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Cloak of Invisibility: Best item in the game?
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<blockquote data-quote="Zurai" data-source="post: 4286351" data-attributes="member: 52324"><p>+30 is lowballing it. You have a base of +15 level, +5 trained, +3 Feat, +6 sylvan armor without including stat bonuses; that's +29. If you have even a moderate Dex you'll have over +30. With a high-dex build you'll have +35 with no real issue. The maximum is +41 (5 trained, 15 level, 10 dex, 3 feat, 2 racial, 6 item) without relying on other characters to give you Power bonuses.</p><p></p><p>Here's a Ranger build that's perfectly usable without the Cloak, but can easily exploit the Cloak to kill Orcus all by himself without ever being at risk of death:[sblock=Invisi-Ranger]<strong>Invisi-Ranger</strong></p><p><strong>Male Razorclaw Shifter Ranger Battlefield Archer Demigod 30</strong> </p><p><strong>Alignment:</strong> Unaligned</p><p><strong>Deity:</strong> Sehanine</p><p></p><p><strong>Str:</strong> 12 (+1)</p><p><strong>Dex:</strong> 30 (+10)</p><p><strong>Con:</strong> 13 (+1)</p><p><strong>Int:</strong> 12 (+1)</p><p><strong>Wis:</strong> 26 (+8)</p><p><strong>Cha:</strong> 10 (+0)</p><p></p><p><strong>Hit Points:</strong> 170 <strong>Bloodied:</strong> 85</p><p><strong>Healing Surge:</strong> 45 <strong>Surges per day:</strong> 8</p><p><strong>Initiative:</strong> +27 (roll twice, take higher)</p><p><strong>Speed:</strong> 8</p><p><strong>Perception:</strong> 46 (darkvision) <strong>Insight:</strong> 39</p><p><strong>Action Points:</strong> 1</p><p></p><p><strong>AC</strong> 47 <strong>Fortitude</strong> 33 <strong>Reflex</strong> 42 <strong>Will</strong> 40</p><p></p><p><strong>Basic Melee Attack:</strong> +23 (Longsword) <strong>Damage:</strong> 1d8+20 or 1d8+21</p><p><strong>Basic Ranged Attack:</strong> +33 (Longbow) <strong>Damage:</strong> 1d10+38</p><p></p><p><strong>Skills:</strong></p><p>[code]</p><p>Acrobatics +31 (+15 Level, +10 Dexterity, +2 Racial, +4 Item)</p><p>Arcana +16 (+15 Level, +1 Int)</p><p>Athletics +27 (+5 Trained, +15 Level, +1 Str, +6 Item)</p><p>Bluff +15 (+15 Level, +0 Cha)</p><p>Diplomacy +15 (+15 Level, +0 Cha)</p><p>Dungeoneering +23 (+15 Level, +8 Wis)</p><p>Endurance +27 (+5 Trained, +15 Level, +1 Con, +6 Item)</p><p>Heal +28 (+5 Trained, +15 Level, +8 Wis)</p><p>History +16 (+15 Level, +1 Int)</p><p>Insight +29 (+15 Level, +8 Wis, +6 Item)</p><p>Intimidate +15 (+15 Level, +0 Cha)</p><p>Nature +28 (+5 Trained, +15 Level, +8 Wis)</p><p>Perception +36 (+5 Trained, +15 Level, +8 Wis, +2 Feat, +6 Item)</p><p>Religion +21 (+5 Trained, +15 Level, +1 Int)</p><p>Stealth +41 (+5 Trained, +15 Level, +10 Dex, +2 Racial, +3 Feat, +6 Item)</p><p>Streetwise +15 (+15 Level, +0 Cha)</p><p>Thievery +25 (+15 Level, +10 Dex)</p><p>[/code][sblock=Feats]</p><p>Defensive Mobility</p><p>Initiate of the Faith</p><p>Fleet-Footed</p><p>Precise Hunter</p><p>Weapon Focus: Bows</p><p>Alertness</p><p>Adept Power: Weapon of the Gods</p><p>Danger Sense</p><p>Distant Shot</p><p>Sly Hunter</p><p>Acolyte Power: Mass Cure Light Wounds</p><p>Secret Stride</p><p>Combat Anticipation</p><p>Epic Resurgence</p><p>Armor Specialization: Hide</p><p>Skill Focus: Stealth</p><p>Quick Draw</p><p>Evasion</p><p>Far Shot[/sblock]<strong>Languages:</strong></p><p>Common[sblock=Class and Racial abilities] </p><p>Hunter's Quarry</p><p>Prime Shot</p><p>Archer's Action</p><p>Battlefield Experience</p><p>Battle Surge</p><p>Divine Spark</p><p>Divine Recovery</p><p>Divine Miracle[/sblock][sblock=Powers]</p><p>Nimble Strike (At-Will Attack, Standard, Ranged attack + shift)</p><p>Twin Strike (At-Will Attack, Standard, Two weaker ranged attacks)</p><p></p><p>Manticore Volley (Encounter Attack, Standard, Three ranged attacks with increasing damage for multiple