GM Foxy's 2nd Legacy of Fire

Game Master Foxy Quickpaw

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HP 143/143 AC 36 32 TAC 17 13 FF 33 29 | CMD 32 28 | F +16 R +13 W +17 (Stalward) Resist: fire 30 | HL: 14/14 B: 8/14 BSP: 10/10 Ju: 2/5 ST: 4/4 L1: 4/6 L2: 2/6 L3: 0/5 L4: 3/5 L5: 0/2 | Ini: +6 | Senses: +21 |
Skills:
Acrob+10,Bluff+14,Climb+11,Diplo+21,Disguis+3,Fly+8/+13,Heal+8,Intimidate+2 7,K.arcana+5/+9,K.planes+17/+21,K.religion+9/+13,K.history+12,Linguis+11,Se nsM+21,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 14 | GMW 12h, MV 12h

A wizard prepared to pass the day is a wise wizard ;)


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

Regarding Omari and Rayhan - There are too many unknowns. Everything is unknown about the proteans and their location. The soul in the entropy pool might be an ally if released. Another unknown. This is less than wise imo.


Kitsune Game Master

The high wisdom score of some adventurers might trick one to belive the opposite, but adventurers in general are not wise. If they were, they would have become merchants long ago and left that dangerous stuff for other fools.


Kitsune Game Master

"Research"

You are due for an level up to 10.

Rayhan is level 8 and if I level him up too, we got the spells. With copying spellbooks we can maximize the effect, so Samuel gets teleportation too.


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

Level up is no a no brainer no gainer for the most part. Gained some slots and added spell penetration which might help with the spell resistance here not to mention future enemies. Will take more time to update the profile than it did to level up.

Gonna test summon monster, teleport, windy escape, greater invisibility, and antimagic field tomorrow.

I like the circle against. Anything else...binding?

Did they use verbal components to their spells or were they SU?


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

Omari and Khedron update...

Mechanical:

Omari the Landless
Cleric 10 (Erastil)
Alignment: LG
Diety: Erastil
Init + 4 = +4 Dex (+2 if I can act in a surprise round)
Speed 30 ft
Spells Prepared
L0 (4) : Guidance, Detect Magic, Stabilize, Light
L1 (4+1D+1W)
L2 (4+1D+1W)
L3 (3+1D+1W)
L4 (3+1D+1W)
L5 (2+1D)
Defense
AC : 18 =10+ 4 Armor +4 Dex
HP: 92 = 8+ (9d8 => 45) + 10*2 (con)+9 FCB +10 *1 trait
Fort + 10 = +7 Cleric + 2 con +1 resistance
Ref +8 = +3 Cleric + 4 dex +1 resistance
Will +12 = +7 Cleric + 4 wis +1 resistance (+2 vs Illusions)
CMD : 23 = 10 + 7 (bab)+ 4 (dex) +2 (str)
Offense
Melee: Longspear +9/+4, 1d8+3, Cestus +9/+4, 1d4+2
Ranged: +1 Adaptive Composite Longbow +12/+7, 1d8+3
BAB : +7
CMB : + 9 = +7 (BAB)+2 Str
Race = Human – M’wangi (favored class: Cleric)
Str: 14 = 14 (5 pts)
Dex : 18 = 14 (5 pts) +2 racial +1 lvl 4+1 lvl 8
Con : 14 =14 (5 pts)
Int : 10 =10 (0 pts)
Wis; 14 =14 (5 pts)+4 enhancement
Cha: 10 = 10 (0 pts)
Skills : (2+1 Trait /level) Not including ACP
Sense Motive (from imposter wary) (+17=10 rank +3 Trained+4 Wis)
Perception (+19 = 10 rank +4 wis+5 racial),
Spellcraft (+13 = 10 rank +3 trained),
K Religion (+4 = 1 rank +3 trained )
K Planes (+4 = 1 rank +3 trained)
Diplomacy (+5 = 2 rank +3 trained)
Heal (+13 = 6 rank+3 trained +4 wis)
Background Skills (2/level)
Linguistics (+7=7 rank)
Handle Animal (+10 = 10 rank)
Craft (Bows) (+6 =3 ranks +3 trained)

Languages : M’wangi, Common, Kelish (linguistics), Gnoll (linguistics), Osiriani (linguistics), Aquan (linguistics), Ignan (linguistics), Auran (linguistics), Terran (linguistics)

