Alain

Corwin Morningsword's page

51 posts. Alias of PDS.


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Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

Standard Action: Corwin casts Cure Light Wounds on himself.

Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6

Move Action: Corwin moves to engage the front left bandit (map perspective).

Free Action: Corwin shouts, "Engage the enemy!"


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

Sounds good!


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

Looking at the inits it should be Khal (16), then the bandits (10), then Corwin (2).


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

Is it Khal's turn?


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

After hearing Riku jump off the roof, Corwin holds up his palm to the guards beside him indicating that they should stay put for the moment.

With sword and shield in hand, Corwin strides into view and stops on the opposite side of the magically-concealed pit from the bandits.

"Enough. You will no longer torment the Tengu or the residents of this post. Step forward and face me if you dare, but you will take nothing from this place."


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

Where have you jumped down to, Riku? Please update the map.


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

Right, we can all hear Riku. Question is: what will Riku do next? :)


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

Let's not meta-game; it's no fun! Unless you're shouting this at me across the trading post there's no way we could be having this conversation. ;)


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

Stealth: 1d20 - 5 ⇒ (12) - 5 = 7


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

Corwin remains behind the building.


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

Yep. I would have moved it if it were a movable object and not part of the background. Also, Oleg and his wife's instructions are to remain inside the building.


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

I've been monitoring the game. There's no action for me to take at this time.


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

I put myself on the map and moved Oleg & Lana to safety (or move them to wherever they want to go).

The last bit is placing the pit/hole. I'm thinking 3 or 4 squares in from the gate, and leave a 5 ft path next to the building on the right. I dropped in a 2x2 table and filled the cells black for the hole.


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

Then I say we have the laborers dig the hole and then move the displaced dirt out of view (ex. behind a building).


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

I can't find a time frame for digging a hole in the ground. I found crafting of a "Pit Trap" but that's an elaborate mechanism that costs 250 gp. We need to know how long it will take 5 laborers to dig a 10x10x10 (or smaller) hole in the ground.


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

Since the Trading Post is an old fort that has been repaired and rebuilt and repurposed, I'm assuming it has a wall and a gate that the bandits would come through? Are there buildings near that gate? If so, then I'm thinking we could hide in or behind buildings while we wait to attack. A pit could be dug within the walls, along the entry path, and hidden by Khal's silent illusion spell. When some or none of them fall in upon reaching it, we attack. Thoughts?
.
.
.

====--==== (wall with gate in the middle)
..........||
..........|| (path)
.........__
........|__| (hidden hole)


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

"Perhaps we could have the laborers dig a pit overnight and then you could hide it with your illusion in the morn? With luck one or two of the bandits may fall into the pit and then we attack."


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

Corwin nods. "Caltrops, assuming they're visible to the enemy, can also be used to funnel opponents onto a desired path. We might consider using them that way depending on where we and the residents hide. Khal, what are our magical options to conceal our presence?


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

Corwin looks pensive. "I think we should wait for them to enter the Trading Post and then reveal ourselves for combat; guards included. Khal can then enact his idea to have the riders prevent runners from escaping and warning their peers. Thoughts, Khal, Alluria, Riku?"


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

I recommend that residents lock themselves into homes/businesses and we use our Guards to defend them from any straggler bandits while we cut down the invaders. Perhaps the residents and guards can be hidden by your Silent Image? Or would it be better to hide us, and then we burst out and attack after the bandits are irrevocably trapped within the Trading Post?


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

Be careful with that. We hired Guards, not Soldiers. The difference:

Quote:
Guards train to watch over a person or location and defend that person or location if necessary. Unlike soldiers, guards are not expected to seek out trouble or take an aggressive role. Their purpose is to intimidate casual threats into leaving and defend against active threats. Each guard is typically a 1st-level warrior wearing scale mail and using either a glaive or a heavy wooden shield and shortspear.
Quote:
Soldiers are trained in combat and have the means and will to kill your enemies. Unlike Guards, Soldiers actively engage in fighting on behest of a leader (although you can make Soldiers act as Guards). Depending on the nature of your organization, they might be enforcers rather than military-style soldiers. They are typically 1st-level warriors, each with scale mail, a longsword, a heavy wooden shield, and javelins.

So Soldiers can pull Guard duty, but Guards don't pull Soldier duty. Soldiers would have cost 220 gp.


