Dark Tower

Game Master brvheart

Roll20

Watch Order:
1st: Jhenn, Fralk
2nd: Ciri, Faffnyr
3rd: Thoron, Slim

Order of March:
single:
Thoron, Fralk, Slim, Ciri, Jhenn, Faffnyr
double:
Thoron and Fralk, Slim and Ciri, Jhenn and Faffnyr with bringing up the rear.


Something seemed odd about this town, Mitra’s Fist. And the tavern they were in, The Overlord’s Inn, was certainly
a bit strange as well. [Everyone in the town seemed to stare at them as they walked through, and he had heard more
than one comment about how they didn’t get any visitors here anymore. He began to wonder if they had made a
mistake coming here, but what choice did they have after their guide had died from a scorpion’s bite and a sandstorm
had driven them into this mysterious mountain pass?


1,451 to 1,475 of 1,475 << first < prev | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | next > last >>

Female Half Eldar Elf Arcanist (Black Blade Adept) 8; Atk +6; Percpn +14; AC 22 MA CL8/22 W/O, T15, FF20; hp 67; Init +4; Fort +8 Ref +7, Will +9

I agree, I get a regular feat 9th and exploit, I just can't decide which, any suggestions.

Exploit
Potent Magic, Weapon Specialization,
quick study, Arcane Accuracy, metamagic knowledge (w metamagic feat,Intensified Spell), close range or spell resistance

Feat

Expanded Preparation, Extra Arcanist Exploit
Flexible Wizardry, Vital Strike, Dodge, Combat Casting, Spell Focus, Spell Penetration.

From class list:

Student of the Blade (Ex)
A blade adept can choose from any of the following bonus feats: Arcane Strike, Weapon Finesse, and Weapon Focus (in the weapon she is bonded to).

Arcana: A blade adept can select any of the following magus arcana: arcane accuracy, close range, critical strike, dispelling strike, hasted assault. reflection, hasted assault, pool strike, and spell shield.


Female Half Eldar Elf Arcanist (Black Blade Adept) 8; Atk +6; Percpn +14; AC 22 MA CL8/22 W/O, T15, FF20; hp 67; Init +4; Fort +8 Ref +7, Will +9

Quick Study (Ex) Use 1 reservoir as a full rd action, consult spellbook to switch out mem spell (provokes AoO).

Potent Magic (Su)
Whenever the arcanist expends 1 point from her arcane reservoir to increase the caster level of a spell, the caster level increases by 2 instead of 1. Whenever she expends 1 point from her arcane reservoir to increase a spell's DC, it increases by 2 instead of 1.

Potent Magic review: The ability to increase the power of your spells at a critical moment will save lives. Or end them. Whatever works. It’s rated blue because it is one of the most powerful abilities your class receives, At clutch moments, it will change the face of the game.

Arcane Weapon (Su)
As a swift action, the arcanist can expend 1 point from her arcane reservoir to enhance her weapon. The weapon gains a +1 enhancement bonus, which increases by 1 for every 4 levels beyond 5th (to a maximum of +4 at 17th level).

These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5.

An arcanist can also use this exploit to add one of the following weapon special abilities: dancing, defending, distance, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, spell storing, or throwing.

Spell Resistance (Su) for a number of rounds equal to her Charisma modifier (minimum 1) as a standard action by expending 1 point. This spell resistance is equal to 6 + her arcanist level and cannot be suppressed, but it can be ended as a free action on her turn.

Weapon Specialization no cost per use +2 damage

Arcane Accuracy, expend 1 point as a swift action to grant an insight bonus equal to her +4/+5 Intelligence bonus on all attack rolls (9+3 = 12) rounds

Vital Strike +1d6 damage

Intensified Spell +4 caster level


Female Half Eldar Elf Arcanist (Black Blade Adept) 8; Atk +6; Percpn +14; AC 22 MA CL8/22 W/O, T15, FF20; hp 67; Init +4; Fort +8 Ref +7, Will +9

So combat casting and arcane accuracy

Now 2 new spells


Female Half Eldar Elf Arcanist (Black Blade Adept) 8; Atk +6; Percpn +14; AC 22 MA CL8/22 W/O, T15, FF20; hp 67; Init +4; Fort +8 Ref +7, Will +9

So, after we defeat this dungeon are we going to continue to another adventure together?