hits)</p><p>Thundertusk Boar Strike (Encounter Attack, Standard, Two attacks + push target)</p><p>Hawk's Talon (Encounter Attack, Standard, Strong and accurate attack)</p><p>Combined Fire (Encounter Paragon Attack, Immediate Reaction, Strong ranged attack after an ally makes a ranged attack)</p><p>Razorclaw Shifting (Encounter Racial, Minor, +2 Speed and +1 AC and Reflex until end of encounter)</p><p>Yield Ground (Encounter Utility, Immediate Reaction, Shift Wis squares after being damaged with a melee attack and gain bonus to defenses)</p><p>Weave Through the Fray (Encounter Utility, Immediate Interrupt, Shift Wis squares as an enemy moves adjacent to you)</p><p>Archer's Glory (Encounter Paragon Utility, Free, Gain a limited duration action point when you kill an enemy)</p><p></p><p>Confounding Arrows (Daily Attack, Standard, Three ranged attacks + ongoing daze or stun)</p><p>Three-in-One Shot (Daily Attack, Standard, Three strong ranged attacks + bonus to hit if first attack lands)</p><p>Weapon of the Gods (Daily Attack, Minor, Weapon is blessed until end of encounter)</p><p>Quarry's Bane (Daily Paragon Attack, Standard, Strong ranged attack vs all designated quarries)</p><p>Open the Range (Daily Utility, Immediate Interrupt, Shift 1 square then move 1 + Wis squares as an enemy moves adjacent to you)</p><p>Mass Cure Light Wounds (Daily Utility, Standard, You and all nearby allies recover hp equal to healing surge amount)</p><p>Master of the Hunt (Daily Utility, Minor Stance, Add Wis to damage modifiers)</p><p>Divine Regeneration (Daily Epic Utility, Minor, You gain Regeneration equal to your highest stat until end of encounter)</p><p>Healing Word (Daily Class Feature, Minor, Self or ally uses a healing surge and gains surge + 6d6 hp)[/sblock][sblock=Equipment]</p><p>Phasing Longbow +6</p><p>Sylvan Elderhide Armor +6</p><p>Dancing Longsword +4</p><p>Cloak of Invisibility +6</p><p>Ioun Stone of True Sight</p><p>Ring of Invisibility</p><p>Ring of Regeneration</p><p>Dynamic Belt +4</p><p>Gloves of Piercing</p><p>Boots of Striding</p><p>Bracers of the Perfect Shot +4[/sblock][/sblock]And here's how his Orcus fight goes, on average:[sblock=Invisi-Ranger vs Orcus]Initiative:</p><p>Invisi-Ranger avg 37</p><p>Orcus avg 32</p><p></p><p>Round 1: 1,525 hp remaining</p><p>Standard to become invisible until end of encounter or struck by a targeted attack</p><p>Minor to use Weapon of the Gods</p><p>Move as neccesary</p><p></p><p>Round 2: 1,525 hp remaining</p><p>Minor to select Orcus as his Hunter's Quarry</p><p>Minor to activate Master of the Hunt</p><p>Standard to use Hawk's Talon (+45 vs 48 to hit for 2d10+3d6+1d6+45 damage, avg 84, and -2 AC until end of next turn*) use Action Point to reroll if needed (assuming a hit**)</p><p>Spend Action Point for extra Standard Action</p><p>Standard action to use Confounding Arrows (+39 vs 46 to hit x3 for 1d10+1d6+45 damage each, avg 113 total)</p><p></p><p>Round 3: 1,328 hp remaining</p><p>Standard action to use Three-in-One Shot (+39 vs 46 to hit for 2d10+1d6+45 damage / half on miss, avg 50, and avg +3 to hit for remaining attacks; +42 vs 46 to hit x2 for 2d10+1d6+45 damage each / half on miss, avg 110 total; +3d6 Hunter's Quarry damage, avg 10)</p><p>Move action as neccesary</p><p>Minor to activate Divine Regeneration if needed to heal damage from aura or burst - 30 regen will completely heal all of Orcus's possible damage</p><p></p><p>Round 4: 1,158 hp remaining</p><p>Standard action to use Manticore Volley (+39 vs 46 to hit x3 for 1d10+1d6+45 damage each, avg 113 total; +3d6 Hunter's Quarry, avg 10)</p><p>Move action as neccesary</p><p></p><p>Round 5: 1,035 hp remaining</p><p>Standard action to use Thundertusk Boar Strike (+39 vs 46 to hit x2 for 1d10+1d6+45 damage, avg 75 total; +3d6 Hunter's Quarry, avg 10)</p><p>Move blah blah</p><p></p><p>Round 