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

Corwin gives the woman a bright smile, and puts a hand on her shoulder. "Svetlana Leveton, you and your husband Oleg can rest assured that these bandits will be dealt with. It sounds like tomorrow's battle may involve a fraction of their force, and the rest will have to be hunted down to ensure that none remain to harass you. However many there are, you have my word that we will take action against them."


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

Corwin nods. "Indeed. We will gladly strive against banditry and other unlawful behavior encountered. Do you know where the bandits are holed up? Or is there a direction from which they consistently strike? Furthermore, have you been able to count their numbers?"


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

The Teams cost us 350 gp total (Guards, Laborers, and two Drivers), leaving 150 gp. The extra supplies costing 84 gp leaves us 66 gp. We could still pick up a Cure Light Wounds potion for 50 gp.

"I'm ready if there is no more equipment needed." Corwin speaks to the drivers to ensure that they're familiar and comfortable with the heavy wagon and draft horses.


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

Corwin nods. "Proceed, Alluria. Your assessment is sound. Let me know if you encounter any issues acquiring the equipment."


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

I foresee Udbjorgg and I having issues.


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

"The city Restov is but an hour away. You can shop there, Alluria, and I can attempt to hire guards, laborers, and drivers. Once you're comfortable with our current equipment, say the word and we'll head to Restov."


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

Then we can hoof it over to Restov and see if there are any Guards, Laborers, and Drivers looking for a life of adventure in the Greenbelt.


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

Is this estate where we're at part of a town or city?


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

Corwin shrugs, "We definitely won't catch any fish if we don't even cast a net. I say give me a day, maybe two, to make announcements in a nearby town square as well as in some pubs and inns. If we acquire our guards and laborers before setting out then all the better."


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

Actually the "Guards" team is 5 people for 100 gp, so that's fine.

The "Laborers" team is 5 people for 70 gp, so that's fine too.

The "Driver" is just one person for 90 gp. Should we take two Drivers for 180 gp?


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

Sounds fine to me.


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

Hirelings like a Driver (90 gp), Guards (100 gp), and Laborers (70 gp) we might be able to acquire at Oleg's Tradepost. More refined servants like Lackeys (120 gp) would likely need to be hired in a city.

But in general I agree with spending money on the aforementioned Teams.

http://paizo.com/pathfinderRPG/prd/ultimateCampaign/downtime/roomsAndTeams. html


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

Corwin shares the text of the charter with the other members of his group.

Corwin then stands, faces Oliver Ebonlocke and says, "Success through Grace, my lord. We will endeavor to show the Swordlords of Restov the rightness in charging us with this task."


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

MDT:

Regarding the Brevoy Favor document, can you elaborate on the Activity Modifier? What is it exactly, etc. I Googled it but came up empty.


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

"Thank you, Alluria. Your skill and guidance in traversing the Greenbelt is much appreciated." With Khal Ridder's agreement, Corwin passes any available maps over to Alluria.

Meanwhile Corwin reviews all texts provided in the charter, looking for any conditions, rights, and privileges outlined within.


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

I assume you meant Morningsword, or is there a Morningstar present?


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

Corwin enters the central dining room attired in a traveler's outfit dyed in the colors of House Lebeda. Corwin cuts a very handsome figure despite the meager travelling clothes, his golden hair almost making a halo when it catches the light. At the staff's direction Corwin faces Oliver Ebonlocke, bows, and introduces himself in Common.

"My lord, I am Corwin Morningsword of House Lebeda. I am a Paladin of Abadar in good standing, and a healer. I'm practiced in diplomacy and other conversational skills. Furthermore I'm something of a budding linguist, proficient in Celestial, Draconic, Elven, and Sylvan. I fully intend to continue learning new languages."

Corwin nods a hello to Alluria and then turns to the staff and says, "Water, please."


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

Ready, Freddy.


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

MDT addressed this back on page 1:

mdt wrote:

Go to the gameplay thread, post a single message with one word in it.

Save the message, then delete the message. it'll show up in your campaigns tab, and you'll see everything at the top of the gameplay page.


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

Sounds good to me!


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

Riku and I have our traits listed in our profiles: he's a pioneer and I'm from house Lebeda.


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1
mdt wrote:

Also, that reminds me. I generally use the following house rule :

Weapon Proficiencies :

All classes select weapon proficiency by selecting a Fighter Weapon Group. Each class gains a number of proficiencies based on their BAB.

