Aspis Agent

Yendi Ionescu's page

110 posts. Organized Play character for HammerJack.


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Envoy's Alliance

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Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

"That was certainly bracing... but I can't help but wonder one thing, especially with that village still on the other side of the portal. The song seemed to have no interest in being easily remembered. Orin, could you please check your notes?"

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

Great, thank you for running this, it was a lot of fun.

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

I will admit this may not be the most coldly efficient option (and that I might have started typing and removed a half dozen other things first before settling on it) but it's just such a cool spell, and the spider died before it could get one to say "no more grabbing"

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

"I would really rather not draw this out further. Orin, would you kindly dispatch these things for me?"

◆Diabolic Edict. If Orin chooses to accept that direction, he would have a +1 Status bonus to attack rolls and skill checks made to carry it out. If he refuses, nothing happens. If he accepts but then changes his mind, there would be a -1 penalty.

Diabolic Edict:
Diabolic Edict
Focus 1
UncommonEnchantmentSorcerer
Source Core Rulebook pg. 403 3.0
Bloodline diabolic
Cast verbal
Range 30 feet; Targets 1 willing living creature
Duration 1 round
You issue a diabolic edict, demanding the target perform a particular task and offering rewards for its fulfillment. It gains a +1 status bonus to attack rolls and skill checks related to performing the task. If it refuses to perform the task you proclaimed, it instead takes a –1 status penalty to all its attack rolls and skill checks.

Yendi stares at elemental #2 and casts another spell, conjuring a guillotine of shimmering eldritch energy over its head, "And I will NOT have you fleeing through the floor before that work is done."

◆◆Suspended Retribution looming overhead, threatening punishment with a DC 30 reflex save if it tries to burrow away again

Suspended Retribution:
Suspended Retribution
Spell 6
CurseDivinationMentalPrediction
Traditions divine, occult
Cast somatic, verbal
Range 60 feet; Targets 1 creature
Saving Throw basic Reflex; Duration 1 minute
All life dances one step from the precipice, one heartbeat from disaster. You open your eyes wide and see doom waiting in the wings, then invite it to step forward. A spectral omen of disaster appears above the target's head— traditionally, this is a downward-pointing sword, but some spellcasters report seeing a hangman's noose or a grinning skull instead. When you Cast this Spell, pick one of the following triggers.
The target moves more than its Speed in a single round.
The target makes more than one Strike in a single round.
The target Casts a Spell.
The target uses a specific skill you name.
The target uses a specific ability you name.
If the target takes the triggering action, the portent of doom activates—the sword strikes down, the noose loops around the target's neck, the skull bares its fangs—and the target takes 70 mental damage with a basic Reflex save. The target instinctively knows which action will trigger the omen and can ward off the omen by spending a total of 3 actions, which have the concentrate trait, to pray, make signs against doom, or similar apotropaic actions. These actions need not be consecutive. After the creature spends the actions, the spell ends.
Heightened (+1) The damage increases by 10.

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

No, I think ot actually is clear. I just can't read, it turns out.

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

...and I just realized that I've been reading "usable once" as each option being usable once, instead of as a limitation on only Freedom of Movement.

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

Damage to the most banged up elemental makes more sense than freedom of movement to me, at this point.

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

Yendi is crushed in the jaws as the creature begins to carry him off!

fortitude: 1d20 + 19 ⇒ (1) + 19 = 20

Hero Point fortitude: 1d20 + 19 ⇒ (10) + 19 = 29

Clutching at the silver die he found on himself in Nivi's house, he closes his eyes before wrenching himself sharply to the side, trusting in luck to make it the right time to escape! Roll me a Nivi die, please!

Whether or not that succeeds, he draws on the power in his blood to try to restore his savaged body 2-Action Heal at level 6 from the bonus spell slot

flat check for somatic component if needed because the Nivi escape fails: 1d20 ⇒ 13

healing: 6d8 + 48 ⇒ (7, 6, 5, 8, 6, 7) + 48 = 87

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

That looks like a good time for the ally heing to go to Kas, instead

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

If Seggiatore or Kas doesn't make it unnecessary, I think that's a fine plan.

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

Yendi staggers a bit as he's struck with the leg, but maintains his focus on the spell in effect ◇ Sustain as he turns to the spider, "We won't be having that. Tell me, do your eyes taste regret?" and tries to twist its senses together.

