/1, HD: 6/6; Kit used on: Horat
Sorcerer 6/Warlock 6 (HP 56/56 | AC 13 | Init: +0 | Passive Perception: 14 | Str -1, Dex +0, Con +6, Int +0, Wis +4, Cha +7)

1) Are we trying to make them think we're not here (which seems like a somewhat short-lived ruse) or are we just trying to make it so they can't get to us? If the latter, I'm inclined to repelling blast them until they get close and then retreat to the hut.

2) We should actually place the hut on the map. Relevant for our location vs the healing spirits.

3) Just to confirm, no short rest, right? If they came in right after the spell finished then it was definitely too short for a short rest.


No short rest yet. If you trust the hut, you can try to short rest inside while the fiends are around.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

I may not be able to post again until Saturday. Just a heads up.


M Warforged (Envoy)
Resources:
P1st 2/4 | P2nd 0/3 | W4th 0/2 | Hexblade's Curse 0/1 | Channel Divinity 1/1 | Lay on Hands 10/30 | Divine Sense 5/6 | HD 5/6 | Inspiration 0/1
Paladin 7/Warlock 7 | HP 60 | AC 19 (21 w/ shield equipped) | STR(-1) DEX(+3) CON(+2) INT(-1) WIS(+3) CHA(+7) | Init +6 (=3+3) | PP 10

As much as I want my warlock spell slots, I have a hard time seeing S. A. M., bold and fierce paladin and hexblade, resting in the tiny hut, unless he is just so exhausted that he cannot carry on otherwise. I think he will stand guard and prepare to strike at any fiends that find a way to disrupt the evocation.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

To be fair, S.A.M. can guard more effectively if he has those slots refreshed.


Clang:
| HP 22/22| AC 10 | Passive Perc - 13 (18 for sight and smell)
Rogue/Artificer Gestalt 6 | HP 39/39| AC 17 | Saving Throws - Str (0), Dex (+8), Con (+5), Int (+6), Wis (+2), Cha (+1) | Passive Perc - 17 | Init +4 | 1st Lvl Spl - 0/3 | Inspiration | Ammo - 235

Enizver gets nothing back for a short rest, bar ammo which I have a ton of, so he can stand guard while S.A.M gets a rest. Plus a gunshot is a better alarm than just about anything.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

Horat would get back second wind and action surge. I changed my tagline assuming that we had gone for a short rest. They were both exhausted.


Put yourselves on the map where you want to be. If everyone is in the hut, cool. If Enizver is the only one outside, also cool. Just mark it so. I'll come back in about 24 hrs and assume everyone is where they would like to be.


M Warforged (Envoy)
Resources:
P1st 2/4 | P2nd 0/3 | W4th 0/2 | Hexblade's Curse 0/1 | Channel Divinity 1/1 | Lay on Hands 10/30 | Divine Sense 5/6 | HD 5/6 | Inspiration 0/1
Paladin 7/Warlock 7 | HP 60 | AC 19 (21 w/ shield equipped) | STR(-1) DEX(+3) CON(+2) INT(-1) WIS(+3) CHA(+7) | Init +6 (=3+3) | PP 10

I am very excited for Warhammer Olivia.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

I'll be travelling this weekend and I won't be posting again until Monday at least.


F Human (variant)
Resources:
Sorcery Points: 1/6 | Spell Slots 1st: 0/4, 2nd: 0/3, 3rd: 2/5 | Hexblade Curse: 1/1, Favored by the gods: 1/1, Accursed Specter 1/1, Inspiration: 0/1, HD: 6/6; Kit used on: Horat
Sorcerer 6/Warlock 6 (HP 56/56 | AC 13 | Init: +0 | Passive Perception: 14 | Str -1, Dex +0, Con +6, Int +0, Wis +4, Cha +7)

Just a heads up that I'm doing GenCon Online this upcoming week, so I won't have time to post from Thursday through Sunday. Bot me as necessary.


I'm moving several hundred miles now through Thursday and don't have internet set up at the new apartment yet. So I'll be able to keep up with posts a little bit but less frequently and not as well.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

Duly noted!


If you guys are just waiting/stalling until 8 hours have passed and the helm of teleportation recharges, just lmk and I'll do some time jumps.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

My vote is for stalling.


