Welch's Carrion Crown (Inactive)

Game Master Torvald Torvaldson

Carrion Crown AP; thirsting for another TPK...


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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

Didn't you do one of those permanency spells last level for darkvision or 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
Carrion Crown CAW wrote:

Don congrats on your pending Yoo-Hoo shower! :D

Suggest you take spell penetration if you haven't already.

Also greater spell penetration.

Maybe spell specialization and greater spell specialization for summon monster?

Randtam can either cast the permanency spells OR upgrade the headband. No time for both.

Take spell penetration and greater spell penetration, I think. Spell specialization means the one spell I choose is treated as 2 levels higher. So I choose Summon VI and can summon level 8 monsters and treat the spell that way?

Do not do headband.


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
Balator wrote:
Didn't you do one of those permanency spells last level for darkvision or see invisibility?

Almighty GM denied my requests on that one. Wizard=Taken to the woodshed


Randtam wrote:
Balator wrote:
Didn't you do one of those permanency spells last level for darkvision or see invisibility?
Almighty GM denied my requests on that one. Wizard=Taken to the woodshed

It's not a matter of woodshed, it's a matter of having enough time to do all these things that take time when you are in the middle of an adventure and in 'hot pursuit' of the Way.


Looking at spell specialization again, maybe not so much.

You have to take spell focus first: Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Which is a waste for summoning and then in theory specialization would only work on one level of summoning not all levels.


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 am now watching Charger games to see the creative new ways in which they will manage to lose.


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

Can you set your character name for each game? Is that possible? I keep forgetting and have to edit the post and change the name. :(

Like right now I have Quinray in the wrong game.

Also wonder about my permanency spells. Are they always active or do I need to cast and they last a certain number of rounds?


Randtam wrote:

Can you set your character name for each game? Is that possible? I keep forgetting and have to edit the post and change the name. :(

Like right now I have Quinray in the wrong game.

Also wonder about my permanency spells. Are they always active or do I need to cast and they last a certain number of rounds?

You probably have Randtam set as your default and the spells are permanent and on at all times.


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

Follow up on permanency.
How will it work? If something is invisible will you let me know? If something is super magical will I know? I do not think I will use perception every time we go somewhere new, but do I know through the Eye of Randtamra?


I'll try and remember, but you reminding me from tim to time won't hurt


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

Are we still on for Pathfinder Live this Saturday, Oct 29? I can host (with lots of help from Rebecca).


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
Balator wrote:
Are we still on for Pathfinder Live this Saturday, Oct 29? I can host (with lots of help from Rebecca).

Gartangor, Dokillus Jr. , Randtam, Quinray reporting for duty.

So is Ozzonid...


Was that this Saturday?

I guess we just need Clint to chime in to confirm.


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 can play, but can't arrive until 12:30


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

Do we want to reschedule? Or start at 1230 and play late?


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 for the latter but am willing to attempt the reschduling if need be.


I'd rather reschedule, but not sure if everyone can get together again before Thanksgiving?

Talking to Clint last night it sounds like his next probable day would be 11/19? (11/5-last soccer game; 11/12-birthday)

If this Saturday is everyone's best possible then this Saturday it is.

Someone ping Gabe.


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 just sent an email.


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

From email:
Randtam unavailable on 19th
Gabe is up for playing late: 12:30-9:00


Smells like Saturday it is!


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

Everyone..how do you add a link on pathfinder?


1 person marked this as a favorite.
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

Too bad no one enjoyed the video. Dio=Uuranx.

CM with the sword. To me priceless. I can actually see CM moving like a shifty fighter/paladin. To everyone else, waste of your time.

Buzzed Friday.

P.S. Randtam still watches CM battle red-robed Way. And WIN!, Randtam smiles.

There will be one sole survivor. No TPK.
Balator falls mightily in battle
Alamin sacrifices herself so one may live.
Randtam does something stupid.
Uuranx stays alive through might and magic


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

Oh great, now the gauntlet is thrown and he has to make sure that I don't survive...


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

never trust a wizard!


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??? You do not trust the wizard in your group...


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

Meeting veteran friends for a pub crawl. Shall post from new bars when I can.


