Sebti the Crocodile

Eliandra Giltessan's page

1,267 posts. Alias of Kadin.


RSS

1 to 50 of 1,267 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Silver Crusade

Alahazra scouts for me and finds.... a potion of heroism. I move to the last Scar Bay and explore that.

Int 9: 1d6 + 1d4 ⇒ (5) + (3) = 8

Nope. BotA to examine... Goose in the Rigging... and explore.

Str 8: 1d6 + 1d4 ⇒ (5) + (2) = 7

BoAbadar on the CtD.

Int 12: 3d6 + 1d4 ⇒ (6, 6, 6) + (2) = 20

Wow. Okay. I’m done.

Hand: Punching Dagger, Quick Change Mask, Athlete, Fencer, Sages Journal
Deck: 1 Discard: 9 Buried: 1
Displayed: Notes:

Skills & Powers:
SKILLS
STRENGTH
d6 [ ]+1 [ ]+2
DEXTERITY d8 [x]+1 [ ]+2 [ ]+3 [ ]+4 
CONSTITUTION d8 [ ]+1 [ ]+2 [ ]+3
INTELLIGENCE d6 [ ]+1
.Knowledge: Intelligence +2
WISDOM d6 [ ]+1 [ ]+2
.Divine: Wisdom +0
CHARISMA d8 [ ]+1 [ ]+2 [ ]+3
.Diplomacy: Charisma +2

POWERS HAND SIZE 5 [ ] 6 
PROFICIENT WITH Weapons  Light Armors 
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ]If it is a weapon, you may put it on top of your deck instead.)
[x] Add 1d4 ([ ] 1d8) to your non-combat check against a bane.
FAVORED CARD: Weapon

 

Silver Crusade

So, closing Scar Bay 5 will kill Salim, so I’m going to Fringes of the Eye. I explore. It’s a Carver.

Diplomacy 8: 1d8 + 2 ⇒ (3) + 2 = 5

Nope. Discard Spyglass to examine top 2 and put them back in any order. Goblin Keelhauling and a Pirate Shade Haunt. I’ll stop.

Hand: Punching Dagger, Blessing of the Ancients, Blessing of Abadar, Masque, Sages Journal
Deck: 3 Discard: 7 Buried: 1
Displayed: Notes:

Skills & Powers:
SKILLS
STRENGTH
d6 [ ]+1 [ ]+2
DEXTERITY d8 [x]+1 [ ]+2 [ ]+3 [ ]+4 
CONSTITUTION d8 [ ]+1 [ ]+2 [ ]+3
INTELLIGENCE d6 [ ]+1
.Knowledge: Intelligence +2
WISDOM d6 [ ]+1 [ ]+2
.Divine: Wisdom +0
CHARISMA d8 [ ]+1 [ ]+2 [ ]+3
.Diplomacy: Charisma +2

POWERS HAND SIZE 5 [ ] 6 
PROFICIENT WITH Weapons  Light Armors 
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ]If it is a weapon, you may put it on top of your deck instead.)
[x] Add 1d4 ([ ] 1d8) to your non-combat check against a bane.
FAVORED CARD: Weapon

 

Silver Crusade

Salim goes to Maznar’s Scar Bay and explores! Taking on Water.

Con 7: 1d8 + 2d4 ⇒ (3) + (2, 4) = 9

Yay! BotSpy to go again. Woooooo Pirate Shade Haunt, which reminds me I needed an 8 on that last check, but I still got it. Taking Yoon’s Besmara on the close.

Divine 10: 3d6 + 1d4 ⇒ (3, 4, 5) + (3) = 15

Yay closed. I am dealt 5 combat damage. It’s fine. I didn’t need my hand. Or a weapon ever again.

Hand: Punching Dagger, Spyglass, Blessing of Abadar, Masque, Sages Journal
Deck: 4 Discard: 6 Buried: 1
Displayed: Notes:

Skills & Powers:
SKILLS
STRENGTH
d6 [ ]+1 [ ]+2
DEXTERITY d8 [x]+1 [ ]+2 [ ]+3 [ ]+4 
CONSTITUTION d8 [ ]+1 [ ]+2 [ ]+3
INTELLIGENCE d6 [ ]+1
.Knowledge: Intelligence +2
WISDOM d6 [ ]+1 [ ]+2
.Divine: Wisdom +0
CHARISMA d8 [ ]+1 [ ]+2 [ ]+3
.Diplomacy: Charisma +2

POWERS HAND SIZE 5 [ ] 6 
PROFICIENT WITH Weapons  Light Armors 
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ]If it is a weapon, you may put it on top of your deck instead.)
[x] Add 1d4 ([ ] 1d8) to your non-combat check against a bane.
FAVORED CARD: Weapon

 

Silver Crusade

Salim follows Maznar and explores! Tiger Shark. Using Melted Blade (obv) and recharging Punching Dagger mostly to get it out of my hand.

Combat 12: 1d8 + 4d4 + 4 ⇒ (4) + (2, 3, 3, 3) + 4 = 19

Dead Shark. Hyenadon. I am done.

Hand: Rapier A, Rapier B, The Melted Blade, Agility, Blessing of the Spy
Deck: 9 Discard: 1 Buried: 1
Displayed: Notes:

Skills & Powers:
SKILLS
STRENGTH
d6 [ ]+1 [ ]+2
DEXTERITY d8 [x]+1 [ ]+2 [ ]+3 [ ]+4 
CONSTITUTION d8 [ ]+1 [ ]+2 [ ]+3
INTELLIGENCE d6 [ ]+1
.Knowledge: Intelligence +2
WISDOM d6 [ ]+1 [ ]+2
.Divine: Wisdom +0
CHARISMA d8 [ ]+1 [ ]+2 [ ]+3
.Diplomacy: Charisma +2

POWERS HAND SIZE 5 [ ] 6 
PROFICIENT WITH Weapons  Light Armors 
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ]If it is a weapon, you may put it on top of your deck instead.)
[x] Add 1d4 ([ ] 1d8) to your non-combat check against a bane.
FAVORED CARD: Weapon

 

Silver Crusade

Fight a skelly!

