CONFIRMATION STANDARD (Inactive)

Game Master JASON RODARTE


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Grand Lodge

Male Dwarf Kinetist (Earth) 2

"Well, sure why not!"
Eroth slowly creeps forward towards the ooh so wet water and refills his water flask.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Ooops, I forgot to edit the previous time I had run this.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Ooops, I forgot to edit the previous time I had run this.

He is not happy with people in the pool.


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M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

"Greetings, Pathfinders," the gillman finally responds after Garzen's introduction, [b]"I am Uori, and you have entered a cave sacred to my people. It was once sacred to Aroden as well, but the dead god's influence has faded from this place as those carvings have weathered and melted away.

As the coin is placed in the area There is a slight glow from within the city and you feel slightly changed.

Completing the ritual grants all of the PCs a +1 competence bonus on Appraise checks to determine the value of objects and on Spellcraft checks made to identify magic items for this adventure


1 person marked this as a favorite.
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Vello, are you trying to do the craftsman ritual? If so you need a DC 5 craft check. If you do that there is another glow from the city and PCs will get a +1 to Percption to find secret doors and concelled objects

Dark Archive

Male Elf Wizard 2 | HP 10/10 | AC 13, t 13, ff 10 | CMB +1, CMD 14 | F+0, R+3, W+3 | Init +3 | Perc +6, SM +4; low-light | Speed 30ft | Hand of the apprentice: 7/7 | Bonded object spell cast: 1/1 | Active conditions: None

Gah! I didn't realize the city model was in the water pool!

He faces the Gillman directly in hopes that if he is deaf, he can "hear" by seeing ones lips move as the words are spoken.

"Greetings Uori, it's good to meet you! We do not mean to defile your sacred pool. We only wish to decipher and complete the rituals of Aroden. Perhaps we can aid in restoring some of his influence!"

Diplomacy: 1d20 ⇒ 2 Uh oh...

Liberty's Edge

Male TN Half-Elf Hydrokineticist 2 / Fighter 1 (3.1) | AC 20 (T 12/FF 18) | CMB +4 CMD 17 (FF 15) | HP 34/34 | Init +4 | Fort +8 Ref +5 Will +1 (All +2 vs Enchantments|+1 vs Poison,Diseases) | Perception +9 | Speed 30' | Low-Light Vision | Burn 6/6 | Active Conditions:

Craft (Clay Bowl): 1d20 ⇒ 1

After making the clay bowl which falls about as soon as he puts it down, Vello gets in front of the gillmen. "We are explorers from the Pathfinder Society. We came to investigate this place. You say this place is sacred to Aroden. Can you tell us more?"

Diplomacy: 1d20 ⇒ 7


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

A task for a task perhaps? This place is sacred to my people he adds but lately evil forces have arrived in these caves. Perhaps you can eliminate them?

Liberty's Edge

M Half-Orc (Shaman's Apprentice) Bloodrager (Steelblood) 1 | HP -5/13 | AC 16 T 11 FF 15 | CMB +5, CMD 15 | F +5, R +1 (+1 bonus vs. trample attacks), W -1 (+2 Trait bonus vs. mind-affecting effects for 1 hour after drinking alcohol) | Init: +1 | Perc: +3, SM: -1 | Speed 30/20 | Melee/raging: greataxe +4/+7 (1d12+4/1d12+7, ×3) | Ranged: sling +2 (1d4+3) | Special Attacks bloodrage (2/8 rounds), hellfire strike (flaming, 0/3) | Active conditions: Unconscious, Stable

Overhearing the gillman's proposal, Tusk perks up. "Now we're talking! What kind of forces are we looking at, and which way do we go to find them?"

Liberty's Edge

Male TN Half-Elf Hydrokineticist 2 / Fighter 1 (3.1) | AC 20 (T 12/FF 18) | CMB +4 CMD 17 (FF 15) | HP 34/34 | Init +4 | Fort +8 Ref +5 Will +1 (All +2 vs Enchantments|+1 vs Poison,Diseases) | Perception +9 | Speed 30' | Low-Light Vision | Burn 6/6 | Active Conditions:

"Sounds reasonably to me. I imagine all of us would be willing to vanquish whatever evil lurks nearby."


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

From what I understand, a necromancer or some vile sorcerer has been killing members of my people who journey here on pilgrimage and raising their corpses for some vile purposes. Other, smaller creatures have been seen here. he says.

The Exchange

Female CG Kitsune Swashbuckler 1 (Flying Blade) / Bard 5 (Juggler) / Sphere Singer 8 - Init. +8, Senses Low-Light Vision Perception 23, AC 36/ touch 19/ ff 30; hp 89/89, F+10 R+21 W+17 (Evasion), Speed 30 ft.; Bardic 33/33; Panache 5/5

I've been down with the flu for the last two days; sorry for the reduced post rate. I should be back in posting mood around Wednesday. In the meantime please feel free to bot me.

