Gozreh

RippleInTheTide's page

45 posts. Alias of Jiraiya22.


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I'm good with whichever. A level 1 arena might be a lot easier to manage than this.


Undetectable by any means:
I pull a scroll of Mind Blank and cast it

Is this arena on or not?


Jezebel's turn right?


It seems weird that there are rules for getting more construct points by increasing CR when CR doesn't factor into any of the ways of animating objects.


Cannot be detected by any means:
I tap my Boots of Teleportation together and say "There's no place like the center water hex in the lake at 5 o'clock on the overworld map!" (I can't read the numbers on that map)


Cannot be detected by any means:
I've taken two 5 foot steps from my starting position in whatever direction takes me farther from everybody else


The rod I'm using isn't specifically useable as a melee weapon, so I'll draw it with my move action instead of the potion. On a side note I'd think Staves would be drawable with Quick Draw since there's the Magus class variant that focuses on using them as weapons.


GM:

Ah, you're right. I was under the impression that drawing and using scrolls and potions was the same action. In that case I'll Standard Ninja Invisibility, Move draw my Foresight Scroll, Standard cast the Foresight Scroll, Move draw the potion of Bestow Grace, then Quick Draw the rod.


GM:
I have the Accelerated Drinker trait that lets me drink potions as a move action. Standard1 Ninja Capstone Invisibility
Move1 Anticipate Peril Potion
Standard2 Foresight Scroll
Move2 Bestow Grace Potion


I look around bleary eyed, yawn, and dissapear

Cannot be detected by any means:

I drink a potion of Anticipate Peril (My initiative is now 5 higher)
I cast a scroll of Foresight http://www.d20pfsrd.com/magic/all-spells/f/foresight
I drink a potion of Bestow Grace
I Quick Draw my rod and dagger (My initiative is now 4 higher)


I look around bleary eyed, yawn, slip on a ring, and turn invisible.

people who can see invisibility without the use of Divination spells or magic items:
Let the buffing begin!
I draw and cast scrolls of Mind Blank
Ward the Faithful http://www.d20pfsrd.com/magic/all-spells/w/ward-the-faithful
Overland Flight
Barkskin
Circle of Protection Evil
Circle of Protection Good
Circle of Protection Chaos
Circle of Protection Law
Bestow Grace http://www.d20pfsrd.com/magic/all-spells/b/bestow-grace
Stoneskin
Spell Turning 1d4 + 6 ⇒ (2) + 6 = 8
Freedom of Movement
Anticipate Peril (My initiative is now 5 higher)
Foresight
I have my rod and dagger out


GM:
1d20 + 20 ⇒ (5) + 20 = 25 my initiative becomes 5 higher if I have any time to drink my potions of Anticipate Peril before combat


Master Of The Games wrote:

Don't worry no action will occur until around Monday.

Also I am wanting this to require as little GM adjudication as possible on things like Invisibility. So could you guys provide spoilers based on different spells and such.

What do you mean?


I'm not available to play Fridays until late at night as I already have a game going on then that goes until about 11 Eastern Time.


Sleet Storm wrote:
RippleInTheTide wrote:
Master Of The Games wrote:

From the Gameplay/Combat Thread:

Master Of The Games wrote:

You see the Master appear before you & snap his fingers. As he snaps you see everyone appear where they started at when the Arena began. Including Jezebel.

Ok so this arena has been... looks around with embarressment. Comprimised... So I am sending you back to prep while I build a New Arena and Lure my nemesis into a trap.

You will have until then to rework any equipment changes you need.

You will gain everything back.

Muttering to himself as he sends you back to Prep

Frakking Dead Queen... Slaying my children and making them into those Abhorrent Abominations.

Does this mean I can sell all these Necklaces and have the time I need to spend my gold effectively?

Lol ,you literally "blew up the campaign".:)

I don't think gear gets more effective than that.

That sounds like a challenge to me :P


Master Of The Games wrote:

From the Gameplay/Combat Thread:

Master Of The Games wrote:

You see the Master appear before you & snap his fingers. As he snaps you see everyone appear where they started at when the Arena began. Including Jezebel.

Ok so this arena has been... looks around with embarressment. Comprimised... So I am sending you back to prep while I build a New Arena and Lure my nemesis into a trap.

You will have until then to rework any equipment changes you need.

You will gain everything back.

