Welch's Carrion Crown (Inactive)

Game Master Torvald Torvaldson

Carrion Crown AP; thirsting for another TPK...


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Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

Dokillus is taking Defensive Weapon Training. +1AC and can go up more with weapon enhancement bonus.

Randtam trying to decide what metamagic feat to take. Empower, maximize, or persistent.

If he lives he gets a bonus metamagic feat at 10 th level.

Maybe craft rod and maximize the rod.


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

When is next gaming session? July 23 or 30?

23rd may be tough.


Male half-orc Paladin(Sacred Shield)2/Sorcerer(Draconic)3/DragonDisciple8 AC35/39w/shield hp168 init+9
saves:
Fort:22 Ref:16 Will:20
skills:
dip13 per8 senmot6 knowarcana9 intimidate19 bluff10

I'm heading out of town tomorrow. Back the 5th. boo...


Fellow Compadres (pun intended).

I have at least 2 (and maybe 4) extra tickets for one day admittance to Fan Fest this weekend. Let me know if any of you would like them (sorry for the potential Sophie's Choice).


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

Thank you for the awesome offer, but my Uncle says he already has duckets. Thank you very much. Remove myself from the choice. Unless my Uncle lied and did not come through. August 6th is good for me, too.


Male half-orc Paladin(Sacred Shield)2/Sorcerer(Draconic)3/DragonDisciple8 AC35/39w/shield hp168 init+9
saves:
Fort:22 Ref:16 Will:20
skills:
dip13 per8 senmot6 knowarcana9 intimidate19 bluff10

I'm fan festing on Monday. woot woot!


I'm glad you guys are squared away! It is going to be a great baseball few days in San Diego. :D


Male half-orc Paladin(Sacred Shield)2/Sorcerer(Draconic)3/DragonDisciple8 AC35/39w/shield hp168 init+9
saves:
Fort:22 Ref:16 Will:20
skills:
dip13 per8 senmot6 knowarcana9 intimidate19 bluff10

Vegas tomorrow, back Saturday


M-Halfling Ranger-3/Rogue-4/Cleric-1/Spherewalker-1 AC:23 Touch:16 Flatfoot:18 HP:98 Init:+12 Melee:+12/+4 +12/+3 +7/+4 Bow:+16/+3 +17/+4 (w/in 30ft)
Saves/Skills:
F+15/R+18/W+14(+2fear) Acro:16 Apr:2 Blf:7 Clb:13 Dipl:9 DD:18 Disg:6 EA:10 Fly:6 HA:6 Heal:8 Intm:6 KN(arc):6 (dun):10 (geo):6 (loc):9 (nat):9 (rel):6 Perc:18 Ride:6 SC:6 SM:12 SOH:10 Stlth:21 Surv:13 Swm:7 UMD:6
Spells:
0:Detect Magic, Guidance, Light; 1:Longstrider, Entropic Shield, Divine Favor, Obscuring Mist; Domain:Longstrider or Remove Fear

Did everyone see Gabe's email reminder.

Pathfinder, Saturday @ 9:00 am, Gabe's house.


Male half-orc Paladin(Sacred Shield)2/Sorcerer(Draconic)3/DragonDisciple8 AC35/39w/shield hp168 init+9
saves:
Fort:22 Ref:16 Will:20
skills:
dip13 per8 senmot6 knowarcana9 intimidate19 bluff10

yeppers!


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

What are we playing? Hopefully nothing with babies. Sheesh. Tough being a neutral soul.


Saturday's adventure: Descent into the Drow Nurseries!


Cleric/Paladin/IC 5/3/3; AC-35; HP-127; +6 Init;
Melee:
Silver/keen/flaming/holy scimitar +14/+9 (1d6+6+1d6+2d6/15-20x2)
Saves:
Fort17/Ref7/Will19
Skills:
Perception 21; Diplomacy 20; Fly 4; Heal 13; Handle Animal 8;Knowledge Arcana/History/Nobility-6 Religion/Planes-10; Sense Motive 14; Spellcraft 6

Alamin is interested in either helm or amulet.

If she gets the +2 amulet she would turn her +1 in for party funds.


Male half-orc Paladin(Sacred Shield)2/Sorcerer(Draconic)3/DragonDisciple8 AC35/39w/shield hp168 init+9
saves:
Fort:22 Ref:16 Will:20
skills:
dip13 per8 senmot6 knowarcana9 intimidate19 bluff10

Uuranx would only be interested in the amulet, same thing for him, turning in his +1 to the party funds.


