Variel's WotR

Game Master Neltji

From Level 1 to Level 20. Good luck heroes you might need it.

loot list

combat map


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Hey sorry everyone but was at work so couldn't get an update. Will do tomorrow as winter is lengthy and wrath requires a map update. Sorry again, got to love working at a hospital with call hours.


While you're working on the many updates - do you want us to just go ahead and level? I thought that was the plan; but if we're going to go off another quest, leveling first seems like a good plan - if possible.

Just let me know when to update the sheet formally.

Thanks!


Male commoner 1

Is there a value for the Radiance that we should use? or is it an artifact, or on loan? for loot list purposes


Don't know about the light or changing shape ability so go with 4500gp purchase value as cold iron doubles the cost of the first enhancement bonus. The rounding will make up for the light spell.

Yes you can all level up now as well since the cave complex is thoroughly explored.


DM Variel wrote:

Don't know about the light or changing shape ability so go with 4500gp purchase value as cold iron doubles the cost of the first enhancement bonus. The rounding will make up for the light spell.

Yes you can all level up now as well since the cave complex is thoroughly explored.

Wait - light spell?

I thought 50% of all enchanted weapons were automatically lit via a light spell as per magic item creation rules? Would that really effect the cost?

Okay - I'm off to work - see you guys later tonight.


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

Level up. Sweeeeet :D


Male Dwarf Wizard (Abjurer)-9 (Mythic Archmage 2)(Current HP 54/62)

Spellcraft on Acid Arrow: 1d20 + 9 ⇒ (15) + 9 = 24
Spellcraft on Bear's Endurance: 1d20 + 9 ⇒ (3) + 9 = 12
Spellcraft on Fog Cloud: 1d20 + 9 ⇒ (11) + 9 = 20
Spellcraft on Glitterdust: 1d20 + 9 ⇒ (18) + 9 = 27
Spellcraft on Levitate: 1d20 + 9 ⇒ (13) + 9 = 22
Spellcraft on Resist Energy: 1d20 + 11 ⇒ (6) + 11 = 17

looks like the only 2nd level spell I can't grok out of the spellbook we got is Bear's Endurance for now.

For my own leveling up pick, we'll take Protection from Arrows and Flaming Sphere.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

Yay! Leveled up... that was fun.


hp 75/75, AC 21, T11, FF20, bab +6/+1, melee +9, ranged +7, cmb 9, cmd 20, F +8, R +4, W +9, Init +4, Perc +14 Aasimar (Angelkin) Female Inquisitor/9

At level 3, Inquisitor gets a bonus feat.

Teamwork feat:
At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.

As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.

Teamwork feats to choose from

Just trying to figure out which teamwork feat to choose which best fits in with the group. Suggestions are welcome. Thanks.

p.s. The good thing is that I can change this teamwork feat 3 times a day (An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier), so having 3 suggestions would be grand. ;)


the light spell on the weapon is not constant, as it only works in the hands of a paladin

Also if possible please let me know what the changes are to you character at third level. I am trying to keep a hero lab version of your character at home so I can look up abilities, AC, etc. thanks.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

gah, I didn't record the changes... I'll try to go back and reconstruct what I did... sorry, but everything is in his profile, so it shouldn't be too hard.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

+1 bab (therefore +1 cmb, +1 cmd)
+6 hp
+1 fort, +1 refl, +0 will
new revelation: dance of the blades (+10 move rate)
skills: +1 diplo, disable, intimidate, perception, spellcraft
new 1st lvl spell: liberating command
feat: power attack
+1 hero point

I think that is all of it...


hp 75/75, AC 21, T11, FF20, bab +6/+1, melee +9, ranged +7, cmb 9, cmd 20, F +8, R +4, W +9, Init +4, Perc +14 Aasimar (Angelkin) Female Inquisitor/9

+1 bab (thus +1 cmb & +1 cmd)
+8 hp (includes + 1 hit point from favoured class)
+1 Reflex
skills: +1 diplo, +1 heal, +1 know. arcana, +1 know. dungeon, +1 perception, +1 stealth
new 1st level spell: returning weapon
new orison: light
feat: power attack
plus bonus feat teamwork (to be decided)
+1 hero point


hp 75/75, AC 21, T11, FF20, bab +6/+1, melee +9, ranged +7, cmb 9, cmd 20, F +8, R +4, W +9, Init +4, Perc +14 Aasimar (Angelkin) Female Inquisitor/9

In regard to Oriana's Teamwork feat bonus, I narrowed it down to the one of the following: Precise Attack, Pack Attack, Paired Opportunists, Stealth Synergy, Swap Places. I am open to hearing suggestions/opinions, if anyone would like to help me. Thanks.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

Ori, shouldn't you have +7 hp including your favored class bonus?

