Yohoho and a bottle of Rep! (subSPUF Skull and Shackles)

Game Master Rynjin

Arrrrrrr, walk the plank, scallywag and all that. This be pirates and so do ye be.

Impositions:

Disgraceful Impositions:

Yes, Sir!: For the next hour, the PCs’ crew completes any mundane tasks they’re assigned in half the expected time. This typically relates to Craft and Profession (sailor) checks made to prepare, maintain, or repair the ship, and cannot be applied to combat or more complex deeds like crafting magic items. Costs 2 Disrepute.

Captain’s Orders!: As a standard action, a PC on board her ship can cast fog cloud, heroism, make whole, quench, or whispering wind with a caster level equal to her character level. Costs 5 Disrepute.

Walk the Plank!: The PCs may sacrifice one crew member or prisoner to grant themselves and their crew one of two bonuses: either a +2 bonus on all skill checks or a +2 bonus on attack rolls. These bonuses only apply while on board the PCs’ ship and last until either the next day or when the captain leaves the ship. If a sacrificed character is returned to life, the PCs and their crew members take a –2 penalty on both skill checks and attack rolls for 1 day. Costs 5 Disrepute.

Get Up, You Dogs!: Every PC and allied character on the deck of the PCs’ ship is affected as per the spell cure light wounds, as if cast by a cleric of the PCs’ average party level. This imposition can only be used once per week. Costs 10 Disrepute.

Despicable Impositions:

5: Lashings!: Your ship's speed doubles for 1 day.

5: Shiver Me Timbers!: While on board their ship, the PCs and their entire crew can reroll initiative or roll initiative in what would otherwise be a surprise round. The benefit of this imposition can be used immediately, but only once per week.

10: Besmara’s Blessings!: As a standard action, a PC on board her ship can cast animate rope, control water, remove curse, remove disease, or water breathing with a caster level equal to her character level.

10: Dead Men Tell No Tales!: While on board their ship, the PCs can use this imposition to automatically confirm a threatened critical hit.


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Male Half-Elf Summoner 11 (Eidolon) | HP 88/88 | AC 18 (+2 SA, +4 barkskin, +4 shield), FF 16(+2, +4, +4), T 13, CMD 18, FCMD 16 | Fort +10, Ref +8, Will +9 (+2 enchant, immune sleep) (SA and Heroism: +4 all saves) | Init +5 | Percep +6
Eidolon stats:
HP 90/90 | AC 22 (-2 charge, -2 lunge, +4 mage armor, +4 bark, +4 shield), FF 19(+4, +4, +4), T 12, CMD 30, FCMD 27 | Fort +14, Ref +13, Will +9(+4 vs enchant) (Hero +2 all) | Init +3 | Percep +14, Darkvision

"He disappeared into the Dreamstone. I doubt he's ever coming back to this world."

Krom folds his arms, frowning. "Maybe this is his idea of a joke."


Gremory Ainsworth wrote:


Remind me, did he vanish into the ether after we got him his stone? I tried looking but there were too many pages to sift through.

The Dreamstone serves as his permanent afterlife, essentially.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

"If he saw no threats other than maddening magic, perhaps sending undead down would be the best way."

Did we already retrieve craftsmen to start fixing up the island fort for the festival thingy?


Yeah.


Male Half-Elf Summoner 11 (Eidolon) | HP 88/88 | AC 18 (+2 SA, +4 barkskin, +4 shield), FF 16(+2, +4, +4), T 13, CMD 18, FCMD 16 | Fort +10, Ref +8, Will +9 (+2 enchant, immune sleep) (SA and Heroism: +4 all saves) | Init +5 | Percep +6
Eidolon stats:
HP 90/90 | AC 22 (-2 charge, -2 lunge, +4 mage armor, +4 bark, +4 shield), FF 19(+4, +4, +4), T 12, CMD 30, FCMD 27 | Fort +14, Ref +13, Will +9(+4 vs enchant) (Hero +2 all) | Init +3 | Percep +14, Darkvision

Gurram makes an indignant chirp and glares at Ixrul.