Combat 11: 1d8 + 3d4 + 4 ⇒ (6) + (3, 2, 1) + 4 = 16

Dead skelly.

Silver Crusade

Before my turn, I fight a fire!

Con 6: 1d8 + 2d4 ⇒ (2) + (1, 2) = 5

Uuuuugh. Burying Gambeson. Then on my turn, I explore! Giant Moray Eel.

Combat 10: 1d8 + 3d4 + 4 ⇒ (4) + (3, 3, 2) + 4 = 16

Yay! Dandy Brute to go again. Woooo Pirate Shade Haunt. I will use my blessing and steal one of Alahazra’s.

Divine 9: 3d6 + 1d4 ⇒ (3, 3, 6) + (1) = 13

Yayyy Scar Bay 1 closed. Monster goes into 1d5 ⇒ 5 Scar Bay #5.

Hand: Rapier A, Rapier B, The Melted Blade, Agility, Punching Dagger
Deck: 8 Discard: 2 Buried: 1
Displayed: Notes:

Skills & Powers:
SKILLS
STRENGTH
d6 [ ]+1 [ ]+2
DEXTERITY d8 [x]+1 [ ]+2 [ ]+3 [ ]+4 
CONSTITUTION d8 [ ]+1 [ ]+2 [ ]+3
INTELLIGENCE d6 [ ]+1
.Knowledge: Intelligence +2
WISDOM d6 [ ]+1 [ ]+2
.Divine: Wisdom +0
CHARISMA d8 [ ]+1 [ ]+2 [ ]+3
.Diplomacy: Charisma +2

POWERS HAND SIZE 5 [ ] 6 
PROFICIENT WITH Weapons  Light Armors 
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ]If it is a weapon, you may put it on top of your deck instead.)
[x] Add 1d4 ([ ] 1d8) to your non-combat check against a bane.
FAVORED CARD: Weapon

 

Silver Crusade *****

Yay! Congrats!

Silver Crusade

How do we want to track loot?

Silver Crusade

I explore! A sapphire of intelligence. Might be nice for someone, but not Salim. Athlete to go again. Merfolk.

Combat 8: 1d8 + 2d4 + 4 ⇒ (2) + (1, 4) + 4 = 11

Not all 1s! Heal the Athlete and am done.

Hand: Dandy Brute, Rapier B, The Melted Blade, Agility, Blessing of Abadar
Deck: 10 Discard: 0 Buried: 0
Displayed: Gambeson Notes:

Skills & Powers:
SKILLS
STRENGTH
d6 [ ]+1 [ ]+2
DEXTERITY d8 [x]+1 [ ]+2 [ ]+3 [ ]+4 
CONSTITUTION d8 [ ]+1 [ ]+2 [ ]+3
INTELLIGENCE d6 [ ]+1
.Knowledge: Intelligence +2
WISDOM d6 [ ]+1 [ ]+2
.Divine: Wisdom +0
CHARISMA d8 [ ]+1 [ ]+2 [ ]+3
.Diplomacy: Charisma +2

POWERS HAND SIZE 5 [ ] 6 
PROFICIENT WITH Weapons  Light Armors 
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ]If it is a weapon, you may put it on top of your deck instead.)
[x] Add 1d4 ([ ] 1d8) to your non-combat check against a bane.
FAVORED CARD: Weapon

 

Silver Crusade

I will start at a Scar Bay.

Hand: Gambeson, Rapier B, The Melted Blade, Athlete, Blessing of Abadar
Deck: 11 Discard: 0 Buried: 0
Displayed: Notes:

Skills & Powers:
SKILLS
STRENGTH
d6 [ ]+1 [ ]+2
DEXTERITY d8 [x]+1 [ ]+2 [ ]+3 [ ]+4 
CONSTITUTION d8 [ ]+1 [ ]+2 [ ]+3
INTELLIGENCE d6 [ ]+1
.Knowledge: Intelligence +2
WISDOM d6 [ ]+1 [ ]+2
.Divine: Wisdom +0
CHARISMA d8 [ ]+1 [ ]+2 [ ]+3
.Diplomacy: Charisma +2

POWERS HAND SIZE 5 [ ] 6 
PROFICIENT WITH Weapons  Light Armors 
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ]If it is a weapon, you may put it on top of your deck instead.)
[x] Add 1d4 ([ ] 1d8) to your non-combat check against a bane.
FAVORED CARD: Weapon

 

Display Gambeson.

Silver Crusade

I would ideally like a Weapon 1 but would not mind an ally 1. Would like the item B as my second choice.

Weapon 1: 1d1000 ⇒ 130
Ally 1: 1d1000 ⇒ 573
Item B: 1d1000 ⇒ 462

Silver Crusade

rkotitan wrote:

So during the Tanager Jubilee I had a PC using something that trivialized all of his rolls and I was wondering how my fellow DMs would rule on the use of this particular ability

Pageant of the Peacock

Mainly as a result of this bardic masterpiece they managed to not only get every single NPC to helpful during the Jubilee but also learn all their weaknesses, strengths, biases, as well as a majority of their influencing skills.

Is that basically intended by the end of the Jubilee or was allowing this performance to crush the nobility a mistake?

Pageant of the Peacock is notoriously overpowered.

That said, my party of 5 got everyone to helpful by the end of the Jubilee, so I don’t think it’s the end of the world.

Silver Crusade

Salim explores! It’s the villain! Temp closes all around!