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

I think front line should get the +2 amulet. Helm can go to whomever needs it when we get in the water situation.

Selling everything for gold would equal...57,993 GP

14,498 GP per person


Cleric/Paladin/IC 5/3/3; AC-35; HP-127; +6 Init;
Melee:
Silver/keen/flaming/holy scimitar +14/+9 (1d6+6+1d6+2d6/15-20x2)
Saves:
Fort17/Ref7/Will19
Skills:
Perception 21; Diplomacy 20; Fly 4; Heal 13; Handle Animal 8;Knowledge Arcana/History/Nobility-6 Religion/Planes-10; Sense Motive 14; Spellcraft 6

Uuranx should take the amulet; it will get him more on par with Alamin for AC.

The 57,993 is not including the helm or amulet, correct?


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

11 MW chain shirts.
11 MW light X bows
6 MW Sickles
1 MW silver dagger
1 MW Chainmail
11 +1 Amulets of Natural Armor
1 +1 Cloak of Resistance
2 +1 ring of protection
2 +1 Heavy Steel Shields
1 + 1 Scalemail
1 +1 Sickle
2 +1 Morningstars
1 +2 Fury Born Great axe calculated at 9,020. Made a mistake. Looked again. First calculated as armor. Looked closer FuryBorn is a +2 bonus so axe should be +4 and 32,020.

Gold: 831
Random treasure=3,325 GP
Total: 57,993 + 23,000=80,993

Each player gets 20,248.

Correct, not including +2 Amulet, or helm. All other items have been taken by players. We can sell those later...helm, trident, rings of swimming etc.


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

Might have other items as well

Wand of Shield. 750
Wand of Protection from Evil 750
Scrolls:Bears Endurance (150 each)
Cats Grace
Owls Wisdom

Efficient Quiver. (1,800)

Potions Cure serious wounds 750 each

Total 5,250


Randtam wrote:

Might have other items as well

Wand of Shield. 750
Wand of Protection from Evil 750
Scrolls:Bears Endurance (150 each)
Cats Grace
Owls Wisdom

Efficient Quiver. (1,800)

Potions Cure serious wounds 750 each

Total 5,250

What is this from?


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

This is from the 20,248. Thought I could pre-order items and pick up in Illmarsh when we are done with the adventure.


Randtam wrote:
This is from the 20,248. Thought I could pre-order items and pick up in Illmarsh when we are done with the adventure.

Much clearer, thanks; and yes you can order ahead of time.

From a craft item stand point, however, Randtam will only have time to build one permanent item per in-between adventure. This would not include wands, scrolls, potions, etc. but certainly includes rings, miscellaneous magic, arms/armor, etc.


Half-elf Fighter9-Rogue3 AC:39/FF29/T24 HP:150 Init:+13 Melee:+27/+22/+17 1d10+1d6+21 (15-20 x2) Ranged: +23/+18/+13 1d8+1d6+4 (20 x3)
Saves:
Fort+18/Ref+22/Will+18 (+2 vs enchantment spells/effects; +3 vs fear)
Skills:
Acrobat:23 Bluff:4 Climb:10 Diplo:4 Disable:32 EA:13 Fly:9 KN dung:9 loc:11 Percep:26 SM:12 SOH:13 Stealth:24 Surv:7 Swim:5 UMD:4

Randtam: doesn't magic missile effect incorporeal creatures


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

The creature is not incorpreal. My ectoplasmic rod had no effect.

Wow just rereading that and I am officially a geek! That line will fire up all the ladies.

"Hey baby, ready for my ineffective ectoplasmic Rod "
"Don't worry I have protection. It is called Mage Armor."


Randtam realizes that not only is the creature incorporeal, but it is also apparently completely fire resistant (and maybe cold resistant based on it ignoring the frost properties of Balator's blade).


Male half-orc Paladin(Sacred Shield)2/Sorcerer(Draconic)3/DragonDisciple8 AC35/39w/shield hp168 init+9
saves:
Fort:22 Ref:16 Will:20
skills:
dip13 per8 senmot6 knowarcana9 intimidate19 bluff10

going to vegas tomorrow, back sunday.