"No, he definitely said 'she'. You must have misheard."

"Captain, can your undead even communicate with you? Or...remember things?"


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

"Not telepathically. They can follow simple instructions - go in there, kill anything that acts hostile. I can send an Isitoq in with them to observe."

"We can even send our own undead crew-member down with them, with instructions to retreat if a threat beyond mere madness reveals itself."


Male Half-Elf Summoner 11 (Eidolon) | HP 88/88 | AC 18 (+2 SA, +4 barkskin, +4 shield), FF 16(+2, +4, +4), T 13, CMD 18, FCMD 16 | Fort +10, Ref +8, Will +9 (+2 enchant, immune sleep) (SA and Heroism: +4 all saves) | Init +5 | Percep +6
Eidolon stats:
HP 90/90 | AC 22 (-2 charge, -2 lunge, +4 mage armor, +4 bark, +4 shield), FF 19(+4, +4, +4), T 12, CMD 30, FCMD 27 | Fort +14, Ref +13, Will +9(+4 vs enchant) (Hero +2 all) | Init +3 | Percep +14, Darkvision

"Oh, so that's what you do with all those eyeballs. I've never watched you do this necromancy stuff up close."

"Well, have fun with that."


Male Half-Elf Summoner 11 (Eidolon) | HP 88/88 | AC 18 (+2 SA, +4 barkskin, +4 shield), FF 16(+2, +4, +4), T 13, CMD 18, FCMD 16 | Fort +10, Ref +8, Will +9 (+2 enchant, immune sleep) (SA and Heroism: +4 all saves) | Init +5 | Percep +6
Eidolon stats:
HP 90/90 | AC 22 (-2 charge, -2 lunge, +4 mage armor, +4 bark, +4 shield), FF 19(+4, +4, +4), T 12, CMD 30, FCMD 27 | Fort +14, Ref +13, Will +9(+4 vs enchant) (Hero +2 all) | Init +3 | Percep +14, Darkvision

And then Ixrul died, and his undead army threw a pizza party for the remaining crew.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

wtf i made a long post yesterday morning but it's not here

Also, the only undead I have are my flying ones, which suffer a lot underwater.

Ixrul goes back to the fort, bringing along several individuals. He heads into the watery back room to retrieve the now-slightly rotted megamanta.

He has the beefier crew members carry it for him until they can deliver it to the ship, at which point he will animate it.

How many hit dice?


13 HD.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Ixrul animates the giant lurking ray as a frostfallen creature, using blood money so as to not have to freeze a bunch of ice.

He instructs it to enter the ruins, take manufactured items that are not part of the building, kill any creature that is not a mundane animal, and return within 20 minutes.


The trapper swims as fast as it can. Which is not very fast.

It can Swim at 5 ft. per round. Doubled to 10 with Accelerate since 40 Stronkth.

That means it takes 10 rounds to reach the temple, and 30 more just to crawl its way along into the main chamber. So, 4 Fort saves.

4d20 ⇒ (7, 19, 6, 9) = 41


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

I can actually do something about that.

With some irritation, Ixrul casts Extended Magnesium'd touch of the sea on it after watching it slowly start to swim.


Male Half-Elf Summoner 11 (Eidolon) | HP 88/88 | AC 18 (+2 SA, +4 barkskin, +4 shield), FF 16(+2, +4, +4), T 13, CMD 18, FCMD 16 | Fort +10, Ref +8, Will +9 (+2 enchant, immune sleep) (SA and Heroism: +4 all saves) | Init +5 | Percep +6
Eidolon stats:
HP 90/90 | AC 22 (-2 charge, -2 lunge, +4 mage armor, +4 bark, +4 shield), FF 19(+4, +4, +4), T 12, CMD 30, FCMD 27 | Fort +14, Ref +13, Will +9(+4 vs enchant) (Hero +2 all) | Init +3 | Percep +14, Darkvision

Boop.