Clang:
| HP 22/22| AC 10 | Passive Perc - 13 (18 for sight and smell)
Rogue/Artificer Gestalt 6 | HP 39/39| AC 17 | Saving Throws - Str (0), Dex (+8), Con (+5), Int (+6), Wis (+2), Cha (+1) | Passive Perc - 17 | Init +4 | 1st Lvl Spl - 0/3 | Inspiration | Ammo - 235

Yeah, that's the plan.


F Human (variant)
Resources:
Sorcery Points: 1/6 | Spell Slots 1st: 0/4, 2nd: 0/3, 3rd: 2/5 | Hexblade Curse: 1/1, Favored by the gods: 1/1, Accursed Specter 1/1, Inspiration: 0/1, HD: 6/6; Kit used on: Horat
Sorcerer 6/Warlock 6 (HP 56/56 | AC 13 | Init: +0 | Passive Perception: 14 | Str -1, Dex +0, Con +6, Int +0, Wis +4, Cha +7)

Works for me.


Good to know. That helps me move things forward more quickly OOC.


Enizver, inspiration for putting a good amount of thought and RP into these negotiations.


Clang:
| HP 22/22| AC 10 | Passive Perc - 13 (18 for sight and smell)
Rogue/Artificer Gestalt 6 | HP 39/39| AC 17 | Saving Throws - Str (0), Dex (+8), Con (+5), Int (+6), Wis (+2), Cha (+1) | Passive Perc - 17 | Init +4 | 1st Lvl Spl - 0/3 | Inspiration | Ammo - 235

Whoo! Now I can use it to roll another 12!


F Human (variant)
Resources:
Sorcery Points: 1/6 | Spell Slots 1st: 0/4, 2nd: 0/3, 3rd: 2/5 | Hexblade Curse: 1/1, Favored by the gods: 1/1, Accursed Specter 1/1, Inspiration: 0/1, HD: 6/6; Kit used on: Horat
Sorcerer 6/Warlock 6 (HP 56/56 | AC 13 | Init: +0 | Passive Perception: 14 | Str -1, Dex +0, Con +6, Int +0, Wis +4, Cha +7)

Without knowing what he's casting, unless Horat's out of the spell slots, I think it might make sense for him to leave the dome, counterspell, and then enter the dome again. That's under the assumption that "the only thing you can do is shoot physical projectiles out of the hut" means that's the only thing you can do while in the hut and not that there's something physically stopping you from exiting and doing whatever you want.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

I'll catch up tomorrow, late here.


Clang:
| HP 22/22| AC 10 | Passive Perc - 13 (18 for sight and smell)
Rogue/Artificer Gestalt 6 | HP 39/39| AC 17 | Saving Throws - Str (0), Dex (+8), Con (+5), Int (+6), Wis (+2), Cha (+1) | Passive Perc - 17 | Init +4 | 1st Lvl Spl - 0/3 | Inspiration | Ammo - 235

My first thought is to shoot the caster and force a check, but that would be awkward and involve leaving the Hut. Do we wanna see if he succeeds and if he tries again on Hut Mk II - Hutt Harder? Or do we wanna fight, take out the caster, and retreat to the hut again?


Yes you can move in and out of the hut. You just can't cast any magic through the wall of the hut.


F Human (variant)
Resources:
Sorcery Points: 1/6 | Spell Slots 1st: 0/4, 2nd: 0/3, 3rd: 2/5 | Hexblade Curse: 1/1, Favored by the gods: 1/1, Accursed Specter 1/1, Inspiration: 0/1, HD: 6/6; Kit used on: Horat
Sorcerer 6/Warlock 6 (HP 56/56 | AC 13 | Init: +0 | Passive Perception: 14 | Str -1, Dex +0, Con +6, Int +0, Wis +4, Cha +7)

I don't believe you can ready an action to cast Leomund's Tiny Hut as non-ritually casting it takes 1 minute and ritually casting it takes 10 minutes. Under the "Readying" section, the rules say

Ready (emphasis mine) wrote:
When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell’s magic requires concentration (explained in chapter 10).

You could instead just start casting it, but if you take damage during that 1 minute, you have to make a concentration check or the spell fails. Though thankfully, unlike when you ready an action to cast a spell, if you fail the spell slot isn't expended.


Good point, Olivia. The 1 minute casting time is a big deal, there. Readying is probably not a good idea. If this hut goes down, I wouldn't expect to go a minute without anything breaking your concentration...


