Ironperenti's Rise of the Runelords Campaign

Game Master Ironperenti

The Roll20 maps link is HERE

Treasure tracker is HERE

Player notes: Player Notes

Calendar is HERE

Market Bargains:

Market Bargain Hunting (you may search for a bargain once per week) d20 Roll
1–6 A piece of adventuring gear, clothing, food or drink, or trade good of your choice (chosen from any in Pathfinder RPG Ultimate Equipment) at 10% its normal price.
7–12 An alchemical item of your choice (chosen from any in Ultimate Equipment) at 10% its normal price.
13–16 A weapon of your choice (to include expert or masterwork) at 10% its normal price.
17–19 A potion or scroll of your choice (chosen from any in Ultimate Equipment) at 10% its normal price.
20 A magic item of your choice at 10% its normal price.


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Female C/N Human Inquisitor (Monster Tactician)/9 | HP: 87/87| AC Norm/Tch/FF 28/14/279 28/14/27 [/s ] | CMD: 23 [s]23 | F/R/W: +11/6/13 +11/6/13 +?[SiOff] | Init: +6 | Speed 30 (mount)/20 ft | Diplomacy +6, Heal +16, Intimidate +16, Kn Eng/Hist/Loc/Nob +6, Kn Arc/Dung/Nat/Pla/Rel +8, Perception +17, Sense Motive +21, SCraft +10 | Active Conditions: light on shield (if dark), false life (7/7 HP), heroism, clayskin, height aware, divine favor +4, weapon of awe, inspire +2

Why arcanist? Just curious.

There's a nice archetype for a melee oriented arcanist that has a black blade (Blade Adept) if you plan to stick with it and go melee. You headed for arcane trickster or arcane archer by any chance?

An Investigator is more than just a rogue though. They are the absolute king of skill checks and I've seen them make almost obscene skill rolls. They also make descent archers.


DM / GM / The man behind the curtain

Fhable has gone with a spell warrior skald


Male Human Investigator (Empiricist) 8; HP 60 AC 17(19) T14(F15) F13 (14); F+4, R+11, W+7; Init+3, Perc +12 Active effect: NONE

Cool, just a consideration if we needed more arcane in the mix of the party. Okay


DM / GM / The man behind the curtain

I shall introduce Fhable shortly.

Trunt, are you still with us?

If not, I will have him settle into some personal business once you get back to town. Keeps him in the area should he return.


Male Gnome UnRogue (Cutpurse) 2 | HP 18 | AC:17 FF:13 T:15 | F+2 R+7 W+1 | CMD:13 | Init:+4 Perc:+9; lowlight vision | Current effects: none

I’m still interested, but my personal situation makes it hard to post with any regularity. I would understand if you wanted to sideline me.


DM / GM / The man behind the curtain

Perhaps just until you get all back in order. How's the family?


Male Gnome UnRogue (Cutpurse) 2 | HP 18 | AC:17 FF:13 T:15 | F+2 R+7 W+1 | CMD:13 | Init:+4 Perc:+9; lowlight vision | Current effects: none

We are all fine, which is good. It’s just hard to carve out the time. I think my job will be back closer to normal in June, which would put me back in my routine.


Male Human Investigator (Empiricist) 8; HP 60 AC 17(19) T14(F15) F13 (14); F+4, R+11, W+7; Init+3, Perc +12 Active effect: NONE

Hope all is well Trunt


Male Elf Spell Warrior Skald 2: HP 18 AC 18 TAC 15 CMD 17 FOR +4 REF +5 WIL +3 INIT +6 PER +5

How do you get the dice rolls


Ranger 6 HP 64/64 | AC 17 T 13 FF 14 | F +7 R +8 W +3 | CMB +10 CMD 22 | Speed 20' Init +5 Perc +12 Low-light vision 60'

Underneath the box where you type is a line that says "Hiw to format your text"

Press the "Show" button and its at the bottom of what is shown.


