Lictor Severs

Vanovar Taleishin's page

178 posts. Organized Play character for Quentin Coldwater.


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Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

"Thank you, Kassen, I feel honored to be blessed by a spirit. But please, could you tell me what in seven hells happened here? We managed to piece together that this probably was a test for us, but it went south somewhere down the line. Why is the entire tomb out to kill us?"

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

Sorry for the silence, been away from the computer all day.
I can't five-foot step on the stairs, as it's difficult terrain, and I don't want to provoke from him. Venja could tap Cyrixs, step next to Omorose, I'll attack, then step into Venja's old spot, then Cyrixs can step into my spot. Then next round we'll cycle through this again with a different turn order.

I'd like to do the following, but only after we've come up with a game plan, so that I have some actions left. So, basically a delay until we've agreed on something.

Action:
Destructive Smite with greatsword: 1d20 + 5 + 2 + 2 ⇒ (18) + 5 + 2 + 2 = 272d6 + 8 ⇒ (5, 6) + 8 = 19
Woo baby, almost max damage! +5 is STR and masterwork, +1 from Bless and Performance, +2 from flank with Purply. Also three smites left. +8 is +6 base from two-handed, 1 from Smite, 1 from Performance.

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

Woo, I'm full again. Maybe a Channel would've sufficed, those hit for slightly less. But then again, AoE heals are nice to hold back. Or to hit the boss from afar. >_>
Thanks, anyway!

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)
Omorose Mosi wrote:
Vanovar Taleishin wrote:
"No, you will not get my name, only those I deem worthy will get to know it."
"Nice speech, Vanovar!"

>:-(

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

Darn, I had a cool speech typed out and then I f%#!ed up and Paizo ate the whole thing.

Oh, forgot the greatsword is Masterwork, I was still using mace stats. It'd be a 19, 20 if high ground counts.

Vanbovar scowls. "Our names? Names are only for allies, to shout for help on the battlefield and to remember when they fall in battle. We wouldn't be your allies, we'd just be your pawns, no tears shed when we fall in battle. No, you will not get my name, only those I deem worthy will get to know it."

Vanovar casts Bless, provoking from the two skeletons around him, but since I'm at AC 21, I just hope they miss.

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

Er, halp? I'm at 0, what do I do? Pop a Bless, to get our collective to-hits up, or go smack that guy when I'm healed? On the one hand, to-hit is good, but on the other hand, I think I'm going to need my heals.
Right now I'd provoke from two people just to get to Big Guy.
I'll wait for a bit until I have a plan of action. It'll probably involve five-foot stepping backwards and casting a spell (either Bless or a Cure).

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

This is in no way a criticism of you, so please don't take it like that, but I'd like to say that a boss that actually disarms people of weapons that hurt him, has great to-hit (even after factoring in both Power Attack and Combat Expertise), and can easily oneshot players feels like bad design. Maybe we'd be level 2 by now if we'd been playing this as a campaign and not Society, and then we could stand a chance, but one lucky damage roll from him and a first-level character goes down. The fact that he loses to-hit due to PA and CE means that it's only probable that he'll hit, instead of likely. And if an 18 misses, that means his AC is at least 20 by now, with CE factored in. A full-BAB class with an 18 in STR only has a 25% chance to hit him, mine is even less. Bosses are supposed to be challenging, but this puts it over the top.
Now I'm just whining. My apologies. I'll write a sternly-worded letter to the author of this book. >_>

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

Oh wait, did a search, that nonlethal was from the previous day. I wasn't injured at all, that's why I didn't drink. I'm still standing a 0 exactly!

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

I didn't drink. Thought I'd save it for after I got properly injured. Free healing for 1 nonlethal feels inefficient, though in retrospect... :P

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

Whelp, I'm down. Also took 1 nonlethal damage from somewhere today, so I'm at 0 with 1 nonlethal. >_>

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

Woo, thanks, Venja! :D

Vanovar shakes his hands to get rid of the numbness, then draws his greatsword and starts chopping at the big guy.
Attack with Destructive Smite and Performance: 1d20 + 5 ⇒ (13) + 5 = 181d20 + 5 ⇒ (2) + 5 = 72d6 + 7 ⇒ (4, 5) + 7 = 16

I'll take the 18. Does standing on the stairs count as higher ground? >_>

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

Delay until after Venja's turn. He might want to use his luck on me or Rowanne. Just to note that I know my turn is up, I just decide to wait.

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

The only downside is that regular skeletons already have a pretty nice Will save and our channels aren't so hot. We also have only a few among us, so chances are they'll get resisted anyway, so it'll take two or three channels to get them down anyway. It's doable, but maybe you're more useful straight up attacking them or healing where needed. Also, if Omorose manages to convert one, maybe we'd like to keep it as long as possible. :P
This is all just me, of course, so do what you deem best, but this is my stance on it.