◇◇Synesthesia vs spider DC 30 will

Synesthesia:
Synesthesia
Spell 5
DivinationMental
Traditions occult (but Divine in this case)
Cast somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration 1 minute
The target's senses are suddenly rewired in unexpected ways, causing them to process noises as bursts of color, smells as sounds, and so on. This has three effects, and the target must attempt a Will save.
Due to the distraction, the target must succeed at a DC 5 flat check each time it uses a concentrate action, or the action fails and is wasted.
The target's difficulty processing visual input makes all creatures and objects concealed from it.
The creature has trouble moving, making it clumsy 3 and giving it a –10-foot status penalty to its Speeds.

Critical Success The target is unaffected.
Success The target is affected for 1 round.
Failure The target is affected for 1 minute.
Critical Failure As failure, and the target is stunned 2 as it attempts to process the sensory shifts.

Envoy's Alliance

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Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

The other thing that comes to mind is that escaping could be a 50/50 chance, if Nivi rolls the die.

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)
Kas 'Broken Troll' Oldun wrote:
I could certainly use a +2 if someone has one for that DC, I think I need to roll a 19.

I can give you +2 Status as a Reaction but only if it changes a crit fail to a regular fail or changes a fail to a success.

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

I don't think it would create good odds of the spider not being able to bite omeone, but figure it would be more likely to cause a miss than the damage is to put it down already. And I figured that the reduced AC would help to hit if it provokes an AoO by trying to run away with Kas again.

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

If Kas is still grabbed, I think freedom would be ideal, yes. If he is trying to escape beforehand, he's in message range, so could get a +2 as a reaction if that would make a failure into a success. Otherwise, I think either healing Kas if he's still in bad shape or making the spider frightened 2, to try to avoid a repeat would be better than the damage on it, right now

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

Oof, living the stereotype and overlooking the gnome...

Envoy's Alliance

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Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

As the battle begins, Yendi lets out an uncharacteristically fierce battle cry to Demoralize #2 Intimidation to Demoralize as part of initiative: 1d20 + 23 ⇒ (18) + 23 = 41

if #2's initial position was more than 30ft away, #1 is still in range

sharp rocks: 2d6 ⇒ (1, 5) = 6

Yendi stands his ground in the growing rocky spikes and intones "Abominations that think you've found prey, realize now that you stand in the presence of something far greater than yourselves! My companions are no prey for simple spiders! The chains Kas carries so tirelessly will bear you to the ground!! These shards are nothing compared to the way Kohl's roar is destined to crack the Earth! You will see that Orin is more immovable than the walls that held you in Nivi's realm! You will see with all of this that Chulyin's thunder was only the beginning of the wrath he can unleash and I REQUIRE that you show your appreciation!"

◇Shield ◇◇Roaring Applause for all 3 of them with a DC 30 Will save

Roaring Applause:
Roaring Applause
Spell 3
Emotion Enchantment Mental
Traditions arcane, divine, occult
Cast somatic, verbal
Range 60 feet; Targets 1 creature
Saving Throw Will; Duration sustained
Your flamboyant flourish invokes such powerful feelings in your audience that you incite cheers and applause. Targets of this spell must be able to see, hear, or otherwise understand you. The targets must attempt a Will save.

Critical Success The target is unaffected.
Success The target becomes mildly distracted by your display and applauds while it isn't fully occupied. It can't use reactions.
Failure The target applauds you so vigorously that it can't use reactions and is slowed 1. The applause is so involved that it has the manipulate trait. This triggers reactions based on the manipulate trait at the start of the target's turn.
Critical Failure As failure, plus the target is so distracted by its vigorous applauding of you that it's fascinated with you.
Heightened (6th) You can target up to 10 creatures.

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

Yendi quickly casts an Air Walk spell on himself, to make a run for the ceiling, "Does anyone else need a lift?"

Acrobatics in case anything still needs dodging?: 1d20 + 17 ⇒ (20) + 17 = 37

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

How tall is this cavern? Air running over the melee seems like it might work in a really tall cavern, but not so much with low ceilings.

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

That order looks the same as I came to before unspoilering it, so I agree.

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

"I had thought that our pantsless friend might need time to recover before traveling... but that hardly seemed the case from the way he ran off. Today has been less harrowing than yesterday. I think that if our rescuees have gathered their things, we should be about as ready to go as we're going to get."

Envoy's Alliance

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Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

I wouldn't be shocked if that's been suggested before... but we look like we're so On Track for The Good Ending, already! The power of friendship winning the day, and all that!