Clang:
| HP 22/22| AC 10 | Passive Perc - 13 (18 for sight and smell)
Rogue/Artificer Gestalt 6 | HP 39/39| AC 17 | Saving Throws - Str (0), Dex (+8), Con (+5), Int (+6), Wis (+2), Cha (+1) | Passive Perc - 17 | Init +4 | 1st Lvl Spl - 0/3 | Inspiration | Ammo - 235

I guess that means we really need to get out there and Disrupt that Disrupt Magic, then? Sound like a really rash plan to everyone?

Can Enizver shoot him from where I am, roughly, or did I work out what was up by the chanting?


I'm not sure I quite understand what you're asking but I ruled you know he's about to cast dispel magic and your only real shot is to KO him before he does so.


Clang:
| HP 22/22| AC 10 | Passive Perc - 13 (18 for sight and smell)
Rogue/Artificer Gestalt 6 | HP 39/39| AC 17 | Saving Throws - Str (0), Dex (+8), Con (+5), Int (+6), Wis (+2), Cha (+1) | Passive Perc - 17 | Init +4 | 1st Lvl Spl - 0/3 | Inspiration | Ammo - 235

Sorry, trying to work out if I can shoot him from here. I'm guessing not, but that's what Dash is for.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

How far is the acolyte from the hut? Is he alone?

I am thinking of having Horat rush him but I don't know the details of what's there as I don't know if the map has been updated.


Tje acolyte is on the map highlighted in red. Enizver can shoot him from where he stands but with some cover to the acolyte's AC. There are three "drow" flanking him. The map had already been updated.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

Thank you. Apologies for the delays in posting this week.


F Human (variant)
Resources:
Sorcery Points: 1/6 | Spell Slots 1st: 0/4, 2nd: 0/3, 3rd: 2/5 | Hexblade Curse: 1/1, Favored by the gods: 1/1, Accursed Specter 1/1, Inspiration: 0/1, HD: 6/6; Kit used on: Horat
Sorcerer 6/Warlock 6 (HP 56/56 | AC 13 | Init: +0 | Passive Perception: 14 | Str -1, Dex +0, Con +6, Int +0, Wis +4, Cha +7)

I might be wrong, but I do not believe Horat has to make a concentration check for his spell. If the demon's readied action was "when someone steps outside," the attacks would occur after he steps outside but before he casts. If the readied action is "if someone casts a spell," readied actions occur after the trigger, meaning Horat would have gotten the spell off first and then the readied actions trigger.

Readied action wrote:
When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger.

Though for all I know, there's a specific ability that specifies otherwise, but even looking at the Mage Slayer feat, it doesn't look like that would allow you to interrupt a spell unless the spell takes longer than an action to cast.

Though also, technically speaking, I think the way this would work is that Horat steps outside, the other spellcaster casts Dispel Magic, Horat then immediately counterspells as his reaction, rather than Horat moving outside and attempting to counterspell before the other mage cast Dispel. Though we also would not have known he was about to cast Dispel as was previous mentioned, so this is a weird situation. *shrugs*

The other good news is that unless the spellcaster was able to upcast Dispel as a 4th level spell, Horat should be able to counterspell without that roll.

Alternatively, maybe I'm completely misinterpreting what the Con saves are, but I'm not sure what else would be likely to prevent Horat from casting Counterspell unless we're worried about him taking, say, 31 poison damage.


You are correct Olivia but the con saves are not related to concentration.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

I have a guess in mind...


M Warforged (Envoy)
Resources:
P1st 2/4 | P2nd 0/3 | W4th 0/2 | Hexblade's Curse 0/1 | Channel Divinity 1/1 | Lay on Hands 10/30 | Divine Sense 5/6 | HD 5/6 | Inspiration 0/1
Paladin 7/Warlock 7 | HP 60 | AC 19 (21 w/ shield equipped) | STR(-1) DEX(+3) CON(+2) INT(-1) WIS(+3) CHA(+7) | Init +6 (=3+3) | PP 10

Nice. I love the piper tooting doom tunes. Once my turn in initiative comes, I plan to grab Horat and yank him back inside.


That's a good plan... but the forces of evil have exactly one target outside the hut... Besides each other of course.


