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Tuesday, October 29th, 2002

Time Event
Lance, the GM in the game that's happening later today, noticed that Ozzie was kind of useless, and offered me the opportunity to replace him, so I'm doing that. A wizard this time -- there's another spellcaster in the group, but unlike rogues, wizards stack. We'll see how well it works.
Super Munchkin Powers, ACTIVATE
Okay. Through repeated munging of numbers I've got a conjurer spelljammer with 18 int and con (con is as important as int for wizzies under the house rules we're using) bonded to a tok'ra cleric with more average stats (16 wis, 15 cha). The cleric has war and travel domains, and the favored weapon of the Toa is the light-saber. Sorry, the soul-blade.

This gives me the ability to summon an unprecedented number of celestial badgers -- up to 21 of them, if I'm lucky with the d3 rolls. Although I'd be better off playing it safe and using summon monster I, which'd give me 17 badgers. Of course, they only last 1 or 4 rounds each, so I can't really build up an overwhelming badger army, but I guess I can settle for using the ship's spell crystal to summon GIANT CELESTIAL SPACE BADGERS.

Nya ha ha ha. This should be... stupid. But that's okay.

Current Mood: predatory
Form of... a space wizard! Shape of... a cleric!
Tonight was Lance's game, in which I introduced my cheesy munchkiny wizard Rey to replace my useless blob Ozzie, and ended up being more of a liability than a help. Ozzie would have been less trouble because he would have done absolutely nothing the whole session.

game summaryCollapse )

Current Mood: okay

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