Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none
Will DC 18: 1d20 + 7 ⇒ (4) + 7 = 11
ouch....
Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none
"Roderick, you figured it out; do you want the honor?" Robyyn offers this assuming that it's safe, and Roderick will at the worst, not be harmed. "Maybe you'll get some kind of boon when we put them all in place!" Would a Knowledge, Spellcraft, or UMD check confirm that suspicion?
Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none
Robyyn looks on as Roderick evaluates the scepters. "You've got a real skill there; you sure seem to know what you're doing with those. I'm not even going to guess!"
Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none
Aren't they different shapes? I thought it would be as easy as square peg-square hole. I said as much in Gameplay, but maybe the IC post didn't translate well. Am I missing something?
Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none
"Bah," Robyyn grumbles. "Who cares about the wives. Each scepter is a different shape; can't we just fit like to like and not worry about some mad Prince's puzzles?" Robyyn takes a closer look at the slots for the scepters to check his hypothesis.
Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none
Perception: 1d20 + 10 ⇒ (3) + 10 = 13 Not willing to trust a Pathfinder he just met today, Robyyn gives the altar another once-over. He decides that Jilarni must be worth her salt, as he can't find anything beyond what she did. He notes the name "Irian" before leading his zombie scorpion to the main cavern, where he waits for the others so they can choose another path.
Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none
I placed Robyyn near Fahd since he'd stated he'd examined the rod. The zombie scorpion is squeezing to move through the tunnels. Robyyn locks eyes with one of the witches, and a perverse glee alights behind them. He goes to work on their essential defenses, the malice behind his gaze striking hard at the witch's core. The low laugh that emerges in the wake of his gaze is truly unsettling. "That one," he commands his scorpion, pointing at the witch in front. Actions: Standard: Evil Eye (-2 saves) vs green (Will DC 19 for 1 round duration, otherwise 9 rounds duration) Move: Cackle to extend duration of Evil Eye by 1 round (2 rounds total if save made, 10 rounds total otherwise)
Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none
Robyyn examines the scepter. "Won't be me that breaks that thing loose. Whoever does it better be careful; presumably, we're going to want it to be intact."
Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none
"Let me see these scepters." Robyyn asks. "They're all different materials, and different designs. They've got to weigh different too, right?" He tries each in his hand against each of the others, trying to determine how different they weigh, and which weighs most and least. "I bet these trays can detect the weight, and we have to place them in order, lightest to heaviest." His brow scrunches. "We can double-check that against what we know of his wives," he continues. "Each sceptre represents a different wife; if the heaviest scepter is the one representing his first wife, and the others in order after that, I bet it's a lock." Appraise: 1d20 + 6 ⇒ (14) + 6 = 20
Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none
"Yes, very suspiciously; they just left, in fact." Robyyn looks to the door, wondering if they have enough time to catch up with the thugs or not. "Did they take anything?"
Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none
Sense Motive: 1d20 + 1 ⇒ (11) + 1 = 12 "I have to agree with my colleagues--even the disembodied one--this is very strange! You need medical help urgently; there's no more exploration for you today, I'm afraid. You'll only end up killing yourself! And what about your companions?"
Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none
Sense Motive: 1d20 + 1 ⇒ (20) + 1 = 21 "Who are you affiliated with, and why did you come here?" Robyyn asks. Sorry GM, I don't remember and don't want to go searching now. Is that name familiar from our briefing?
Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none
So, based on the past tense of "resided," does that mean that the sandalwood scepter is not present in the room? We'll have to go find it to solve this puzzle?
Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none
"Hmmm, four holes, three scepters...." Robyyn considers aloud. He calls out to those inspecting the smaller altars in the wings, "anybody see a scepter on one of those altars? If so, I bet we have a match!" Which shape is not filled in this main altar? Anybody read Ancient Osiriani?
Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none
Robyyn approaches the central altar, his zombie scorpion at his side; he tries to make sense of the three rods. Knowledge: 1d20 ⇒ 15
Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none
Scroll of Remove Paralysis, enjoy the Fast Zombie! :) Thanks; cool! Shame that's not on the Witch list..., but now I think I should look into buffs for undead. Probably should snag a wand of inflict for healing.
Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none
Before leaving the scene, Robyyn asks the Pathfinders to wait. "It's a simple ritual, and it won't take long. The ally we get, though, will be powerful." He retrieves a small onyx gem from his pouch, and places it in the middle of the most-intact corpse's thorax. As promised, the spell does not take long. A few words and a few simple articulations, and the corpse jolts into animation, seeming to obey Robyyn's commands instinctively and without question. "There, done." Animate dead requires "an onyx gem worth at least 25 gp per Hit Die of the undead." I assume this means its final HD after the spell, right? Being large, it gains 2 HD when it becomes a zombie, so it's ultimately a 7 HD creature, even though it started at 5 HD, right? So a 175 gp gem is consumed, unless you tell me that I can get away with the 5 HD it started at for 125 gp. :) The creature hobbles along as the party moves through the desert, keeping up remarkably well. Though only half the speed it was when it was alive (staggered, only one move action per round instead of two), these scorpions are naturally very fast, so it barely slows the party down at all. Heal DC 15: 1d20 + 1 ⇒ (13) + 1 = 14
"Two different groups, here. These three camels are with the Pathfinders we're seeking; you can tell by this brand here," he says, pointing. "The others.... well, not Pathfinders, is my guess." Advanced Giant Scorpion Zombie:
The sixteen-foot-long decaying mess of a scorpion hobbles forward, ferocious ragged claws raised in challenge, stingered tail arched over its back. -------------------- Giant Scorpion CR 4 XP 1,200 Male advanced giant scorpion zombie (Pathfinder RPG Bestiary 242, 288, 288) NE Large undead Init +1; Senses darkvision 60 ft.; Perception +4 -------------------- Defense -------------------- AC 15, touch 10, flat-footed 14 (+1 Dex, +5 natural, -1 size) hp 38 (7d8+7) Fort +2, Ref +3, Will +5 DR 5/slashing; Immune undead traits -------------------- Offense -------------------- Speed 50 ft. Melee 2 claws +11 (1d6+7), slam +11 (1d8+10), sting +11 (1d6+7) Space 10 ft.; Reach 10 ft. Special Attacks -------------------- Statistics -------------------- Str 25, Dex 12, Con —, Int —, Wis 10, Cha 10 Base Atk +5; CMB +13; CMD 24 Feats Toughness [b]Skills Acrobatics +1 (+9 to jump), Climb +11, Perception +4, Stealth +1; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth SQ staggered -------------------- Ecology -------------------- Environment warm or temperate deserts, forests, plains, or underground Organization solitary Treasure none -------------------- Special Abilities -------------------- Damage Reduction (5/slashing) You have Damage Reduction against all except Slashing attacks. Darkvision (60 feet) You can see in the dark (black and white only). Staggered (Ex) Make only a single move or a single attack action each round. Undead Traits Undead have many immunities. GM, please feel free to double-check these stats. I used HeroLab, which is mostly right, but I had to remove a constrict attack that the zombie template quite clearly doesn't allow (you lose all "Special Attacks"), so the software clearly doesn't get everything right.
Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none
Robyyn moves forward, getting just close enough to another scorpion to put his hex on the unfortunate creature. He continues his laughter at the poor scorpion's plight, imagining the new servant he'll have after this encounter. Actions: 5' step Standard: misfortune hex vs light blue (Will DC 19 for 1 round duration) Move: cackle (extend duration of all misfortune hexes by 1 round)
Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none
Yeah, animate dead was just planning. Looks like we have this combat under control, but taking a zombie scorpion along with us when we're done sounds attractive.
Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none
Mustaparta wrote: Delaying Robyyn.... Did you miss the actions in this post? Or did I miss a post calling for Robyyn to act again?
Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none
Remember, yellow has misfortune active; it needs to roll 2d20 for each attack (or save, skill check, etc.) and take the worst roll. Robyyn continues his assault on the creatures' fortunes, adding another scorpion to his misfortunes. Actions:
Standard: use misfortune vs purple-dashed, orange-dotted scorpion (Will DC 19; 1 round duration) Move: cackle to extend duration of all active misfortunes by 1 round) I'm thinking of using animate dead on one of the scorpions; I would need the scorpion's base stats to calculate its zombie stats. Do you mind sharing the link to their entry on aonprd or another rules site so that I get it right, or do you want to work out the stats and provide them to me?
Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none
Robyyn pivots in place, attempting the same tactic vs the scorpion threatening Lutorinus and Malaz. Actions: Standard: use misfortune vs yellow dotted scorpion (Will DC 19; 1 round duration) Move: cackle to extend misfortune by 1 round)
Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none
Robyyn focuses his attention on the nearest scorpion, bringing misfortune down on the unfortunate creature's actions. He laughs with glee at tormenting the vermin. Actions: Standard: use misfortune vs orange dotted scorpion (Will DC 19; 1 round duration) Move: cackle to extend misfortune by 1 round)
Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none
Mustaparta wrote:
Don't forget to roll for their movement too. One CMB to break free (not grappled), then another CMB to move through the web (unless they were on the very edge and all of their movement is through non-web squares). Being large, though, that's likely to not be the case. Have any scorpions died yet? Robyyn's next action will depend on that. If there are any dead scorpions, if you could identify them on the map, that will help.
Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none
Knowledge (nature): 1d20 + 11 ⇒ (6) + 11 = 17
Robyyn studies the scorpions briefly, and considers his normal strategy of slowly whittling away at the creatures' defenses before moving against them aggressively. But he sees an opportunity he can't pass up, and quickly calls out the arcane words that empower a magic web. He fans his arms out in the direction he wants, and the web flies forth, trapping some of the scorpions between the various boulders in the sand. Actions:
Note: web requires anchor points to work. The map shows a bunch of rocks/boulders throughout the landscape around the scorpions; my idea is that those are effective anchors for a ground-level web that would effectively trap the spiders. If you disagree, then I would like to retcon and not waste the spell; please let me know.
Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none
Robyyn offers his new endure elements wand to Lutorinus each morning, to ensure Robyyn can handle the heat during the trip. Was prepared to aid another on Survival as well, but it looks like we're more than covered for that.
Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none
Robynn is going to purchase the following before heading out: wand of resist energy (6 charges; 540 gp) 9-04 The Unseen Inclusion
Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none
Mustaparta wrote:
It sounds like we're in a rush, so by horse in 4 days is probably our best option. Likely leaves us exposed to threats that we might be safe from in the caravan, but we're Pathfinders; we can handle threats. If we go by horse, would there be Ride checks involved? Robyyn's Ride is going to be a default Dex +2, so I'm not too confident in that if there's any real challenge to the riding.
Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none
Okay, got the statblock up. Robyyn has 5 trail rations and no form of endure elements. As soon as I know our expected travel time, I'll figure out what more he needs to buy.
Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none
Robyyn wrote: I recently was making a change to all of my PCs profiles, and accidentally copied and pasted entire profiles over top of others. Robyyn is one of the profiles affected, so I don't currently have his stats online. When I get home today, I'll correct that (everything is in HeroLab, so--while I format things differently--I can get a quick statblock up and it will be accurate). Until then, I don't know what he has. I think he has [/i]endure elements[/i] in some form, but I'm not certain. I'll confirm tonight when I get home. Sorry, I forgot to confirm this. As such, it unfortunately will have to wait again until tonight. If Robyyn doesn't already have a source for endure elements, he will purchase something before we head out. He wears no armor, and he'll buy rations if he doesn't already own some. Do we know the expected travel time?
Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none
I recently was making a change to all of my PCs profiles, and accidentally copied and pasted entire profiles over top of others. Robyyn is one of the profiles affected, so I don't currently have his stats online. When I get home today, I'll correct that (everything is in HeroLab, so--while I format things differently--I can get a quick statblock up and it will be accurate). Until then, I don't know what he has. I think he has [/i]endure elements[/i] in some form, but I'm not certain. I'll confirm tonight when I get home.
Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none
Knowledge (history): 1d20 + 11 ⇒ (8) + 11 = 19 "Would that 'ancient tomb' you mention be the Hall of Seven Scepters? That's the final resting place of Alkhet Utmari, a powerful merchant prince from the early 1200's AR; it would have been around here, and seems to fit your description." After a nod confirming that his guess was right, Robyyn continues. "He was said to have six wives, but no heirs. Each wife got a scepter similar to the one Alkhet always carried, each one as a wedding gift. Presumably, they were all buried together, or the tomb wouldn't have earned the name it did."
Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none
The very old man finally speaks up. "I'm Robyyn, and I am as ready as I'll ever be, but a little information could help." Though his age is obvious, his body appears to be in good form, and he seems to command at least some amount of power, as light winds buffet the space in which he stands, creating a swirling of air that constantly plays with his straggly hair and long, wispy beard. Though he seems to walk like everyone else, his feet never seem to touch the ground, as if each steps is a tiny fall that never quite lands. "What were these other Pathfinders doing, or seeking? Knowing their quest will help us plan ours."
Player name Zin Z'arin (Rob Riemersma)
Robyyn is a gravewalker witch; he raises the dead. I'm still getting the hang of that, but don't be surprised if/when it happens!
Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none
I got mine, and it looks good. I was sure there was going to be a line for the deformities that we had to carry forward with us into future games! Thanks for closing things up for us!
Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none
Chronicle #: 14
Purchases:
Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none
Spellcraft: 1d20 + 14 ⇒ (10) + 14 = 24 "Very nice find, Reginald. Aaftaab may very well benefit! But we should probably save these, and drink them only when we're about to leave, in case the island is still exerting its influence over us."
Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none
I was just reviewing dominate person, and its duration is measured in days. Crowe will get an automatic new save tomorrow when the aboleth doesn't concentrate for 1 round to renew the commands, but we're going to have to deal with Crowe in the meantime. The command he's currently under is some variation of "kill your friends" and--if the spell doesn't end with the death of the aboleth--he's going to start trying to do that as soon as he's free of the mind maze. So, first things first: are we sure that dominate person doesn't end when the caster dies?
Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none
Fortitude DC 20: 1d20 + 3 ⇒ (2) + 3 = 5 Robyyn's stomach begins to roil as the aboleth's slime starts the astonishingly quick process of converting Robyyn into... food? a minion? Who knows what may now happen. He retreats to what he thinks is a safe distance and focuses on keeping the aboleth's defenses as weak as possible. Actions: Move: fly 25' Standard: evil eye (-2 saves) vs aboleth (Will DC 18 for 1 round, else 9 rounds duration)
Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none
Robyyn sees an opening via Reginald's curse, and decides to try to stack more on top of it. He zips quickly through the air straight at the aboleth, flying well above the spider swarm and tapping the creature on the top of its head to impose a far more powerful curse on the disconcerting thing. Actions: Move: fly 55' Standard: cast bestow curse (confusion effect (50% chance to act or not each round); Will DC 19, permanent) bestow curse, touch attack: 1d20 + 1 ⇒ (16) + 1 = 17
Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none
Hi all, I'm back and catching up. Post-vacay recovery took longer than expected; my ear is still plugged from the flight for some reason, so my whole being is a little bit off. I haven't popped into Gameplay yet, just here to let you know that that will happen at some point today. Thanks for your patience!
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