Villain Fight:

Con 8: 1d8 + 1d4 ⇒ (3) + (2) = 5

...who is much more prepared this time. Burying Instant Armor on the first check to help Melted Blade. Discarding Sailor to get an additional 1d4.

Combat 14: 1d8 + 6d4 + 4 ⇒ (5) + (1, 4, 3, 4, 1, 2) + 4 = 24

Blessing of Lamashtu and burying Blood Periapt on second check.

Combat 16: 3d8 + 5d4 + 4 ⇒ (2, 3, 7) + (2, 3, 4, 4, 2) + 4 = 31

Him dead.

Silver Crusade

Assuming it’s still up by the time my turn comes around, Sunny will stab at it with her scimitar.

stabby time:

Scimitar: 1d20 + 3 ⇒ (17) + 3 = 20
Scimitar reroll: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d6 + 2 ⇒ (1) + 2 = 3

Silver Crusade

Salim weighs his options and decides to remain at the tower. He moves past Maznar’s latest battle. He finds Magic Leather armor, which with Chompy’s help he can’t fail to acquire. Salim uses his skill as a spy to press forward and finds a common sailor.

Diplomacy 6: 2d8 + 2 ⇒ (5, 2) + 2 = 9

The sailor elects to join Salim on his journey, and Salim sends his athlete to climb the next set of stairs. He finds a magical scroll.

Divine 3: 1d6 + 1d4 ⇒ (1) + (3) = 4

Salim takes it, thinking it will at least fuel his Melted Blade. Salim sends his fencer out to look around the next curve. Aha! An undead pirate to destroy!

Combat 10: 1d8 + 3d4 + 4 ⇒ (3) + (1, 3, 1) + 4 = 12

Salim sits back to heal after his victory.

Hand: Sailor, The Melted Blade, Magic Leather Armor, Blood Periapt, Instant Armor
Deck: 7 Discard: 5 Buried: 2
Displayed: Notes:

Skills & Powers:
SKILLS
STRENGTH
d6 [ ]+1 [ ]+2
DEXTERITY d8 [x]+1 [ ]+2 [ ]+3 [ ]+4 
CONSTITUTION d8 [ ]+1 [ ]+2 [ ]+3
INTELLIGENCE d6 [ ]+1
.Knowledge: Intelligence +2
WISDOM d6 [ ]+1 [ ]+2
.Divine: Wisdom +0
CHARISMA d8 [ ]+1 [ ]+2 [ ]+3
.Diplomacy: Charisma +2

POWERS HAND SIZE 5 [ ] 6 
PROFICIENT WITH Weapons  Light Armors 
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ]If it is a weapon, you may put it on top of your deck instead.)
[x] Add 1d4 ([ ] 1d8) to your non-combat check against a bane.
FAVORED CARD: Weapon

 

Silver Crusade

4 people marked this as a favorite.

I am CMB’s said friend, and I have pics! It does exist!

Silver Crusade

Salim notices that the rocks of the Ghol Gan ruins are likely to spread to his compatriots’ locations and decides to retreat for now and instead explore the Tower. Lounging about of the first floor is the object of this entire quest, Arron Ivy.

Villain Fight:

Abadar helps against Ivy’s disease and paralysis, whether Salim wants him to or not.

Con 8: 2d8 ⇒ (3, 6) = 9

Salim uses his own resources vs Ivy.

Combat 11: 1d8 + 2d4 + 4 ⇒ (1) + (2, 3) + 4 = 10

Salim swears as his Masque gets cut down and uses an extra rapier to avenge his friend.

Combat 13: 1d8 + 4d4 + 4 ⇒ (2) + (2, 1, 2, 4) + 4 = 15

Ivy escapes up into the Tower, and Salim pursues.

Hand: Fencer, Athlete, The Melted Blade, Blessing of the Spy, Blood Periapt
Deck: 6 Discard: 3 Buried: 2
Displayed: Notes:

Skills & Powers:
SKILLS
STRENGTH
d6 [ ]+1 [ ]+2
DEXTERITY d8 [x]+1 [ ]+2 [ ]+3 [ ]+4 
CONSTITUTION d8 [ ]+1 [ ]+2 [ ]+3
INTELLIGENCE d6 [ ]+1
.Knowledge: Intelligence +2
WISDOM d6 [ ]+1 [ ]+2
.Divine: Wisdom +0
CHARISMA d8 [ ]+1 [ ]+2 [ ]+3
.Diplomacy: Charisma +2

POWERS HAND SIZE 5 [ ] 6 
PROFICIENT WITH Weapons  Light Armors 
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ]If it is a weapon, you may put it on top of your deck instead.)
[x] Add 1d4 ([ ] 1d8) to your non-combat check against a bane.
FAVORED CARD: Weapon

 

Silver Crusade

Salim explores the ancient ruins. He encounters a mercenary weathered from his time here.

Combat 12: 1d8 + 2d4 + 4 ⇒ (7) + (4, 1) + 4 = 16

Having pierced the Mercenary through the heart and feeling refreshed, Salim sends his Psychic Detective friend to scout ahead. Salim charges ahead at the Crocodile with 2 rapiers.

Combat 14: 1d8 + 4d4 + 4 ⇒ (2) + (2, 3, 4, 1) + 4 = 16

Revitalized once more, but low on resources, Salim pauses in his exploration.