Traits : Finding Haleen (Campaign, cleric), Deadeye Bowman (religion, Erastil)

Feats
Point Blank Shot (1st)
Rapid Shot (human Bonus feat)
Precise Shot (3ed)
Boon Companion (5th)
Scribe Scroll (7th)
Manyshot (9th)

FCB: 9 HP, +1 vs Outsider Spell Resistance

Animal Companion:

Khedron the Stag
Megaloceros Animal Companion
Size : Large
Low Light Vision, Scent
Speed : 50 ft
HP : 85 = 9d8 => 40 +9*4 (con)+9 (Toughness)
AC: 24 = 10 +11 NA + (3 Armor) + 4 Dex -1 size
Fort +10 = +6 animal HD+4 Con
Reflex +10 = +6 animal HD +3 Dex
Will +7 = +3 animal HD +2 Wis +2 Iron Will ; +4 morale bonus on Will saves against enchantment spells and effects.
CMD: 28 = 10 +6 (bab)+7 (str)+4(dex) +1 size
Attack : Gore +13 (+6+7str+1enhancement -1 size)/2d6+8 ((+7str+1enhancement or +10+1 if only attack), Hooves X2 +11 (+6+7str+1enhancement -1 size-2 secondary )/1d4+8 (7str+1enhancement)
Special Attacks powerful charge (2d6)
BAB +6
CMB: +15 = +6 (bab)+7 (str) +1 size +1 enhancement
Str 24=12+3(AC Bonus)+8(size)+1 (8 hd ability score increase)
Dex 18=17+3 (AC Bonus)-2(size)
Con 18=14+4(size)
Int 3=2+1(4hd ability score increase)
Wis 15
Cha 5
Skills (9 pts)
Acrobatics (+ 9, 3 rank +3 dex +3 trained)
Climb (+10, 1 rank +6 str +3 trained)
Swim (+10, 1 rank +6 str +3 trained)
Perception (+8, 3 rank +3 trained +2 wis)
Stealth (+ 7, 1 rank +3 dex +3 trained)
Special: Link, Share Spells, Evasion, Devotion, Multiattack
Tricks: Attack, attack, flank, defend, down, seek, heel, flank, sneak, ???
Feat: Toughness (1 hd), Power Attack (3hd), Iron Will (5 hd), Impaling Charge (7 hd), Multiattack (lvl 9 AC bonus), ??? (9hd)
Equipment: Amulet of Mighty Fists +1, Masterwork Studded Leather Barding, Tusk Blades, 100 cold iron arrows (10gp), 40 blunt arrows (4 gp), Animal Harness (2 gp), Saddlebags (4 gp), 10 days of Feed ( 5 sp), 6 waterskins (6 gp), Spell Component Pouch (5gp), 2x Wooden Holy Symbol (2 gp), 50 ft of rope (1 gp), 4 sack (4 sp), trail rations 10 days (5gp)


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

Anyone else leveling up?

WRT to anti-protean tactics, I plan to cast Hunter's Blessing, Magic Circle (Chaos), Some align weapon effects (exactly what depends on if Ohrmizd needs one), some protection from Chaos spells...

I would reccomend that a least a couple of our wizards have see invisibility up (and glitterdust available to mark targets for the rest of us.


HP 143/143 AC 36 32 TAC 17 13 FF 33 29 | CMD 32 28 | F +16 R +13 W +17 (Stalward) Resist: fire 30 | HL: 14/14 B: 8/14 BSP: 10/10 Ju: 2/5 ST: 4/4 L1: 4/6 L2: 2/6 L3: 0/5 L4: 3/5 L5: 0/2 | Ini: +6 | Senses: +21 |
Skills:
Acrob+10,Bluff+14,Climb+11,Diplo+21,Disguis+3,Fly+8/+13,Heal+8,Intimidate+2 7,K.arcana+5/+9,K.planes+17/+21,K.religion+9/+13,K.history+12,Linguis+11,Se nsM+21,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 14 | GMW 12h, MV 12h

Does "you are due" mean we will level up soon but not yet? I took it like that, but even if I am wrong, I would not be able to work on that until the weekend, sorry.

About alignment, Ohrmizd can easily bypass DR/good or DR/chaotic, but not lawful, which is what the proteans might have if any.


Kitsune Game Master

It means level up now before you fight the proteans.


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

Well, Omari I guess we know how that one will work.