Male Elf Spell Warrior Skald 2: HP 18 AC 18 TAC 15 CMD 17 FOR +4 REF +5 WIL +3 INIT +6 PER +5

Thank you


Female C/N Human Inquisitor (Monster Tactician)/9 | HP: 87/87| AC Norm/Tch/FF 28/14/279 28/14/27 [/s ] | CMD: 23 [s]23 | F/R/W: +11/6/13 +11/6/13 +?[SiOff] | Init: +6 | Speed 30 (mount)/20 ft | Diplomacy +6, Heal +16, Intimidate +16, Kn Eng/Hist/Loc/Nob +6, Kn Arc/Dung/Nat/Pla/Rel +8, Perception +17, Sense Motive +21, SCraft +10 | Active Conditions: light on shield (if dark), false life (7/7 HP), heroism, clayskin, height aware, divine favor +4, weapon of awe, inspire +2

It becomes second nature after a while though I sure wish they had some auto formatting features, like a popup where you input number of dice and dice size and it would insert the roll for you (defaulted to 1d20+0).


Male Elf Spell Warrior Skald 2: HP 18 AC 18 TAC 15 CMD 17 FOR +4 REF +5 WIL +3 INIT +6 PER +5

Did I do that right


Male Human Investigator (Empiricist) 8; HP 60 AC 17(19) T14(F15) F13 (14); F+4, R+11, W+7; Init+3, Perc +12 Active effect: NONE

Hey looks good! Your dice rolls worked.


Male Elf Spell Warrior Skald 2: HP 18 AC 18 TAC 15 CMD 17 FOR +4 REF +5 WIL +3 INIT +6 PER +5

I will work on more content


Female C/N Human Inquisitor (Monster Tactician)/9 | HP: 87/87| AC Norm/Tch/FF 28/14/279 28/14/27 [/s ] | CMD: 23 [s]23 | F/R/W: +11/6/13 +11/6/13 +?[SiOff] | Init: +6 | Speed 30 (mount)/20 ft | Diplomacy +6, Heal +16, Intimidate +16, Kn Eng/Hist/Loc/Nob +6, Kn Arc/Dung/Nat/Pla/Rel +8, Perception +17, Sense Motive +21, SCraft +10 | Active Conditions: light on shield (if dark), false life (7/7 HP), heroism, clayskin, height aware, divine favor +4, weapon of awe, inspire +2

You can always hist the preview button to check it out before submitting it. I always have errors I try to correct by previewing first. Like matching an opening 'ooc' with a closing '/b'. Oh, and lots of spelling errors.


Female C/N Human Inquisitor (Monster Tactician)/9 | HP: 87/87| AC Norm/Tch/FF 28/14/279 28/14/27 [/s ] | CMD: 23 [s]23 | F/R/W: +11/6/13 +11/6/13 +?[SiOff] | Init: +6 | Speed 30 (mount)/20 ft | Diplomacy +6, Heal +16, Intimidate +16, Kn Eng/Hist/Loc/Nob +6, Kn Arc/Dung/Nat/Pla/Rel +8, Perception +17, Sense Motive +21, SCraft +10 | Active Conditions: light on shield (if dark), false life (7/7 HP), heroism, clayskin, height aware, divine favor +4, weapon of awe, inspire +2

@Flable
Some suggestions. it is standard practice to follow these conventions:
When your character is speaking, make it bold.
When your character is thinking, make it italics.
When you yourself are saying something out of character, use the ooc tag which will change the text to a light blue.
When you are describing something use normal text and use, I think it is called, third person present tense.

Example:

Runt looks down the pit and says, "Hey there, handsome fellow," while actually thinking, Poor pathetic thing is too skinny.

Hey, how heavy is your character anyway?