Hand: Masque, Blessing of Abadar, The Melted Blade, Rapier A, Blood Periapt
Deck: 9 Discard: 1 Buried: 1
Displayed: Notes:

Skills & Powers:
SKILLS
STRENGTH
d6 [ ]+1 [ ]+2
DEXTERITY d8 [x]+1 [ ]+2 [ ]+3 [ ]+4 
CONSTITUTION d8 [ ]+1 [ ]+2 [ ]+3
INTELLIGENCE d6 [ ]+1
.Knowledge: Intelligence +2
WISDOM d6 [ ]+1 [ ]+2
.Divine: Wisdom +0
CHARISMA d8 [ ]+1 [ ]+2 [ ]+3
.Diplomacy: Charisma +2

POWERS HAND SIZE 5 [ ] 6 
PROFICIENT WITH Weapons  Light Armors 
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ]If it is a weapon, you may put it on top of your deck instead.)
[x] Add 1d4 ([ ] 1d8) to your non-combat check against a bane.
FAVORED CARD: Weapon

 

Silver Crusade

I explore! Apparently the ruins are on Fire, but the Ancients will help me put it out.

Con 7: 2d8 + 1d4 ⇒ (1, 7) + (1) = 9

Good enough. I send forth the blessing of something I actually believe in—-a spy—-to explore further. The gods bless me, and I scoff at them for mocking me and wasting my spy, then use them to continue on. A scroll to make enemies less visible. I is dubious of its use but call upon Yoon’s Quartermaster to aid.

Divine 6: 2d6 ⇒ (1, 4) = 5

Never mind, I mutter to myself.

Hand: Rapier B, Psychic Detective, The Melted Blade, Rapier A, Blood Periapt
Deck: 9 Discard: 2 Buried: 0
Displayed: Notes:

Skills & Powers:
SKILLS
STRENGTH
d6 [ ]+1 [ ]+2
DEXTERITY d8 [x]+1 [ ]+2 [ ]+3 [ ]+4 
CONSTITUTION d8 [ ]+1 [ ]+2 [ ]+3
INTELLIGENCE d6 [ ]+1
.Knowledge: Intelligence +2
WISDOM d6 [ ]+1 [ ]+2
.Divine: Wisdom +0
CHARISMA d8 [ ]+1 [ ]+2 [ ]+3
.Diplomacy: Charisma +2

POWERS HAND SIZE 5 [ ] 6 
PROFICIENT WITH Weapons  Light Armors 
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ]If it is a weapon, you may put it on top of your deck instead.)
[ ] Add 1d4 ([ ] 1d8) to your non-combat check against a bane.
FAVORED CARD: Weapon

 

Silver Crusade

I’ll start at the Ghol Gan Ruins because I am immune to fear.

Hand: Rapier B, Blessing of the Spy, The Melted Blade, Blessing of the Ancients, Blood Periapt
Deck: 10 Discard: 0 Buried: 0
Displayed: Notes:

Skills & Powers:
SKILLS
STRENGTH
d6 [ ]+1 [ ]+2
DEXTERITY d8 [x]+1 [ ]+2 [ ]+3 [ ]+4 
CONSTITUTION d8 [ ]+1 [ ]+2 [ ]+3
INTELLIGENCE d6 [ ]+1
.Knowledge: Intelligence +2
WISDOM d6 [ ]+1 [ ]+2
.Divine: Wisdom +0
CHARISMA d8 [ ]+1 [ ]+2 [ ]+3
.Diplomacy: Charisma +2

POWERS HAND SIZE 5 [ ] 6 
PROFICIENT WITH Weapons  Light Armors 
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ]If it is a weapon, you may put it on top of your deck instead.)
[ ] Add 1d4 ([ ] 1d8) to your non-combat check against a bane.
FAVORED CARD: Weapon

 

Silver Crusade

I’ll take an ally B.

Silver Crusade

Sunny sits stright in her chair. ”You’ll have to forgive me, Miss Heidmarch. While I am happy to help my compatriots in any way I can, I find myself confused on some of this terminology. Were not the Runelords destroyed some thousands of years ago?”

Silver Crusade

Start of my turn I fight a shark with the help of Chompy and my Sage’s Journal.

Combat 10: 1d8 + 4d4 + 3 ⇒ (3) + (2, 2, 4, 1) + 3 = 15

Also our ship takes 1d4 - 1 ⇒ (4) - 1 = 3 structural damage which I reduce by Wis hopefully 9: 1d6 + 1d4 ⇒ (6) + (2) = 8 2. I discard my punching dagger.

Salim explores to find a blessing of the gods, which he dismisses as nonsense and another exploration. He finds Magic Leather Armor, which with Chompy’s help he can’t fail to get. Now he must fight another shark.

Combat 10: 1d8 + 4d4 + 3 ⇒ (4) + (4, 1, 1, 3) + 3 = 16 Shark Island closed.

Recharge the magic leather when I reset my hand.

Hand: Quick Change Mask, Blessing of Abadar, Sages Journal, Blood Periapt, Rapier B
Deck: 5 Discard: 5 Buried: 1
Displayed: Gambeson Notes:

Skills & Powers:
SKILLS
STRENGTH
d6 [ ]+1 [ ]+2
DEXTERITY d8 [x]+1 [ ]+2 [ ]+3 [ ]+4 
CONSTITUTION d8 [ ]+1 [ ]+2 [ ]+3
INTELLIGENCE d6 [ ]+1
.Knowledge: Intelligence +2
WISDOM d6 [ ]+1 [ ]+2
.Divine: Wisdom +0
CHARISMA d8 [ ]+1 [ ]+2 [ ]+3
.Diplomacy: Charisma +2

POWERS HAND SIZE 5 [ ] 6 
PROFICIENT WITH Weapons  Light Armors 
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ]If it is a weapon, you may put it on top of your deck instead.)
[ ] Add 1d4 ([ ] 1d8) to your non-combat check against a bane.
FAVORED CARD: Weapon

 

Silver Crusade

Do we have a preference for marching order? I figure rogue or beefy fighter up front. Sunny’s happy to be 3rd or to guard the rear.

Silver Crusade

Start of turn ship is dealt 1d4 - 1 ⇒ (1) - 1 = 0 structural damage, then I head to Shark Island.

I explore! Bloodbug.