Kitsune Game Master

@Samuel
There are some that need a CL check. I suggest you provide one for every spell. And for spells like teleport also a destination and the destination failure roll.


HP 143/143 AC 36 32 TAC 17 13 FF 33 29 | CMD 32 28 | F +16 R +13 W +17 (Stalward) Resist: fire 30 | HL: 14/14 B: 8/14 BSP: 10/10 Ju: 2/5 ST: 4/4 L1: 4/6 L2: 2/6 L3: 0/5 L4: 3/5 L5: 0/2 | Ini: +6 | Senses: +21 |
Skills:
Acrob+10,Bluff+14,Climb+11,Diplo+21,Disguis+3,Fly+8/+13,Heal+8,Intimidate+2 7,K.arcana+5/+9,K.planes+17/+21,K.religion+9/+13,K.history+12,Linguis+11,Se nsM+21,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 14 | GMW 12h, MV 12h

I see Ohrmizd can pick dismissal this level. Is there any reason why we could not just cast dismissal on ourselves to get back to our home plane, leaving the outsiders to their craziness and call it a day?

SRD wrote:
Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. Monster entries assume that encounters with creatures take place on the Material Plane.[..]Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane.[..]


Kitsune Game Master

Plotarmor?


HP 143/143 AC 36 32 TAC 17 13 FF 33 29 | CMD 32 28 | F +16 R +13 W +17 (Stalward) Resist: fire 30 | HL: 14/14 B: 8/14 BSP: 10/10 Ju: 2/5 ST: 4/4 L1: 4/6 L2: 2/6 L3: 0/5 L4: 3/5 L5: 0/2 | Ini: +6 | Senses: +21 |
Skills:
Acrob+10,Bluff+14,Climb+11,Diplo+21,Disguis+3,Fly+8/+13,Heal+8,Intimidate+2 7,K.arcana+5/+9,K.planes+17/+21,K.religion+9/+13,K.history+12,Linguis+11,Se nsM+21,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 14 | GMW 12h, MV 12h

Level 10

HP +10
New spells
silence, clay skin, battlemind link, forceful strike
Skills
Diplomacy
Fly
Intimidate
K. planes x2
Perception
Sense Motive
Acrobatics
Background skills
K. history
Handle Animal


AC 13 (18), touch 13 (17), flat-footed 11 (14) hp 101/103 F +11 R +12 W +14

Oh so we're leveling up? I'll get right to that.


Kitsune Game Master
Foxy Quickpaw wrote:

@Samuel

There are some that need a CL check. I suggest you provide one for every spell. And for spells like teleport also a destination and the destination failure roll.

Maybe it was not clear: one CL check for each spell you cast.


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

If we do not meet the CL check is the spell lost or unused?


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

@Omari
self +3 for every caster
I can do 4 but prefer those slots for summoning so two
returning can and should be more reliable
sphere is cool but ...
shaitans are not coming back with us
we may still have to fight them


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

@Samuel, have you thought this teleport to attack plan through? The risks of defeat in detail are not worth it...

Instead, assuming someone have invisibility sphere, lets try this:

Everybody (shaitans and all) get on the boat. Sail to the edge of the world. Cast Invisibility Sphere on the boat (Gargantuan animated object) The rest of us hide in the emanation from the boat. Tie ourselves to the railings/mast just in case. Cast featherfall on the boat (again, animated object). Ride the boat over the edge... to a hopefully gentle featherfall down to the isles, and let the boat steer itself to the harbor. Start casting buffs when we see the harbor lights through the fog. Come storming off the invisible boat when it docks and kill all the proteans we can catch...
Surprise assault without need for mass flying and invisibility magic and no navigation issues...


HP 143/143 AC 36 32 TAC 17 13 FF 33 29 | CMD 32 28 | F +16 R +13 W +17 (Stalward) Resist: fire 30 | HL: 14/14 B: 8/14 BSP: 10/10 Ju: 2/5 ST: 4/4 L1: 4/6 L2: 2/6 L3: 0/5 L4: 3/5 L5: 0/2 | Ini: +6 | Senses: +21 |
Skills:
Acrob+10,Bluff+14,Climb+11,Diplo+21,Disguis+3,Fly+8/+13,Heal+8,Intimidate+2 7,K.arcana+5/+9,K.planes+17/+21,K.religion+9/+13,K.history+12,Linguis+11,Se nsM+21,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 14 | GMW 12h, MV 12h

You should play an army commander wizard battlemage on next adventure Omari, that is Int 30 loophole knowledge and war planning at the very least :)

I am just fine with whatever approach, just let's not get stuck here for another whole week.