Female C/N Human Inquisitor (Monster Tactician)/9 | HP: 87/87| AC Norm/Tch/FF 28/14/279 28/14/27 [/s ] | CMD: 23 [s]23 | F/R/W: +11/6/13 +11/6/13 +?[SiOff] | Init: +6 | Speed 30 (mount)/20 ft | Diplomacy +6, Heal +16, Intimidate +16, Kn Eng/Hist/Loc/Nob +6, Kn Arc/Dung/Nat/Pla/Rel +8, Perception +17, Sense Motive +21, SCraft +10 | Active Conditions: light on shield (if dark), false life (7/7 HP), heroism, clayskin, height aware, divine favor +4, weapon of awe, inspire +2

Am I right in saying that the only locations left to explore are at B8 and the stairs blocked by rubble?


DM / GM / The man behind the curtain

Actually, you guys did check all of the doors in B8, that's where the misshapen skeletons were. As for the blocked stairwell that you found previously, it will take a mining crew to get through that. The only thing you have not done is go through the door in your current room. I'll take care of that right now.


Male Human Investigator (Empiricist) 8; HP 60 AC 17(19) T14(F15) F13 (14); F+4, R+11, W+7; Init+3, Perc +12 Active effect: NONE

Levelled up to 3, this is where it starts to get good! :D


DM / GM / The man behind the curtain

Characters get +1 armor bonus to worn armor they are proficient with at 3rd level and an additional +1 every 4 levels thereafter.

This includes unarmored if you choose to go that direction.


Female C/N Human Inquisitor (Monster Tactician)/9 | HP: 87/87| AC Norm/Tch/FF 28/14/279 28/14/27 [/s ] | CMD: 23 [s]23 | F/R/W: +11/6/13 +11/6/13 +?[SiOff] | Init: +6 | Speed 30 (mount)/20 ft | Diplomacy +6, Heal +16, Intimidate +16, Kn Eng/Hist/Loc/Nob +6, Kn Arc/Dung/Nat/Pla/Rel +8, Perception +17, Sense Motive +21, SCraft +10 | Active Conditions: light on shield (if dark), false life (7/7 HP), heroism, clayskin, height aware, divine favor +4, weapon of awe, inspire +2

Why? Special GM ABP rules? Does this stack with an enhancement bonus?


DM / GM / The man behind the curtain

Modified Automatic Bonus Progression is in use. You get a proficiency bonus with any weapon or armor you are proficient with. Characters get +1 armor bonus to worn armor they are proficient with at 3rd level and an additional +1 every 4 levels thereafter. Characters gain a +1 weapon bonus with weapons they are proficient in at 4th level and an additional +1 every 4 levels thereafter.

Spells that give an enhancement bonus change the quality of the weapon first. So magic weapon at +1 would make a weapon Expert quality, +2 masterwork quality, +3 and above it would start adding special abilities. Abilities such as the Paladin's bond work as normal treating an expert quality weapon as +1 and a masterwork weapon as +2. If there are questions please ask.

Magical enhancements will not add to the AC bonus. If you use magical vestment and it gives a +2 then it will make your armor MW quality. If you are wearing Expert quality armor, then it will make it MW quality and add a +1 special ability.


DM / GM / The man behind the curtain

I have it in the campaign info block and it was part of recruitment but I figured many had forgotten. I had forgotten earlier. I think it is a worthwhile experiment but I need to keep it fresh in my head.


Female C/N Human Inquisitor (Monster Tactician)/9 | HP: 87/87| AC Norm/Tch/FF 28/14/279 28/14/27 [/s ] | CMD: 23 [s]23 | F/R/W: +11/6/13 +11/6/13 +?[SiOff] | Init: +6 | Speed 30 (mount)/20 ft | Diplomacy +6, Heal +16, Intimidate +16, Kn Eng/Hist/Loc/Nob +6, Kn Arc/Dung/Nat/Pla/Rel +8, Perception +17, Sense Motive +21, SCraft +10 | Active Conditions: light on shield (if dark), false life (7/7 HP), heroism, clayskin, height aware, divine favor +4, weapon of awe, inspire +2

I did forget! Will refresh my memory while I level up. Thanks.