Muttering to himself as he sends you back to Prep

Frakking Dead Queen... Slaying my children and making them into those Abhorrent Abominations.

Does this mean I can sell all these Necklaces and have the time I need to spend my gold effectively?


Actually, I've got spell turning up at 10 levels. If this stone effect targets me (isn't an area effect) and isn't a ranged touch attack it's reflected back at the caster.


Spoiler:
1d4 + 6 ⇒ (4) + 6 = 10


Varin:
I think my hat just got "your summons can't move while you're in Time Stop"ed out of existence so probably not. I'm certainly attempting to avoid as many people as I can and I'm about 40 feet from the epicenter of the explosion


Jehova wrote:
Aye, it's why you can't generally speaking use them as mines. I like it, Ripple, though it seems an expensive combat tactic :D

I got into this late and had hundreds of thousands of gold left to buy things at 5 minutes to midnight, so I figured f@$! it XP.

Ravingdork wrote:

A thousand explosive runes on a thousand pieces of confetti are better. Just hit them all with an area greater dispel magic and choose to fail.

It's free if you have explosive runes. All it takes is time.

Oooh, I think I'll try that next time.


I defer the effect with my ring of Delayed Doom


Darkwolf117 wrote:

Well, with 3 rounds, I'm curious how well the actions could be juggled.

1: Summon Beetle.
2: Move to appropriate location, set up beads ?
3: Move away and ready action to throw ?

If that's more or less the correct order of actions, then assuming you can get out of the blast radius with one move, seems to work?

Incidentally, I would actually think all of the beads would go off, since they're unattended and facing 180 explosions, but that's a minor issue.

Necklaces of Fireball only go off when the person carrying them fails a save for some reason. That's why the Beetle is necessary :P.


I ready the action and then wait for the duration on time stop to end, taking no actions in between.


I detonate them with a fireball from my readied action just as time resumes. As far as I know that ought to work.


GM:
1d20 + 24 ⇒ (5) + 24 = 291d20 + 24 ⇒ (2) + 24 = 26


Ravingdork wrote:
Summoned creatures can't move during time stop. You are time stopped. They are not.

Then I summon the beetle where I need it and put the bag in its claws. I can't attack or cast spells at creatures while under Time Stop but I can give them things.


I use a Time Stop and get 3 turns, as well as swift action Greater Invisibility. First turn I use to cast Summon Monster I and get a Fire Beetle. 2nd turn I drop a bag filled with 79 Necklaces of Fireball and command the beetle to carry them to a point in between Garret and Diajoubu, while I go put a paper hat on Varin. 3rd turn I ready an action to throw a Fireball bead from my one remaining necklace at the Beetle as time resumes and use my move to get the hell away from all of you. As time resumes I throw my bead and hit the beetle, who fails its save. The necklaces it's carrying each get a save against the effect at +7 and of 79 necklaces 20 go off, for a total of 20 20d6 Fireball beads, 40 9d6 Fireball beads, 40 7d6 Fireball beads, 40 5d6 Fireball beads, and 40 3d6 Fireball beads. Because the Beetle dies in the initial explosion he isn't there to fail his save against any subsequent explosions, leaving the other beads lying in the smouldering crater. There's now about half a million gold worth of beads there.


I don't reappear. Suddenly Garret and Diajoubu are engulfed in intense flame as 180 Fireballs go off in your vicinity. Make 180 reflex saves against DC 14. Total damage is 3748 from fireballs ranging between 3d6 and 10d6 damage.

Damage is 1874 for characters without evasion or fire resistance who save every time. Characters with evasion take 187.4 damage on average from 1s on their saves and characters with improved evasion take half that. Fire resistance applies to each fireball so characters without evasion take approximately 180*resistance less damage than calculated, or .9*resistance less damage with evasion or improved evasion.

Among the scorch marks now lie dozens of tiny red beads that glimmer like fire. The body of a dead Fire Beetle exists briefly before dissipating into aether.


Varin:
Amongst other things going on not directly related to you, you are now wearing a paper hat folded from parchment.