Forgot to posr my "moving, posting will be sporadic" message here. No GMing until Monday probably.°


The manta makes better time with Ixrul's help.

Combat:
T1d6 ⇒ 5

2d20 ⇒ (19, 14) = 33

1d20 ⇒ 1

T8d6 ⇒ (3, 2, 1, 5, 6, 6, 6, 5) = 34

1d20 ⇒ 8

1d6 ⇒ 1

4d20 ⇒ (1, 12, 18, 19) = 50

T2d8 + 16 ⇒ (5, 5) + 16 = 26 -20

1d20 ⇒ 8

1d20 ⇒ 8

T8d6 ⇒ (2, 2, 2, 1, 5, 3, 1, 6) = 22

--1d6 ⇒ 6--

1d20 ⇒ 8

4d20 ⇒ (8, 11, 12, 8) = 39

1d20 ⇒ 1

4d20 ⇒ (15, 5, 8, 10) = 38

T1d8 + 8 ⇒ (6) + 8 = 14-10

1d20 ⇒ 14

J4d6 + 22 + 3d6 ⇒ (2, 6, 2, 4) + 22 + (1, 6, 1) = 44-10

1d20 ⇒ 1

4d20 ⇒ (7, 5, 6, 19) = 37

T1d8 + 8 ⇒ (5) + 8 = 13-10

--3 rounds--

1d20 ⇒ 2

4d20 ⇒ (12, 16, 16, 16) = 60

T3d8 + 24 ⇒ (8, 5, 4) + 24 = 41-30

--T85 J34--

1d20 ⇒ 11

J4d6 + 22 + 3d6 ⇒ (5, 6, 3, 3) + 22 + (4, 6, 4) = 53-10

1d20 ⇒ 14

J4d6 + 15 ⇒ (4, 1, 5, 3) + 15 = 28-10

--T85 J95--

4d20 ⇒ (17, 19, 14, 13) = 63

T4d8 + 32 ⇒ (3, 2, 6, 1) + 32 = 44-40

1d20 ⇒ 10

J4d6 + 15 ⇒ (5, 2, 6, 5) + 15 = 33 -10

--T89 J118--

4d20 ⇒ (6, 8, 17, 13) = 44

T2d8 + 16 ⇒ (4, 8) + 16 = 28-20

1d20 ⇒ 14

4d6 + 15 ⇒ (2, 1, 3, 4) + 15 = 25

8d6 ⇒ (5, 2, 6, 6, 3, 5, 3, 1) = 31

1d20 ⇒ 7

1d6 ⇒ 4

The Trapper does not return.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

When it does not return, Ixrul sighs.

"We're going to have to go down there. Ah well."

Ixrul will cast Water Breathing on everyone who is going under and Touch of the Sea on himself.

FL: 1d10 + 10 ⇒ (7) + 10 = 17


Female Oread Orc Goliath Druid 10 / Fighter 1 | HP 25/77 | AC 23 - FF 22 - T 11 | Fort+11 Reflex+4 Will+11 | Init +2 | CMD 25 | Perception +20|

Shrugging nonchalantly, Daliya prepared to dive. It couldn't be too much worse than the gigasharks, and hopefully Ixrul's crime against nature had done some harm before succumbing.


Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |

"I think I will use waterbreathing this time around for more damage output of needed..."