Male Elf Spell Warrior Skald 2: HP 18 AC 18 TAC 15 CMD 17 FOR +4 REF +5 WIL +3 INIT +6 PER +5

Sorry I do HVAC work and the short heat blasts I been doing 16 hour days for the last week


Female Aasimar Cleric of Reymenda 9 | 69/69 HP | AC 17 T 11 FF 16 | Fort +9 Ref +5 Will +12 | Initiative +1 | Perception +7 | Channel Energy 6/6 | Daylight 2/2 | Holy Lance 1/1 | Rebuke Death 8/8 | Touch of Good 8/8

Cleric 3

+1 BAB, Ref saves
+7 hit points

New feat: Angelic Blood

ABP: +1 resistance bonus to saving throws


Female C/N Human Inquisitor (Monster Tactician)/9 | HP: 87/87| AC Norm/Tch/FF 28/14/279 28/14/27 [/s ] | CMD: 23 [s]23 | F/R/W: +11/6/13 +11/6/13 +?[SiOff] | Init: +6 | Speed 30 (mount)/20 ft | Diplomacy +6, Heal +16, Intimidate +16, Kn Eng/Hist/Loc/Nob +6, Kn Arc/Dung/Nat/Pla/Rel +8, Perception +17, Sense Motive +21, SCraft +10 | Active Conditions: light on shield (if dark), false life (7/7 HP), heroism, clayskin, height aware, divine favor +4, weapon of awe, inspire +2

Hmmm. If you are interested, the choices I made for the level up are:

  • added Dimorphodon to the summon list
  • added Create Water to the spell list
  • added Opportunistic Loyalty to the spell list. Really a poor choice, but it fits the character.
  • added Shake it Off as her teamwork feat
  • skill rangs added: UMD, spellcraft x2, perception, Kn planes, climb, survival, linguistics (Varisian)

    I did not list all the things that are provided without choice. For the ABP, do you choose a progression? I was under the impression you get a +1 to AC this level and there was no choice involved, but I see Isabella picked +1 ST? Or are we using the normal ABP rules except your special rules replace just the armor and weapon attunement?


  • DM / GM / The man behind the curtain

    Mine is just a limited bonus progression that applies to weapons and armor only. It represents training with those items you are proficient with and applies to all items of the type (armor or weapon) with which you are proficient. Any other bonuses are gained by class or magic item.


    Female Aasimar Cleric of Reymenda 9 | 69/69 HP | AC 17 T 11 FF 16 | Fort +9 Ref +5 Will +12 | Initiative +1 | Perception +7 | Channel Energy 6/6 | Daylight 2/2 | Holy Lance 1/1 | Rebuke Death 8/8 | Touch of Good 8/8

    I was going off the automatic bonus progression document. If we're using a customized version of those rules, that will make things even more difficult for me to track. :/


    DM / GM / The man behind the curtain

    Just follow this:

    Modified Automatic Bonus Progression is in use. You get a proficiency bonus with any weapon or armor you are proficient with. Characters get +1 armor bonus to worn armor they are proficient with at 3rd level and an additional +1 every 4 levels thereafter. Characters gain a +1 weapon bonus with weapons they are proficient in at 4th level and an additional +1 every 4 levels thereafter.

    Spells that give an enhancement bonus change the quality of the weapon first. So magic weapon at +1 would make a weapon Expert quality, +2 masterwork quality, +3 and above it would start adding special abilities. Abilities such as the Paladin's bond work as normal treating an expert quality weapon as +1 and a masterwork weapon as +2. If there are questions please ask.

    Magical enhancements will not add to the AC bonus. If you use magical vestment and it gives a +2 then it will make your armor MW quality. If you are wearing Expert quality armor, then it will make it MW quality and add a +1 special ability.


