GM Foxy's 2nd Legacy of Fire

Game Master Foxy Quickpaw

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Kitsune Game Master

Let's take this current example:
You do a perception to see something is amiss. The flakes on the ground. Or you touch it and it doesn't feel like a wall. This then counts as the interaction, that allows for a saving throw. Roryx walking through while you watch also counts.

No matter if you fail, it is only a visual illusion, no tactile illusion. And as far as I know there are no tactile illusions in pathfinder at all.

And just for clarity: If you're crazy and believe you can walk through solid walls, then this is your lucky day. Because for this once it'll work, even if you believe it is solid and you failed your will save.


Current AC: 24 <> HP: 62/62 (Swiper: 31/31) <> Effects:

Quick question - Manuum, are you against scouting the path ahead of the group?

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

Nope Fine with me. I just wanted to give everybody a chance to catch up on posting before pushing again.

I am fine with being declared first to enter when we scout a new room, the char is built for that.


Current AC: 24 <> HP: 62/62 (Swiper: 31/31) <> Effects:

Ok coolness.


1 person marked this as a favorite.
Kitsune Game Master

@Manuun
Reminder


M Human (M'wangi) Cleric 12 | HP: 116/116||AC 22, Touch 16, FF 18 | Init: +4 | F: +11, R: +9, W: +13, +2 vs Illusion| CMB: +11, CMD: 25| Speed 30ft| Perc: +23, SM: + 20 | Active conditions: none

I don't know whether to be disgusted or thankful. 6 D20 rolls and I can't get above a 5...

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

Well I am not to unhappy about the later ones at least.


M Human (M'wangi) Cleric 12 | HP: 116/116||AC 22, Touch 16, FF 18 | Init: +4 | F: +11, R: +9, W: +13, +2 vs Illusion| CMB: +11, CMD: 25| Speed 30ft| Perc: +23, SM: + 20 | Active conditions: none

Folks, I just realized we have made a significant tactical error, which is likely to kill most of us, myself included.

If you are not already confused, get out of the vapors as quickly as possible! Don't worry about the leopard, it's going to kill itself. If you get confused, worry about getting out of attack range from your fellow characters, either you attacking them, or them attacking you... While getting outside the vapors as the 5 minute duration will be as of last dose. Hope you have enough HP/healing to survive the damage you're going to do to yourself...

Why: The confusion effect lasts for 5 minutes = 50 rounds! Approximately 1/2 of those, you will make your concentration check (DC 15), but the other 1/2 = 25 rounds. Of those confused rounds, 1/4 of the time (6 rounds) you will attack yourself (1d8+str, no to hit needed). Another 1/4 of the time, you will attack the nearest creature (which as soon as the leopard is down, are all friendlies. This will trigger confusion locks! ("Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes.")


HP 153/153 AC 36 32 TAC 17 13 FF 33 29 | CMD 33 29 | F +16 R +14 W +17 (Stalward) Resist: fire 30 | HL: 15/15 B: 15/15 BSP: 10/10 Ju: 5/5 ST: 4/4 L1: 6/6 L2: 6/6 L3: 5/5 L4: 0/5 L5: 3/3 | Ini: +6 | Senses: +22 |
Skills:
Acrob+11,Bluff+16,Climb+11,Diplo+22,Disguis+3,Fly+9/+14,Heal+8,Intimidate+2 9,K.arcana+5/+9,K.planes+18/+22,K.religion+9/+13,K.history+13,Linguis+11,Se nsM+22,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 15 | GMW 12h, MV 12h

In fact I was actually going to ask about this Fort rerolls to GM Foxy.

Are you sure you have to roll extra times after you made your save once?

It is statistically improbable the whole party does not end all confused after three or four rounds, moment after which as Omari has explained whatever enemy does not matter because the party will be killing each other.


Kitsune Game Master

That wereleopard is really strong. I'd expect him to be dead already for living here. But it happens ever and again, that something slips the proofreading in the adventure and you have a TPK where all you have to do is be there.

So as a quick fix let's replace the self hurt with babbling incoherently, cut the urge to counterattack, and shorten the duration to 1 min and see how it goes from there.


Kitsune Game Master

That cave is supposed to be full of these vapors and therefore has no windows. There is still the secret door but I doubt it will help much without some wind spell.

It is a pity that you didn't cast any spells in there, or you might have noticed the positive effects of the mist.

And the main reason to stay in combat mode is that you have at least 11 rounds of WUI (walking under influence) before you.