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

I'd probably have done the same as Cyrixs. I've probably dropped my longspear, as that's what gets me an edge on opponents due to Combat Reflexes. Probably should've specified.

"Ouch! Watch it guys, this guy likes to play dirty!"

Glad he wasted a crit on disarming, rather than attacking me directly. >_>
Okay, tactics time: small skeletons probably aren't an issue, but are bothersome nevertheless. Channel those to death, while I wail on the big guy (with a greatsword, instead of a bludgeoning weapon, sadly)? Or does the support group want to take them out?
Command Undead would be a great thing, let's see if it pays off.
Meanwhile, I'm frantically searching for the spells I've prepared. It's been a while. I guess I already blew my domain spell on True Strike for the golem, but it seems I've loaded two Blesses in my spell slots; less than ideal.

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

Vanovar draws his morningstar and walks forward. Curse you, lack of BAB +1!

"Army of the dead? So far I've seen only about twenty dead guys here, I barely call that a street gang. I've been kicked out of armies much more impressive than that!"

Stairs are difficult terrain, I presume?

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

Woo, thanks! 21 AC, baby!

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

Don't forget, I can give out Guidance. I can make it, but Omorose doesn't. Can I Aid Another her? The logistics seem a bit weird for that.

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

Whelp, that's a deadly trap. Seems like you're screwed if you don't have a Rogue in the party. a 40 feet drop is deadly at level 1.

"Okay, so most of us aren't going to be able to jump over this. Shall we do the two-rope-plan?"

Rowanne has a high DEX, she might be able to take 10 over the pressure plate and tie one rope to the statue, so we have a way up. I'll tie one rope to the door and let it into the pit. That should be enough to cross this bridge, right?

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

No injuries? Tell that to my bruised ego! :P

Vanovar collects himself off the floor, then helps Rowanne get up.

"Sorry 'bout that, didn't mean for that to happen. If I wanted to jump your bones, I would've chosen a more suitable place, believe me.

So, how do we cross this thing? We could drop a rope down here, throw another one up at the other side of the bridge, and avoid the statues altogether, but there has to be an easier way..."

How many squares do the pressure plates occupy? If it's just two across, we could probably take 10 and jump over them. If it's ten by ten, we might have to get creative.

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

Sigh. Against better judgement...

Vanovar wanders into the room, alert for danger and longspear at the ready.

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

"Good idea, I don't trust any of this, this place is a giant deathtrap. Which is weird, because crypts usually are places of peace and contemplation."

Perception: 1d20 + 7 ⇒ (10) + 7 = 17

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

"Let's see, I might be able to break this open, but it'll make enough noise to wake the dead. Not sure we want the attention of the entire crypt right now."

I have a STR of 18, so a +4. Maybe with some assists I might be able to open it.

Also, I never really got an answer to who wants to carry my spare Wand, I'm carrying both of them right now, that doesn't seem ideal.
Also also, anyone in need of some healing? Preferably from the half-empty wand first. I'm missing 1 HP, I think I can survive on that (hubris!).

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

Vanovar moves a few feet forward and extends the acid flask towards Rowanne. "Hey Rowanne, use this! I don't trust myself with it anymore after what happened a few seconds ago."

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

Might be easier for her to come to me, otherwise I'll still stand in melee with it and she'll take a -4.

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

"Guys, I have one acid flask left, and I don't think it'll die from that, unless I get really lucky. Do we wanna risk it, or save it for later?"

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

I think it's generally acknowledged that you flee from the source. Once you're out of view of the source, you stop running. Thus, you run back to the stairs or something, and after a round you stop running. You're still frightened, but you won't run away even more.
I was Frightened for minutes once, can you imagine what I might've triggered?

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

Note to self: 10/11 HP

Vanovar lobs a vial of Alchemist's Fire at the swarm.
"Let's hope we can end this quickly! We can't afford too many misses, we have only four of these things. Well, three, now."

Ranged attack: 1d20 + 2 ⇒ (1) + 2 = 3

Does into melee apply? Think so, but not sure. Subtract 4 when necessary. Not that it matters in this case, since I fumbled it. Worst time to fumble ever.

"Er, two, I mean."

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

Vanovar starts digging into his backpack, looking for his combustibles.

"All right guys, this might be problematic. Seems like I didn't buy these for nothing. Here, distribute these among yourselves, we might need these things."

Going to presume bat swarms and we know we can't damage them without AoE effects. Rowanne, I forgot which you borrowed from me earlier, but I bought two Alchemist Fires and two Acid Flasks.
I'll spend my turns digging out the remaining flasks and handing them out to the others. Not sure what else I can do.

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

Vanovar walks on the left side of the pool towards the portcullis, keeping his eyes peeled for surprises.

Perception: 1d20 + 7 ⇒ (12) + 7 = 19

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

What are we waiting for? Still incredibly busy at work, Goat Master?