Kitsune Game Master

Your plan has just one flaw:

Nexian Galley
Colossal animated object

But I guess you can fix the plan with two invisibility spheres.

Rayhan might object that you don't know how long the fall was and a featherfall might prolong it beyond the duration of the featherfall spell, so you'd need to prepare several. Besides that, I'm ready to write you to the lighthouses, if we can agree that Rayhan will do all the hide the approach magic and keep in the back after the buffing when the fight starts.


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

GM
If we do not meet the CL check is the spell lost or unused?


Kitsune Game Master

Lost.


AC 13 (18), touch 13 (17), flat-footed 11 (14) hp 101/103 F +11 R +12 W +14

Went on a trip to a festival yesterday. I should have Heshan updated later tonight.


AC 13 (18), touch 13 (17), flat-footed 11 (14) hp 101/103 F +11 R +12 W +14

Hmm, so Heshan can get Overland Flight as his Level 5 spell. Would that help out in the plan?


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

Omari, let's just tie ourselves to the boat and show up the old fashioned way saving our spells for battle and the return which could be a retreat. Hopefully we take on the two by the dock and then the others.

Heshan, recommend teleport as opposed to overland this day. I will have two prepared as will Rayhan. It would be nice to have a backup if we fail to get everyone back. We each can do ourselves plus three others and CL check will be involved and the spells can be lost that way.


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

Prepared Spells
Wizard (CL 10th; concentration +15)
5th [3+1] DC20 -*summon monster v, teleport, summon monster v, teleport
4th [4+1] DC 19 -detonate, detonate, invisibility-greater, *summon monster iv
3rd [4+1] DC 18 -dispel magic, fireball, fly, haste, *monkey swarm
2nd [5+1] DC 17 -*glitterdust, cat's grace, *create pit, *glitterdust, slow, slow
1st [6+1] DC 16 -windy escape, mage armor, *mudball, *mudball, magic weapon, vanish, vanish
0th [4+0] DC 15 -mage hand, light, read magic, detect magic


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:

Your plan has just one flaw:

Nexian Galley
Colossal animated object

But I guess you can fix the plan with two invisibility spheres.

Rayhan might object that you don't know how long the fall was and a featherfall might prolong it beyond the duration of the featherfall spell, so you'd need to prepare several. Besides that, I'm ready to write you to the lighthouses, if we can agree that Rayhan will do all the hide the approach magic and keep in the back after the buffing when the fight starts.

That's not a problem, there's no size limit on the subject of invisibility sphere, nor on Featherfall. I have a featherfall prepped (because it's a domain spell and the other option is Heshan has it, and as sorcerer can cast it about 6 times if needed...

Sounds good for Rayhan's role for me...


HP 80/80 AC 20-14-16 Fort +11, Ref +9, Will +6 rounds 14/14

V


| HP: 51/51 | AC: 19 T: 10 FF: 19 | Fort: +8 | Ref: +5 | Will: +5 | Perc: 10 |

iv


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
Heshan Antar wrote:
Hmm, so Heshan can get Overland Flight as his Level 5 spell. Would that help out in the plan?
Samuel Jafar wrote:

...

Heshan, recommend teleport as opposed to overland this day. I will have two prepared as will Rayhan. It would be nice to have a backup if we fail to get everyone back. We each can do ourselves plus three others and CL check will be involved and the spells can be lost that way.

I wouldn't get either, but that's me... (Especially not overland flight - your bloodline (djinni) gives you a flight speed at lvl 15, which is all overland flight is.)

My general rule as a sorcerer is to get spells that I'm going to want to cast repeatedly, just about every adventuring day...

THIS might be a useful read...


HP 143/143 AC 36 32 TAC 17 13 FF 33 29 | CMD 32 28 | F +16 R +13 W +17 (Stalward) Resist: fire 30 | HL: 14/14 B: 8/14 BSP: 10/10 Ju: 2/5 ST: 4/4 L1: 4/6 L2: 2/6 L3: 0/5 L4: 3/5 L5: 0/2 | Ini: +6 | Senses: +21 |
Skills:
Acrob+10,Bluff+14,Climb+11,Diplo+21,Disguis+3,Fly+8/+13,Heal+8,Intimidate+2 7,K.arcana+5/+9,K.planes+17/+21,K.religion+9/+13,K.history+12,Linguis+11,Se nsM+21,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 14 | GMW 12h, MV 12h
Heshan Antar wrote:
Hmm, so Heshan can get Overland Flight as his Level 5 spell. Would that help out in the plan?

