GL's Shattered Star.

Game Master Grandlounge

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Hi all. I will be on vacation from 3 to the 11th.
Not to spoil anything but a fight is about to start, and it will be better to jump right in when I get back. See you all then.


Male Human Wizard (runesage) 7 | HP 42/42| AC 12 16, T 12, FF 10 14 | Fort +6, Ref +6, Will +7 | Init +2 | Perception +8 (+12 to spot statue-like creatures) | Hand of the Apprentice 8/8|
Spells:
1st - 8/8, 2nd - 3/6, 3rd - 4/5, 4th - 4/4
Active effects: haste

Well, at least I know that I hit with that.


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Work is crazy until Wednesday but I should have post tomorrow.


Zeltyieli's Vitals:
(HP: 52/52; AC: 20/14/16; Percep: +16; Init: +4; Fort +8, Ref: +7, Will: +10 [+13 charm; +12 illusions]; CMD: 20; CMB +6; Speed: 50)
Male Half-Elf Cleric (Varisian Pilgrim) 7
Liviana's Vitals:
(HP: 65/65; AC: 20/14/16; Percep: +10; Init: +4; Fort +9, Ref: +11, Will: +1; CMD: 23; CMB +9; Speed: 30)

Hi folks,

I'm about to be away for 2 weeks - but with the usual "post-trip" recovery time, I think it's safer to say I'm away 'til Jan 16th (so we can all be pleasantly surprised if I'm online sooner).

Please feel free to bot 'tyeili while I'm gone. It's all about the bladed scarf, really. ;)


Zeltyieli's Vitals:
(HP: 52/52; AC: 20/14/16; Percep: +16; Init: +4; Fort +8, Ref: +7, Will: +10 [+13 charm; +12 illusions]; CMD: 20; CMB +6; Speed: 50)
Male Half-Elf Cleric (Varisian Pilgrim) 7
Liviana's Vitals:
(HP: 65/65; AC: 20/14/16; Percep: +10; Init: +4; Fort +9, Ref: +11, Will: +1; CMD: 23; CMB +9; Speed: 30)

Sorry, I just noted that the post where 'tyieli agreed and cast his protection from evil on Marcus isn't there.

But, he did.

Before we came up.

Promise.


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That work for me.


HP 60/60 AC 31, T 14, FF 28, CMD 25, Fort +7, Ref +6, Will +6, Init +2, Percep +11

I have a conundrum of whether this is really a runelord, or just a pale imitation. If the former and I try to beat on them, we all die screaming. If the latter, it's how we finish this dungeon. I can't decide which it is.


Male Human Wizard (runesage) 7 | HP 42/42| AC 12 16, T 12, FF 10 14 | Fort +6, Ref +6, Will +7 | Init +2 | Perception +8 (+12 to spot statue-like creatures) | Hand of the Apprentice 8/8|
Spells:
1st - 8/8, 2nd - 3/6, 3rd - 4/5, 4th - 4/4
Active effects: haste

Let's examine the body and go from there.

For the record, pacing-wise and OOC, I feel like this is a pale imitation. I feel like Sorshen is being set up as an adversary, but the actual runelord could probably hit us with a mass dominate person or mass dominate monster and make us brutally murder each other.

There is the possibility that if we can get our hands on the Shard of Lust and put the ioun stone in it, she becomes an ally, or at least non-hostile, and this isn't a combat challenge, but a diplomatic/skill challenge.

Regardless, before fighting her, I vote we rest for the night so I can get some spells back. I'm guessing that even if she's a pale imitation, she'll have some means of flight, which means the pit spells I have remaining probably won't be too useful.


Zeltyieli's Vitals:
(HP: 52/52; AC: 20/14/16; Percep: +16; Init: +4; Fort +8, Ref: +7, Will: +10 [+13 charm; +12 illusions]; CMD: 20; CMB +6; Speed: 50)
Male Half-Elf Cleric (Varisian Pilgrim) 7
Liviana's Vitals:
(HP: 65/65; AC: 20/14/16; Percep: +10; Init: +4; Fort +9, Ref: +11, Will: +1; CMD: 23; CMB +9; Speed: 30)

While I can't speak for pit spells, I do like the idea of being fully loaded with buffs and/or summons. Especially when there are only 3 of us.