M-Halfling Ranger-3/Rogue-4/Cleric-1/Spherewalker-1 AC:23 Touch:16 Flatfoot:18 HP:98 Init:+12 Melee:+12/+4 +12/+3 +7/+4 Bow:+16/+3 +17/+4 (w/in 30ft)
Saves/Skills:
F+15/R+18/W+14(+2fear) Acro:16 Apr:2 Blf:7 Clb:13 Dipl:9 DD:18 Disg:6 EA:10 Fly:6 HA:6 Heal:8 Intm:6 KN(arc):6 (dun):10 (geo):6 (loc):9 (nat):9 (rel):6 Perc:18 Ride:6 SC:6 SM:12 SOH:10 Stlth:21 Surv:13 Swm:7 UMD:6
Spells:
0:Detect Magic, Guidance, Light; 1:Longstrider, Entropic Shield, Divine Favor, Obscuring Mist; Domain:Longstrider or Remove Fear

Heard they have Internet there now


Yeah, I have a feeling Clint in Vegas is like the kid in the candy store. Not much time for internet action when IRL action is going on!


Male half-orc Paladin(Sacred Shield)2/Sorcerer(Draconic)3/DragonDisciple8 AC35/39w/shield hp168 init+9
saves:
Fort:22 Ref:16 Will:20
skills:
dip13 per8 senmot6 knowarcana9 intimidate19 bluff10

I couldn't find it...


M-Halfling Ranger-3/Rogue-4/Cleric-1/Spherewalker-1 AC:23 Touch:16 Flatfoot:18 HP:98 Init:+12 Melee:+12/+4 +12/+3 +7/+4 Bow:+16/+3 +17/+4 (w/in 30ft)
Saves/Skills:
F+15/R+18/W+14(+2fear) Acro:16 Apr:2 Blf:7 Clb:13 Dipl:9 DD:18 Disg:6 EA:10 Fly:6 HA:6 Heal:8 Intm:6 KN(arc):6 (dun):10 (geo):6 (loc):9 (nat):9 (rel):6 Perc:18 Ride:6 SC:6 SM:12 SOH:10 Stlth:21 Surv:13 Swm:7 UMD:6
Spells:
0:Detect Magic, Guidance, Light; 1:Longstrider, Entropic Shield, Divine Favor, Obscuring Mist; Domain:Longstrider or Remove Fear

Well at least you brought back some hot dice


Cleric/Paladin/IC 5/3/3; AC-35; HP-127; +6 Init;
Melee:
Silver/keen/flaming/holy scimitar +14/+9 (1d6+6+1d6+2d6/15-20x2)
Saves:
Fort17/Ref7/Will19
Skills:
Perception 21; Diplomacy 20; Fly 4; Heal 13; Handle Animal 8;Knowledge Arcana/History/Nobility-6 Religion/Planes-10; Sense Motive 14; Spellcraft 6

Level 4 Cleric HP roll 1d8 ⇒ 1


Cleric/Paladin/IC 5/3/3; AC-35; HP-127; +6 Init;
Melee:
Silver/keen/flaming/holy scimitar +14/+9 (1d6+6+1d6+2d6/15-20x2)
Saves:
Fort17/Ref7/Will19
Skills:
Perception 21; Diplomacy 20; Fly 4; Heal 13; Handle Animal 8;Knowledge Arcana/History/Nobility-6 Religion/Planes-10; Sense Motive 14; Spellcraft 6

Boo!


Male half-orc Paladin(Sacred Shield)2/Sorcerer(Draconic)3/DragonDisciple8 AC35/39w/shield hp168 init+9
saves:
Fort:22 Ref:16 Will:20
skills:
dip13 per8 senmot6 knowarcana9 intimidate19 bluff10

I knew Bastion of Good would come in handy...


Half-elf Fighter9-Rogue3 AC:39/FF29/T24 HP:150 Init:+13 Melee:+27/+22/+17 1d10+1d6+21 (15-20 x2) Ranged: +23/+18/+13 1d8+1d6+4 (20 x3)
Saves:
Fort+18/Ref+22/Will+18 (+2 vs enchantment spells/effects; +3 vs fear)
Skills:
Acrobat:23 Bluff:4 Climb:10 Diplo:4 Disable:32 EA:13 Fly:9 KN dung:9 loc:11 Percep:26 SM:12 SOH:13 Stealth:24 Surv:7 Swim:5 UMD:4

Bastion of Good was awesome, kept me alive!