Liberty's Edge

Male TN Half-Elf Hydrokineticist 2 / Fighter 1 (3.1) | AC 20 (T 12/FF 18) | CMB +4 CMD 17 (FF 15) | HP 34/34 | Init +4 | Fort +8 Ref +5 Will +1 (All +2 vs Enchantments|+1 vs Poison,Diseases) | Perception +9 | Speed 30' | Low-Light Vision | Burn 6/6 | Active Conditions:

"Do you know where this necromancer might be located in these caves?"

Grand Lodge

Male Dwarf Kinetist (Earth) 2

Eroth smiles and nods."Killing dark magic users sounds like loads of fun. Deal!"

Dark Archive

Male Elf Wizard 2 | HP 10/10 | AC 13, t 13, ff 10 | CMB +1, CMD 14 | F+0, R+3, W+3 | Init +3 | Perc +6, SM +4; low-light | Speed 30ft | Hand of the apprentice: 7/7 | Bonded object spell cast: 1/1 | Active conditions: None

"I agree, but let's trying to keep his spellbook intact while we take him down!"

Liberty's Edge

M Half-Orc (Shaman's Apprentice) Bloodrager (Steelblood) 1 | HP -5/13 | AC 16 T 11 FF 15 | CMB +5, CMD 15 | F +5, R +1 (+1 bonus vs. trample attacks), W -1 (+2 Trait bonus vs. mind-affecting effects for 1 hour after drinking alcohol) | Init: +1 | Perc: +3, SM: -1 | Speed 30/20 | Melee/raging: greataxe +4/+7 (1d12+4/1d12+7, ×3) | Ranged: sling +2 (1d4+3) | Special Attacks bloodrage (2/8 rounds), hellfire strike (flaming, 0/3) | Active conditions: Unconscious, Stable

Tusk grunts impatiently and hoists his axe. "Like I said before, which way do we go to find him?"


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The gillman points in the direction where the necromancer is.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

As you leave the gillman and proceed into the caverns you come across a larger chamber. Out of the darkness you can hear the moaning of creatures as the moaning and movement of creatures, heavily, moves closer, Also there are other sounds as if bones were moving towards you,

Grand Lodge

Male Dwarf Kinetist (Earth) 2

Does Eroth see anything with his darkvision

The Exchange

Female CG Kitsune Swashbuckler 1 (Flying Blade) / Bard 5 (Juggler) / Sphere Singer 8 - Init. +8, Senses Low-Light Vision Perception 23, AC 36/ touch 19/ ff 30; hp 89/89, F+10 R+21 W+17 (Evasion), Speed 30 ft.; Bardic 33/33; Panache 5/5

Myrtella starts singing with a clear voice against the incoming unseen threat!

[inspire courage! +1 to hit and +1 to damage with weapons!!]

Liberty's Edge

Male TN Half-Elf Hydrokineticist 2 / Fighter 1 (3.1) | AC 20 (T 12/FF 18) | CMB +4 CMD 17 (FF 15) | HP 34/34 | Init +4 | Fort +8 Ref +5 Will +1 (All +2 vs Enchantments|+1 vs Poison,Diseases) | Perception +9 | Speed 30' | Low-Light Vision | Burn 6/6 | Active Conditions:

"Definitely undead." Vello waits for the more melee types to step forward before he focuses on attacking.

Liberty's Edge

M Half-Orc (Shaman's Apprentice) Bloodrager (Steelblood) 1 | HP -5/13 | AC 16 T 11 FF 15 | CMB +5, CMD 15 | F +5, R +1 (+1 bonus vs. trample attacks), W -1 (+2 Trait bonus vs. mind-affecting effects for 1 hour after drinking alcohol) | Init: +1 | Perc: +3, SM: -1 | Speed 30/20 | Melee/raging: greataxe +4/+7 (1d12+4/1d12+7, ×3) | Ranged: sling +2 (1d4+3) | Special Attacks bloodrage (2/8 rounds), hellfire strike (flaming, 0/3) | Active conditions: Unconscious, Stable

"Finally, something to hit!"

Tusk drops his pack to the floor and marches into the darkness, swinging his axe at the first shambling, moaning creature he encounters.