M Human (M'wangi) Cleric 12 | HP: 116/116||AC 22, Touch 16, FF 18 | Init: +4 | F: +11, R: +9, W: +13, +2 vs Illusion| CMB: +11, CMD: 25| Speed 30ft| Perc: +23, SM: + 20 | Active conditions: none
Foxy Quickpaw wrote:

...

It is a pity that you didn't cast any spells in there, or you might have noticed the positive effects of the mist.
...

Burst of Radiance?


Kitsune Game Master

Omari:
You noticed that the effects were stronger. Or in mechanical terms: CL+2. Which burst of radiance is a bad example for as it caps at CL5

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

Foxy: I had a typo in my disable device skill which is actually +10 instead of +1, just in case Disable device 25 would have made a difference.


Kitsune Game Master

If I'm not mistaken Omari, Heshan and Manuun are back in the library. Roryx and Ohrmizd are at the altar. Do you want to fight this snake, or just run away from it, to meet with the others again?


Current AC: 24 <> HP: 62/62 (Swiper: 31/31) <> Effects:

The altar is the one with the spells inscribed? Roryx will want to have access to that, but wouldn't mind meeting up with the others first.

Btw, Roryx will also drag the leopard man out of there, and take him along - as soon as they have a moment of respite, he will tie him down.


Kitsune Game Master

The spells are on the pillars in that room with the altar. The immediate question is if I should roll initiative, and you two fight the snake, or if you can do without that part and rush to the others (going through 4,6,7 to avoid the mist) without any further interruptions.


Current AC: 24 <> HP: 62/62 (Swiper: 31/31) <> Effects:

I think we can rush to the others, and come back in full force.


Kitsune Game Master

If you wanted to talk more about going or staying, I can delete my posts and save them for later.

Just noticed that there is the issue of leopard guy, who would have to come along too.

Edit:Deleted them to give you some time to decide.

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

yes lets talk a bit, Omaris plan sounds good.


HP 153/153 AC 36 32 TAC 17 13 FF 33 29 | CMD 33 29 | F +16 R +14 W +17 (Stalward) Resist: fire 30 | HL: 15/15 B: 15/15 BSP: 10/10 Ju: 5/5 ST: 4/4 L1: 6/6 L2: 6/6 L3: 5/5 L4: 0/5 L5: 3/3 | Ini: +6 | Senses: +22 |
Skills:
Acrob+11,Bluff+16,Climb+11,Diplo+22,Disguis+3,Fly+9/+14,Heal+8,Intimidate+2 9,K.arcana+5/+9,K.planes+18/+22,K.religion+9/+13,K.history+13,Linguis+11,Se nsM+22,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 15 | GMW 12h, MV 12h

Mmm... it seems I answered a couple posts that no longer exist.

I do not mind staying more time at the ruins. But given Foxy's push forward I guess there is nothing else of interest to do there, thus I would assume we just spent whatever time is needed for Roryx to copy the spells, whether that is one or two more days (you lazy half-orc study harder why are you so unfocused :D), then we head back town.


Kitsune Game Master

As soon as most agree to leave, I'll repost the tea party.

There is indeed nothing else. It might become interesting later on. When you're like level 7 and have a better concentration check. And want to spoil yourself with a permanent Darkvision spell. Which you'd need CL9 for.

Also this mind-expanding experience leads to a level up to 5.


Current AC: 24 <> HP: 62/62 (Swiper: 31/31) <> Effects:

Wohoooo! :D


HP 153/153 AC 36 32 TAC 17 13 FF 33 29 | CMD 33 29 | F +16 R +14 W +17 (Stalward) Resist: fire 30 | HL: 15/15 B: 15/15 BSP: 10/10 Ju: 5/5 ST: 4/4 L1: 6/6 L2: 6/6 L3: 5/5 L4: 0/5 L5: 3/3 | Ini: +6 | Senses: +22 |
Skills:
Acrob+11,Bluff+16,Climb+11,Diplo+22,Disguis+3,Fly+9/+14,Heal+8,Intimidate+2 9,K.arcana+5/+9,K.planes+18/+22,K.religion+9/+13,K.history+13,Linguis+11,Se nsM+22,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 15 | GMW 12h, MV 12h

I think read magic should be enough to know what spells are in each source, and spellcraft shall be only required to inscribe the spells in your book.