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

10th level wizard

HP: 1d6 ⇒ 5


Male half-orc Paladin(Sacred Shield)2/Sorcerer(Draconic)3/DragonDisciple8 AC35/39w/shield hp168 init+9
saves:
Fort:22 Ref:16 Will:20
skills:
dip13 per8 senmot6 knowarcana9 intimidate19 bluff10

5th level Dragon Disciple

hit point roll: 1d12 ⇒ 7


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

Questions about Spell Mastery as a feat.

My understanding is at this time I may choose any 6 spells (Int. 23 + 6 mod.). I do not need to use a spellbook to memorize these specific/chosen spells anymore. So I would be able to choose another known spell in my spellbook to memorize but still be able to cast one of the six anyways. I still would only be able to use the number of spell slots available each day.

I would also be able to have all 6 of these spells available to me every new day. Sort of like a sorcerer does not have to memorize his spells from a spellbook. Only these chosen 6 though. I do not think I get to choose new ones each day. Once the spell is chosen...is it final?

Example: Teleport would be one I choose. I do not list that as a spell memorized for the day from my spellbook. I choose Cloudkill four times since I would have four 5th level spell slots. I would be able to cast Cloudkill three times and teleport even though it is not one of my chosen spells that day.

Does this sound about right?


Male half-orc Paladin(Sacred Shield)2/Sorcerer(Draconic)3/DragonDisciple8 AC35/39w/shield hp168 init+9
saves:
Fort:22 Ref:16 Will:20
skills:
dip13 per8 senmot6 knowarcana9 intimidate19 bluff10

that's not how I read it. It just means that you don't have to have a spellbook to prepare those 6 spells, you still have to memorize them. So, let's say that your captured and stripped of all belongings..including spellbook...you'ld still be able to memorize those 6 spells.


Half-elf Fighter9-Rogue3 AC:39/FF29/T24 HP:150 Init:+13 Melee:+27/+22/+17 1d10+1d6+21 (15-20 x2) Ranged: +23/+18/+13 1d8+1d6+4 (20 x3)
Saves:
Fort+18/Ref+22/Will+18 (+2 vs enchantment spells/effects; +3 vs fear)
Skills:
Acrobat:23 Bluff:4 Climb:10 Diplo:4 Disable:32 EA:13 Fly:9 KN dung:9 loc:11 Percep:26 SM:12 SOH:13 Stealth:24 Surv:7 Swim:5 UMD:4

Just reading the feat gives me the impression it does not work the way you describe.

Basically it just gives you the ability to memorize certain spells without your spell book. For instance if you were captured and your spell book was taken from you, you could still rest and memorize teleport and then escape. Situationally this could be extremely useful but 99% of the time you should have your spell book around.

Totally ninja'd by Uuranx


Male half-orc Paladin(Sacred Shield)2/Sorcerer(Draconic)3/DragonDisciple8 AC35/39w/shield hp168 init+9
saves:
Fort:22 Ref:16 Will:20
skills:
dip13 per8 senmot6 knowarcana9 intimidate19 bluff10

Sweet ninja action, that could be my next level...


Male half-orc Paladin(Sacred Shield)2/Sorcerer(Draconic)3/DragonDisciple8 AC35/39w/shield hp168 init+9
saves:
Fort:22 Ref:16 Will:20
skills:
dip13 per8 senmot6 knowarcana9 intimidate19 bluff10

5th lvl Dragon Disciple

+1 to each save
Blind-Sense 30ft.
Improved Initiative - bloodline feat
Touch of Rage improves to +4 att/dam/will


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

I read it the spells are permanently memorized by me without needing to reference my spellbook. So if I am without my spellbook I should always have these specific pre-chosen and not changeable with me forever. I should be able to use them each day.

In reference to the spellbook I need to memorize spells each day so I can use them. I do not reference the spellbook again until I redo my spells. I have memorized them for that day only. If I do not have my spellbook, I interpret, I have these six spells with me everyday because I have mastered these chosen spells without ever needing to go back to the spellbook.

If it is how you interpret the feat it is an utter waste of time and essentially has no benefit.

I guess I am looking at it if I was without my spellbook for say seven days, I would still be able to cast the pre-chosen spells because I have mastered them.