    Ranger 6 HP 64/64 | AC 17 T 13 FF 14 | F +7 R +8 W +3 | CMB +10 CMD 22 | Speed 20' Init +5 Perc +12 Low-light vision 60'

    Sorry, busy weekend. I'll try to level up tonight.


    Female C/N Human Inquisitor (Monster Tactician)/9 | HP: 87/87| AC Norm/Tch/FF 28/14/279 28/14/27 [/s ] | CMD: 23 [s]23 | F/R/W: +11/6/13 +11/6/13 +?[SiOff] | Init: +6 | Speed 30 (mount)/20 ft | Diplomacy +6, Heal +16, Intimidate +16, Kn Eng/Hist/Loc/Nob +6, Kn Arc/Dung/Nat/Pla/Rel +8, Perception +17, Sense Motive +21, SCraft +10 | Active Conditions: light on shield (if dark), false life (7/7 HP), heroism, clayskin, height aware, divine favor +4, weapon of awe, inspire +2

    So basically any enhancement bonuses to weapons and armor get converted to quality first and then special abilities second. Keeps weapon damage and AC down a little bit. Why did you opt for this?

    What happens with a bane weapon? It gives a +2 enhancement bonus to the weapon if you are fighting the right kind of opponent. If your weapon is already masterwork and that converts to two special abilities do you pick it on the fly or is it fixed when you get it enchanted?

    Some creatures require magic weapons to hit them. How does that work? And a weapon with enough enhancement bonuses bypass various forms of DR. How would that work or not work?


    Ranger 6 HP 64/64 | AC 17 T 13 FF 14 | F +7 R +8 W +3 | CMB +10 CMD 22 | Speed 20' Init +5 Perc +12 Low-light vision 60'

    I leveled up. Ranger 3
    HP: 8+2
    FCB: +1/2 on critical hit confirmation rolls made while using Elven curved blade (I forgot I can use Elf FCB)
    Feats: Quick Draw, Endurance (Ranger bonus)
    Favored Terrain: Forest (seems like a good choice)
    Skills: +1 to Perception, Survival, Stealth, Intimidate, Know (nature), Handle Animal, Craft (bows)


    DM / GM / The man behind the curtain

    They have not had the bonus to overcome a DR in quite some time, not that I've seen. It is magic or some other descriptor. In this case you would need a sword of sharpness or a flaming blade in order to overcome their DR.

    Bane is an interesting creature since it is a special ability in and of itself. In light of that I think the +2 would stand as a bonus to hit and damage along with the 2d6 bonus.

    I decided to do it to eliminate some of the chasing and spending that goes on with armor and weapons. It should free you up a bit to pursue other items. Or, perhaps everyone will end up with electric burst returning dragon bane clubs, we shall see.


    Female C/N Human Inquisitor (Monster Tactician)/9 | HP: 87/87| AC Norm/Tch/FF 28/14/279 28/14/27 [/s ] | CMD: 23 [s]23 | F/R/W: +11/6/13 +11/6/13 +?[SiOff] | Init: +6 | Speed 30 (mount)/20 ft | Diplomacy +6, Heal +16, Intimidate +16, Kn Eng/Hist/Loc/Nob +6, Kn Arc/Dung/Nat/Pla/Rel +8, Perception +17, Sense Motive +21, SCraft +10 | Active Conditions: light on shield (if dark), false life (7/7 HP), heroism, clayskin, height aware, divine favor +4, weapon of awe, inspire +2

    Should be interesting.


    Female C/N Human Inquisitor (Monster Tactician)/9 | HP: 87/87| AC Norm/Tch/FF 28/14/279 28/14/27 [/s ] | CMD: 23 [s]23 | F/R/W: +11/6/13 +11/6/13 +?[SiOff] | Init: +6 | Speed 30 (mount)/20 ft | Diplomacy +6, Heal +16, Intimidate +16, Kn Eng/Hist/Loc/Nob +6, Kn Arc/Dung/Nat/Pla/Rel +8, Perception +17, Sense Motive +21, SCraft +10 | Active Conditions: light on shield (if dark), false life (7/7 HP), heroism, clayskin, height aware, divine favor +4, weapon of awe, inspire +2

    So, does the +1 given by the modified ABP to armor at level 3 change the armor to expert instead of providing a +1 to AC? Or is it just enhancements that go the quality/special ability route?