How about up north to the citadel of fire or Fortress badabaskor or Rappan Athuk


Male Human Paladin 9 | HP 99/99 |AC 27/T12/FF26 | F+11/R+9/W+12 | CMB +13/CMD 24 | init + 2 | Perc + 9 | Diplomacy + 15 | LoH 8/9 | Smite 2/3 | Divine Bond 9/9 min. 2/2 per day
Ciri Princess of Cintra wrote:
So, after we defeat this dungeon are we going to continue to another adventure together?

Let's get close to finishing this one, then sort it out.


M Half-Orc Inquisitor(Sanctified Slayer) 9 HP: 63/63||AC 27, Touch 14, FF 25 | Init: +5 | F: +10, R: +7, W: +11, +1 vs Set| CMB: +11, CMD: 23| Speed 30ft| Perc: +15, SM: + 19 | Active conditions: none
Terodius Mitrakin wrote:


Also, @Brvheart, is the spell

Inheritor's Smite

in your acceptable sources?

Haven't heard from Brvheart, so going to assume that it is...

Here's Terodius at lvl 9

Mechanical:

Half- Orc Inquisitor (Sanctified Slayer) 9
Alignment: Lawful Good
Diety: Mitra
Init +5 = +2 dex +3 cunning Initiative
Speed 30’,
Darkvision 60’

Defense
AC: 27 =10+2 dex +6 armor +2 armor enhancement +2 shield +2 shield Enhancement +2 Deflection+1 NA (+1 divine vs followers of Set)
HP: 63 = 8+(7d8 => 7,3,2,2,8,4,3,7 = 36)+ 9*2 (con) +1 FCB
Fort +10 = +6 Inquisitor +2con +2 Resistance
Ref +7 = +3 Inquisitor +2 dex +2 Resistance
Will +11 = +6 Inquisitor +3 wis +2 Resistance
(+1 divine vs followers of Set)

CMD: 23 = 10 + 6 (bab)+2 (dex) +5 str

Offense +1 divine to hit and damage vs followers of set
Melee:
Ranged:
BAB : +6 = +6 Inquisitor
CMB : +11 = +6 (BAB) +5 str

Oracle Spells & Slots
L0 (6,*) DC 13: Detect Magic, Guidance, Read Magic, Create Water, Sift, Stabilize
L1 (5+3 FCB, 5+1/day) DC 14: Divine Favor, Heightened Awareness, Hide from Undead, Keep Watch, Ear Piercing Scream, Ears of the City, Expeditious Retreat, Shield of Faith
L2 (4+3 FCB, 4+1/day) DC 15: Invisibility, Blistering Invective, Resist Energy, See Invisibility, Protection from Evil (Communal), Silence, Inheritor’s Smite, ???
L3 (3, 3+1/day) DC 16: Heroism, Dispel Magic, Shield of Wings,

Race = Half-Orc (favored class: Inquisitor)
Str: 20 =15 (7 pts)+2 racial +1 lvl 4 +2 enhancement
Dex: 14 = 14 (5 pts)
Con: 14 =14(5 pts)
Int: 13 = 13 (3 pts)
Wis: 16 = 15 (7 pts) +1 lvl 8
Cha: 8 = 8 (0 pts)