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If you want to make sense motive checks, diplomacy checks describe a strategy and we can do some roles.


HP 60/60 AC 31, T 14, FF 28, CMD 25, Fort +7, Ref +6, Will +6, Init +2, Percep +11

Got none of those skills.


Zeltyieli's Vitals:
(HP: 52/52; AC: 20/14/16; Percep: +16; Init: +4; Fort +8, Ref: +7, Will: +10 [+13 charm; +12 illusions]; CMD: 20; CMB +6; Speed: 50)
Male Half-Elf Cleric (Varisian Pilgrim) 7
Liviana's Vitals:
(HP: 65/65; AC: 20/14/16; Percep: +10; Init: +4; Fort +9, Ref: +11, Will: +1; CMD: 23; CMB +9; Speed: 30)

'tyieli can Sense Motive fairly well and Diplo fairly well, actually.


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Hey all,

I will be away for a week and a half for vacation. I will see you all when I get back.

Feel free to keep playing out the scene. I will try to keep posting in this game.


HP 60/60 AC 31, T 14, FF 28, CMD 25, Fort +7, Ref +6, Will +6, Init +2, Percep +11

I'll probably start beating on the 'runelord' when the GM gets back. It's pretty clearly not the genuine article.


Male Human Wizard (runesage) 7 | HP 42/42| AC 12 16, T 12, FF 10 14 | Fort +6, Ref +6, Will +7 | Init +2 | Perception +8 (+12 to spot statue-like creatures) | Hand of the Apprentice 8/8|
Spells:
1st - 8/8, 2nd - 3/6, 3rd - 4/5, 4th - 4/4
Active effects: haste

I would suggest we withdraw so we can rest and get spells back. Given what I got from my poor knowledge check, I think we're dealing with an enemy that has an energy drain attack. We might want Zel to have full choice, and if this enemy can fly, my selection of pit spells I have left won't be super useful.


HP 60/60 AC 31, T 14, FF 28, CMD 25, Fort +7, Ref +6, Will +6, Init +2, Percep +11

IF we can find somewhere safe enough, sure.


Zeltyieli's Vitals:
(HP: 52/52; AC: 20/14/16; Percep: +16; Init: +4; Fort +8, Ref: +7, Will: +10 [+13 charm; +12 illusions]; CMD: 20; CMB +6; Speed: 50)
Male Half-Elf Cleric (Varisian Pilgrim) 7
Liviana's Vitals:
(HP: 65/65; AC: 20/14/16; Percep: +10; Init: +4; Fort +9, Ref: +11, Will: +1; CMD: 23; CMB +9; Speed: 30)

Don't disagree with that.


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There are lot of safe places. You have a warded refuge a few maps ago.


Zeltyieli's Vitals:
(HP: 52/52; AC: 20/14/16; Percep: +16; Init: +4; Fort +8, Ref: +7, Will: +10 [+13 charm; +12 illusions]; CMD: 20; CMB +6; Speed: 50)
Male Half-Elf Cleric (Varisian Pilgrim) 7
Liviana's Vitals:
(HP: 65/65; AC: 20/14/16; Percep: +10; Init: +4; Fort +9, Ref: +11, Will: +1; CMD: 23; CMB +9; Speed: 30)

Ok, so thinking this'll be the loadout.

Level 1: (DC 14) [Domain: Expeditious Retreat], Bless, Divine Favor (x2), Shield of Faith.
Level 2: (DC 15) [Domain: Align Weapon (Good)], Protection from Evil (Communal), Remove Paralysis, Spiritual Weapon.
Level 3: (DC 16) [Domain: Fly], Chain of Perdition, Delay Poison (Communal), Prayer.

That's two force-effect attackers, we'll all be able to fly between us, and an immunity to poison and a commmunal prot evil for mental control.