Inquisitor gets 8, so half is 4
+2 for con is 6
+1 for favored class is 7


hp 75/75, AC 21, T11, FF20, bab +6/+1, melee +9, ranged +7, cmb 9, cmd 20, F +8, R +4, W +9, Init +4, Perc +14 Aasimar (Angelkin) Female Inquisitor/9

You are right, Mael. Thanks for catching that. :)

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

I thought we were taking average roll rounded up, like in PFS. rolling a d8, she gets 5 hp per level, +con +FC, so she should get +8HP for this level. I gave garith 6+2con+1FC Var, confirmation?

+1 BAB
+9 HP
+1 Reflex
+3 skills, Dip, Planes, Religion
Aura of Courage, Divine Health, Mercy: fatigue
Imp Shield Bash
Hero point


hp 75/75, AC 21, T11, FF20, bab +6/+1, melee +9, ranged +7, cmb 9, cmd 20, F +8, R +4, W +9, Init +4, Perc +14 Aasimar (Angelkin) Female Inquisitor/9

I think we do add to +1 (due to taking average rolled up). So, it's +8 hp then. Changed it in my original posting.


Oriana Zeru wrote:
I think we do add to +1 (due to taking average rolled up). So, it's +8 hp then. Changed it in my original posting.

Indeed, we do round up.

That's why I have 31 HP now - or will, when my sheet is completed. I just got home, it will take me some time.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

Ah... then I should have another +1... .thanks for the reminder... I went back and added up what I had from last level and I did indeed get 7 hp last level too.


hp 75/75, AC 21, T11, FF20, bab +6/+1, melee +9, ranged +7, cmb 9, cmd 20, F +8, R +4, W +9, Init +4, Perc +14 Aasimar (Angelkin) Female Inquisitor/9

DM Var, Oriana is taking up Precise Strike as her teamwork feat. I believe that will work best.


Oriana Zeru wrote:
DM Var, Oriana is taking up Precise Strike as her teamwork feat. I believe that will work best.

Sounds good to me - I wish I could have offered a suggestion, but I'm still pretty new to Teamwork feats at this point.

Anyhow, Precise Strike is a pretty good Feat, I think, especially if you're out going toe-to-toe with others.


Male Dwarf Wizard (Abjurer)-9 (Mythic Archmage 2)(Current HP 54/62)

#$#$@! I didn't keep a record either


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

Oriana, Paired Opportunists can be used to devastating effect, depending on the group setup - that was actually the one I took on my Inquisitor at 4th level.

Here's my reasoning, Maelchar seems to be into reach weapons - Garith and Ryu, seem to be on the path to become our frontliners, though obviously you can play that role to perfection as an Inquisitor.

So, the thing is, if you pick up a reach weapon also, and stand side by side with Maelchar, you could really bring on some combined pain ;)

But here's the AMAZING detail I somehow overlooked when chosing my first Teamwork feat: "As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier"

How amazing is this? :D

Since you currently only have one teamwork feat, you can actually cycle through all of the ones you have access to, testing them, and seeing which one is the best for your/our current setup. Even better, you can change them on the fly (3 times per day) to better suit this or that situation.

Inquisitor is win, win, and WIN ;)


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

Zeriax leveld up by the way, and alias updated ;)


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

Zeriax - the problem with that cycling through the feats issue is that they all require someone else have the feat to use it. If no one else has that teamwork feat, it does her no good. And others would be even less likely to take a teamwork feat if she might cycle through and leave them abandoned with a useless feat they can't re-assign like she can.


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

Not if you are an Inquisitor Maelchar. Check Solo Tactics ;)

As I said... WIN.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

Ah,I was not aware of that - awesomeness!!!