Level 5, yay! :D


HP 153/153 AC 36 32 TAC 17 13 FF 33 29 | CMD 33 29 | F +16 R +14 W +17 (Stalward) Resist: fire 30 | HL: 15/15 B: 15/15 BSP: 10/10 Ju: 5/5 ST: 4/4 L1: 6/6 L2: 6/6 L3: 5/5 L4: 0/5 L5: 3/3 | Ini: +6 | Senses: +22 |
Skills:
Acrob+11,Bluff+16,Climb+11,Diplo+22,Disguis+3,Fly+9/+14,Heal+8,Intimidate+2 9,K.arcana+5/+9,K.planes+18/+22,K.religion+9/+13,K.history+13,Linguis+11,Se nsM+22,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 15 | GMW 12h, MV 12h

Level 5

HP +9
Class features
bane
discern lies
Feat Power Attack
New spells
Spell swap: daze -> read magic
lend judgement
instrument of agony
Skills
Acrobatics
Diplomacy
Intimidate
K. planes
Perception
Sense Motive
Survival
Swim
Background skills
K. history
Linguistics (Osiriani)


Kitsune Game Master

Read Magic.
It doesn't really matter, as Roryx has all the time it takes. As per the rules it should be possible to do it with the spell, but the adventure tells differently.


M Human (M'wangi) Cleric 12 | HP: 116/116||AC 22, Touch 16, FF 18 | Init: +4 | F: +11, R: +9, W: +13, +2 vs Illusion| CMB: +11, CMD: 25| Speed 30ft| Perc: +23, SM: + 20 | Active conditions: none
Foxy Quickpaw wrote:

...

Also this mind-expanding experience leads to a level up to 5.

Omari updated in profile.

Except, I need to pick a feat for Khedron (Megaloceros animal companion)... Suggestions welcome


Kitsune Game Master

Just into the blue:
It's a large elk (or will be), which made me think of it running people over or pushing them around.

But a quick look at the stats of Khedron suggests he's not that kind of elk yet.


Current AC: 24 <> HP: 62/62 (Swiper: 31/31) <> Effects:

Already decided on my Hex Arcana - Flight, but now deciding the Feat is taking me a bit longer. There are just a LOT of options for Magus.

I am pondering if I go Extra Arcana for Flamboyant Arcana (good for tanking) or maybe Wand Wielder, or maybe Additional Traits for Magical Lineage (Frostbite) and something else - planning for Rime Spell in the future. I do hesitate somewhat in focusing too much in one spell, because if then I find someone Cold resistant....

Can also just flat out take Dodge or Toughness - they are straightforward but always useful.

Any suggestions? Point to note - I am looking for a strong, versatile character. I do not want to build a nova Magus ;)


Kitsune Game Master

I haven't played a magus through the levels, so I'm only giving an educated guess here. But if you want to save spell levels on metamagic feats, there are always rods. And as you use a mace anyway, that wouldn't even hurt your spell combat/spellstrike too much.

Rods weigh approximately 5 pounds. They range from 2 feet to 3 feet long and are usually made of iron or some other metal. (Many, as noted in their descriptions, can function as light maces or clubs due to their hardy construction.)

Conclusion: Take quick draw to swiftly change weapons and buy lesser rods. Works also for wands. ;)

As for the specialization on one spell - I've done it with burning hands to gain two additional caster levels with a gnome. It was a burner at the first levels but it lost it's value pretty fast. Frostbite isn't big on damage, but it gives a fatigue without a save. I'm not sure how much effect that has in combat, but undead and constructs are immune to that and SR applies so it loses further bite at high levels.


HP 153/153 AC 36 32 TAC 17 13 FF 33 29 | CMD 33 29 | F +16 R +14 W +17 (Stalward) Resist: fire 30 | HL: 15/15 B: 15/15 BSP: 10/10 Ju: 5/5 ST: 4/4 L1: 6/6 L2: 6/6 L3: 5/5 L4: 0/5 L5: 3/3 | Ini: +6 | Senses: +22 |
Skills:
Acrob+11,Bluff+16,Climb+11,Diplo+22,Disguis+3,Fly+9/+14,Heal+8,Intimidate+2 9,K.arcana+5/+9,K.planes+18/+22,K.religion+9/+13,K.history+13,Linguis+11,Se nsM+22,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 15 | GMW 12h, MV 12h

Well, if you want versatility, and given your recent encounter with Nethys stuff, I would recommend Magical Epiphany.

It is something original and will give you the opportunity to select the perfect utility spell at the exact moment. Only problem is 1/day only.

The staple of Magus I think you are already half-way through it: Arcane Strike, Power Attack, Toughness, Dodge, etc.

Another great feat for a Magus is Unhindering Shield which allows you to use a buckler and still use Spell Combat. Not available yet, but you can start getting the prerequisites (Shield Focus).