HP 60/60 AC 31, T 14, FF 28, CMD 25, Fort +7, Ref +6, Will +6, Init +2, Percep +11

Looks reasonable.


Male Human Wizard (runesage) 7 | HP 42/42| AC 12 16, T 12, FF 10 14 | Fort +6, Ref +6, Will +7 | Init +2 | Perception +8 (+12 to spot statue-like creatures) | Hand of the Apprentice 8/8|
Spells:
1st - 8/8, 2nd - 3/6, 3rd - 4/5, 4th - 4/4
Active effects: haste

Here's my loadout:

3rd-level (5/day) - dispel magic, extended darkvision, fly (2), haste
2nd-level (6/day) - glitterdust (DC 19), bull's strength, darkvision (2), scorching ray, see invisibility
1st-level (7/day) - burning disarm (DC 16, 2), mage armor, grease (DC 18), magic missile (2), ray of enfeeblement
0-level - acid splash, detect magic, light, mage hand

So, here's what I'm thinking. Once we finish resting, I'll cast darkvision on all of us and mage armor on myself, then see invisibility on myself. We can then head back towards the boss. Before we go up the stairs, I'll cast fly on myself and Marcus, and Zel can cast fly on himself. I'll also cast Bull's Strength on Marcus. Zel can cast Delay Poison, Protection from Evil, and maybe Align Weapon on Marcus? Then, we go up the stairs, and I use the Shard of Pride to create a major image of the Grey Maidens all trying to attack faux-Sorshen and calling her a pretender. Hopefully she'll expend some kind of resource on the illusion. Then we attack. I'll cast haste on the first round of combat, Zel casts prayer, and then Marcus opens up a can of buttwhooping. On round 2, I'll hit her with glitterdust.


Zeltyieli's Vitals:
(HP: 52/52; AC: 20/14/16; Percep: +16; Init: +4; Fort +8, Ref: +7, Will: +10 [+13 charm; +12 illusions]; CMD: 20; CMB +6; Speed: 50)
Male Half-Elf Cleric (Varisian Pilgrim) 7
Liviana's Vitals:
(HP: 65/65; AC: 20/14/16; Percep: +10; Init: +4; Fort +9, Ref: +11, Will: +1; CMD: 23; CMB +9; Speed: 30)

Sounds like a plan


Male Human Wizard (runesage) 7 | HP 42/42| AC 12 16, T 12, FF 10 14 | Fort +6, Ref +6, Will +7 | Init +2 | Perception +8 (+12 to spot statue-like creatures) | Hand of the Apprentice 8/8|
Spells:
1st - 8/8, 2nd - 3/6, 3rd - 4/5, 4th - 4/4
Active effects: haste

And it's a 3 on the die. We aren't using Hero Points, by any chance, are we?


Male Human Wizard (runesage) 7 | HP 42/42| AC 12 16, T 12, FF 10 14 | Fort +6, Ref +6, Will +7 | Init +2 | Perception +8 (+12 to spot statue-like creatures) | Hand of the Apprentice 8/8|
Spells:
1st - 8/8, 2nd - 3/6, 3rd - 4/5, 4th - 4/4
Active effects: haste
Protection from Evil wrote:

This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.

Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person. This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.

Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

So, first, of all, Marcus, don't forget your +2 bonus on saves from Protection from Evil (unless you already have a Cloak of Resistance of that power).

Second, GM, per the bolded part of the second paragraph, are we immune to the effects of Confusion for the duration of Protection from Evil, since Confusion is an Enchantment (Compulsion) effect?


HP 60/60 AC 31, T 14, FF 28, CMD 25, Fort +7, Ref +6, Will +6, Init +2, Percep +11

Forgot protection from evil was up. This should block it as my understanding goes.


Male Human Wizard (runesage) 7 | HP 42/42| AC 12 16, T 12, FF 10 14 | Fort +6, Ref +6, Will +7 | Init +2 | Perception +8 (+12 to spot statue-like creatures) | Hand of the Apprentice 8/8|
Spells:
1st - 8/8, 2nd - 3/6, 3rd - 4/5, 4th - 4/4
Active effects: haste

I will be on vacation beginning Sunday through next Friday. I will be mobile limited, so I might be able to get an update in depending.