F Human (variant)
Resources:
Sorcery Points: 1/6 | Spell Slots 1st: 0/4, 2nd: 0/3, 3rd: 2/5 | Hexblade Curse: 1/1, Favored by the gods: 1/1, Accursed Specter 1/1, Inspiration: 0/1, HD: 6/6; Kit used on: Horat
Sorcerer 6/Warlock 6 (HP 56/56 | AC 13 | Init: +0 | Passive Perception: 14 | Str -1, Dex +0, Con +6, Int +0, Wis +4, Cha +7)

I mean, I don't think we succeeded in stopping the spellcaster, so they're about to have a bunch more targets. At which point there won't be an "inside" or an "outside".


Well I'm about to go look at Enizver's damage but the spellcaster is just a level 5 wizard with +1 con and Uki made sure E hits...

6+1+4+1+4+1+4+1+4+1=27 hp


Clang:
| HP 22/22| AC 10 | Passive Perc - 13 (18 for sight and smell)
Rogue/Artificer Gestalt 6 | HP 39/39| AC 17 | Saving Throws - Str (0), Dex (+8), Con (+5), Int (+6), Wis (+2), Cha (+1) | Passive Perc - 17 | Init +4 | 1st Lvl Spl - 0/3 | Inspiration | Ammo - 235

Whoo! Enizver's whole thing if he only does one shot, but it's a doozy! Nice to see it work for us. Thanks for the inspiration Uki.


F Human (variant)
Resources:
Sorcery Points: 1/6 | Spell Slots 1st: 0/4, 2nd: 0/3, 3rd: 2/5 | Hexblade Curse: 1/1, Favored by the gods: 1/1, Accursed Specter 1/1, Inspiration: 0/1, HD: 6/6; Kit used on: Horat
Sorcerer 6/Warlock 6 (HP 56/56 | AC 13 | Init: +0 | Passive Perception: 14 | Str -1, Dex +0, Con +6, Int +0, Wis +4, Cha +7)

Hmm, yes, I guess I forgot that there are spellcasters who don't pump their Con out the wazoo. I say as I suddenly realize I probably have the highest Con in the entire party. :-x

Also, sorry Horat! It looks like my suggestion of stepping outside to counterspell was not the best. :-/

I will probably wait to see if someone can drop the one guy holding Horat and then see if I can zip out and drag him back.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

No problem, Olivia. I will not be surprised if Horat perishes in some gambit against the forces of darkness!


F Human (variant)
Resources:
Sorcery Points: 1/6 | Spell Slots 1st: 0/4, 2nd: 0/3, 3rd: 2/5 | Hexblade Curse: 1/1, Favored by the gods: 1/1, Accursed Specter 1/1, Inspiration: 0/1, HD: 6/6; Kit used on: Horat
Sorcerer 6/Warlock 6 (HP 56/56 | AC 13 | Init: +0 | Passive Perception: 14 | Str -1, Dex +0, Con +6, Int +0, Wis +4, Cha +7)

Do SAM and Uki not have ranged attack options? If you don't, it would be good if y'all spoke up, so that I knew not to wait on you. I have a backup plan that might wind up using the same resources as my original plan anyway.


Good question.


F Human (variant)
Resources:
Sorcery Points: 1/6 | Spell Slots 1st: 0/4, 2nd: 0/3, 3rd: 2/5 | Hexblade Curse: 1/1, Favored by the gods: 1/1, Accursed Specter 1/1, Inspiration: 0/1, HD: 6/6; Kit used on: Horat
Sorcerer 6/Warlock 6 (HP 56/56 | AC 13 | Init: +0 | Passive Perception: 14 | Str -1, Dex +0, Con +6, Int +0, Wis +4, Cha +7)

I'm actually thinking my plan B may be the safer bet anyway, so I might just post that later tonight rather than waiting.


M Warforged (Envoy)
Resources:
P1st 2/4 | P2nd 0/3 | W4th 0/2 | Hexblade's Curse 0/1 | Channel Divinity 1/1 | Lay on Hands 10/30 | Divine Sense 5/6 | HD 5/6 | Inspiration 0/1
Paladin 7/Warlock 7 | HP 60 | AC 19 (21 w/ shield equipped) | STR(-1) DEX(+3) CON(+2) INT(-1) WIS(+3) CHA(+7) | Init +6 (=3+3) | PP 10

I have Eldritch Blast.

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