Skills: (6 +1 int)*9 = 63 Not including ACP (?)
Perception 9 ranks +3 trained +3 wis
Intimidate 9 ranks +3 trained -1 cha +2 racial +4 stern gaze+1 FCB +5 competence (Maiden’s Helm)
Sense Motive 9 ranks +3 trained +3 wis+4 stern gaze
Stealth 9 ranks +3 trained +2 dex
K Religion 4 ranks +3 trained +1 int (+1 FCB +3 monster lore to ID)
K Arcana 4 ranks +3 trained +1 int (+1 FCB +3 monster lore to ID)
K Planes 3 ranks +3 trained +1 int (+1 FCB +3 monster lore to ID)
K Dungeoneering 3 ranks +3 trained +1 int (+1 FCB +3 monster lore to ID)
K Nature 3 ranks +3 trained +1 int (+1 FCB +3 monster lore to ID)
K Local 3 ranks +1 int +2 racial (+1 FCB +3 monster lore to ID)
Survival 2 ranks +3 trained +3 wis (+4 track)
Acrobatics 3 ranks +3 trained + 2 Dex
Swim 1 rank +3 trained +4 str
Climb 1 rank +3 trained +4 str

Languages: Common, Orc, Abyssal (int)

Traits: Unbreakable Hate (Race, 1/2 Orc), Fates Favored (Faith),

Feats:
Weapon Focus (Longsword) (1st),
Enforcer (3ed),
Lastwall Phalanx (Teamwork Feat 3ed),
Power Attack (5th),
Outflank (Teamwork feat 6th, flexible),
Hurtful (7th),
Rogue Talent: Combat Trick >> Dazzling Display (Talented Slayer 8th),
Shatter Defenses (9th)
Escape Route (Teamwork Feat, 9th, flexible)


Male Goblin Ftr 2 Rog (Scout) 5 Wiz (Transmuter) 2 | HP 75/75 | AC28/T20/F21 | Saves F+7/R+10/W+5 | Perc +20/Hidden +24/Traps +26 | Init +6

Crap, been away... crazy week. Will level up ASAP.

Thinking Rogue 5 for the extra sneak +1d6.


Male Human Paladin 9 | HP 99/99 |AC 27/T12/FF26 | F+11/R+9/W+12 | CMB +13/CMD 24 | init + 2 | Perc + 9 | Diplomacy + 15 | LoH 8/9 | Smite 2/3 | Divine Bond 9/9 min. 2/2 per day

RAtel @ 9th lvl:

HP: 1d10 + 4 ⇒ (5) + 4 = 9
+1 BAB, Ref. save,
Feat: Furious Focus
Mercy (Enfeebled)
Skills @ 3: + 1 diplomacy, knowledge (religion), and perception


Male Goblin Ftr 2 Rog (Scout) 5 Wiz (Transmuter) 2 | HP 75/75 | AC28/T20/F21 | Saves F+7/R+10/W+5 | Perc +20/Hidden +24/Traps +26 | Init +6

Fralk Rogue Lvl 5 HP: 1d8 ⇒ 3

Wow, my rogue HP sucks... 8, 3, 3, 4, 3. Ah, well. Will keep focusing on AC.

Not many things to consider at this level.

Finished leveling, will update sheet probably sometime today.


Female Half Eldar Elf Arcanist (Black Blade Adept) 8; Atk +6; Percpn +14; AC 22 MA CL8/22 W/O, T15, FF20; hp 67; Init +4; Fort +8 Ref +7, Will +9

Toughness would help as your level 9 feat and some Rogue talents are quite good, like offensive defense

Magical Knack
You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks.

Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.


Female Half Eldar Elf Arcanist (Black Blade Adept) 8; Atk +6; Percpn +14; AC 22 MA CL8/22 W/O, T15, FF20; hp 67; Init +4; Fort +8 Ref +7, Will +9

Bruising Intellect
Your sharp intellect and rapier-like wit bruise egos.

Benefits: Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.

Crowd Dodger
You spent much of your youth on crowded streets, dodging quickly around and under others.

Benefit(s): You gain a +2 trait bonus on Acrobatics checks to move through another creature’s space and to avoid attacks of opportunity for leaving a threatened square.