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CRB FAQ:

Protection From Evil: Does this work against all charm and compulsion effects? Or just against charm and compulsion effects where the caster is able to exercise control over the target, such as charm person, command, and dominate person (and thus not effects like sleep or confusion, as the caster does not have ongoing influence or puppet-like control of the target)?

The latter interpretation is correct: protection from evil only works on charm and compulsion effects where the caster is able to exercise control over the target, such as command, charm person, and dominate person; it doesn't work on sleep or confusion. (Sleep is a border case for this issue, but the designers feel that "this spell overrides your brain's sleep centers" is different enough than "this spell overrides your resistance to commands from others.")

I believe that confusion works. Please correct me if there is an update to this I missed.


Zeltyieli's Vitals:
(HP: 52/52; AC: 20/14/16; Percep: +16; Init: +4; Fort +8, Ref: +7, Will: +10 [+13 charm; +12 illusions]; CMD: 20; CMB +6; Speed: 50)
Male Half-Elf Cleric (Varisian Pilgrim) 7
Liviana's Vitals:
(HP: 65/65; AC: 20/14/16; Percep: +10; Init: +4; Fort +9, Ref: +11, Will: +1; CMD: 23; CMB +9; Speed: 30)

So would this ability grant a re-roll then?

Elysium’s Call (Su)

With a touch, you can imbue creatures with the spirit of Elysium, lifting their spirits and freeing them from bonds. The creatures touched can immediately reroll any failed saving throws against spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, targets receive a +2 sacred bonus on such saving throws and a +2 sacred bonus on CMB checks to escape a grapple. Finally, targets can ignore up to 5 feet of difficult terrain each round, as if they had the Nimble Moves feat. These bonuses last for a number of rounds equal to 1/2 your cleric level (minimum 1), although the saving throw reroll only applies when the creature is touched. You can use this ability for a 6 rounds per day.


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Su are standard actions by default so, on your turn, you can touch someone with it and they can reroll.


Zeltyieli's Vitals:
(HP: 52/52; AC: 20/14/16; Percep: +16; Init: +4; Fort +8, Ref: +7, Will: +10 [+13 charm; +12 illusions]; CMD: 20; CMB +6; Speed: 50)
Male Half-Elf Cleric (Varisian Pilgrim) 7
Liviana's Vitals:
(HP: 65/65; AC: 20/14/16; Percep: +10; Init: +4; Fort +9, Ref: +11, Will: +1; CMD: 23; CMB +9; Speed: 30)

I don't need to touch due to Caravan Bond - just wanted to make sure this would grant the re-roll, though.

Grand Lodge

Perfect!


Male Human Wizard (runesage) 7 | HP 42/42| AC 12 16, T 12, FF 10 14 | Fort +6, Ref +6, Will +7 | Init +2 | Perception +8 (+12 to spot statue-like creatures) | Hand of the Apprentice 8/8|
Spells:
1st - 8/8, 2nd - 3/6, 3rd - 4/5, 4th - 4/4
Active effects: haste

Ah, I missed that FAQ. Thank you - I'll get my saving throw rolled.


Male Human Technomancer 5

Got COVID, will post when capable.


HP 60/60 AC 31, T 14, FF 28, CMD 25, Fort +7, Ref +6, Will +6, Init +2, Percep +11

Take care of yourself. Game can wait.


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I also have covid. It's my first time and it's less than ideal.


Male Human Wizard (runesage) 7 | HP 42/42| AC 12 16, T 12, FF 10 14 | Fort +6, Ref +6, Will +7 | Init +2 | Perception +8 (+12 to spot statue-like creatures) | Hand of the Apprentice 8/8|
Spells:
1st - 8/8, 2nd - 3/6, 3rd - 4/5, 4th - 4/4
Active effects: haste

My first time, too. It is, in fact, less than ideal.