    Normally masterwork armor provides ACP -1. Is that superseded by your list below or does it stack? And what is an AC penalty. is that ACP (armor check penalty) or is it actually an armor bonus?

    Expert armor (+100): -1 AC penalty
    Masterwork armor (+300): +1 Max Dexterity, 10% weight reduction (stacks with expert level)


    DM / GM / The man behind the curtain

    No, it is a proficiency bonus like that of a Dodge bonus. Just magic enhancements, would upgrade the quality. Us my quality improvements, not the standard. Armor Check Penalty same as before. Essentially, expert armor is the same as the old masterwork. Masterwork armor now takes it a step further.


    Female C/N Human Inquisitor (Monster Tactician)/9 | HP: 87/87| AC Norm/Tch/FF 28/14/279 28/14/27 [/s ] | CMD: 23 [s]23 | F/R/W: +11/6/13 +11/6/13 +?[SiOff] | Init: +6 | Speed 30 (mount)/20 ft | Diplomacy +6, Heal +16, Intimidate +16, Kn Eng/Hist/Loc/Nob +6, Kn Arc/Dung/Nat/Pla/Rel +8, Perception +17, Sense Motive +21, SCraft +10 | Active Conditions: light on shield (if dark), false life (7/7 HP), heroism, clayskin, height aware, divine favor +4, weapon of awe, inspire +2

    Thanks. That makes sense.


    Ranger 6 HP 64/64 | AC 17 T 13 FF 14 | F +7 R +8 W +3 | CMB +10 CMD 22 | Speed 20' Init +5 Perc +12 Low-light vision 60'

    Given the time of day and that I think most of us are out of resources, I think we should go in the morning to visit the mayor once we've rested and leveled up.


    Male Human Investigator (Empiricist) 8; HP 60 AC 17(19) T14(F15) F13 (14); F+4, R+11, W+7; Init+3, Perc +12 Active effect: NONE

    Agreed


    Ranger 6 HP 64/64 | AC 17 T 13 FF 14 | F +7 R +8 W +3 | CMB +10 CMD 22 | Speed 20' Init +5 Perc +12 Low-light vision 60'

    When we were leaving the tunnel, I mentioned I wanted to buy cold-iron arrows and a silver dagger. Should I just assume I was able to purchase those at normal price?


    DM / GM / The man behind the curtain

    It was evening when you guys came out. Most likely you would do that after speaking with the Mayor I would think.


    DM / GM / The man behind the curtain

    Fhable is dealing with some real life issues and probably will not be back with us. Do you want to push forward as is or do you want to recruit for an arcane caster?


    Male Human Investigator (Empiricist) 8; HP 60 AC 17(19) T14(F15) F13 (14); F+4, R+11, W+7; Init+3, Perc +12 Active effect: NONE

    I would think we should look for an arcane caster, since we have 1. Ranger 2. Inquisitor 3. Cleric 4. Investigator 5. Swashbuckler


    DM / GM / The man behind the curtain

    Anyone know someone who would be interested or shall I open it up to the community at large?


    Ranger 6 HP 64/64 | AC 17 T 13 FF 14 | F +7 R +8 W +3 | CMB +10 CMD 22 | Speed 20' Init +5 Perc +12 Low-light vision 60'

    My brother-in-law says he'll play. Start at lvl 3?


    DM / GM / The man behind the curtain

    Yep, post here in discussion first. We'll tweak his character if needed and then work him in.