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

"All right guys, here we go."

Vanovar opens the door.

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

To the crypt room!

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

"I'd personally prefer to wade through some frogs than walk through some floating corpses, but I'm willing to change my mind if anyone prefers this route. Also, I'm not sure what killed those things, and I don't trust it."

Guidance on myself and a +4 STR would allow me to take 10 on the roll to open it.

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

"Fine by me. Not like we have a plan of action or anything, so your guess is as good as mine."

I guess I'll be up front with my longspear.

"Oh, by the way, anyone want to borrow my second Wand of Cure Light Wounds? Seems a bit selfish if I'm hogging both of them."

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

Thanks for speeding things up, 17 rounds would've taken forever. Though it's partially our fault for creating this situation in the first place, I think combat in 5-foot hallways aren't the most riveting of combats. :P
3 charges noted, down to 41. I should make use of my new wand that won't carry over for a change. >_>

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

"Yes, that's more like it! Come on, I can do this all day!"

Attack roll against Blue: 1d20 ⇒ 131d8 + 6 ⇒ (3) + 6 = 9

No modifiers, +4 STR cancels out the -4 cover.

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

"Sorry, already blew my Shield on wrestling the giant. Just have a Bless left."

I always forget how much cover an ally gives when attacking through its square. -2? -4? Substract the relevant number from my attack roll.

Vanovar gears up to finally hit the things in front of him. He drops his greatsword (which I've presumably drawn before combat began), draws his longspear, and tries to skewer a zombie.

Attack roll: 1d20 + 4 ⇒ (12) + 4 = 161d8 + 6 ⇒ (8) + 6 = 14

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

Five-foot step, draw wand, use wand, drop wand. Next round, draw longspear, hit thingy with it.

Cure Light on Rowanne: 1d8 + 1 ⇒ (7) + 1 = 8

Nice, enough to completely heal Rowanne. 44/50 charges left.

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

Rowanne can get sick, as that ability starts at level 3. :P
Thought this would be better, lead the zombies back so everyone can take a shot at it. Saves us the tedium of twelve rounds of "Vanovar hits it with his sword."
I'm okay with fast-forwarding this, taking 6 (for instance) charges off my wand and making a few Fort saves to see if I get sick if this is too boring. Or, say, autopilot and give me (and Rowanne) 20 rolls to see if I hit and do damage, and the zombos do the same. Someone else with a wand behind me to cure in-combat if someone get hurt.

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

I come out of delay and do the same. Double move for me.

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

Delay until I can reach something. Not going to waste a channel when I know they'll make it 80% of the time or so.

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

"Rowanne, while I appreciate your enthusiasm, maybe we could fall back a bit. Right now we're fighting in a five-foot corridor and you're blocking the way. I'm admiring the view, but I can't hit any of them right now, not even with my longspear. I'd say let us retreat a bit, so the rest of our group can contribute to the fight as well."

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

Woo!

Initiative: 1d20 + 2 ⇒ (7) + 2 = 9

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

"I bet it's more undead, but you've got a point. If it's anything dangerous, let's take care of that first. Rotting stuff seems a more pressing matter than water."

To the stinky room!

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

I'd like to check out the pedestal first, then go towards the sound of the water.

Perception on pedestal: 1d20 + 7 ⇒ (19) + 7 = 26

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

I'm down my domain spell and a Shield of Faith. Got one spell left, and I've got all my channels (all two of 'em). I'm good for at least one more combat. I'll let the rest decide.

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

"Woo, good work, everyone! That was fun, but let's hope we don't have to do it again. Now, let's see what's on this table... A partially-charged Wand of Cure Light Wounds, and a Scroll of Lesser Restoration. Let's hope this means we did this crypt out of order, and we won't have to face more Shadows on the way.
"Still, this is weird. With what we've seen so far, it looks like they've been expecting us. But it doesn't look like all these creatures belong here..."

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

Missed your post. See above as to what I've prepped. Forgot cantrips though, I'll prep Light, Stabilize, and Guidance. If there's still time, I'd like to cast that on myself as well, to use in the round after True Strike.

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

Ohh, I like the idea of Enlarge. If I'm to be enlarged, I won't prepare True Strike, as that lasts for one round, and I don't want to risk casting it defensively. My other domain spell is Shield of Faith, so I can prep Bless once, Shield once, and another thing once.
EDIT: ignore the previous bit, if someone provokes it, I can cast it normally. Spells prepped: True Strike (Domain), Bless, Shield of Faith.

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

I already have a decent AC, but if I'm down there in the pit with him, might as well use all the help I can get. Would two Shields of Faith be overkill? Maybe for later in the dungeon? Or should I go with the less-selfish Bless?
Right now, Bless, Shield of Faith, True Strike, considering to switch Bless to a second Shield.

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