Zeltyieli's Vitals:
(HP: 52/52; AC: 20/14/16; Percep: +16; Init: +4; Fort +8, Ref: +7, Will: +10 [+13 charm; +12 illusions]; CMD: 20; CMB +6; Speed: 50)
Male Half-Elf Cleric (Varisian Pilgrim) 7
Liviana's Vitals:
(HP: 65/65; AC: 20/14/16; Percep: +10; Init: +4; Fort +9, Ref: +11, Will: +1; CMD: 23; CMB +9; Speed: 30)

Apologies for the late notice -- I'm on vacation, but the internet availability isn't terribly good. I'll be back on August 8 -- hopefully you're recovered from COVID before that.


Male Human Wizard (runesage) 7 | HP 42/42| AC 12 16, T 12, FF 10 14 | Fort +6, Ref +6, Will +7 | Init +2 | Perception +8 (+12 to spot statue-like creatures) | Hand of the Apprentice 8/8|
Spells:
1st - 8/8, 2nd - 3/6, 3rd - 4/5, 4th - 4/4
Active effects: haste

I am suddenly down to 9 HP.


Male Human Wizard (runesage) 7 | HP 42/42| AC 12 16, T 12, FF 10 14 | Fort +6, Ref +6, Will +7 | Init +2 | Perception +8 (+12 to spot statue-like creatures) | Hand of the Apprentice 8/8|
Spells:
1st - 8/8, 2nd - 3/6, 3rd - 4/5, 4th - 4/4
Active effects: haste
GM wrote:
four spider silk drawstring pouches worth so gp each

Do the pouches have a value on their own, or just the dust in them?


Male Human Wizard (runesage) 7 | HP 42/42| AC 12 16, T 12, FF 10 14 | Fort +6, Ref +6, Will +7 | Init +2 | Perception +8 (+12 to spot statue-like creatures) | Hand of the Apprentice 8/8|
Spells:
1st - 8/8, 2nd - 3/6, 3rd - 4/5, 4th - 4/4
Active effects: haste

Level Up

HP: 4 (1/2+1) + 2 Con = 6
FCB: +1 spell added to spell book (1 level lower than the highest spell I can cast)

Skills: 3 + 4 Con + 1 Human = 8
Diplomacy +1
Knowledge (arcana) +1
Knowledge (dungeoneering) +1
Knowledge (history) +1 (courtesy of ioun stone)
Knowledge (local) +1
Knowledge (nature) +1
Knowledge (religion) +1
Spellcraft +1

Background Skills: 2
Knowledge (Geography) +1
Linguistics +1

Language: Shoanti

Spellcasting:
Gain 4th-level spells (4/day)

Spells added to Spellbook:
4th - black tentacles, warp metal
3rd - arcane sight (From FCB)


HP 60/60 AC 31, T 14, FF 28, CMD 25, Fort +7, Ref +6, Will +6, Init +2, Percep +11

Leveled up also. Took intimidating prowess. Otherwise just more of the same skills. Will update the profile.

Wouldn't mind the boots of speed (haste). I can carry the bag of holding (or someone else can, doesn't really matter).


Male Human Wizard (runesage) 7 | HP 42/42| AC 12 16, T 12, FF 10 14 | Fort +6, Ref +6, Will +7 | Init +2 | Perception +8 (+12 to spot statue-like creatures) | Hand of the Apprentice 8/8|
Spells:
1st - 8/8, 2nd - 3/6, 3rd - 4/5, 4th - 4/4
Active effects: haste

You benefit most from my casting haste, so if you want the boots of speed, that just means I can prep 2 castings of fly a day.

potion of cure serious wounds (4) - 1 each, with Marcus getting 2
wand of dimension door (14 charges) - me, I think
+1 keen guisarme - Sell (unless Marcus wants a backup weapon)
boots of speed - Marcus
spell component pouch - Technically sell, since component pouches never run out, but RP-wise should probably be me
a large pouch containing a dozen tourmalines worth 100gp each - sell
six black pearls worth soo (500?) gp each - sell
two blue sapphires worth 1,ooo gp each - sell
bag of holding (type II) - keep
orb of consumption - TBD/Sell
a pair of red leather boots of striding and springing - feels appropriate for Zel
four spider silk drawstring pouches worth so (50?) gp each - TBD
two pouches each contain 1 dose of dust of appearance, 1 dose of dust of dryness, and 1 dose of dust of illusion - TBD
an immovable rod - TBD
a whispering coin - TBD
a pair of goggles of the night - TBD
a ring of minor electricity resistance - TBD
+1 light fortification breastplate - Marcus or Sell

We've got a few items to figure out, but I think this is a good start.