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

If it's a Druid we should be able to hear or see the spell casting even if it's not normal speech and gestures (rolled a 43 perception at one point trying to determine source of lightning). If not, we should go for a TPK and all come back as druids!

Natural Spell:

You can cast spells even while in a form that cannot normally cast spells.

Prerequisites: Wis 13, wild shape class feature.

Benefit: You can complete the verbal and somatic components of spells while using wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell.


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

Things seem druidish to me...


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

Hey guys. I shared this knowledge with you before but we might want to look at it closer. Read November 8 post Randtam Knows #1 & #2. Looks like all weapons are useless unless they are silver. What was that cool weapon you gave back to the Church of Pharama...? I hope spells work or we run to the chopper.
I have crossbow bolts of silver other than that I will have to summon a silver elemental that was just introduced to Pathfinder 15 minutes ago.


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's blade is silver and Uuranx and Balator can overcome DR.

Plus the silver tongued Randtam will get us through when blades fail!


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

Don't we have some silversheen?


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

Do we have anything resembling a plan?

I don't think "Ride to we find them, kill them all" is going to work.

How are we going to capture a vampire that can turn into a bat and fly away or become gaseous?


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 feeling gaseous...


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

There is no plan Balator. We either talk and entreaty with the dead or we are useless. I think we should go northeast now. There is not a thing friendly for us here.


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 in about 4 hrs to a cruise in the Bahamas. Back in 6 days.


Insert joke about how I'm going pirating in that area....


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

We have a lot of stuff to sell. When do we get a chance? Before the abbey or after. My calculations say we have 306,480 GP to sell. This is not including Radvir's items.

Boots of Burglary (major) 46,000
+1 leather X 3. 3,030
MW Short swords X 3. 924
+1 Long Bow X 2
Ring of Swimming 2,500
Ring of Protection + 1. 2,000

All items below X 8
+2 Full Plate.....44,000
+2 Ring of Protection...64,000
+2 Greatsword.....64,000
+2 Natural Amulet....64,000

Boots of Levitation....7,500
Boots of Wintelaneds...2,500
Slippers of Spider Climbing...4,800

900 misc GP. Total including Randtam ring deduction....301,580

---------------

Radvic treasure
+1 Mithril Chain Shirt....2100
+1 Conductive Bladed Scarf....8,000
Hat of Disguise....1,800
Ring of Protection ....2,000
Misc gold....3,000

Total 16,900

Randtam is taking a Ring of Protection +2. Donate ring +1 so less 6,000.
Does Balator want the Boots of Burglary? Does Randtam want the Boots of Levitation?


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 would like an Amulet of Natural Armor +2, donate a +1 Amulet.


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
Uuranx wrote:
I would like an Amulet of Natural Armor +2, donate a +1 Amulet.

Deduct 6,000 from total.

Sellables.....311,280 GP

Misc gold...3,900


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

DM sanity check please. Below makes it sound like Burglar Boots Major give a straight up +10 bonus to Perception, AC and Reflex saves (not just against traps). That sounds insane to me. Assuming it just applies versus traps?
If it just applies versus traps, Random can sell.

Boots, Burglar
Burglar Boots, Minor

DESCRIPTION

These form-fitting, calfskin boots are dyed black and lightly decorated with raven feathers.
They grant their wearer a +5 competence bonus on Perception checks to spot or locate traps and devices on the floor with 10 feet. This includes pits, pressure plates, and other mechanical and magical devices located on or attached to the floor. This bonus also applies to AC and on any Reflex saving throws against such traps.

Burglar Boots, Major

DESCRIPTION

These boots look and act as the minor burglar boots, but grant a +10 competence bonus on Perception checks and to AC and on Reflex saves. Also, once per day on command, these boots grant the wearer the ability to use find traps as the spell.


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

Balator will also trade his +1 natural armor amulet for a +2 version.


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 will trade in her +1 versions of natural armor amulet and ring of protection for the +2 version.


Balator wrote:

DM sanity check please. Below makes it sound like Burglar Boots Major give a straight up +10 bonus to Perception, AC and Reflex saves (not just against traps). That sounds insane to me. Assuming it just applies versus traps?

If it just applies versus traps, Random can sell.