Male Half-Elf Summoner 11 (Eidolon) | HP 88/88 | AC 18 (+2 SA, +4 barkskin, +4 shield), FF 16(+2, +4, +4), T 13, CMD 18, FCMD 16 | Fort +10, Ref +8, Will +9 (+2 enchant, immune sleep) (SA and Heroism: +4 all saves) | Init +5 | Percep +6
Eidolon stats:
HP 90/90 | AC 22 (-2 charge, -2 lunge, +4 mage armor, +4 bark, +4 shield), FF 19(+4, +4, +4), T 12, CMD 30, FCMD 27 | Fort +14, Ref +13, Will +9(+4 vs enchant) (Hero +2 all) | Init +3 | Percep +14, Darkvision

Krom: Extended Bull's Strength (20 min)
Gurram: Mage Armor (10 hr), Greater Magic Fang (10 hr), Extended Evolution Surge [Swim 120ft] (20 min), Shield (10 min)
Shared (duration halved): Extended Heroism (100 min), Barkskin (50 min)

"Let's just get this over with. I've had enough of this area."

Once Krom has cast his spells and saddled up, Gurram takes point.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

We go under.


You go under, and all the same problems you had before apply.

Remember you chickened out and had Gurram, then the Frost Trapper go in because of all the spiked coral. Your options are the same as before: Learn to swim good, very slowly destroy it all, or get cut up.


Male Half-Elf Summoner 11 (Eidolon) | HP 88/88 | AC 18 (+2 SA, +4 barkskin, +4 shield), FF 16(+2, +4, +4), T 13, CMD 18, FCMD 16 | Fort +10, Ref +8, Will +9 (+2 enchant, immune sleep) (SA and Heroism: +4 all saves) | Init +5 | Percep +6
Eidolon stats:
HP 90/90 | AC 22 (-2 charge, -2 lunge, +4 mage armor, +4 bark, +4 shield), FF 19(+4, +4, +4), T 12, CMD 30, FCMD 27 | Fort +14, Ref +13, Will +9(+4 vs enchant) (Hero +2 all) | Init +3 | Percep +14, Darkvision

Gurram navigates the coral as easily as before.

"You guys want us to clear some of this away?"


Female Tiefling (Devilspawn), Half-orc nowadays. Gunslinger (Musket Master) 5/Inquisitor 6|| HP: 71/71, AC: 28 (30, SoF) (FF: 20 T: 16) || Init: +12, Fort: +12 Ref: +15 Will: +12 || Per: +18

How many checks to swim good? I might be able to wing it.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

DC 20. I make that thanks to my ring and touch of the sea. Not sure how many, though.


Female Oread Orc Goliath Druid 10 / Fighter 1 | HP 25/77 | AC 23 - FF 22 - T 11 | Fort+11 Reflex+4 Will+11 | Init +2 | CMD 25 | Perception +20|

I vote smash it. That way we can withdraw if whatever we run into turns out to be too nasty.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Probably wise. I'll let y'all take care of that. Gonna save my spells for a fight.


Male Half-Elf Summoner 11 (Eidolon) | HP 88/88 | AC 18 (+2 SA, +4 barkskin, +4 shield), FF 16(+2, +4, +4), T 13, CMD 18, FCMD 16 | Fort +10, Ref +8, Will +9 (+2 enchant, immune sleep) (SA and Heroism: +4 all saves) | Init +5 | Percep +6
Eidolon stats:
HP 90/90 | AC 22 (-2 charge, -2 lunge, +4 mage armor, +4 bark, +4 shield), FF 19(+4, +4, +4), T 12, CMD 30, FCMD 27 | Fort +14, Ref +13, Will +9(+4 vs enchant) (Hero +2 all) | Init +3 | Percep +14, Darkvision

Krom and Gurram smash puny coral.


Female Tiefling (Devilspawn), Half-orc nowadays. Gunslinger (Musket Master) 5/Inquisitor 6|| HP: 71/71, AC: 28 (30, SoF) (FF: 20 T: 16) || Init: +12, Fort: +12 Ref: +15 Will: +12 || Per: +18

I like that the druid's player voted to destroy the ecosystem.

Gremory smashes puny coral to a lesser, but still meaningful degree.