If you want versatility, and having into account you have Ohrmizd to flank with, the Dirty Fighting can be very satisfying to you and open many lines of fighting that are otherwise blocked to you.

If you plan to specialize into a level 1 spell, I would suggest taking Spell Hex, as that is something very special for your build. Having a spell as a spell like will allow you to use it without components (aka under silence and without armor spell failure).

As a half-orc, you also have some interesting extra options not available to others:
- Ironhide +1 natural AC.
- Keen Scent Gain Scent (great against invisibility, darkness and to track)
- Razortusk Gain bite attack.
- Tenacious Survivor A save against death.

Once you reach level 10 the Fighter feats open up for you as an option. You can start planning for some of the greater ones.

Well, there is a lot more, but I think I am just worsening your problem (analysis paralysis) rather than helping. When I reach that point, I often just focus on the Corerulebook staple and safe my expensive time to do something more worth in life.


M Human (M'wangi) Cleric 12 | HP: 116/116||AC 22, Touch 16, FF 18 | Init: +4 | F: +11, R: +9, W: +13, +2 vs Illusion| CMB: +11, CMD: 25| Speed 30ft| Perc: +23, SM: + 20 | Active conditions: none

Can someone make that DC 12 knowledge check?
Note, you can't make a knowledge check higher than 10 untrained... Clerics do not do skills, so Omari has never heard of the place.


Current AC: 24 <> HP: 62/62 (Swiper: 31/31) <> Effects:

I will try, but it feels like something for Manuun ;)


Current AC: 24 <> HP: 62/62 (Swiper: 31/31) <> Effects:

And thanks for the advice Foxy and Ohrmizd! I am mulling it all over ;)


AC 13 (18), touch 13 (17), flat-footed 11 (14) hp 80/103 F +11 R +12 W +14

I was thinking about getting Magic Missile and Mirror Image for spells. I'll drop Vanish at 6th level now that I have Invisibility. I'm still thinking of what feat to take.


Kitsune Game Master

We had this nice coffer corpses that strangled everyone so they couldn't speak. And we had the sam eissue with those hangman trees in another AP. If you're into sneaky stuff too, it might be worth to consider the silent spell metamagic feat.

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

Manuun - Level 5

HP
+5 --> 32

Class Abilities
LoreMaster (1/Day)
Luck Bonus +1 -> +2

Feat:
Great Fortitude

Spells:
L2 Diminish resistance (?)
Swap Cause Fear (L1) for Swallow your Fear

Skills: (8, +1 for FC, +2 BS)
Disable device
Perception
Know Planes
Know Local
Know Dungeon
Stealth
Bluff
Acrobatics
Climb
-------------
Craft Alchemy
Linguistics (Abyssal)


AC 13 (18), touch 13 (17), flat-footed 11 (14) hp 80/103 F +11 R +12 W +14

Heshan - Level 5

HP
+5 --> 28

Class Abilities
Bloodline spell - Invisibility

Feat:
Still Spell

Spells:
Level 2 Mirror Image
Level 1 Magic Missile

Skills:
Bluff
Diplomacy
Knowledge (arcana)
Spellcraft
-------------
Appraise
Sleight At Hand


Kitsune Game Master

The game isn't stuck on my part, or is it?


HP 153/153 AC 36 32 TAC 17 13 FF 33 29 | CMD 33 29 | F +16 R +14 W +17 (Stalward) Resist: fire 30 | HL: 15/15 B: 15/15 BSP: 10/10 Ju: 5/5 ST: 4/4 L1: 6/6 L2: 6/6 L3: 5/5 L4: 0/5 L5: 3/3 | Ini: +6 | Senses: +22 |
Skills:
Acrob+11,Bluff+16,Climb+11,Diplo+22,Disguis+3,Fly+9/+14,Heal+8,Intimidate+2 9,K.arcana+5/+9,K.planes+18/+22,K.religion+9/+13,K.history+13,Linguis+11,Se nsM+22,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 15 | GMW 12h, MV 12h

I think we are waiting for the NPC to answer Ohrmizd and Manuun, but maybe you are waiting for Omari to add some speech.

Either way, if the NPC has provided what you wanted to provide from his part, I am fine to fast forward back to the base and into the next section of the AP.


M Human (M'wangi) Cleric 12 | HP: 116/116||AC 22, Touch 16, FF 18 | Init: +4 | F: +11, R: +9, W: +13, +2 vs Illusion| CMB: +11, CMD: 25| Speed 30ft| Perc: +23, SM: + 20 | Active conditions: none

I've been waiting on results of knowledge checks (in particular Manuun's), because I'm not too sure that asking him what the heck is an Ipeq will lead to successful diplomacy...