BTW, I believe we had a rule that we had to take at least the average hit dice if we rolled badly and reroll all 1's


Male Human Rogue6/Clr1 Current Map
Terodius Mitrakin wrote:


Also, @Brvheart, is the spell

Inheritor's Smite

in your acceptable sources?

yes


Male Human Rogue6/Clr1 Current Map
"Slim" Jim wrote:
Brv wrote:
I would have been fine with Surge of Success, but you are only in line for a bonus feat and Surge of Success is not on that list.
Perhaps you're thinking of lvl 8 where Swashbucklers get a bonus feat from a restricted list, but I thought we're going up to level 9 where everyone gets a regular feat? :)

Sorry for the late reply. Looks good Jim


Male Human Rogue6/Clr1 Current Map
Ratel Dier wrote:

RAtel @ 9th lvl:

[dice=HP]1d10+4
+1 BAB, Ref. save,
Feat: Furious Focus
Mercy (Enfeebled)
Skills @ 3: + 1 diplomacy, knowledge (religion), and perception

Also good Ratel.


M Half-Orc Inquisitor(Sanctified Slayer) 9 HP: 63/63||AC 27, Touch 14, FF 25 | Init: +5 | F: +10, R: +7, W: +11, +1 vs Set| CMB: +11, CMD: 23| Speed 30ft| Perc: +15, SM: + 19 | Active conditions: none

Ok, As you appear to like the update format, here's what Terodius did for lvl 9

HP: 1d8 + 2 ⇒ (7) + 2 = 9
+0 BAB, +1 Ref. save,
Feat: Shatter Defenses
Bonus Teamwork Feat: Escape Route
Skills @ 7: + 1 Perception, Intimidate, Sense Motive, Stealth, K religion, K arcana, K Local

Spells Known: Add Dimensional Anchor (lvl 3) and Inheritor's Smite (lvl 2, FCB)


Male Goblin Ftr 2 Rog (Scout) 5 Wiz (Transmuter) 2 | HP 75/75 | AC28/T20/F21 | Saves F+7/R+10/W+5 | Perc +20/Hidden +24/Traps +26 | Init +6
Ciri Princess of Cintra wrote:

Toughness would help as your level 9 feat and some Rogue talents are quite good, like offensive defense

Magical Knack
You were raised, either wholly or in part, by a magical creature...

Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus...

For the feat, I went with Underfoot <<< Link Focusing on quickness and it helps me get into position for the +3d6 percision damage.

Yes, I'm a Wizard 2 (but, Caster Level 4)... powerful! Helps with range and duration, concentration and SR I suppose.

Mostly, just staying true to character.


Male Human Rogue6/Clr1 Current Map
Fralk ibn Sabbah wrote:
Ciri Princess of Cintra wrote:

Toughness would help as your level 9 feat and some Rogue talents are quite good, like offensive defense

Magical Knack
You were raised, either wholly or in part, by a magical creature...

Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus...

For the feat, I went with Underfoot <<< Link Focusing on quickness and it helps me get into position for the +3d6 percision damage.

Yes, I'm a Wizard 2 (but, Caster Level 4)... powerful! Helps with range and duration, concentration and SR I suppose.

Mostly, just staying true to character.

AFAIC, you are 3 points over on skill points. Everything else looks good.


Male Goblin Ftr 2 Rog (Scout) 5 Wiz (Transmuter) 2 | HP 75/75 | AC28/T20/F21 | Saves F+7/R+10/W+5 | Perc +20/Hidden +24/Traps +26 | Init +6
brvheart wrote:
AFAIC, you are 3 points over on skill points. Everything else looks good.

Not sure where that could be from, HeroLab says 57 Skill points.

I do have Alertness as a Feat, so that gives me +2 Perception & Sense Motive.

I also have a Headband of Intellect +2, keyed to the Perception skill. So that's effectively +9 skill points.

Don't want to send you fishing or have you do more work, but if you prefer having the details...