Combat 9: 1d8 + 2d4 + 3 ⇒ (1) + (3, 4) + 3 = 11

Dead bug. Master at Arms to go again. Draugr.

BYA Con 7: 1d8 + 1d4 ⇒ (2) + (1) = 3

Okay, jerk buries my 1d4 ⇒ 2 Masque.

Combat 9: 1d8 + 2d4 + 3 ⇒ (2) + (1, 4) + 3 = 10

Psychic Detective to go one last time. Belaying Pin.

Str 3: 1d6 ⇒ 2 Oh well. I am done.

Hand: Recruit, Gambeson, Sages Journal, Punching Dagger, Rapier B
Deck: 7 Discard: 3 Buried: 1
Displayed: Notes:

Skills & Powers:
SKILLS
STRENGTH
d6 [ ]+1 [ ]+2
DEXTERITY d8 [x]+1 [ ]+2 [ ]+3 [ ]+4 
CONSTITUTION d8 [ ]+1 [ ]+2 [ ]+3
INTELLIGENCE d6 [ ]+1
.Knowledge: Intelligence +2
WISDOM d6 [ ]+1 [ ]+2
.Divine: Wisdom +0
CHARISMA d8 [ ]+1 [ ]+2 [ ]+3
.Diplomacy: Charisma +2

POWERS HAND SIZE 5 [ ] 6 
PROFICIENT WITH Weapons  Light Armors 
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ]If it is a weapon, you may put it on top of your deck instead.)
[x] Add 1d4 ([ ] 1d8) to your non-combat check against a bane.
FAVORED CARD: Weapon

 

Display Gambeson.

Silver Crusade

Structural Damage: 1d4 - 1 ⇒ (1) - 1 = 0

Blessed by Chompy, a real being worth my respect, I explore. I encounter a Vine Choker.

Dex 8 on general principle: 1d8 + 2d4 + 1 ⇒ (1) + (1, 4) + 1 = 7

Sigh. Thanks for showing me up, Chompy.

Combat 10: 1d8 + 3d4 + 3 ⇒ (8) + (2, 4, 1) + 3 = 18

BotSpy to go again. He finds a Master at Arms.

Diplomacy 8: 2d8 + 1d4 + 2 ⇒ (8, 2) + (3) + 2 = 15

I could go more times, but something tells me these allies will be needed for structural damage.

Move 1d4 ⇒ 1 cards to 1d6 ⇒ 1 Cannibal Isle.

Hand: Psychic Detective, Masque, Master at Arms, Punching Dagger, Rapier B
Deck: 10 Discard: 1 Buried: 0
Displayed: Notes:

Skills & Powers:
SKILLS
STRENGTH
d6 [ ]+1 [ ]+2
DEXTERITY d8 [x]+1 [ ]+2 [ ]+3 [ ]+4 
CONSTITUTION d8 [ ]+1 [ ]+2 [ ]+3
INTELLIGENCE d6 [ ]+1
.Knowledge: Intelligence +2
WISDOM d6 [ ]+1 [ ]+2
.Divine: Wisdom +0
CHARISMA d8 [ ]+1 [ ]+2 [ ]+3
.Diplomacy: Charisma +2

POWERS HAND SIZE 5 [ ] 6 
PROFICIENT WITH Weapons  Light Armors 
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ]If it is a weapon, you may put it on top of your deck instead.)
[ ] Add 1d4 ([ ] 1d8) to your non-combat check against a bane.
FAVORED CARD: Weapon

 

Silver Crusade

Salim will start at Fringes of the Eye cuz he’s brave/dumb.

Hand: Psychic Detective, Masque, Blessing of the Spy, Punching Dagger, Rapier B
Deck: 10 Discard: 0 Buried: 0
Displayed: Notes:

Skills & Powers:
SKILLS
STRENGTH
d6 [ ]+1 [ ]+2
DEXTERITY d8 [x]+1 [ ]+2 [ ]+3 [ ]+4 
CONSTITUTION d8 [ ]+1 [ ]+2 [ ]+3
INTELLIGENCE d6 [ ]+1
.Knowledge: Intelligence +2
WISDOM d6 [ ]+1 [ ]+2
.Divine: Wisdom +0
CHARISMA d8 [ ]+1 [ ]+2 [ ]+3
.Diplomacy: Charisma +2

POWERS HAND SIZE 5 [ ] 6 
PROFICIENT WITH Weapons  Light Armors 
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ]If it is a weapon, you may put it on top of your deck instead.)
[x] Add 1d4 ([ ] 1d8) to your non-combat check against a bane.
FAVORED CARD: Weapon

 

Silver Crusade

Plunder: 1d6 ⇒ 6

Haha! I pick ally.

Silver Crusade

Salim has no intention of tangling with that harpoon trap and will instead continue to guard the beach from dragons.

Hand: The Melted Blade, Punching Dagger, Psychic Detective, Masque, Rapier A
Deck: 7 Discard: 2 Buried: 3
Displayed: Gambeson Notes:

Skills & Powers:
SKILLS
STRENGTH
d6 [ ]+1 [ ]+2
DEXTERITY d8 [x]+1 [ ]+2 [ ]+3 [ ]+4 
CONSTITUTION d8 [ ]+1 [ ]+2 [ ]+3
INTELLIGENCE d6 [ ]+1
.Knowledge: Intelligence +2
WISDOM d6 [ ]+1 [ ]+2
.Divine: Wisdom +0
CHARISMA d8 [ ]+1 [ ]+2 [ ]+3
.Diplomacy: Charisma +2

POWERS HAND SIZE 5 [ ] 6 
PROFICIENT WITH Weapons  Light Armors 
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ]If it is a weapon, you may put it on top of your deck instead.)
[ ] Add 1d4 ([ ] 1d8) to your non-combat check against a bane.
FAVORED CARD: Weapon

 

Silver Crusade

Salim makes his check to survive the Sea Caves.