Greataxe, inspire courage: 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 91d12 + 4 + 1 ⇒ (12) + 4 + 1 = 17

The Exchange

Female CG Kitsune Swashbuckler 1 (Flying Blade) / Bard 5 (Juggler) / Sphere Singer 8 - Init. +8, Senses Low-Light Vision Perception 23, AC 36/ touch 19/ ff 30; hp 89/89, F+10 R+21 W+17 (Evasion), Speed 30 ft.; Bardic 33/33; Panache 5/5

"Careful Tusk! these things can probably hit you back! retreat on our side of the cave: the entrance tunnel will act as a chokepoint!"


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

And the battle is joined
Skeleton 1 1d20 + 6 ⇒ (11) + 6 = 17
skeleton 2 1d20 + 6 ⇒ (16) + 6 = 22

Zombie 1 1d20 ⇒ 15
Zombie 2 1d20 ⇒ 1

Tusk Initiative: 1d20 + 1 ⇒ (9) + 1 = 10
Vello Initiative: 1d20 + 4 ⇒ (17) + 4 = 21
Myrtella Initiative: 1d20 + 4 ⇒ (6) + 4 = 10
Avasir Initiative: 1d20 + 3 ⇒ (13) + 3 = 16
Erôth Initiative: 1d20 + 3 ⇒ (3) + 3 = 6

Skeleton 2

Vello
Skelton 1
Avasir
Zombie 1
Tusk
Mytrella
Eroth
Zombie 2


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The first skeleton runs up and scratches at half elf 1-2 half orc 3-4 dwarf 5-6

1d6 ⇒ 4

1d20 + 2 ⇒ (8) + 2 = 10
1d20 + 2 ⇒ (18) + 2 = 20

for 1d4 + 2 ⇒ (4) + 2 = 6 damage

Vello is up.

I had to redo actions in light of iniative rolls

Liberty's Edge

Male TN Half-Elf Hydrokineticist 2 / Fighter 1 (3.1) | AC 20 (T 12/FF 18) | CMB +4 CMD 17 (FF 15) | HP 34/34 | Init +4 | Fort +8 Ref +5 Will +1 (All +2 vs Enchantments|+1 vs Poison,Diseases) | Perception +9 | Speed 30' | Low-Light Vision | Burn 6/6 | Active Conditions:

Vello stumbles back from the sudden appearance of the skeleton and then unleashes a cold blast at the skeleton in retaliation.

Cold Blast +IC (Range Touch): 1d20 + 2 + 1 ⇒ (6) + 2 + 1 = 9
Cold Damage +IC: 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6

Free Action: 5' step
Standard Action: Cold Blast


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

It does not look like the cold blast does anything to the skeleton


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The 1st skeleton missed.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The second skeleton moves up.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Avasir
Zombie 1
Tusk
Mytrella
Eroth
Zombie 2

Grand Lodge

Male Dwarf Kinetist (Earth) 2

Erôth makes a swirling motion and a spike of earth shoots forward toward the next zombie Attack slashing: 1d20 + 4 ⇒ (17) + 4 = 211d6 + 6 ⇒ (3) + 6 = 9

Liberty's Edge

M Half-Orc (Shaman's Apprentice) Bloodrager (Steelblood) 1 | HP -5/13 | AC 16 T 11 FF 15 | CMB +5, CMD 15 | F +5, R +1 (+1 bonus vs. trample attacks), W -1 (+2 Trait bonus vs. mind-affecting effects for 1 hour after drinking alcohol) | Init: +1 | Perc: +3, SM: -1 | Speed 30/20 | Melee/raging: greataxe +4/+7 (1d12+4/1d12+7, ×3) | Ranged: sling +2 (1d4+3) | Special Attacks bloodrage (2/8 rounds), hellfire strike (flaming, 0/3) | Active conditions: Unconscious, Stable

Tusk tenses as the skeleton strikes, then grins as its claw scrapes his against his armor.

"My turn, you scrawny bastard!"

Greataxe, power attack, inspire courage: 1d20 + 4 - 1 + 1 ⇒ (20) + 4 - 1 + 1 = 241d12 + 7 + 1 ⇒ (8) + 7 + 1 = 16

Confirm crit?: 1d20 + 4 - 1 + 1 ⇒ (9) + 4 - 1 + 1 = 131d12 + 7 + 1 ⇒ (2) + 7 + 1 = 10

Dark Archive

Male Elf Wizard 2 | HP 10/10 | AC 13, t 13, ff 10 | CMB +1, CMD 14 | F+0, R+3, W+3 | Init +3 | Perc +6, SM +4; low-light | Speed 30ft | Hand of the apprentice: 7/7 | Bonded object spell cast: 1/1 | Active conditions: None

I am assuming that Tusk's attack kills that skeleton, so Avasir is moving just past the spot previously occupied by that skeleton. If I am incorrect about that I'll redo the action.