GM:
DC is only 14, but they need to make it 180 times and auto fail on a 1


GM:
seems the dice roller can only handle 100 dice at a time. Total d6s rolled is 1160.
100d6 ⇒ (5, 4, 4, 1, 6, 4, 3, 1, 5, 5, 6, 4, 4, 3, 4, 4, 6, 2, 1, 4, 6, 1, 2, 1, 2, 2, 2, 6, 5, 3, 3, 3, 5, 6, 1, 1, 2, 2, 1, 4, 5, 4, 4, 2, 3, 2, 3, 4, 6, 1, 6, 1, 6, 1, 3, 3, 1, 2, 5, 3, 5, 5, 6, 3, 1, 6, 1, 3, 5, 2, 1, 3, 4, 3, 5, 5, 5, 1, 5, 3, 4, 4, 2, 6, 4, 4, 4, 5, 4, 2, 4, 5, 5, 6, 3, 1, 5, 1, 1, 6) = 347
100d6 ⇒ (4, 6, 5, 2, 4, 3, 6, 4, 5, 3, 3, 3, 6, 3, 1, 4, 3, 1, 4, 2, 5, 6, 5, 4, 4, 6, 6, 6, 1, 3, 1, 4, 3, 4, 2, 1, 2, 4, 6, 2, 6, 5, 3, 5, 4, 1, 5, 2, 4, 4, 1, 1, 6, 6, 5, 5, 3, 6, 2, 4, 5, 6, 6, 6, 5, 2, 6, 2, 5, 2, 3, 2, 5, 1, 3, 3, 4, 1, 1, 5, 3, 5, 3, 1, 6, 6, 5, 3, 1, 2, 6, 5, 5, 6, 1, 5, 1, 4, 1, 1) = 368
100d6 ⇒ (1, 6, 6, 2, 5, 6, 2, 6, 4, 1, 4, 3, 3, 3, 4, 4, 5, 3, 1, 2, 6, 1, 4, 2, 5, 6, 2, 5, 4, 4, 2, 3, 6, 4, 2, 3, 3, 2, 6, 6, 2, 6, 3, 1, 6, 4, 3, 2, 6, 4, 3, 2, 5, 5, 4, 5, 1, 3, 3, 3, 5, 3, 5, 3, 2, 3, 5, 6, 4, 1, 5, 5, 4, 5, 2, 2, 1, 4, 3, 3, 1, 3, 4, 1, 2, 4, 5, 2, 3, 3, 5, 6, 3, 1, 2, 1, 1, 5, 3, 5) = 349
100d6 ⇒ (3, 1, 2, 6, 4, 5, 1, 4, 2, 1, 2, 2, 4, 6, 5, 3, 6, 3, 2, 4, 6, 4, 3, 1, 3, 2, 5, 2, 3, 3, 1, 5, 3, 3, 6, 5, 1, 5, 3, 2, 2, 5, 6, 3, 6, 2, 1, 2, 1, 1, 4, 5, 5, 2, 3, 6, 2, 1, 6, 5, 2, 2, 6, 1, 5, 5, 3, 2, 4, 2, 5, 6, 1, 2, 2, 2, 1, 3, 6, 2, 2, 6, 2, 5, 2, 6, 6, 5, 1, 4, 1, 3, 2, 6, 4, 1, 4, 4, 1, 5) = 332
100d6 ⇒ (1, 3, 1, 5, 1, 1, 4, 4, 6, 4, 4, 5, 4, 3, 1, 1, 6, 1, 1, 2, 4, 4, 6, 2, 1, 4, 6, 2, 1, 6, 1, 6, 3, 4, 3, 4, 3, 6, 4, 3, 1, 2, 2, 1, 4, 6, 1, 5, 3, 5, 2, 6, 6, 6, 3, 2, 6, 3, 2, 5, 5, 3, 5, 4, 6, 6, 6, 1, 6, 3, 1, 3, 6, 5, 1, 4, 5, 6, 1, 3, 5, 4, 5, 1, 1, 6, 6, 6, 2, 2, 2, 4, 4, 6, 2, 6, 6, 2, 1, 4) = 357
100d6 ⇒ (5, 2, 6, 3, 3, 2, 5, 2, 4, 5, 1, 5, 5, 3, 3, 3, 6, 6, 1, 2, 5, 4, 6, 2, 3, 5, 5, 2, 4, 4, 2, 3, 5, 3, 5, 3, 1, 6, 3, 1, 6, 2, 3, 6, 3, 6, 1, 1, 3, 1, 4, 6, 2, 5, 4, 2, 5, 5, 1, 2, 2, 5, 4, 4, 5, 5, 4, 1, 2, 4, 2, 2, 6, 6, 3, 4, 6, 6, 5, 1, 3, 1, 2, 6, 3, 2, 6, 3, 3, 5, 1, 4, 3, 5, 6, 3, 4, 4, 6, 6) = 365