Con 6: 1d8 ⇒ 1

He loses his extra rapier. Seeing that the rest of the party has things covered, he says, “Screw it. I’m going to the beach.” There he finds an Inflict scroll.

Divine 6: 1d6 ⇒ 2

Bah! A divine spell. He tosses it back into the sea. The power of the Ancients begs him to look ahead and find some foolish children set up a harpoon on the beach. He says a big ole nope to that right now and takes a nap on the beach.

Hand: The Melted Blade, Punching Dagger, Psychic Detective, Blood Periapt, Rapier A
Deck: 8 Discard: 2 Buried: 2
Displayed: Gambeson Notes:

Skills & Powers:
SKILLS
STRENGTH
d6 [ ]+1 [ ]+2
DEXTERITY d8 [x]+1 [ ]+2 [ ]+3 [ ]+4 
CONSTITUTION d8 [ ]+1 [ ]+2 [ ]+3
INTELLIGENCE d6 [ ]+1
.Knowledge: Intelligence +2
WISDOM d6 [ ]+1 [ ]+2
.Divine: Wisdom +0
CHARISMA d8 [ ]+1 [ ]+2 [ ]+3
.Diplomacy: Charisma +2

POWERS HAND SIZE 5 [ ] 6 
PROFICIENT WITH Weapons  Light Armors 
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ]If it is a weapon, you may put it on top of your deck instead.)
[ ] Add 1d4 ([ ] 1d8) to your non-combat check against a bane.
FAVORED CARD: Weapon

 

Silver Crusade

Salim also heads to the Sea Caves and finds a harpoon.

Dex 7: 1d8 + 1d4 + 1 ⇒ (8) + (4) + 1 = 13

Perhaps he can use it to charge the Melted Blade. He sends the Recruit out to see what lies ahead. The Gods are apparently blessing this endeavor. Salim scoffs but somehow finds the courage to go farther. A Devilfish. He charges the Melted Blade with the Harpoon in hopes of triumphing vs this misbegotten fiend.

Combat 10: 1d8 + 4d4 + 4 ⇒ (5) + (3, 2, 4, 1) + 4 = 19

Salim feels rejuvenated from the fight and sends out his psychic Detective friend. The Gods again try to send a message through Salim’s companions, and he ignores them and presses on to find a puffed-up mercenary.

Combat 11: 1d8 + 3d4 + 4 ⇒ (8) + (3, 2, 4) + 4 = 21

Having removed the last guard of the Brine Dragon and recovered two items. Salim at last rests.

Hand: The Melted Blade, Punching Dagger, Rapier B, Blood Periapt, Blessing of the Ancients
Deck: 9 Discard: 2 Buried: 1
Displayed: Gambeson Notes:

Skills & Powers:
SKILLS
STRENGTH
d6 [ ]+1 [ ]+2
DEXTERITY d8 [x]+1 [ ]+2 [ ]+3 [ ]+4 
CONSTITUTION d8 [ ]+1 [ ]+2 [ ]+3
INTELLIGENCE d6 [ ]+1
.Knowledge: Intelligence +2
WISDOM d6 [ ]+1 [ ]+2
.Divine: Wisdom +0
CHARISMA d8 [ ]+1 [ ]+2 [ ]+3
.Diplomacy: Charisma +2

POWERS HAND SIZE 5 [ ] 6 
PROFICIENT WITH Weapons  Light Armors 
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ]If it is a weapon, you may put it on top of your deck instead.)
[ ] Add 1d4 ([ ] 1d8) to your non-combat check against a bane.
FAVORED CARD: Weapon

 

Silver Crusade

Together we sail onto the second Riptide Cove, where Salim finds a Merfolk. He asks politely for Chompy or Zaptongue’s assistance.

Combat 8: 1d8 + 3d4 + 4 ⇒ (5) + (3, 3, 3) + 4 = 18

The merfolk has been defeated, and we find it in possession of stolen goods. I send out my recruit to look for more of our possessions. He finds a skeleton instead.

Combat 11: 1d8 + 3d4 + 4 ⇒ (5) + (3, 3, 4) + 4 = 19

The skeleton is also in possession of some of our gear, and the recruit is so impressed by Salim’s slaying of the undead monstrosity that he returns to scout another day.

Salim will display his armor and be done.

Hand: The Melted Blade, Punching Dagger, Psychic Detective, Recruit, Blessing of the Ancients
Deck: 6 Discard: 0 Buried: 3
Displayed: Gambeson Notes:

Skills & Powers:
SKILLS
STRENGTH
d6 [ ]+1 [ ]+2
DEXTERITY d10 [x]+1 [ ]+2 [ ]+3 [ ]+4 
CONSTITUTION d8 [ ]+1 [ ]+2 [ ]+3
INTELLIGENCE d6 [ ]+1
.Knowledge: Intelligence +2
WISDOM d6 [ ]+1 [ ]+2
.Divine: Wisdom +0
CHARISMA d8 [ ]+1 [ ]+2 [ ]+3
.Diplomacy: Charisma +2

POWERS HAND SIZE 5 [ ] 6 
PROFICIENT WITH Weapons  Light Armors 
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ]If it is a weapon, you may put it on top of your deck instead.)
[ ] Add 1d4 ([ ] 1d8) to your non-combat check against a bane.
FAVORED CARD: Weapon

 

Silver Crusade

Salim will start at a Riptide Cove, preferably with Maznar and his super helpful animals.