Avasir quickly moves through the space cleared by Tusk. He stops when he has a clear view of the remaining skeleton and the zombie nearest to it. He begins to mutter an incantation and stretches his hands out in front of him, thumbs touching and the remaining fingers fanning outward. An arc of flame shoots out from his forward fingers and washes over the skeleton and the nearest zombie.

Cast burning hands, cone targeting skeleton and zombie nearest the skeleton, DC 16 reflex save for half damage.

Burning hands fire damage: 1d4 ⇒ 2


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Tusk goes after you do though in iniative order so if you move there the skeleton would get an AoO

Dark Archive

Male Elf Wizard 2 | HP 10/10 | AC 13, t 13, ff 10 | CMB +1, CMD 14 | F+0, R+3, W+3 | Init +3 | Perc +6, SM +4; low-light | Speed 30ft | Hand of the apprentice: 7/7 | Bonded object spell cast: 1/1 | Active conditions: None

Lets assume I delay my turn until after Tusk then. No problem going a little later than rolled Init order this round.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

My understanding is that if you do that you lose the original iniative order you had

The Exchange

Female CG Kitsune Swashbuckler 1 (Flying Blade) / Bard 5 (Juggler) / Sphere Singer 8 - Init. +8, Senses Low-Light Vision Perception 23, AC 36/ touch 19/ ff 30; hp 89/89, F+10 R+21 W+17 (Evasion), Speed 30 ft.; Bardic 33/33; Panache 5/5

I'm very confused now. When do I get to go?

Dark Archive

Male Elf Wizard 2 | HP 10/10 | AC 13, t 13, ff 10 | CMB +1, CMD 14 | F+0, R+3, W+3 | Init +3 | Perc +6, SM +4; low-light | Speed 30ft | Hand of the apprentice: 7/7 | Bonded object spell cast: 1/1 | Active conditions: None
Terevalis Unctio of House Mysti wrote:
My understanding is that if you do that you lose the original iniative order you had

I can live with that, if it orders my action correctly this round.

Update: You are correct, per the PRD. This is what I would like to do. I now go after tusk (again, assuming he did knock out that skele).

Liberty's Edge

Male TN Half-Elf Hydrokineticist 2 / Fighter 1 (3.1) | AC 20 (T 12/FF 18) | CMB +4 CMD 17 (FF 15) | HP 34/34 | Init +4 | Fort +8 Ref +5 Will +1 (All +2 vs Enchantments|+1 vs Poison,Diseases) | Perception +9 | Speed 30' | Low-Light Vision | Burn 6/6 | Active Conditions:

Myrtella. You go after Tusk and Avasir based on the Initiative Order. But before Eroth. Generally when your name is in Bold you go ahead and post your action and the GM will determine how things play out to keep the game moving.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The zombie still gets to go before the elf though.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

So the zombie moves up right behind the skeleton as the half orc smashes the skeleton.

Does the elf do the same action?


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

For some reason I cant add the zombie where the elf is right now.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

How is the dwarf able to see anything from where he is?

Dark Archive

Male Elf Wizard 2 | HP 10/10 | AC 13, t 13, ff 10 | CMB +1, CMD 14 | F+0, R+3, W+3 | Init +3 | Perc +6, SM +4; low-light | Speed 30ft | Hand of the apprentice: 7/7 | Bonded object spell cast: 1/1 | Active conditions: None

If the zombie moves up that doesn't ruin my action. It just means he's in my face as I unleash the burning hands.

Grand Lodge

Male Dwarf Kinetist (Earth) 2

Where is the map?

Dark Archive

Male Elf Wizard 2 | HP 10/10 | AC 13, t 13, ff 10 | CMB +1, CMD 14 | F+0, R+3, W+3 | Init +3 | Perc +6, SM +4; low-light | Speed 30ft | Hand of the apprentice: 7/7 | Bonded object spell cast: 1/1 | Active conditions: None
Erôth Earthfist wrote:
Where is the map?

See the Campaign Info tab.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

I believe it would get an AoO though


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

AoO 1d20 + 4 ⇒ (2) + 4 = 6 missing


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Reflex
skeleton 1d20 + 2 ⇒ (2) + 2 = 4
zombie 1d20 ⇒ 20

The Exchange

Female CG Kitsune Swashbuckler 1 (Flying Blade) / Bard 5 (Juggler) / Sphere Singer 8 - Init. +8, Senses Low-Light Vision Perception 23, AC 36/ touch 19/ ff 30; hp 89/89, F+10 R+21 W+17 (Evasion), Speed 30 ft.; Bardic 33/33; Panache 5/5

Due to a bunch of reasons - work, health, time, etc. I think it would be better for me to drop out of this game at this time. Don't bother reporting it for my character, and feel free to replace me with another player. Apologies for any inconvenience this may cause.

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