HP 60/60 AC 31, T 14, FF 28, CMD 25, Fort +7, Ref +6, Will +6, Init +2, Percep +11

Sell the armor, I already am invested in full plate (feats).


Zeltyieli's Vitals:
(HP: 52/52; AC: 20/14/16; Percep: +16; Init: +4; Fort +8, Ref: +7, Will: +10 [+13 charm; +12 illusions]; CMD: 20; CMB +6; Speed: 50)
Male Half-Elf Cleric (Varisian Pilgrim) 7
Liviana's Vitals:
(HP: 65/65; AC: 20/14/16; Percep: +10; Init: +4; Fort +9, Ref: +11, Will: +1; CMD: 23; CMB +9; Speed: 30)

Ok, Cleric 7.

- +1 BAB
- +7hp (5+2)

- 1 additional Level 1 spell slot
- Level 4 spells: (1 + domain slot)
- +1D6 to Channel Energy

- Skills: (6) [5+FC] Perception, Sense Motive, Know (Religion) x 4
- Background Skills: Sleight of Hand, Linguistics


Zeltyieli's Vitals:
(HP: 52/52; AC: 20/14/16; Percep: +16; Init: +4; Fort +8, Ref: +7, Will: +10 [+13 charm; +12 illusions]; CMD: 20; CMB +6; Speed: 50)
Male Half-Elf Cleric (Varisian Pilgrim) 7
Liviana's Vitals:
(HP: 65/65; AC: 20/14/16; Percep: +10; Init: +4; Fort +9, Ref: +11, Will: +1; CMD: 23; CMB +9; Speed: 30)

I'd happily take the boots of striding and springing,

I'd also say it's probably good to hold on to the immovable rod - they're very useful (especially when we have a mage who can cast fly).

Other than that, very happy to sell so that one day I might know what it is to be equipped with magic stuff appropriate to our level. ;)


HP 60/60 AC 31, T 14, FF 28, CMD 25, Fort +7, Ref +6, Will +6, Init +2, Percep +11

Taking the boots of speed (haste) means I have spare boots of the cat in case you want them Von.


Male Human Wizard (runesage) 7 | HP 42/42| AC 12 16, T 12, FF 10 14 | Fort +6, Ref +6, Will +7 | Init +2 | Perception +8 (+12 to spot statue-like creatures) | Hand of the Apprentice 8/8|
Spells:
1st - 8/8, 2nd - 3/6, 3rd - 4/5, 4th - 4/4
Active effects: haste

Sure. They'll be helpful if I'm flying and my fly gets dispelled.


HP 60/60 AC 31, T 14, FF 28, CMD 25, Fort +7, Ref +6, Will +6, Init +2, Percep +11

All yours.


Zeltyieli's Vitals:
(HP: 52/52; AC: 20/14/16; Percep: +16; Init: +4; Fort +8, Ref: +7, Will: +10 [+13 charm; +12 illusions]; CMD: 20; CMB +6; Speed: 50)
Male Half-Elf Cleric (Varisian Pilgrim) 7
Liviana's Vitals:
(HP: 65/65; AC: 20/14/16; Percep: +10; Init: +4; Fort +9, Ref: +11, Will: +1; CMD: 23; CMB +9; Speed: 30)

Just realized I didn't grab my 4th feat at level 7. After the near-pounding we took, was going to suggest that I pick up leadership to get us a meat-shield. 'tyeili's charisma means his leadership score is 9, so it'd be a level 6 cohort -- only 1 level back, so probably worth holding on to. Assuming the GM is okay with that?


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I'm happy with this decision. Leadership in a 3 person AP works for me.

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