Guess we need to wait for GM interpretation.


Male half-orc Paladin(Sacred Shield)2/Sorcerer(Draconic)3/DragonDisciple8 AC35/39w/shield hp168 init+9
saves:
Fort:22 Ref:16 Will:20
skills:
dip13 per8 senmot6 knowarcana9 intimidate19 bluff10

you were pretty much correct with the, 'utter waste of time and essentially no benefit', the way we run things.


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

Did I not share the MASTERY part of the feat. :):)


Half-elf Fighter9-Rogue3 AC:39/FF29/T24 HP:150 Init:+13 Melee:+27/+22/+17 1d10+1d6+21 (15-20 x2) Ranged: +23/+18/+13 1d8+1d6+4 (20 x3)
Saves:
Fort+18/Ref+22/Will+18 (+2 vs enchantment spells/effects; +3 vs fear)
Skills:
Acrobat:23 Bluff:4 Climb:10 Diplo:4 Disable:32 EA:13 Fly:9 KN dung:9 loc:11 Percep:26 SM:12 SOH:13 Stealth:24 Surv:7 Swim:5 UMD:4

How about SPELL FOCUS, add +1 to the DC of your saving throws for 1 school


Randtam-Unfortunately Balator and Uuranx are correct.

You still have to 'prepare' the spell (i.e. specifically memorize it).

:(


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

Okay,...:(:(:(

I still am trying to figure out my two feats, never took one at 9th. Flailing, I think meta dazing is the first and now mastery is out. Forge Ring? Dodge? Spell focus? Who knows!

May take a fourth level spell instead of extra hit point.

BAB +1
Will + 1
HP +8/9
Took Aquan as language
Two spells teleport and permanency.

Cast on myself permanent dark vision (5,000), see invisibility (5,000), Reistance (2,500).

Wondrous item to come soon.


Half-elf Fighter9-Rogue3 AC:39/FF29/T24 HP:150 Init:+13 Melee:+27/+22/+17 1d10+1d6+21 (15-20 x2) Ranged: +23/+18/+13 1d8+1d6+4 (20 x3)
Saves:
Fort+18/Ref+22/Will+18 (+2 vs enchantment spells/effects; +3 vs fear)
Skills:
Acrobat:23 Bluff:4 Climb:10 Diplo:4 Disable:32 EA:13 Fly:9 KN dung:9 loc:11 Percep:26 SM:12 SOH:13 Stealth:24 Surv:7 Swim:5 UMD:4

My will save sucks!
Plan for improving will save without compromising BAB:
Take 1 level of Paladin Chosen One with hedgehog familiar
+1 BAB, +4 will

Anyone have any other ideas?


Randtam wrote:

Okay,...:(:(:(

I still am trying to figure out my two feats, never took one at 9th. Flailing, I think meta dazing is the first and now mastery is out. Forge Ring? Dodge? Spell focus? Who knows!

May take a fourth level spell instead of extra hit point.

BAB +1
Will + 1
HP +8/9
Took Aquan as language
Two spells teleport and permanency.

Cast on myself permanent dark vision (5,000), see invisibility (5,000), Reistance (2,500).

Wondrous item to come soon.

Randtam will need to select only one permanency spell for now as the single spell casting will exhaust all of the available local supply of diamond dust.


Half-elf Fighter9-Rogue3 AC:39/FF29/T24 HP:150 Init:+13 Melee:+27/+22/+17 1d10+1d6+21 (15-20 x2) Ranged: +23/+18/+13 1d8+1d6+4 (20 x3)
Saves:
Fort+18/Ref+22/Will+18 (+2 vs enchantment spells/effects; +3 vs fear)
Skills:
Acrobat:23 Bluff:4 Climb:10 Diplo:4 Disable:32 EA:13 Fly:9 KN dung:9 loc:11 Percep:26 SM:12 SOH:13 Stealth:24 Surv:7 Swim:5 UMD:4

I don't think the Resistance spell does Randtam any good since he already has a cloak with a higher resistance bonus, so take See Invisibility or Dark vision. My vote is for see invisibility.


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

GM beating the wizard down.
Takes darvision.
Figure everything is extremely fast right now so will sell Headband of Vast Intellect +4 for 16,000 and create Headband + 6 for 2,000. Will reset my coin.

would not permanent resistance give a +1 save?

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