Crimson Knights of the Black Blade (Inactive)

Game Master BloodWolven

First fight.


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Male Human Cleric of Abadar/5 | HP: 44/44, AC: 20 | T: 10 | FF: 20 | Perception +9 | Initiative: +0, Fort +6 | Ref +1 | Will +9 | CMB: +5, CMD: 15 | Speed: 30 (20 in armor)

Great, especially seeing as I'm considering - mostly on a whim - having Donovan be not too fond of horses.

Liberty's Edge

Female Human(Varisian/Shoanti) Sorcerer(Tattooed Sorcerer)(Fey Bloodline)/4 (HP: 22/22; AC12; FF10; T12; F+3, R+4, W+6; Perc: +1, Init +2)

Astralish projection -- probably something akin to becoming a cloud of mist, sort of like Gaseous Form -- will have to work out how to alter this if it is important to get long distance or to other planes - Astral, Ethereal, etc..

@Donovan - if your character is about being balanced, why would you become a positive-energy spirit? Seems inconsistent with the neutral balancing of good/evil that you are aiming for with the other traits/abilities. Perhaps a shadow spirit (balancing light and dark) might be better? As I say, I understand your purpose, but just am unsure of what a neutral energy would be.


Male Human Cleric of Abadar/5 | HP: 44/44, AC: 20 | T: 10 | FF: 20 | Perception +9 | Initiative: +0, Fort +6 | Ref +1 | Will +9 | CMB: +5, CMD: 15 | Speed: 30 (20 in armor)

That's a very good point, Xenia. And yeah... neutral energy. I guess "Astral" might be as good a thing for that as any. I was just trying to give him his own thing. Maybe Wolf will have an idea for something else?


Male Tiefling (Demonspawn) Paladin 4 (Hospitaler)/Oracle 1
Defenses:
AC 24 Touch 11 Flat-footed 23 CMD 20 Fort +12 Ref +7 Will +13
GM Wolf wrote:

Flame since your abilities are so focused basically doing the same thing I want you to be able to do it more. Shocking hands equal to level, and burning hands 3/ day.

For background that makes sense between Aref and you.

I was wondering if I could get some ability to get through the fire resistance or immunity of evil outsiders with these abilities or would that be too much?

Also, Ice Storm deals 3d6 Bludgeoning and 2d6 Cold. Would my version be 3d6 Bludgeoning and 2d6 Purifying Flames, or just 5d6 Purifying Flames?


Skills:
Acrob+10, Bluff+4, Climb +5, Dip+4, Escape A+4, H_Animal+8,Heal+4,Intimidate+4,Linguistics+6,EFly+18,Stealth+14,Survival+8, Use MD+8
sylph
Vital:
HP: 39/39E36/36, AC: 20E30 T:16E30 FF:14E26 Perception+2, Darkvision 60ft. Init:+4, F+2/E+4 R+5/E+7 W+6/E+8 (+2 vs Air/Elc),CMB:+4/E+5,CMD:+20E+21,Speed:30E30F25
Summoner‎ >Synthesist L5 / Mythic - Archmage T1

Ghost walking abilities:

Keeya gets hers by means of her Eidolon Ayraa and not herself GM,
Its NPC/PC Eidolon Ayraa that grants this ability when the plot dictates its needed. In that why it will not be over used, I see it as an extension of Wind Step by Ayraa but into the Astral.

Keeya campaign abilities I will let stay at one,
The Wind Step is very powerful as just one ability,
With the feat and one extra trait from making the list
I think that balances with the other PCs well.

I also changed one other thing Eidolon Ayraa Natural Armour, which for a wind being seems dumb, she's made of air, so I have made this Force-wind with the limiter that anything that bypasses wind like sonic bypasses it. In that way its balanced better.

The only thing I would like is to be able to have Keeya call Ayraa faster, there is a spell but its very limited, but I have no idea how to do that in game terms for now.

Keeya-Ayraa have a very high AC, but they are not hard hitters, max DMG for a normal hit is 1d8+2. I think that works well, A Synthesist can be stacked to be really over powered in game on its own. at 5th level you can make them with 4 attacks 2d6+, large size, high AC and Dex just silly. I don't play like that, Keeya is about wind and air, fast, hard to hit and wispy. She also dose't rely on her Eidolon as a lot of Summoner‎s do. Hers comes only when its really needed, when it dos they change into Keeya-Ayraa, Two minds one body. I really think players of Synthesist's are missing game fun by having their Synthesist Eidolon mindless. It also lets the GM input stuff to limit the Synthesist class.

well that's my thinking or my PC.