That is a 'personal' spell Heshan, so no benefit on casting it multiple times. In general for a sorcerer you wish versatile spells because they need to be useful every day.

These are a few of my favorites for a spontaneous arcane caster, for they can be used in multiple ways, giving you options in all situations:
- shadow evocation: access to any evocation spell of lower level you might need
- telekinesis: a bag of tools that let's you move objects, put away stuff, do combat maneuvers against enemies, or just damage them throwing them stuff
- fickle winds: protect from ammunition, swarms and gasses
- teleport: well, you can use it to get away from danger, get the front liner in front of the enemy caster for a full attack, or just help bypass traps/obstacles, etc. you can always use more of this


HP 143/143 AC 36 32 TAC 17 13 FF 33 29 | CMD 32 28 | F +16 R +13 W +17 (Stalward) Resist: fire 30 | HL: 14/14 B: 8/14 BSP: 10/10 Ju: 2/5 ST: 4/4 L1: 4/6 L2: 2/6 L3: 0/5 L4: 3/5 L5: 0/2 | Ini: +6 | Senses: +21 |
Skills:
Acrob+10,Bluff+14,Climb+11,Diplo+21,Disguis+3,Fly+8/+13,Heal+8,Intimidate+2 7,K.arcana+5/+9,K.planes+17/+21,K.religion+9/+13,K.history+12,Linguis+11,Se nsM+21,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 14 | GMW 12h, MV 12h

Thanks for that push forward Foxy, it is very welcomed :)


AC 13 (18), touch 13 (17), flat-footed 11 (14) hp 101/103 F +11 R +12 W +14

I'll get Shadow Evocation instead then.


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

current map is bloatware


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

Omari, are you factoring in cat's grace? I hit you up for 10 minutes.


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
Samuel Jafar wrote:
Omari, are you factoring in cat's grace? I hit you up for 10 minutes.

Yep, there is a +2 to hit from Cat's Grace in the pile...


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

That is quite a pile you guys have going there. The damage was very impressive.


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 think Foxy is never going to let me prep for an encounter again...


Kitsune Game Master

@Heshan
Sorcerers need a full round action to use metamagic feats. Or do you have something to shorten that?


AC 13 (18), touch 13 (17), flat-footed 11 (14) hp 101/103 F +11 R +12 W +14
Foxy Quickpaw wrote:

@Heshan

Sorcerers need a full round action to use metamagic feats. Or do you have something to shorten that?

Will I be able to cast the spell on theme from where I am?


Kitsune Game Master

Probably. Soft cover doesn't apply to aiming a fireball as far as I know. And you could still take a 5 foot step up to look over those that are taller than you.


AC 13 (18), touch 13 (17), flat-footed 11 (14) hp 101/103 F +11 R +12 W +14
Foxy Quickpaw wrote:
Probably. Soft cover doesn't apply to aiming a fireball as far as I know. And you could still take a 5 foot step up to look over those that are taller than you.

I'll take the 5 foot step then. Thanks for clarifying.


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

Does CL 16 get me a summon?


Kitsune Game Master

GM dodging GM ruling by using google foo:

Rules FAQ

All CLs are sufficiently high, that no spillover happens here in either direction.


Kitsune Game Master

@Omari
I would, if I could. Google changed something and now I can't add any pictures to googledocs anymore without having an account.


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

How to remain undetectable:

https://proton.me/mail

connect to another free vpn when setting up the account

do not give them account recovery info so they do not know who you are and you cannot lose that password

use the free proton vpn

Use a virtual machine or at least another clean browser dedicated to docs login only so they cannot tie you to other accounts in that browser.

casting time much patience
duration indefinite (D)
Saving Throw none, SR no

much trouble to stay invisible but above will do it.

I was always aware that when I left a document open to edit by anyone with the link that some really bad stuff could be pushed onto my stuff. They fixed that and it is a real pain to log in with my unidentifiable login.


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

post script

your machine was backdoored before you bought it

fact


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

All of that so you can post maps for Paizo.

My ribs...


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

Well that's thoroughly annoying. Do we need to find another platform?

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