100d6 ⇒ (1, 3, 6, 5, 3, 3, 4, 5, 6, 4, 5, 1, 3, 4, 3, 2, 2, 5, 4, 5, 3, 4, 2, 4, 1, 5, 6, 5, 6, 6, 2, 6, 5, 2, 3, 2, 2, 1, 1, 6, 1, 2, 2, 3, 6, 2, 3, 3, 6, 2, 6, 2, 2, 1, 3, 5, 6, 1, 5, 2, 1, 3, 6, 5, 6, 2, 4, 4, 2, 3, 2, 5, 1, 3, 1, 6, 6, 3, 3, 4, 5, 6, 2, 2, 2, 6, 3, 5, 2, 5, 5, 4, 4, 5, 4, 6, 3, 5, 6, 2) = 361
100d6 ⇒ (3, 3, 6, 6, 6, 4, 3, 1, 5, 3, 6, 5, 4, 4, 3, 2, 2, 2, 5, 4, 5, 2, 4, 6, 4, 4, 1, 5, 3, 6, 5, 6, 2, 2, 1, 2, 4, 2, 4, 5, 2, 6, 6, 6, 3, 6, 5, 2, 1, 5, 3, 3, 5, 6, 6, 5, 4, 1, 5, 4, 6, 6, 3, 1, 1, 1, 3, 1, 1, 6, 4, 4, 2, 1, 1, 1, 6, 3, 5, 6, 2, 3, 6, 4, 3, 2, 5, 3, 2, 6, 2, 5, 6, 1, 5, 2, 3, 1, 1, 1) = 359
100d6 ⇒ (1, 1, 1, 3, 4, 6, 4, 2, 5, 2, 4, 3, 2, 2, 5, 6, 3, 4, 1, 1, 1, 5, 3, 6, 3, 6, 2, 2, 4, 5, 1, 1, 1, 4, 1, 2, 3, 5, 5, 4, 6, 4, 4, 6, 6, 2, 3, 5, 6, 6, 1, 6, 4, 3, 1, 1, 3, 1, 2, 2, 3, 3, 6, 1, 5, 3, 6, 6, 3, 1, 2, 4, 1, 2, 5, 4, 1, 6, 6, 3, 4, 1, 6, 3, 2, 5, 6, 2, 2, 4, 6, 4, 4, 4, 3, 5, 6, 1, 1, 2) = 338
100d6 ⇒ (2, 4, 2, 6, 5, 5, 4, 6, 3, 6, 6, 2, 3, 1, 6, 4, 5, 3, 4, 6, 6, 3, 5, 6, 5, 2, 2, 5, 6, 3, 2, 4, 1, 3, 4, 5, 6, 3, 4, 6, 3, 4, 3, 4, 4, 1, 3, 2, 5, 4, 3, 6, 4, 4, 5, 3, 1, 1, 1, 4, 4, 1, 4, 6, 1, 2, 4, 4, 3, 1, 4, 4, 3, 2, 3, 6, 3, 5, 2, 2, 1, 6, 6, 5, 5, 2, 6, 6, 1, 1, 2, 4, 2, 6, 2, 2, 3, 3, 2, 4) = 362
100d6 ⇒ (4, 6, 2, 5, 4, 6, 5, 5, 1, 4, 4, 6, 2, 3, 2, 4, 5, 5, 5, 4, 2, 6, 6, 3, 1, 4, 4, 4, 1, 6, 5, 5, 5, 5, 2, 6, 2, 1, 1, 5, 1, 5, 2, 1, 3, 3, 3, 6, 3, 4, 1, 4, 1, 3, 5, 4, 4, 3, 6, 4, 4, 6, 3, 1, 5, 3, 3, 4, 2, 1, 2, 4, 5, 6, 6, 2, 3, 1, 1, 2, 1, 4, 5, 2, 3, 2, 1, 5, 3, 4, 1, 2, 4, 3, 3, 2, 2, 2, 6, 6) = 347
60d6 ⇒ (2, 6, 6, 2, 2, 4, 4, 4, 4, 5, 5, 3, 3, 4, 5, 5, 1, 1, 2, 5, 6, 6, 6, 3, 1, 6, 3, 5, 5, 5, 3, 4, 3, 4, 1, 3, 5, 4, 3, 5, 6, 3, 2, 2, 6, 5, 1, 4, 1, 6, 4, 6, 1, 5, 3, 4, 6, 5, 1, 6) = 231
Totals to 3748 fire damage. Characters without evasion take at least 1874 damage. Characters with Evasion take on average 187.4 damage. Characters with Improved Evasion take on average 93.7 damage. Characters with fire resistance apply their fire resistance to each Fireball, taking approximately 180*resistance less damage than calculated if they don't have evasion, .9*resistance less damage with evasion or improved evasion. The radius of this blast is only 20 feet so only Garret and Diajoubu are hit by it.