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

"As Chulyin here says, they were the ones that finally managed to find the song to open this place again..." Yendi leans in a bit and whispers conspiratorially, "and to be completely honest with you, Shane was working to try to hold the door open a little longer to make this recovery possible while sending for us. I understand your anger, but I think you understand far more viscerally than I do just how important it is not to risk damaging that effort, no matter how long you've wanted to do this."

Deception: 1d20 + 23 ⇒ (10) + 23 = 33

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

Yendi hurriedly inserts himself into the situation, "Please, let's not be overly hasty about this. Believe me, I understand that you have a strong and valid grievance, buti would ask you to reconsider. It is both tragic and infuriating that it took so long to find a way to open the portal to this place again, but we still need to work together to get everyone back through it in a limited window and, for reasons that I would be happy to explain as we travel, we are rather desperately short-handed already. I know you have no reason to trust Shane, but please, at least believe that you can trust me until we get everyone out of here!"

Emergency Diomatic Intervention: 1d20 + 21 ⇒ (5) + 21 = 26

Heroic Recovery of Emergency Diomatic Intervention: 1d20 + 21 ⇒ (10) + 21 = 31

Yendi continues with his most reassuring smile (number 13 in his daily warmups), "And I'm certain thT we can find a way to accommodate Sparkles, assuming that he's lodge-broken and has a diet that can be properly accommodated on the surface?"

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

I've got no objections

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

"He may have only removed them for his crystal sleep? Possibly he thought the encasement would be more comfortable this way, or he used to own magical pants that would have prevented him from being entrapped, and his plan didn't allow for them? Either way, hopefully we'll be able to ask him soon."

Envoy's Alliance

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Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)
Chulyin the Spirit Talker wrote:
Yes... except all content from the GMG is Limited. I should bring it up to the Guide team to ask about (and hopefully codify).

The content, yes, so we don't bring in new rules from the GMG. I've never seen anything in the guide suggesting that the sections that are just clarification about how to run CRB rules would be invalid.

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

"Of course, we'll take him out if here and see to the important task if trying to bring his sense if fashion up to the present. And then begin the arduous search for a description that can do some modicum if justice to what we've seen here today, of course."

Envoy's Alliance

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Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

Using the base DC to identify a Unique creature's base type is actually one of the things written in the GMG, in that first chapter clarifying some mechanics. The example there being that you don't use the level-based Unique DC of a Unique orc to recognize that they are an orc.

If the scenario actually says "use this Unique DC to tell what general type of dragon he is" (unlike this one apparently), that's a different matter, of course.

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

"If you are concerned about the many people who will never be so fortunate as to gaze on this place, a mobile gnome who can speak both to the beauty of the cavern AND to the benevolence of the proprietor may be ideal. With or without pants."

deception: 1d20 + 23 ⇒ (9) + 23 = 32

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

"Oh, not at all! What you've accomplished, with only a gnome as materials is truly breathtaking! He's simply a little incongruous with the natural splendor you've cultivated. Really, no one could have done better with him... I was simply trying to imagine what a master like yourself might accomplish with the space if you weren't still hosting him!"

deception: 1d20 + 23 ⇒ (11) + 23 = 34

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

Flatter the dragon while trying to undermine the centerpiece selection? Absolutely on board.

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

Yendi takes a second to take in the overwhelming sight (being sure to visibly display appropriate awe, of course), before smiling broadly, "It is truly an honor to be welcomed so graciously but such an impressive host. My name is Yendi Ionescu. I know it is of little import, but I would hardly dream of being so impolite as to not offer it. If I might be so bold as to light the other side? It seems to me that The Eternal Rose herself would weep to see such majesty half-shrouded in shadow..."

With that, Yendi looks carefully for at least tacit permission as he goes to cast his own light spell on a cluster of prisms opposite from Kas's position. "That even the humble gnome you have so kindly hosted for this short spell can hardly detract from the scene is a true testimony to an artistic eye, doubly impressive to cultivate when one has such natural magnificence!"

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

I figure we should be ready. Those tracks definitely need following.

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

perception: 1d20 + 18 ⇒ (16) + 18 = 34
Crafting: 1d20 + 12 ⇒ (11) + 12 = 23

"From the shards laying around, it doesn't seem like it was too carefully in dislodged what used to be here, or too concerned about the crystal itself. Hopefully more care was taken of the occupant..."

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

U think heading to the dragon first thing would be a good plan. Hopefully we can have a nice chat and pick up our Pathfinder, but if that does have to go the rough way, I think we want to be fresh for it.