:)


Donovan,
How about Ether? Etherealness? XD

Flame,
I would say that if an Evil creature has immunity to fire, the damage is classified as Sacred. Actually the way that we have it worded maybe flame is not the best thing. Sacred fire, which purifies the unjust and heals the goodly. Thus only doing sacred damage as opposed to fire.

Ice Storm was merely the idea of you calling down Sacred Fire on that spot, you could add in rocks with it or just leave it as sacred fire coming from the sky.

Donovan, Check it out... :

1st level) (Something basic that embodies your neutralness...)
Balance the Scales - No penalty to channeling with negative energy. (this pairs with the "balanced Channeler" feat and removes the negative aspect of it. Only useful in light of having taken a feat.

2nd level) Reward and Punishment - Three times per day, you may cast the Cure or Inflict Wounds spell equivalent to your highest spell level as a ranged touch spell. This is a spell-like-ability. (scaled with level due to using highest spell level, so don't think it needs other scaling) (3 more uses of inflict or cure, right?)

3rd level) All Those Before Me - Once per day, with the use of a Channel Energy to affect all visible creatures instead of all creatures within a range. May exclude creatures as normal with Selective Channeling.

5th level) Abadar's wrath - once per day draw Abadar's wrath upon those within sight, if innocent healed, if guilty harmed. At the highest cure spell level available to Donovan.

The Ether or Astral Walking


Keeya, I think what you have is a great character. :)

So the abilities not given to you by your class are:
Wind Step and the Force armor of wind?


Skills:
Acrob+10, Bluff+4, Climb +5, Dip+4, Escape A+4, H_Animal+8,Heal+4,Intimidate+4,Linguistics+6,EFly+18,Stealth+14,Survival+8, Use MD+8
sylph
Vital:
HP: 39/39E36/36, AC: 20E30 T:16E30 FF:14E26 Perception+2, Darkvision 60ft. Init:+4, F+2/E+4 R+5/E+7 W+6/E+8 (+2 vs Air/Elc),CMB:+4/E+5,CMD:+20E+21,Speed:30E30F25
Summoner‎ >Synthesist L5 / Mythic - Archmage T1
GM Wolf wrote:

Keeya, I think what you have is a great character. :)

So the abilities not given to you by your class are:
Wind Step and the Force armor of wind?

Yes, that is out side class,

1: Wind Step
Changes move action of Gaseous form move action 1d4+1 rounds

2: Armor of wind
Changes Eidolon NA to Force armor of wind [Sonic bypasses]

That's all.


I feel like you are under equipped with abilities Keeya. Also you are not maximizing the potential of the synthesist class which I admire.

Level 1) Wind Step

Level 3) Armor of winds

Level 5) Either a stronger movement or offensive ability, something.

Or how about your very own ship? Transport more than anything.


Skills:
Acrob+10, Bluff+4, Climb +5, Dip+4, Escape A+4, H_Animal+8,Heal+4,Intimidate+4,Linguistics+6,EFly+18,Stealth+14,Survival+8, Use MD+8
sylph
Vital:
HP: 39/39E36/36, AC: 20E30 T:16E30 FF:14E26 Perception+2, Darkvision 60ft. Init:+4, F+2/E+4 R+5/E+7 W+6/E+8 (+2 vs Air/Elc),CMB:+4/E+5,CMD:+20E+21,Speed:30E30F25
Summoner‎ >Synthesist L5 / Mythic - Archmage T1

GM Ill take the Sky-Ship, I think that fits her more any thing.
I agree just movement, She dos not own it, its the fleets/Clans and the crew are Clan so they go with the ship. But her own command.
How dos this sound

Level 5) Sky-Ship Captaincy.
If your background is Sky-Clan you gain a promotion to Captain and gain the Command of a small Sky-Craft. An activation and command "Rod" is keyed to you and you alone. This allows you to power up and lock the Small Sky craft. The craft comes with a crew of five. You also gain the Leadership [Small Sky-Craft] feat. Acts as leadership bit only counts in regrades to you Sky-Crafts crew. The Small Sky-Craft is owned by the clan, The crew is classed as NPCS for the purposes of game play.

You also gain the trait

Airship Captain (Plane of Air)
Your years of piloting airships on the Plane of Air, dodging angry mephits and protecting your passengers from the depredations of capricious elementals, have taught you how to expertly command your vessel, as well as how to arrest yourself even in the midst of the most turbulent planar storms.
Benefit(s): You gain a +2 trait bonus on Wisdom checks to move in a plane with subjective directional gravity (see planar rules) and a +2 trait bonus on driving checks (see the vehicle rules).

How dos that sound.

If you think she should have a small craft with no crew that's hers let me know. But the idea is to have transport and a base of action for the party as a whole, she can all ready fly.


