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TOPIC: Skull of Cavadar, Psychic Powers, and You

Skull of Cavadar, Psychic Powers, and You 1 month 3 weeks ago #13

  1. Most often I don't.
  2. I have probably used the 4 hp heal the most, but my main is a monk with Benrow's so I'm probably more likely to do this than most.
  3. Next is hitting incorporeal.
  4. I've probably used it for auto-Will save once or twice.
Forum Name: Milambus
Real Name: Jake Fitch
Main Class: Monk

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Skull of Cavadar, Psychic Powers, and You 1 month 3 weeks ago #14

balthasar wrote:

Dave Autzen wrote: Well, I ain’t one of the cool Skull kids (darn that hard to afford tooth #2) but I choose Will save, or healing if needed in room 7. Not that healing would have helped when you fail a poison save...


Anti-toxin, FTW!


Wish I had remembered that on Saturday...
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Skull of Cavadar, Psychic Powers, and You 1 month 3 weeks ago #15

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Arcanist Kolixela wrote:

Wade Schwendemann (Dr. Uid) wrote:

Grizwald wrote: Most players get one use of their psychic powers, unless you're a Dark Disciple. Or have a Drake necklace.

Which power are you looking to use during a run?

Almost always will save or hit incorporeal


Used to be the same answer but with the bead expansion I've moved Bead of Whole Vision to my build and reserve the Psychic power for negating a Will save.

Same. I had a Bead Whole Vision ordered from Trent the moment 2022 tokens were finalized.

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Skull of Cavadar, Psychic Powers, and You 1 month 3 weeks ago #16

I saved 10 Bead Whole Vision and 10 Bead Unseen Vision from the 2018 token set, and boy, am I glad I did. Having 3 bead slots means that negating a failed Will save is probably going to continue to be the psychic power I use the most.

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Skull of Cavadar, Psychic Powers, and You 1 month 3 weeks ago #17

No damage from falling! Huge in the final monster in true grind! Party lived and killed the dang thing!
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Skull of Cavadar, Psychic Powers, and You 1 month 3 weeks ago #18

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Definitely will save with that addition of 2 more bead slots. I am not 100% certain what fills last slot though. Bead of the Lucky Traver and Bead Whole Vision are set (at least for now). I am planning on making 10 Master Ale Drinker’s Bead when I send in my next transmute package, which makes me want to use them, however they are only provide +1-2 Fort saves (and 5 to 10 HP) vs Bead of the Dire Bear which is providing everyone +4 to Fort saves. I might have the group use the Dire Bear until this V5 is done and then switch to the Master Ale. This is until 2022 tokens I don't plan on getting the UR Beads (unless they are need as a Legendary ingredient, however if I got them as randoms they will be used in builds (if I didn't trade them).
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