The other thing I think I would like to know is : How long has it been since a sheikh ruled Ipeq? I suspect the answer is centuries, and the chamber is doing squat for this guy...

Also, can Ohrmizd detect evil on this guy? The question of try to cure him or stick a knife in him is currently open...


Kitsune Game Master

Manuun used the result of his knowledge check, but he doesn't seem to want to go into details.

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

Manuun was just posting his check in a hurry on a busy day, because everybody seemed to be waiting for him. Was expecting other people to lead the questioning.


HP 153/153 AC 36 32 TAC 17 13 FF 33 29 | CMD 33 29 | F +16 R +14 W +17 (Stalward) Resist: fire 30 | HL: 15/15 B: 15/15 BSP: 10/10 Ju: 5/5 ST: 4/4 L1: 6/6 L2: 6/6 L3: 5/5 L4: 0/5 L5: 3/3 | Ini: +6 | Senses: +22 |
Skills:
Acrob+11,Bluff+16,Climb+11,Diplo+22,Disguis+3,Fly+9/+14,Heal+8,Intimidate+2 9,K.arcana+5/+9,K.planes+18/+22,K.religion+9/+13,K.history+13,Linguis+11,Se nsM+22,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 15 | GMW 12h, MV 12h
Omari the Landless wrote:
Also, can Ohrmizd detect evil on this guy? The question of try to cure him or stick a knife in him is currently open...

I will do. Going forward do not hesitate to ask those questions in-character, I think it really improves the overall game, at least for me :)

To avoid this kind of problems in the future, perhaps we can assume people share knowledge unless explicitly convey the idea they keep the information from the others? Just a proposal to help things moving smoothly and not having us waiting for a couple of days for back and forth input like happened here.


Kitsune Game Master

A short note in character like "Walter shares the information with his companions." opens the spoiler for everyone. But if you share information in front of someone it might have a big influence on how it goes, so assuming the information is always shared bears some risk. Like "What do you mean with 'This guy is chaotic evil, resistant to fire - so no fireballs here - and is best hurt with silver weapons'. I'm standing right here you know. I think these negotiations are over now."


HP 153/153 AC 36 32 TAC 17 13 FF 33 29 | CMD 33 29 | F +16 R +14 W +17 (Stalward) Resist: fire 30 | HL: 15/15 B: 15/15 BSP: 10/10 Ju: 5/5 ST: 4/4 L1: 6/6 L2: 6/6 L3: 5/5 L4: 0/5 L5: 3/3 | Ini: +6 | Senses: +22 |
Skills:
Acrob+11,Bluff+16,Climb+11,Diplo+22,Disguis+3,Fly+9/+14,Heal+8,Intimidate+2 9,K.arcana+5/+9,K.planes+18/+22,K.religion+9/+13,K.history+13,Linguis+11,Se nsM+22,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 15 | GMW 12h, MV 12h

Logically I do agree. My suggestion was though aimed at solving the problems we are having due to the nature of PbP, where table playing mentality where instant back and forth works great does not play well to maintain the pace and interest of a post based game.


Current AC: 24 <> HP: 62/62 (Swiper: 31/31) <> Effects:

Roryx level up coming up finally (sorry guys, week started horribly busy...):

+1 level in Magus (Hexcrafter)
+5+2= +7HP
FCB: +1/4 Arcane Pool

+2 level2 spells
Mirror Image
Bladed Dash

Hex Arcana: Flight

Feats: I had a LOT of doubts on this one... I am divided between Extra Arcana: Flamboyant Arcana to add another defensive layer to Roryx, or Dirty Fighting (which indeed opens up a lot of interesting fighting possibilities alongside Ohrmizd). Advice?

Skills:
Knowledge (Nature) +1
Perception +1
Spellcraft +1
Survival +1
UMD +1

Handle Animal +1
Linguistics +1 (Sylvan)

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

I think Whenever there is a place for Team tactics it's in this group.


Kitsune Game Master

To save us all the fruitless roundtrip to Garavel: Roryx would know of anything interesting as his job has him talk to Garavel on a regular basis. And there is in fact nothing specific. If you have specific questions about the progress in town, put them in discussion and I can give an updated description of the town including the answers to that in gameplay.


1 person marked this as a favorite.
Current AC: 24 <> HP: 62/62 (Swiper: 31/31) <> Effects:

Feat decision made - Dirty fighting it is ;)

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