Hand: The Melted Blade, Punching Dagger, Gambeson, Recruit, Blessing of the Ancients
Deck: 7 Discard: 0 Buried: 3
Displayed:

Skills & Powers:
SKILLS
STRENGTH
d6 [ ]+1 [ ]+2
DEXTERITY d10 [x]+1 [ ]+2 [ ]+3 [ ]+4 
CONSTITUTION d8 [ ]+1 [ ]+2 [ ]+3
INTELLIGENCE d6 [ ]+1
.Knowledge: Intelligence +2
WISDOM d6 [ ]+1 [ ]+2
.Divine: Wisdom +0
CHARISMA d8 [ ]+1 [ ]+2 [ ]+3
.Diplomacy: Charisma +2

POWERS HAND SIZE 5 [ ] 6 
PROFICIENT WITH Weapons  Light Armors 
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ]If it is a weapon, you may put it on top of your deck instead.)
[ ] Add 1d4 ([ ] 1d8) to your non-combat check against a bane.
FAVORED CARD: Weapon

 

Stolen Cards:
Blessing of the Gods
Sages Journal
Rapier A

Silver Crusade

I explore! Buckler Gun.

Dex 5: 1d8 ⇒ 8
Con 5: 1d8 ⇒ 8

That was unlikely. I’m done.

Hand: Rapier A, Magnifying Glass, The Melted Blade, Buckler Gun, Gambeson
Deck: 5 Discard: 4 Buried: 1
Displayed: Notes:

Skills & Powers:
SKILLS
STRENGTH
d6 [ ]+1 [ ]+2
DEXTERITY d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4 
CONSTITUTION d8 [ ]+1 [ ]+2 [ ]+3
INTELLIGENCE d6 [ ]+1
.Knowledge: Intelligence +2
WISDOM d6 [ ]+1 [ ]+2
.Divine: Wisdom +0
CHARISMA d8 [ ]+1 [ ]+2 [ ]+3
.Diplomacy: Charisma +2

POWERS HAND SIZE 5 [ ] 6 
PROFICIENT WITH Weapons  Light Armors 
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ]If it is a weapon, you may put it on top of your deck instead.)
[ ] Add 1d4 ([ ] 1d8) to your non-combat check against a bane.
FAVORED CARD: Weapon

 

Display Gambeson.

Forgot start of turn Wis Wis 5: 1d6 + 1d4 ⇒ (4) + (4) = 8. Thanks, Zaptongue!

Silver Crusade

Fighting skellies. Burying a Rapier, recharging punching dagger.

Combat 14: 1d8 + 6d4 + 3 ⇒ (3) + (2, 1, 4, 4, 1, 4) + 3 = 22

Dead skellies.

Silver Crusade

Fighting a skelly on Yoon’s turn.

Combat 10: 1d8 + 3d4 + 4 ⇒ (6) + (3, 3, 3) + 4 = 19

Silver Crusade

Cauden Cailean’s false godliness blesses me. I explore. Potion of Heroism.

Int 7: 1d6 + 1d4 ⇒ (1) + (4) = 5

Nope. Psychic Detective to examine Holy Stone and then explore.

Divine 6: 1d6 + 1d4 ⇒ (1) + (4) = 5

Zaptongue really is doing his best...

Hand: Rapier A, Magnifying Glass, The Melted Blade, Rapier B, Punching Dagger
Deck: 5 Discard: 4 Buried: 0
Displayed: Notes:

Skills & Powers:
SKILLS
STRENGTH
d6 [ ]+1 [ ]+2
DEXTERITY d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4 
CONSTITUTION d8 [ ]+1 [ ]+2 [ ]+3
INTELLIGENCE d6 [ ]+1
.Knowledge: Intelligence +2
WISDOM d6 [ ]+1 [ ]+2
.Divine: Wisdom +0
CHARISMA d8 [ ]+1 [ ]+2 [ ]+3
.Diplomacy: Charisma +2

POWERS HAND SIZE 5 [ ] 6 
PROFICIENT WITH Weapons  Light Armors 
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ]If it is a weapon, you may put it on top of your deck instead.)
[ ] Add 1d4 ([ ] 1d8) to your non-combat check against a bane.
FAVORED CARD: Weapon

 

Silver Crusade

I fight a skelly!

Combat 10: 1d8 + 3d4 + 3 ⇒ (4) + (2, 3, 4) + 3 = 16

Good good. I summon a ship. 1d7 ⇒ 7. Great, the Dominator.

Recharge Masque to use Maznar’s Wisdom die and Alahazra’s BotG to replicate Milani, and of course Zaptongue.

Wis 8: 3d10 + 1d4 ⇒ (5, 6, 8) + (1) = 20

Yay. Plunder: 1d6 ⇒ 5 Ally. Throw this Athlete off the cliff to close, pointing out to him that his “gods” can save him.

I examine the top card of Pinnacle Atoll. Goose in the Rigging. Downvote.

We head to 1d3 ⇒ 2 Coastline.

Hand: Rapier A, Blessing of the Ancients, The Melted Blade, Psychic Detective, Punching Dagger
Deck: 8 Discard: 2 Buried: 0
Displayed: Notes:

Skills & Powers:
SKILLS
STRENGTH
d6 [ ]+1 [ ]+2
DEXTERITY d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4 
CONSTITUTION d8 [ ]+1 [ ]+2 [ ]+3
INTELLIGENCE d6 [ ]+1
.Knowledge: Intelligence +2
WISDOM d6 [ ]+1 [ ]+2
.Divine: Wisdom +0
CHARISMA d8 [ ]+1 [ ]+2 [ ]+3
.Diplomacy: Charisma +2

POWERS HAND SIZE 5 [ ] 6 
PROFICIENT WITH Weapons  Light Armors 
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ]If it is a weapon, you may put it on top of your deck instead.)
[ ] Add 1d4 ([ ] 1d8) to your non-combat check against a bane.
FAVORED CARD: Weapon

 

Silver Crusade

I examine top card of Rocky Cliff! It is an enemy ship! Collecting thoughts on that.

Silver Crusade

I owe a skelly fight.

