(5) Reanimated Gestalt Kingmaker (Inactive)

Game Master mdt

Kingdom Map - - - - - - Brevoy Favor

Fort Oleg


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Female Tengu
Vitals:
HP 12/12; AC 17, FF 14, T 17, CMD 18; F 3, R 5, W 6; Perception 11, Init +5
Zen 1/Archer 1
Skills:
Acrobatics +7, Climb +4, Craft (bows) +8, Fly +7, Knowledge (history) +6, Perception +11, Sense Motive +8, Stealth +9, Survival +8(+2 vs Lost), Swim +4

Alluria, Ranger Focus? ;)


Female Half elf rogue/ranger HP 12/12, AC18, T15, FF13, Fort: +5, Ref: +6, Will: +2, +2 vs. enchantments/ +6 init / CMD 16
skills:
Acrobatics +8, disable device +8, local +5, perception +8, sense motives +6, survival +9, stealth +8, swim +4, nature +5, geography +5, handle animal +3
Riku Silverwing wrote:
Alluria, Ranger Focus? ;)

Once a day:p


10/10 HP | AC 13/12/11 | Fort +3, Ref +2. Will +4; +1 vs Fey | CMD 11 | Perception +7 | Initiative +2

Hearing the *twings* of bow and crossbows Khal opens his eyes and let the spell he was concentration on fade. With a soft mumble to Ellyn grabbed his quarterstaff firmly and stepped around the corner.

"It seems to be time." He raised his free hand as glyphs danced around it. A simple conjuration to create unstable ground - hopefully that would unbalance the horses.

Move action to move. Standard to cast Grease, free to empower with a pool point.

Creatures in the soon-to-be square need to make a DC 16 Ref check or fall prone, hopefully annoying their riders.

Additionally moment is made at half speed and require a DC 10 Acrobatics check. Failure means a DC 16 Ref or fall again. Failure by 5 or more on the skill check means automagically prone!


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

Standard Action: Corwin casts Cure Light Wounds on himself.

Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6

Move Action: Corwin moves to engage the front left bandit (map perspective).

Free Action: Corwin shouts, "Engage the enemy!"


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Init, Alluria: 25
Init, Riku: 24
Init, Hirelings: 1d20 + 2 ⇒ (18) + 2 = 20
Init, Khal: 16
Init, Bandits: 10
Init, Corwin: 2

Everyone but Corwin up


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

On the grease front, the spell is currently targeted in such a way that it only affects 25% of 3 of the horses areas (the upper left one is out of it's effect). If you want to keep it straddling them, I'm going to give them a bonus to reflex because they'll have at least 3 good legs steady on solid ground. Do you want to move the grease spell?


10/10 HP | AC 13/12/11 | Fort +3, Ref +2. Will +4; +1 vs Fey | CMD 11 | Perception +7 | Initiative +2

No, I think I'll keep it there. Making sure none of them can't turn and flee easily is worth the fact that most probably will remain standing :P

Also, getting late here, will get an proper IC post up tomorrow!


Female Half elf rogue/ranger HP 12/12, AC18, T15, FF13, Fort: +5, Ref: +6, Will: +2, +2 vs. enchantments/ +6 init / CMD 16
skills:
Acrobatics +8, disable device +8, local +5, perception +8, sense motives +6, survival +9, stealth +8, swim +4, nature +5, geography +5, handle animal +3

local: 1d20 + 5 ⇒ (2) + 5 = 7 Alluria looks to see if the bandits have anyhting marking them as belonging to a certain group around the borderlands.

Alluria will slash at the same bandit again.
Attack: 1d20 + 5 ⇒ (20) + 5 = 25 Confirm: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d10 ⇒ 7 Damage: 1d10 ⇒ 9
That might be overkill. poor bandit


10/10 HP | AC 13/12/11 | Fort +3, Ref +2. Will +4; +1 vs Fey | CMD 11 | Perception +7 | Initiative +2

"Come forth from beyond!" Khal raised his hands to beckon the outer Planes calling a creation of magic into the world. In the shape of a black and white eagle crackling with energy in the middle of the bandits.

The eagle attempts to latch onto the bandit facing Corwin but mostly succeeds in tearing at his hair.

Talon: 1d20 + 3 ⇒ (5) + 3 = 8

Talon: 1d20 + 3 ⇒ (4) + 3 = 7

Beak: 1d20 + 3 ⇒ (15) + 3 = 18

Beak, Damage?: 1d4 ⇒ 1

Fly DC 15: 1d20 + 8 ⇒ (16) + 8 = 24

Eagle; stats:
Hp 5/5
Init +2
AC 14/13/12
Fort +3 Ref +4 Will +2
CMD 11
Fly +8

Attacks: 2x +3 Talon (1d4) and +3 Bite (1d4)
Celestial (may Smite Evil, resist Acid Cold Electricity 5)

Actions: Move action to shuffle about a bit. Standard action to expend 1 pool point to cast Summon Monster I as a Standard Action

Actions Eagle: Full round attack at top-left bandit. Then a fly check to not crash hilariously


Female Tengu
Vitals:
HP 12/12; AC 17, FF 14, T 17, CMD 18; F 3, R 5, W 6; Perception 11, Init +5
Zen 1/Archer 1
Skills:
Acrobatics +7, Climb +4, Craft (bows) +8, Fly +7, Knowledge (history) +6, Perception +11, Sense Motive +8, Stealth +9, Survival +8(+2 vs Lost), Swim +4

sorry for the delay. I really thought i posted my action :(

Riku climbs up the rope she used to get on the roof, making her way to her bow and arrows

-Posted with Wayfinder

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