Boots, Burglar
Burglar Boots, Minor

DESCRIPTION

These form-fitting, calfskin boots are dyed black and lightly decorated with raven feathers.
They grant their wearer a +5 competence bonus on Perception checks to spot or locate traps and devices on the floor with 10 feet. This includes pits, pressure plates, and other mechanical and magical devices located on or attached to the floor. This bonus also applies to AC and on any Reflex saving throws against such traps.

Burglar Boots, Major

DESCRIPTION

These boots look and act as the minor burglar boots, but grant a +10 competence bonus on Perception checks and to AC and on Reflex saves. Also, once per day on command, these boots grant the wearer the ability to use find traps as the spell.

Sanity check = failed?

The +10 is just "on Perception checks to spot or locate traps and devices on the floor with 10 feet. This bonus also applies to AC and on any Reflex saving throws against such traps."


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

Trade ins minus 18,000

Sellables 293,280 GP

Misc. gold 3,900

Randtam shall keep his superbly crafted (incredibly powerful and touched by Saranrae) natural armor amulet given to him by his friend Alamin.


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
Carrion Crown CAW wrote:
Balator wrote:

DM sanity check please. Below makes it sound like Burglar Boots Major give a straight up +10 bonus to Perception, AC and Reflex saves (not just against traps). That sounds insane to me. Assuming it just applies versus traps?

If it just applies versus traps, Random can sell.

Boots, Burglar
Burglar Boots, Minor

DESCRIPTION

These form-fitting, calfskin boots are dyed black and lightly decorated with raven feathers.
They grant their wearer a +5 competence bonus on Perception checks to spot or locate traps and devices on the floor with 10 feet. This includes pits, pressure plates, and other mechanical and magical devices located on or attached to the floor. This bonus also applies to AC and on any Reflex saving throws against such traps.

Burglar Boots, Major

DESCRIPTION

These boots look and act as the minor burglar boots, but grant a +10 competence bonus on Perception checks and to AC and on Reflex saves. Also, once per day on command, these boots grant the wearer the ability to use find traps as the spell.

Sanity check = failed?

The +10 is just "on Perception checks to spot or locate traps and devices on the floor with 10 feet. This bonus also applies to AC and on any Reflex saving throws against such traps."

That's what it says for the minor boots, but the language for the major boots doesn't contain the limitations.


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
Balator wrote:
Carrion Crown CAW wrote:
Balator wrote:

DM sanity check please. Below makes it sound like Burglar Boots Major give a straight up +10 bonus to Perception, AC and Reflex saves (not just against traps). That sounds insane to me. Assuming it just applies versus traps?

If it just applies versus traps, Random can sell.

Boots, Burglar
Burglar Boots, Minor

DESCRIPTION

These form-fitting, calfskin boots are dyed black and lightly decorated with raven feathers.
They grant their wearer a +5 competence bonus on Perception checks to spot or locate traps and devices on the floor with 10 feet. This includes pits, pressure plates, and other mechanical and magical devices located on or attached to the floor. This bonus also applies to AC and on any Reflex saving throws against such traps.

Burglar Boots, Major

DESCRIPTION

These boots look and act as the minor burglar boots, but grant a +10 competence bonus on Perception checks and to AC and on Reflex saves. Also, once per day on command, these boots grant the wearer the ability to use find traps as the spell.

Sanity check = failed?

The +10 is just "on Perception checks to spot or locate traps and devices on the floor with 10 feet. This bonus also applies to AC and on any Reflex saving throws against such traps."

That's what it says for the minor boots, but the language for the major boots doesn't contain the limitations.

Randtam was ready to snake those boots. I did not want to pass the major boots up.The major language is not clear, but, GM rule. There does seem to definitely be an intent there though.

If they offer all those benefits not about traps they belong to Randtambecause for no other reason he brought it up, and wanted them for himself. Team player.


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

Alamin transfer to more AC is -12,000 to total.

Did we have to go to Abbey swiftly or can we sell and buy?


Swiftly to yon Abbey doth our heroes venture!

No time for shopping or other pleasantries....

:D


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

Are we still on for pathfinder live this Saturday?


I'm good!

Where it be at?

Regards, Stone Giant Doom

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