6: 950 hp remaining</p><p>Standard action to use Twin Strike (+39 vs 46 to hit x2 for 2d10+1d6+35 damage each, avg 69; +3d6 Hunter's Quarry, avg 10)</p><p>Move</p><p></p><p>Round 7-18: 871 hp remaining</p><p>Repeat Round 6</p><p></p><p>Round 19: -77 hp remaining</p><p></p><p>* - On average, there's at least one hit every round. As such, I automatically lowered Orcus's AC by 2 for every shot after the first assumed hit from Hawk's Talon. Even losing the Weapon of the Gods AC penalty occasionally doesn't significantly alter the outcome of the fight, just makes it last a couple more rounds. Similarly, Hunter's Quarry is always assumed to trigger each round, since you decide which attack to use it on <em>after</em> rolling all attack rolls and, on average, at least on attack hits.</p><p>** - Hawk's Talon only has a 10% chance to miss and can be re-rolled if needed, leaving an actual 1% chance to miss. As such, I assumed a hit just to simplify math. A miss and reroll delays the kill by one round; the 1% chance for a complete miss causes a few more rounds delay as it's harder to set up the initial -2 AC penalty.[sblock=Summary of Attack Bonuses]</p><p>+15 Level</p><p>+10 Dexterity</p><p>+2 Proficiency</p><p>+6 Enhancement</p><p>+1 Prime Shot</p><p>+2 Combat Advantage due to Invisibility</p><p>+1 Battlefield Experience</p><p>(+8 Wisdom for Hawk's Talon)</p><p>(+3.5 average for the second and third shots on Three-in-One Shot due to power bonus)[/sblock][sblock=Summary of Damage Bonuses]</p><p>+15 Level</p><p>(+10 Dexterity on every attack except Twin Strike)</p><p>+8 Wisdom due to Master of the Hunt</p><p>+6 Enhancement</p><p>+3 Weapon Focus</p><p>+3 Sly Hunter[/sblock][/sblock]Result: Orcus dead in 18 rounds of fighting, not counting criticals. Invisi-Ranger had Regeneration 30 for nearly the entire fight and a +41 Stealth check, meaning that Orcus could never pinpoint his square, and Orcus's damage aura + burst couldn't do enough damage to kill him even if he makes the Perception check to know where he's being attacked from.</p><p></p><p>Note that he still has plenty of time to kill the two Atropals and eight Lich Vestiges, if you <em>really</em> want to give him the extra experience from sending him up against Orcus's recommended encounter group. Orcus's encounter group is a level ~45 encounter for a solo character. In other words, there should be no way a level 30 should be beating it solo, let alone without a scratch on him. <em>Especially</em> a level 30 that would be one-shotted by Orcus if he could actually attack him (Touch of Death is an auto-hit against Fort 33).</p></blockquote><p></p>
[QUOTE="Zurai, post: 4286351, member: 52324"] +30 is lowballing it. You have a base of +15 level, +5 trained, +3 Feat, +6 sylvan armor without including stat bonuses; that's +29. If you have even a moderate Dex you'll have over +30. With a high-dex build you'll have +35 with no real issue. The maximum is +41 (5 trained, 15 level, 10 dex, 3 feat, 2 racial, 6 item) without relying on other characters to give you Power bonuses. Here's a Ranger build that's perfectly usable without the Cloak, but can easily exploit the Cloak to kill Orcus all by himself without ever being at risk of death:[sblock=Invisi-Ranger][b]Invisi-Ranger[/b] [b]Male Razorclaw Shifter Ranger Battlefield Archer Demigod 30[/b] [b]Alignment:[/b] Unaligned [b]Deity:[/b] Sehanine [b]Str:[/b] 12 (+1) [b]Dex:[/b] 30 (+10) [b]Con:[/b] 13 (+1) [b]Int:[/b] 12 (+1) [b]Wis:[/b] 26 (+8) [b]Cha:[/b] 10 (+0) [b]Hit Points:[/b] 170 [b]Bloodied:[/b] 85 [b]Healing Surge:[/b] 45 [b]Surges per day:[/b] 8 [b]Initiative:[/b] +27 (roll twice, take higher) [b]Speed:[/b] 8 [b]Perception:[/b] 46 (darkvision) [b]Insight:[/b] 39 [b]Action Points:[/b] 1 [b]AC[/b] 47 [b]Fortitude[/b] 33 [b]Reflex[/b] 42 [b]Will[/b] 40 [b]Basic Melee Attack:[/b] +23 (Longsword) [b]Damage:[/b] 1d8+20 or 1d8+21 [b]Basic Ranged Attack:[/b] +33 (Longbow) [b]Damage:[/b] 1d10+38 [b]Skills:[/b] [code] Acrobatics +31 (+15 Level, +10 Dexterity, +2 Racial, +4 Item) Arcana +16 (+15 Level, +1 Int) Athletics +27 (+5 Trained, +15 Level, +1 Str, +6 Item) Bluff +15 (+15 Level, +0 Cha) Diplomacy +15 (+15 Level, +0 Cha) Dungeoneering +23 (+15 Level, +8 Wis) Endurance +27 (+5 Trained, +15 Level, +1 Con, +6 Item) Heal +28 (+5 Trained, +15 Level, +8 Wis) History +16 (+15 Level, +1 Int) Insight +29 (+15 Level, +8 Wis, +6 Item) Intimidate +15 (+15 Level, +0 Cha) Nature +28 (+5 Trained, +15 Level, +8 Wis) Perception +36 (+5 Trained, +15 Level, +8 Wis, +2 Feat, +6 Item) Religion +21 (+5 Trained, +15 Level, +1 Int) Stealth +41 (+5 Trained, +15 Level, +10 Dex, +2 Racial, +3 Feat, +6 Item) Streetwise +15 (+15 Level, +0 Cha) Thievery +25 (+15 Level, +10 Dex) [/code][sblock=Feats] Defensive Mobility Initiate of the Faith Fleet-Footed Precise Hunter Weapon Focus: Bows Alertness Adept Power: Weapon of the Gods Danger Sense Distant Shot Sly Hunter Acolyte Power: Mass Cure Light Wounds Secret Stride Combat Anticipation Epic Resurgence Armor Specialization: Hide Skill Focus: Stealth Quick Draw Evasion Far Shot[/sblock][b]Languages:[/b] Common[sblock=Class and Racial abilities] Hunter's Quarry Prime Shot Archer's Action Battlefield Experience Battle Surge Divine Spark Divine Recovery Divine Miracle[/sblock][sblock=Powers] Nimble Strike (At-Will Attack, Standard, Ranged attack + shift) Twin Strike (At-Will Attack, Standard, Two weaker ranged attacks) Manticore Volley (Encounter Attack, Standard, Three ranged attacks with increasing damage for multiple hits) Thundertusk Boar Strike (Encounter Attack, Standard, Two attacks + push target) Hawk's Talon (Encounter Attack, Standard, Strong and accurate attack) Combined Fire (Encounter Paragon Attack, Immediate Reaction, Strong ranged attack after an ally makes a ranged attack) Razorclaw Shifting (Encounter Racial, Minor, +2 Speed and +1 AC and Reflex until end of encounter) Yield Ground (Encounter Utility, Immediate Reaction, Shift Wis squares after being damaged with a melee attack and gain bonus to defenses) Weave Through the Fray (Encounter Utility, Immediate Interrupt, Shift Wis squares as an enemy moves adjacent to you) Archer's Glory (Encounter Paragon Utility, Free, Gain a limited duration action point when you kill an enemy) Confounding Arrows (Daily Attack, Standard, Three ranged attacks + ongoing daze or stun) Three-in-One Shot (Daily Attack, Standard, Three strong ranged attacks + bonus to hit if first attack lands) Weapon of the Gods (Daily Attack, Minor, Weapon is blessed until end of encounter) Quarry's Bane (Daily Paragon Attack, Standard, Strong ranged attack vs all designated quarries) Open the Range (Daily Utility, Immediate Interrupt, Shift 1 square then move 1 + Wis squares as an enemy moves adjacent to you) Mass Cure Light Wounds (Daily Utility, Standard, You and all nearby allies recover hp equal to healing surge amount) Master of the Hunt (Daily Utility, Minor Stance, Add Wis to damage modifiers) Divine Regeneration (Daily Epic Utility, Minor, You gain Regeneration equal to your highest stat until end of encounter) Healing Word (Daily Class Feature, Minor, Self or ally uses a healing surge and gains surge + 6d6 hp)[/sblock][sblock=Equipment] Phasing Longbow +6 Sylvan Elderhide Armor +6 Dancing Longsword +4 Cloak of Invisibility +6 Ioun Stone of True Sight Ring of Invisibility Ring of Regeneration Dynamic Belt +4 Gloves of Piercing Boots of Striding Bracers of the Perfect Shot +4[/sblock][/sblock]And here's how his Orcus fight goes, on average:[sblock=Invisi-Ranger vs Orcus]Initiative: Invisi-Ranger avg 37 Orcus avg 32 Round 1: 1,525 hp remaining Standard to become invisible until end of encounter or struck