Envoy's Alliance

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Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

Well, looks like one additional reroll was more than enough!

Envoy's Alliance

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Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

One last roll for the road: 4d6 ⇒ (2, 2, 1, 6) = 11

"Well, seven should do for anyone's game!"

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

Yendi approaches the table, more curiously than cautiously, and looks over the simple dice set, "I wonder... could this actually be the game she ran up the debts with before she had to disappear? Or maybe the one she played to try to win her way back out if the hole? Maybe even one she made herself, while lying low..."

society: 1d20 + 12 ⇒ (13) + 12 = 25

religion: 1d20 + 16 ⇒ (20) + 16 = 36

He reaches out and takes a handful of dice, "So, five of a kind or a straight, I think..."

attempting the game: 9d6 ⇒ (6, 5, 2, 2, 5, 6, 6, 2, 1) = 35

Looking down at the dice he ponders, "trying to follow the sixes seems like an ill omen..." and keeps all of his 2s, rerolling the others.

reroll 1: 6d6 ⇒ (6, 1, 2, 1, 1, 2) = 13

He smirks lightly, "a set of 5 should do, but we can hardly fail to see what happens with the rest, especially in this place." Setting aside the 5 2s, he rerolls the last 4 dice.

reroll 2: 4d6 ⇒ (5, 5, 3, 1) = 14

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

Yendi ponders for a second, "I have enough magic left to walk across that gap, easily enough. At most I could bring two others over in the same way, but at the least it would make it easy enough to help secure ropes at the far end."

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

Yendi notices Chulyin's distraction, and mentally jolts hom back into focus at the last second.

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

"If nothing else, it would not shock me if Piltineff needs time to recover after his time in crystal, before travelling. Meeting this dragon and recovering him today would be good, if we can manage it."

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

If fatigue isn't an issue yet, I should still be alright on slots to take care of at least one of these bits of business. We can probably re-assess after that, if we need to rest before doing anything else.

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

I think that since the society roll beat the DC20 and raised my item bonus to +2, it already is a crit.

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

Well, I think we're off to a pretty solid start, at least.

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

Yendi withdraws a scroll from his belt pouch, "Sadly this will only help me to understand them, not the other way around..." and cast Comprehend Languages. "Still, if this was a place where Nivi Rhomdazzle dwelled, there will be cards, coins and an appetite for combining the two in someone here, if I can find them, and if my travels have taught me anything, it's that no man ingratitude himself better than one who both knows how to hold his opinions and how to take a loss cheerfully."

Society check to recall what he can about Deep Gnomes to improve the effects of his Diplomat's Badge, DC 20: 1d20 + 12 ⇒ (11) + 12 = 23

Diplomacy to try to ingratitude himself in spite of a language barrier (1 higher if Society succeeds): 1d20 + 21 ⇒ (16) + 21 = 37

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

"I, for one certainly appreciate your efforts. Unfortunately, I fear I have no quick solution to this... frankly horrific parasite problem. I think that perhaps it makes our esteemed Master of Scrolls double correct. Or triply, as there's not only the fate of our missing Pathfinders to spur us on, or the threat of the portal closing, but also the need to get back to a better place to tend to this infestation..."

[ooc]With the injuries tended to, and ample time for the expended power in his blood to restore itself, Yendi will not need to take care of anything else in particular before trying to find the path forward[ooc]

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

Yendi stifles a small yelp, as he tries again to avoid the worst of the rain of larva.
Reflex: 1d20 + 20 ⇒ (10) + 20 = 30
Fortitude: 1d20 + 19 + 4 ⇒ (12) + 19 + 4 = 35

Desperately brushing away the ones that he couldn't avoid, before they can took root deeply, Yendi draws the dagger from his belt and invokes the power of the spellheart embedded at the base of the hilt, to send a forceful spray of water at the creature ((DC 30 basic reflex save)).

◆draw
◆◆Spout

a much needed shower of bludgeoning damage: 6d4 + 5 ⇒ (2, 4, 1, 4, 3, 1) + 5 = 20

Envoy's Alliance

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Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

So, Divine Lance does normally target AC, yes.

The Shadow Signet ring's free action metamagic allows me to target my choice of reflex DC of Fort DC, instead, with a spell attack that would normally target AC.

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

I wonder if that was because of the regeneration, since with PFS parties being a little more unplanned than usual, it would be easy to not have cold or death effects on hand.

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