+1 BAB = 4 Groups
+3/4 BAB = 2 Groups
+1/2 BAB = 1 Group

Multiclassing : Upon taking a level in a second (or more) class, the character may recalculate the number of proficiencies they have. This number is calculated as the highest number from any one class, plus half the number from all additional classes. Add all groups for the secondary classes together before halving them.

For example, if a Fighter (4 groups) takes a level in rogue (2 groups), then the fighter can have 5 groups total. If a Rogue (2 groups) takes a level of fighter (4 groups), they also have now 5 groups (4 Groups + (2 groups / 2). A Barbarian/Sorcerer/Witch would have 5 groups as well (4 groups + ((1 Group + 1 Group) / 2) = (4 Groups + 1 group). Round all fractions down.

Weapon Focus : Weapon Focus is by group.
Weapon Specialization : Weapon Specialization is by group.
Exotic Weapon Proficiency : Proficiency is by Weapon group. Special - You may take a weapon group as an exotic, provided you have the base weapon group. So, for example, a 1st level fighter may select Blades, Light and Blades, Heavy for two of his 4 groups, and then select Blades, Light Exotic and Blades, Heavy Exotic to gain proficiency with all light and heavy blades, including exotics.

Still giving everyone all Simple Weapons by default or has that changed?


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

I'm familiar with your house rule, of course, but I want to ask a Gestalt-specific question: Would a +1 BAB and +3/4 BAB Gestalt end up with 4 groups (just counting the better BAB class), 5 groups (treating the second class as if it was multiclassed), or 6 groups (adding the two classes together)? I'm guessing 4 groups but I want to make sure.


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

I think I'm going to swap my Str and Cha scores. I think starting with a Cha of 19 will be of greater value in the short and long terms.


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1
Seth86 wrote:
Corwin Morningsword wrote:
Isn't the Trox 28 RP? MDT listed a limit of 20 RP.
Actually, no idea, if it is, nevermind then :P tengu it is

I just double-checked, just to confirm. It's in the Advanced Race Guide.

http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/raceBuilder/exampleRac es.html#expanded-race-examples

Trox:
Trox
These large and horrid burrowers are native to mountains and highlands, but are often enslaved to serve as terrifying shock troops in marauding armies or as gladiatorial spectacles. Some trox earn their freedom and find employment as bodyguards, thugs, or even adventurers.

TYPE

Monstrous humanoid3 rp
SIZE

Large7 rp
BASE SPEED

Normal0 rp
ABILITY SCORE MODIFIERS

Paragon (+4 Str, –2 Int, –2 Wis, –2 Cha)1 rp
LANGUAGES

Xenophobic0 rp
RACIAL TRAITS

Ability Score Racial Traits

Advanced Strength (+2)4 rp
Movement Racial Traits
Burrow3 rp
Offense Racial Traits
Frenzy2 rp
Senses Racial Traits
Darkvision 60 ft.2 rp
Other Racial Traits
Grabbing appendages6 rp
Total28 rp


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

Isn't the Trox 28 RP? MDT listed a limit of 20 RP.


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1
Lessah wrote:
That was my thinking with the Summon Monster inclusion. Put Mr Sword with some enemies and then drop some summoned mooks to block off the rest then use various blasts to help pick off the stragglers : )

A target-rich environment would definitely help keep some of the heat off of me.


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1
mdt wrote:

I'll finish updating the map by covering the hexes when I have some free time. If anyone else wants to, just send the cover sheet (clear box) to the back so you can copy/paste the hexes where needed.

Light Green = Plains
Medium Green = Mix Plains/Forest
Dark Green = Forest
Blue = Lakes
Gray = Mountains
Yellow = Sand
Dark Dark Blue = Mixed Forest/Plains/Water

As a note, I will not be following the AP exactly (which you should know by now!). So hopefully it will still keep surprising you.

I think you may need to add me as a player/character before I can see anything. Or can I add myself somehow?


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1
Natalie Saratov wrote:
Corwin it looks like you have 2 more orisons the useal for level 1 and you miss a first level spell, oracles can choose all cure or inflict wound spells to add to the known list form level 1.

Good catch on the missing 1st level spell!

Regarding the orisons:

Quote:
Haunted: Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known.

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