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

Oriana may only have the Longspear available due to limited inquisitor weapon proficencies. PO is still good tho.

The other trick is Stealth Synergy so she can use Zeriax's stealth rolls and scout with him and then change it up just before big fights. And she can take a different one as her perminent feat and keep swapping stealth as time goes on


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

The amazing thing is that, at this point, she can use whichever one that she meets the prereqs for ;)


hp 75/75, AC 21, T11, FF20, bab +6/+1, melee +9, ranged +7, cmb 9, cmd 20, F +8, R +4, W +9, Init +4, Perc +14 Aasimar (Angelkin) Female Inquisitor/9

Thanks, Zeriax. :) Yes, Oriana wouldn't waste anyone's feat or leave them with an abandoned/useless feat due to Solo Tactics (I explained that to someone else yesterday, too). I appreciate your suggestions and putting Maelchar's mind at ease regarding the teamwork feats.


Talk among yourselves if you want and do some shopping if you need. Will update tomorrow . Assume Neathholm has no magical items 200gp or lower max available is 500gp total in items.

Zeriax sorry about no update tonight, the others know why.

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

why don't we dump the unnecessary weapons and stuff that people don't want, keep the chain-shirt nighties, sell off the rest of the armor that nobody wants?

will they be able to guy that much stuff? it's kinda a lot of armor.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

They might be able to use much of it if they end up in this fight now or in the future.... Maybe we sell what we can, and if there's more left, donate the rest of it (the stuff that's too much to carry, anyway) to them.


hp 75/75, AC 21, T11, FF20, bab +6/+1, melee +9, ranged +7, cmb 9, cmd 20, F +8, R +4, W +9, Init +4, Perc +14 Aasimar (Angelkin) Female Inquisitor/9

I have no issue with selling the unwanted/unnecessary items and even donating some of it to the Descendants. Saves us carrying it around as Mael said ... especially when we hit aboveground and don't know what we'll find/see/encounter.


Great idea to equip them. Let me know exactly what ou are donating as it might come into play later.


Btw looked it up and as far as I can tell nothing prevents you from adding spikes later Garith. It will be 10 gp for the spikes and 300 if you want them MW.


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

Zeriax is fine with donating the items.

On the other hand, if we sell them, they still get to keep the gear :D

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

Just posting that garith would not be scouting, hence my absence from the main board. also busy gettign ready for xmas shenanigans!


hp 75/75, AC 21, T11, FF20, bab +6/+1, melee +9, ranged +7, cmb 9, cmd 20, F +8, R +4, W +9, Init +4, Perc +14 Aasimar (Angelkin) Female Inquisitor/9

Well, it's Christmas Eve here in the southern hemisphere. I will be busy prepping for tomorrow (I will try and post, if need be, today).

I wanted to wish those of you who celebrate, a very Merry Christmas, and those who don't, happy holidays.

Whatever you do on the day, may you be happy and safe. :)


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

Merry Merry Christmas to you, Ori - hope your holiday is awesome!


hp 75/75, AC 21, T11, FF20, bab +6/+1, melee +9, ranged +7, cmb 9, cmd 20, F +8, R +4, W +9, Init +4, Perc +14 Aasimar (Angelkin) Female Inquisitor/9

Thank you, Mael! :)

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

Very merry!


Have a good Christmas everyone.


1 person marked this as a favorite.

Merry Christmas all. Hope everyone enjoys what Santa gets them this year.no this does not mean that magically you all now have cloaks of resistance +5 and rings of protection +5 along with belt and headbands of perfection. Sorry not that generous...instead how about just a simple roll twice and pick the best of any die. One time only and it expires midnight 12/31/13 CST.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

Thanks for the boon, Variel! Merry merry Christmas to you and yours... and to all in the game... a very Merry holiday, however you celebrate it!


Merry Christmas everyone!


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

Merry Christmas all!


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

Merry Christmas everyone! Holidays are still running strong for me, as my girls now need the time to play through all of their gifts ;) I'll update as soon as possible.


Male Elf Magus 2 (AC: 16,12,14; HP: 20; Saves 4,2,3; Init +2, perc +2)

No problem, just waiting to know if you are resting or not before you head on. Just a yes or no is good and will move on to the random encounter chances and your first destination.

Merry Christmas again all

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