...from Hero Lab:
Fralk ibn Sabbah
Male goblin fighter 2/rogue (scout) 5/transmuter 2 (Pathfinder RPG Advanced Player's Guide 134, Pathfinder RPG Bestiary 156)
NG Small humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception +20 (+24 to hear conversation or find concealed object)
--------------------
Defense
--------------------
AC 26, touch 18, flat-footed 19 (+5 armor, +6 Dex, +1 dodge, +1 natural, +2 shield, +1 size)
hp 75 (9 HD; 2d6+5d8+2d10+32)
Fort +7, Ref +10, Will +5 (+1 vs. fear)
Defensive Abilities evasion, trap sense +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 mithral dogslicer +15/+10 (1d4+7/19-20) or
. . mwk chakram +7/+2 (1d6) or
. . mwk cold iron dogslicer +15/+10 (1d4+6/19-20)
Ranged darkwood longbow +14/+9 (1d6/×3)
Special Attacks scout's charge, sneak attack +3d6
Arcane School Spell-Like Abilities (CL 2nd; concentration +4)
. . 5/day—telekinetic fist (1d4+1 bludgeoning)
Transmuter Spells Prepared (CL 4th; concentration +6)
. . 1st—burning hands (DC 13), magic missile, mudball[ARG] (DC 13), touch of gracelessness[APG] (DC 13)
. . 0 (at will)—mage hand, message, ray of frost, read magic
. . Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 10, Dex 22, Con 16, Int 14, Wis 12, Cha 10
Base Atk +6; CMB +5; CMD 22
Feats Alertness, Dodge, Mobility, Scribe Scroll, Slashing Grace[ACG], Step Up, Underfoot[APG], Weapon Finesse, Weapon Focus (dogslicer)
Traits magical knack, sacred touch
Skills Acrobatics +22 (+26 to move past opponents without provoking attacks of opportunity, as long as they're larger than you), Climb +13, Disable Device +22, Escape Artist +10, Knowledge (arcana) +7, Knowledge (dungeoneering) +8, Knowledge (local) +6, Linguistics +8, Perception +20 (+24 to hear conversation or find concealed object), Profession (cook) +5, Ride +10, Sense Motive +10, Sleight of Hand +10, Spellcraft +7, Stealth +21, Survival +5, Swim +6, Use Magic Device +5; Racial Modifiers +4 Acrobatics, +4 Climb
Languages Common, Draconic, Dwarven, Goblin, Orc, Sylvan
SQ arcane bond (Arcane Familiar, turtle), physical enhancement (+1), rogue talents (canny observer[APG], trap spotter), trapfinding +2
Combat Gear necklace of fireballs i, potion of cure light wounds (3), potion of cure moderate wounds, scroll of detect magic, scroll of detect magic, scroll of flaming sphere, scroll of ghost sound, scroll of identify, scroll of touch of combustion, wand of cure light wounds, wand of web, caltrops, smokestick (2); Other Gear +1 mithral chain shirt, +1 buckler, +1 mithral dogslicer[ARG], arrows (20), darkwood longbow, mwk chakram[APG], mwk cold iron dogslicer[ARG], daredevil boots[ARG], eyes of the eagle, headband of vast intelligence +2, muleback cords[APG], bedroll, belt pouch, belt pouch, blanket[APG], candle, chalk, crowbar, fishhook, flint and steel, grappling hook, ink, inkpen, marbles[APG], masterwork backpack[APG], masterwork thieves' tools, mirror, mug/tankard, parchment (3), sack, sack, scroll case, scroll case, sealing wax, silk rope (50 ft.), silver holy symbol of Mitra, soap, tent, hanging[ARG], trail rations (4), twine (50')[APG], waterskin, weapon cord[APG], whetstone, wizard starting spellbook, 213 gp, 6 sp, 2 cp
--------------------
Special Abilities
--------------------
Canny Observer (Ex) +4 Perception to overhear conversations or find concealed or secret objects.
Darkvision (60 feet) You can see in the dark (black and white only).
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.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Familiar Bonus: +1 natural armor bonus You gain the Alertness feat while your familiar is within arm's reach.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Physical Enhancement +1 (Constitution) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Scout's Charge (Ex) Charge attacks deal sneak attack damage as though foe is flat-footed.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slashing Grace (Dogslicer) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.
Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Telekinetic Fist (1d4+1 bludgeoning, 5/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.
Transmutation Transmuters use magic to change the world around them.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Underfoot +4 Acrobatics to move past opponents withou AoO if they are larger than you. +2 to Mobility if the opponent is larger than you.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Female Half Eldar Elf Arcanist (Black Blade Adept) 8; Atk +6; Percpn +14; AC 22 MA CL8/22 W/O, T15, FF20; hp 67; Init +4; Fort +8 Ref +7, Will +9