    Grand Lodge

    Ok, so finally getting something together...

    haven't quite done anything with equipment (since its 3rd level, not sure how much to spend, etc, etc)

    tiefling, from varisia, bastard child of one of the 'decadent noble' families from korvosa. has recently studied at the Acadamae in Korvosa - was intrigued by the history of ancient Thassilon, which was a side study while he was at the Acadamae... grew bored, restless, and an outsider (...)...

    Not sure where you are in the storyline to determine how to tie in more.

    Zherxikas
    Male tiefling evoker 3 (Pathfinder RPG Bestiary 264)
    N Medium outsider (native)
    Init +4; Senses darkvision 60 ft.; Perception +2
    --------------------
    Defense
    --------------------
    AC 13, touch 13, flat-footed 10 (+3 Dex)
    hp 20 (3d6+6)
    Fort +3, Ref +4, Will +4
    Resist cold 5, electricity 5, fire 5; SR 11
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee unarmed strike +2 (1d3+1 nonlethal)
    Special Attacks intense spells (+1 damage)
    Arcane School Spell-Like Abilities (CL 3rd; concentration +8)
    7/day—force missile (1d4+1)
    Evoker Spells Prepared (CL 3rd; concentration +8)
    2nd—burning arc (DC 16), create pit[APG] (DC 17), glitterdust (DC 17)
    1st—enlarge person (DC 15), grease, snowball[UW], summon monster I
    0 (at will)—detect magic, light, mending, read magic
    Opposition Schools Enchantment, Necromancy
    --------------------
    Statistics
    --------------------
    Str 12, Dex 16, Con 14, Int 18, Wis 12, Cha 8
    Base Atk +1; CMB +2; CMD 15
    Feats Improved Familiar, Scribe Scroll, Spell Focus (conjuration)
    Traits arcane temper, scholar of the ancients
    Skills Acrobatics +4, Appraise +8, Bluff +1, Fly +9, Knowledge (arcana) +11, Knowledge (dungeoneering) +8, Knowledge (geography) +8, Knowledge (history) +10, Knowledge (local) +8, Knowledge (planes) +10, Knowledge (religion) +8, Linguistics +8, Perception +2, Spellcraft +10, Stealth +6; Racial Modifiers +2 Bluff, +2 Stealth
    Languages Abyssal, Common, Draconic, Goblin, Infernal, Orc, Thassilonian, Varisian
    SQ arcane bond (Kree, fiendish raven)
    Other Gear wizard starting spellbook, 150 gp
    --------------------
    Tracked Resources
    --------------------
    Force Missile (1d4+1, 7/day) (Sp) - 0/7
    --------------------
    Special Abilities
    --------------------
    Darkvision (60 feet) You can see in the dark (black and white only).
    Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
    Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
    Enchantment You must spend 2 slots to cast spells from the Enchantment school.
    Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
    Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
    Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
    Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
    Familiar Bonus: +3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
    Force Missile (1d4+1, 7/day) (Sp) As a standard action, magic missile strikes a foe.
    Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
    Necromancy You must spend 2 slots to cast spells from the Necromancy school.
    Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
    Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
    Spell Resistance (11) You have Spell Resistance.


    Female C/N Human Inquisitor (Monster Tactician)/9 | HP: 87/87| AC Norm/Tch/FF 28/14/279 28/14/27 [/s ] | CMD: 23 [s]23 | F/R/W: +11/6/13 +11/6/13 +?[SiOff] | Init: +6 | Speed 30 (mount)/20 ft | Diplomacy +6, Heal +16, Intimidate +16, Kn Eng/Hist/Loc/Nob +6, Kn Arc/Dung/Nat/Pla/Rel +8, Perception +17, Sense Motive +21, SCraft +10 | Active Conditions: light on shield (if dark), false life (7/7 HP), heroism, clayskin, height aware, divine favor +4, weapon of awe, inspire +2

    Evoker? There is a third party class called an Evoker, and a wizard may be called an evoker if she takes specialization in the evocation school. I assume you mean the latter from the character sheet?

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