GM:
Of the 79 necklaces 20 of them go off, releasing 20 10d6 Fireballs, 40 9d6 Fireballs, 40 7d6 fireballs, 40 5d6 fireballs, and 40 3d6 fireballs. Garret and Diajoubu need to make 180 reflex saves against DC 14


GM:
Beetle fails its save, all of its necklaces attempt to resist bursting aflame.
1d20 + 7 ⇒ (13) + 7 = 20, 1d20 + 7 ⇒ (4) + 7 = 11, 1d20 + 7 ⇒ (20) + 7 = 27, 1d20 + 7 ⇒ (19) + 7 = 26, 1d20 + 7 ⇒ (1) + 7 = 8, 1d20 + 7 ⇒ (9) + 7 = 16, 1d20 + 7 ⇒ (13) + 7 = 20, 1d20 + 7 ⇒ (6) + 7 = 13, 1d20 + 7 ⇒ (8) + 7 = 15, 1d20 + 7 ⇒ (19) + 7 = 26, 1d20 + 7 ⇒ (7) + 7 = 14, 1d20 + 7 ⇒ (15) + 7 = 22, 1d20 + 7 ⇒ (1) + 7 = 8, 1d20 + 7 ⇒ (10) + 7 = 17, 1d20 + 7 ⇒ (7) + 7 = 14, 1d20 + 7 ⇒ (18) + 7 = 25, 1d20 + 7 ⇒ (5) + 7 = 12, 1d20 + 7 ⇒ (19) + 7 = 26, 1d20 + 7 ⇒ (8) + 7 = 15, 1d20 + 7 ⇒ (14) + 7 = 21, 1d20 + 7 ⇒ (12) + 7 = 19, 1d20 + 7 ⇒ (18) + 7 = 25, 1d20 + 7 ⇒ (1) + 7 = 8, 1d20 + 7 ⇒ (19) + 7 = 26, 1d20 + 7 ⇒ (6) + 7 = 13, 1d20 + 7 ⇒ (11) + 7 = 18, 1d20 + 7 ⇒ (11) + 7 = 18, 1d20 + 7 ⇒ (16) + 7 = 23, 1d20 + 7 ⇒ (17) + 7 = 24, 1d20 + 7 ⇒ (13) + 7 = 20, 1d20 + 7 ⇒ (9) + 7 = 16, 1d20 + 7 ⇒ (10) + 7 = 17, 1d20 + 7 ⇒ (7) + 7 = 14, 1d20 + 7 ⇒ (13) + 7 = 20, 1d20 + 7 ⇒ (5) + 7 = 12, 1d20 + 7 ⇒ (1) + 7 = 8, 1d20 + 7 ⇒ (8) + 7 = 15, 1d20 + 7 ⇒ (13) + 7 = 20, 1d20 + 7 ⇒ (8) + 7 = 15, 1d20 + 7 ⇒ (17) + 7 = 24, 1d20 + 7 ⇒ (16) + 7 = 23, 1d20 + 7 ⇒ (14) + 7 = 21, 1d20 + 7 ⇒ (17) + 7 = 24, 1d20 + 7 ⇒ (5) + 7 = 12, 1d20 + 7 ⇒ (11) + 7 = 18, 1d20 + 7 ⇒ (5) + 7 = 12, 1d20 + 7 ⇒ (6) + 7 = 13, 1d20 + 7 ⇒ (4) + 7 = 11, 1d20 + 7 ⇒ (1) + 7 = 8, 1d20 + 7 ⇒ (6) + 7 = 13, 1d20 + 7 ⇒ (16) + 7 = 23, 1d20 + 7 ⇒ (16) + 7 = 23, 1d20 + 7 ⇒ (13) + 7 = 20, 1d20 + 7 ⇒ (3) + 7 = 10, 1d20 + 7 ⇒ (11) + 7 = 18, 1d20 + 7 ⇒ (8) + 7 = 15, 1d20 + 7 ⇒ (17) + 7 = 24, 1d20 + 7 ⇒ (7) + 7 = 14, 1d20 + 7 ⇒ (11) + 7 = 18, 1d20 + 7 ⇒ (7) + 7 = 14, 1d20 + 7 ⇒ (17) + 7 = 24, 1d20 + 7 ⇒ (14) + 7 = 21, 1d20 + 7 ⇒ (5) + 7 = 12, 1d20 + 7 ⇒ (19) + 7 = 26, 1d20 + 7 ⇒ (13) + 7 = 20, 1d20 + 7 ⇒ (14) + 7 = 21, 1d20 + 7 ⇒ (9) + 7 = 16, 1d20 + 7 ⇒ (1) + 7 = 8, 1d20 + 7 ⇒ (5) + 7 = 12, 1d20 + 7 ⇒ (20) + 7 = 27, 1d20 + 7 ⇒ (5) + 7 = 12, 1d20 + 7 ⇒ (14) + 7 = 21, 1d20 + 7 ⇒ (16) + 7 = 23, 1d20 + 7 ⇒ (9) + 7 = 16, 1d20 + 7 ⇒ (7) + 7 = 14, 1d20 + 7 ⇒ (18) + 7 = 25, 1d20 + 7 ⇒ (13) + 7 = 20, 1d20 + 7 ⇒ (13) + 7 = 20, 1d20 + 7 ⇒ (17) + 7 = 24