Well it's likely I will be removing my +2 natural armor amulet for Mitra’s amulet so, amulet +2 will be available


Male Goblin Ftr 2 Rog (Scout) 5 Wiz (Transmuter) 2 | HP 75/75 | AC28/T20/F21 | Saves F+7/R+10/W+5 | Perc +20/Hidden +24/Traps +26 | Init +6

Do we go up via wealth by level or only treasure found?

Does natural armor bonus from a familiar stack with natural armor?


Male Human Paladin 9 | HP 99/99 |AC 27/T12/FF26 | F+11/R+9/W+12 | CMB +13/CMD 24 | init + 2 | Perc + 9 | Diplomacy + 15 | LoH 8/9 | Smite 2/3 | Divine Bond 9/9 min. 2/2 per day
Ciri Princess of Cintra wrote:
Well it's likely I will be removing my +2 natural armor amulet for Mitra’s amulet so, amulet +2 will be available

Ratel has a + 1 natural armor amulet, but if no one else wants the + 2 Ratel would take it :)


Female Half Eldar Elf Arcanist (Black Blade Adept) 8; Atk +6; Percpn +14; AC 22 MA CL8/22 W/O, T15, FF20; hp 67; Init +4; Fort +8 Ref +7, Will +9

Prayer
Range 40 ft.
Area all allies and foes within a 40-ft.-radius burst centered on you

DESCRIPTION
"You and each of your allies"

So, can the amulet work the same range?? Instead of individually.

gain a +1 luck bonus on attack rolls,
weapon damage rolls,
saves,
and skill checks,

while each of your foes takes a -1 penalty on such rolls.

My feat doubles it for my sake but everyone else should still get a normal benefit..


Male Human Rogue6/Clr1 Current Map
Fralk ibn Sabbah wrote:
brvheart wrote:
AFAIC, you are 3 points over on skill points. Everything else looks good.

Not sure where that could be from, HeroLab says 57 Skill points.

I do have Alertness as a Feat, so that gives me +2 Perception & Sense Motive.

I also have a Headband of Intellect +2, keyed to the Perception skill. So that's effectively +9 skill points.

Don't want to send you fishing or have you do more work, but if you prefer having the details...
** spoiler omitted **...

Quote:
After being worn for 24 hours, the headband grants a number of skill ranks in those skills equal to the wearer’s total Hit Dice. These ranks do not stack with the ranks a creature already possesses.

So it is effectively only 9 skill points and the ones you had spent on perception prior to wearing it DO NOT STACK.

Also I could six feats, but you are only allows five I believe.


Hi there! Korbin Tealeaf here at your service? What can I get you? Warm bread? Hot soup? A cure for what ails ya?


Male Goblin Ftr 2 Rog (Scout) 5 Wiz (Transmuter) 2 | HP 75/75 | AC28/T20/F21 | Saves F+7/R+10/W+5 | Perc +20/Hidden +24/Traps +26 | Init +6

Agreed, do not stack... But I think they get reallocated (only 9 ranks in Perception). I'll check the math once I'm at HeroLab.

Feats:
5 from Character Level 9
2 from Fighter Level 2
1 Alertness from familiar turtle riding in backpack. Yes, he's the GREATEST wizard. Though his name is not Tim.

8 total.

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