It takes you 15 minutes to cut a safe path through the coral. When the water reaches slightly shallower levels, you meet a giant jellyfish. Gurram has never seen the creature, so you deduce it may have moved from where it originally was.

5d20 ⇒ (20, 5, 7, 3, 11) = 46

Ace kills it.

It had 5 HP left.

Gurram points at the door that messed with it earlier. You see nothing out of the ordinary.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

And what do my Stanky Old Wizard Eyes of detect magic see?


Female Oread Orc Goliath Druid 10 / Fighter 1 | HP 25/77 | AC 23 - FF 22 - T 11 | Fort+11 Reflex+4 Will+11 | Init +2 | CMD 25 | Perception +20|

Well, I see carving a path through coral to be no more harmful that chopping down a tree. Unless we intend to smash all the coral in the area, Daliya will go for the pragmatic approach.

Daliya kept back, making sure that she didn't get too close to the lethal door and it's sanity destroying ways.

Perception + Detect Magic: 1d20 + 19 ⇒ (14) + 19 = 33


Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |

Ace assists, if possible.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Basically we go Great Barrier Reef all up in here.


Answering that "Do I detect any magic" question is harder than you might think, apparently. Gonna go with yes just to keep things moving. Aura of Enchantment.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Hmm. Full three rounds.

Spellcraft: 10 + 20 = 30


That information was from the full three rounds.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Ah. Hmm. Is it only over the door?


More of an archway, but yes.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Is there a way around?


Not without tunneling through the wall.


Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |

Ace elbows Ixrul lightly "Well, Captain, what do you think, any plans?"


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

"I detect enchantment, but not a recognizeable spell. I'm going to try to dispel it."

Ixrul does so.

CL: 1d20 + 11 ⇒ (10) + 11 = 21


As you can't really see this, you need a Greater Dispel. Do you have one prepped? If not, your options are: A.) Try to tank the save, B.) Try to break through thick solid rock or C.) COme back tomorrow.


Male Half-Elf Summoner 11 (Eidolon) | HP 88/88 | AC 18 (+2 SA, +4 barkskin, +4 shield), FF 16(+2, +4, +4), T 13, CMD 18, FCMD 16 | Fort +10, Ref +8, Will +9 (+2 enchant, immune sleep) (SA and Heroism: +4 all saves) | Init +5 | Percep +6
Eidolon stats:
HP 90/90 | AC 22 (-2 charge, -2 lunge, +4 mage armor, +4 bark, +4 shield), FF 19(+4, +4, +4), T 12, CMD 30, FCMD 27 | Fort +14, Ref +13, Will +9(+4 vs enchant) (Hero +2 all) | Init +3 | Percep +14, Darkvision

"When I die, I want my soul to be captured and placed in the Dreamstone, so I can give Bikendi a piece of my mind for all eternity."

"And maybe I'll kick Jrahk in the unmentionables. That'd be fun."


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

"I'm not sure if you can interact with other individuals in the dreamstone."

Ixrul hesitates. "I can try to teleport past it."

Does the aura only appear to be over the door?


Seems so.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

This is not a good save to fail.

Ixrul transports the people.

We have me, Krom and his eidolon, Ace, Daliya, Gremory - total of 6 individuals. So I consume 30 feet per 5 feet traveled, but can drag the party through. I have 300 feet total to spend. How far will I have to shift to be safely past? Only 5 feet?


At a minimum, 10. The square before the door is where you start, you want to bypass the square WITH the door, and land in the square beyond it. So, 10 feet traveled.


Female Tiefling (Devilspawn), Half-orc nowadays. Gunslinger (Musket Master) 5/Inquisitor 6|| HP: 71/71, AC: 28 (30, SoF) (FF: 20 T: 16) || Init: +12, Fort: +12 Ref: +15 Will: +12 || Per: +18

Should some of us possibly store ourselves inside a Bag of Holding as Daliya did a while ago? Or would this be ineffectual.

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