Combat 10: 1d8 + 3d4 + 2 ⇒ (7) + (4, 3, 1) + 2 = 17

Dead skelly.

Silver Crusade

Magnifying Glass to examine top card of my deck. It is not my other rapier, so I shuffle my deck.

Recharge BotSpy to examine top card and see if I can deal with it. It’s an enemy ship. That’s a big fat nope. Leaving it for Yoon.

Hand: Rapier A, Masque, Athlete, Psychic Detective, Punching Dagger
Deck: 8 Discard: 2 Buried: 0
Displayed: Notes:

Skills & Powers:
SKILLS
STRENGTH
d6 [ ]+1 [ ]+2
DEXTERITY d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4 
CONSTITUTION d8 [ ]+1 [ ]+2 [ ]+3
INTELLIGENCE d6 [ ]+1
.Knowledge: Intelligence +2
WISDOM d6 [ ]+1 [ ]+2
.Divine: Wisdom +0
CHARISMA d8 [ ]+1 [ ]+2 [ ]+3
.Diplomacy: Charisma +2

POWERS HAND SIZE 5 [ ] 6 
PROFICIENT WITH Weapons  Light Armors 
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ]If it is a weapon, you may put it on top of your deck instead.)
[ ] Add 1d4 ([ ] 1d8) to your non-combat check against a bane.
FAVORED CARD: Weapon

 

Silver Crusade

I can theoretically punch a skelly.

Combat 10: 1d6 + 1d4 ⇒ (4) + (2) = 6

Unsurprisingly, I failed. I take 1d4 - 1 ⇒ (3) - 1 = 2 combat damage. Rechsrge my armor, discard my sage’s journal.

Silver Crusade

If Gorum is on top, I’m BotGing this crab check.

Combat 8: 3d6 + 1d4 ⇒ (5, 4, 5) + (3) = 17
Combat 8: 3d6 + 1d4 ⇒ (6, 5, 5) + (1) = 17

Dead crabs.

Silver Crusade

Salim faces down an unholy opponent.

Combat 10: 1d8 + 3d4 + 3 ⇒ (2) + (1, 1, 3) + 3 = 10

The lizard carried that fight.

Fighting the ship with help from a lizard and the <spit> gods.

Wis 5: 2d6 + 1d4 ⇒ (1, 5) + (4) = 10

Ship defeated. Stash a plunder: 1d6 ⇒ 1 weapon.

With a heavy sigh, Salim recharges his hand and draws back up. We move to 1d5 ⇒ 1 Tempest Key.

Hand: Blessing of the Spy, Blessing of the Gods, Sages Journal, Magnifying Glass, Athlete
Deck: 9 Discard: 0 Buried: 0
Displayed: Gambeson Notes:

Skills & Powers:
SKILLS
STRENGTH
d6 [ ]+1 [ ]+2
DEXTERITY d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4 
CONSTITUTION d8 [ ]+1 [ ]+2 [ ]+3
INTELLIGENCE d6 [ ]+1
.Knowledge: Intelligence +2
WISDOM d6 [ ]+1 [ ]+2
.Divine: Wisdom +0
CHARISMA d8 [ ]+1 [ ]+2 [ ]+3
.Diplomacy: Charisma +2

POWERS HAND SIZE 5 [ ] 6 
PROFICIENT WITH Weapons  Light Armors 
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ]If it is a weapon, you may put it on top of your deck instead.)
[ ] Add 1d4 ([ ] 1d8) to your non-combat check against a bane.
FAVORED CARD: Weapon

 

Silver Crusade

Salim explores! I find an enemy ship, which means we need to deal w a skeleton crew. I vote someone who does not pierce or slash takes the main fight.

Silver Crusade

I think we all have to start at the fog bank.

Hand: Rapier B, Blood Periapt, Gambeson, Recruit, The Melted Blade
Deck: 10 Discard: 0 Buried: 0
Displayed: Notes:

Skills & Powers:
SKILLS
STRENGTH
d6 [ ]+1 [ ]+2
DEXTERITY d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4 
CONSTITUTION d8 [ ]+1 [ ]+2 [ ]+3
INTELLIGENCE d6 [ ]+1
.Knowledge: Intelligence +2
WISDOM d6 [ ]+1 [ ]+2
.Divine: Wisdom +0
CHARISMA d8 [ ]+1 [ ]+2 [ ]+3
.Diplomacy: Charisma +2

POWERS HAND SIZE 5 [ ] 6 
PROFICIENT WITH Weapons  Light Armors 
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ]If it is a weapon, you may put it on top of your deck instead.)
[ ] Add 1d4 ([ ] 1d8) to your non-combat check against a bane.
FAVORED CARD: Weapon

 

Start of Alahazra’s turn display Gambeson.

Silver Crusade

I’m building a half-orc paladin of Sarenrae from Osirion. I figure the party has enough damage dealing, so I’m going Invigorator (trades smite for DR for the party) and Warrior of the Holy Light (trades spells for party buffs). I’m planning to max my diplomacy and have some ranks in survival.

Silver Crusade

Dying is very different. No negative hit points. Instead you get the dying condition at 0 hp. If you reach dying 4, you are dead. Even if you are healed to positive hp, you need to make a save to get back up, and you maintain the dying condition.

Silver Crusade

Ah, okay. Awesome. Thanks!

Silver Crusade

This question actually relates to nature, religion, and arcana as well, but I’m focusing on occultism as an example.

Occultism Skill wrote:
If you are an occult spellcaster, you can gain access to a new occult spell from someone who knows that spell or from magical writing like a spellbook or scroll.

I am particularly noting that this does not say “prepared” caster, and there are no prepared casters of occultism at this point anyway.

Does this mean that, say, bards can add spells to their repertoire just by making an occultism check?

1 to 50 of 1,267 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>