by a targeted attack Minor to use Weapon of the Gods Move as neccesary Round 2: 1,525 hp remaining Minor to select Orcus as his Hunter's Quarry Minor to activate Master of the Hunt Standard to use Hawk's Talon (+45 vs 48 to hit for 2d10+3d6+1d6+45 damage, avg 84, and -2 AC until end of next turn*) use Action Point to reroll if needed (assuming a hit**) Spend Action Point for extra Standard Action Standard action to use Confounding Arrows (+39 vs 46 to hit x3 for 1d10+1d6+45 damage each, avg 113 total) Round 3: 1,328 hp remaining Standard action to use Three-in-One Shot (+39 vs 46 to hit for 2d10+1d6+45 damage / half on miss, avg 50, and avg +3 to hit for remaining attacks; +42 vs 46 to hit x2 for 2d10+1d6+45 damage each / half on miss, avg 110 total; +3d6 Hunter's Quarry damage, avg 10) Move action as neccesary Minor to activate Divine Regeneration if needed to heal damage from aura or burst - 30 regen will completely heal all of Orcus's possible damage Round 4: 1,158 hp remaining Standard action to use Manticore Volley (+39 vs 46 to hit x3 for 1d10+1d6+45 damage each, avg 113 total; +3d6 Hunter's Quarry, avg 10) Move action as neccesary Round 5: 1,035 hp remaining Standard action to use Thundertusk Boar Strike (+39 vs 46 to hit x2 for 1d10+1d6+45 damage, avg 75 total; +3d6 Hunter's Quarry, avg 10) Move blah blah Round 6: 950 hp remaining Standard action to use Twin Strike (+39 vs 46 to hit x2 for 2d10+1d6+35 damage each, avg 69; +3d6 Hunter's Quarry, avg 10) Move Round 7-18: 871 hp remaining Repeat Round 6 Round 19: -77 hp remaining * - On average, there's at least one hit every round. As such, I automatically lowered Orcus's AC by 2 for every shot after the first assumed hit from Hawk's Talon. Even losing the Weapon of the Gods AC penalty occasionally doesn't significantly alter the outcome of the fight, just makes it last a couple more rounds. Similarly, Hunter's Quarry is always assumed to trigger each round, since you decide which attack to use it on [i]after[/i] rolling all attack rolls and, on average, at least on attack hits. ** - Hawk's Talon only has a 10% chance to miss and can be re-rolled if needed, leaving an actual 1% chance to miss. As such, I assumed a hit just to simplify math. A miss and reroll delays the kill by one round; the 1% chance for a complete miss causes a few more rounds delay as it's harder to set up the initial -2 AC penalty.[sblock=Summary of Attack Bonuses] +15 Level +10 Dexterity +2 Proficiency +6 Enhancement +1 Prime Shot +2 Combat Advantage due to Invisibility +1 Battlefield Experience (+8 Wisdom for Hawk's Talon) (+3.5 average for the second and third shots on Three-in-One Shot due to power bonus)[/sblock][sblock=Summary of Damage Bonuses] +15 Level (+10 Dexterity on every attack except Twin Strike) +8 Wisdom due to Master of the Hunt +6 Enhancement +3 Weapon Focus +3 Sly Hunter[/sblock][/sblock]Result: Orcus dead in 18 rounds of fighting, not counting criticals. Invisi-Ranger had Regeneration 30 for nearly the entire fight and a +41 Stealth check, meaning that Orcus could never pinpoint his square, and Orcus's damage aura + burst couldn't do enough damage to kill him even if he makes the Perception check to know where he's being attacked from. Note that he still has plenty of time to kill the two Atropals and eight Lich Vestiges, if you [i]really[/i] want to give him the extra experience from sending him up against Orcus's recommended encounter group. Orcus's encounter group is a level ~45 encounter for a solo character. In other words, there should be no way a level 30 should be beating it solo, let alone without a scratch on him. [i]Especially[/i] a level 30 that would be one-shotted by Orcus if he could actually attack him (Touch of Death is an auto-hit against Fort 33). [/QUOTE]
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