GM:
During my first round of Time Stop I take out my scroll of Summon Monster I and start summoning a Fire Beetle
During my second turn the Fire Beetle appears next to me and I drop my pouch filled with 79 Necklaces of Fireball VII and command it to carry them to a square 20 feet between Garret and Djabou. I then scribble a note saying "Come to area 50.62 by tomorrow morning if you want to talk alliance" and fold it into a paper hat that I then put on Varin's head.
During my final Time Stop turn I get as far from everyone else as I can in 1 move action and ready an action to throw a bead from my last fireball necklace at the Beetle as soon as time resumes.


GM:
1d4 + 1 ⇒ (3) + 1 = 4


I harrumph again, take a scroll out of one of my pouches, cast it, and disappear.

GM:

I cast Time Stop and use my swift action to Vanishing Trick


With 38 it's Bozro's turn. Jezebel and Rumples have already gone. After Bozro it's Mask's turn if he has an action, then Varin's turn, etc.


I was waiting on my initiative


Wait, what happened to we're all within 60 feet of the rock and invisibility is disabled?


Wait, did Jezebel teleport into lava? Because that's not really allowed to happen. If she was going to teleport into an occupied square she would have shunted to the closest unoccupied square, which probably would have been on the path.


Ravingdork wrote:
I think I remember something about having 5 minutes to escape the area. I'm not sure what was happening to make us want to flee though.

Zombie dragons after the god stops protecting us.


GM eyes only:
1d20 + 15 ⇒ (12) + 15 = 27


A mauve-skinned merwoman carrying several water tight pouches and wearing extensive jewelry puts down the crustacean she was in the middle of eating, harrumphs, and turns invisible.

DM EYES ONLY:

I turn invisible using my Ninja capstone ability for 2 ki (16 left)
Initiative: 1d20 + 15 ⇒ (14) + 15 = 29
I take out my Gem of Seeing and take a quick survey of the other participants
I take out several scrolls and cast Mind Blank, Ward the Faithful, Overland Flight, Barkskin, Circles of Protection Good/Evil/Law/Chaos, Stoneskin, Spell Turning, and Freedom of Movement.
I slip off my Ring of Ki Mastery and slip on my Ring of Invisibility.
I then prepare to book it the hell away from those dragons and everybody else.


STR: 16(+3)
DEX: 32 (+11)
CON: 24 (+7)
INT: 7 (-2)
WIS: 18 (+4)
CHA: 22 (+6)


Hi guys, sorry to get into this late. What should I post here?