You will see what I have planned in the future. The issue I have with the present ship is that I have no clue about the cannons, also it is not your ship. We will leave it up for debate right now and settle it later.

For now your 5th level 'ablility':Sky-Ship Captaincy
With the promotion to Captain within the sky navy you have been given an activation and command "Rod" that is keyed to you and you alone. This allows you to power up and lock Sky craft. You also gain the Leadership [Small Sky-Craft] feat which acts as leadership bit only counts in regrades to you Sky-Crafts crew. If you ever take the leadership feat this feat gives you a +3 bonus to your rank, also you have +2 bonus on profession sailor.

I thought you already had Airship Captain as a trait.

Liberty's Edge

Female Human(Varisian/Shoanti) Sorcerer(Tattooed Sorcerer)(Fey Bloodline)/4 (HP: 22/22; AC12; FF10; T12; F+3, R+4, W+6; Perc: +1, Init +2)

I understand the fact that this is likely to become a very high power campaign. My thought is that unless we are all planning on being part of the navy, it would be a better choice to have her assigned/given a smaller and faster Sky-ship. Say a scout vessel similar to a 10-20 person sailing ship, 40-50' in length. This way the crew would not be too massive and it be big enough to hold our whole party without being so big that it overwhelms the story.

I am not an expert on naval history and sailing, but I think that this would work well with her intentions.


Male Human (Keleshite)

Alright would you be willing to let me take the Repose domain with both the Ancestors and Souls subdomains?


XD
Xenia stop ruining my secrets! Gosh! LOL


Repose Domain
Granted Powers: You see death not as something to be feared, but as a final rest and reward for a life well spent. The taint of undeath is a mockery of what you hold dear.

Souls Subdomain - 1st level
Touch the Spirit World (Su): With a touch, you can empower a weapon to affect incorporeal creatures. The weapon touched deals half damage to incorporeal creatures, or full damage if it is a magic weapon. This benefit lasts for a number of rounds equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Ancestors Subdomain - 2nd level
Speak With Dead (Su): At 8th level, as a standard action, you can ask one question of a dead creature as if using speak with dead. The dead creature you are questioning does not gain a Will saving throw if your alignments are different. You can use this ability a number of times per day equal to your cleric level.

Domain Spells: 1st—deathwatch, 2nd—gentle repose, 3rd—animate dead, 4th—rest eternal*, 5th—slay living, 6th—geas/quest or antilife shield, 7th—destruction, 8th—waves of exhaustion,

What do you suggest be your third and fifth level abilities?
Suggestion: 3rd 1/day, Wailing Spirits, Spirits have always followed you and hope that you will help them accomplish their goals to be able to rest. Once per day you can call upon them to protect you and affect those around you, Will save or be affected by the spell fear, as you gain a deflection modifier equal to your charisma modifier for rounds equal to your class levels.

Liberty's Edge

Female Human(Varisian/Shoanti) Sorcerer(Tattooed Sorcerer)(Fey Bloodline)/4 (HP: 22/22; AC12; FF10; T12; F+3, R+4, W+6; Perc: +1, Init +2)

Xenia, having no clue what she did, suddenly realizes that her actions have frustrated the Great God known as DM Wolf. To appease him, she attempts to perform seppuku. Unfortunately, a rapier is most ineffective for this and as a result, she simply ends up with a rather nasty hole in her midriff.


Skills:
Acrob+10, Bluff+4, Climb +5, Dip+4, Escape A+4, H_Animal+8,Heal+4,Intimidate+4,Linguistics+6,EFly+18,Stealth+14,Survival+8, Use MD+8
sylph
Vital:
HP: 39/39E36/36, AC: 20E30 T:16E30 FF:14E26 Perception+2, Darkvision 60ft. Init:+4, F+2/E+4 R+5/E+7 W+6/E+8 (+2 vs Air/Elc),CMB:+4/E+5,CMD:+20E+21,Speed:30E30F25
Summoner‎ >Synthesist L5 / Mythic - Archmage T1

That's what I had in mains as well, a smaller faster air scout. One crew her as a cohort
As mate, who looks after it wile she's not on it

Yes she has that treat GM, I just put it in for completeness.

The air cannons are 3d6+10, p
not a lot but they have a rang increment of 340' range is what counts in air battles.


Xenia? I am not frustrated with you... LOL, in her attempt she makes him laugh! Ah yes the secrets...LOL

At least we are on the same page Keeya.


Male Human (Keleshite)

That sounds good. Another flavorful option that occurs to me would be taking the Harrow Bloodline. Flavor it as weird proto-magic he picked up on some dig or other.


Male
Basic: Vital:
HP: 59/59, AC: 22 _ T: 14 _ FF: 18 _ Perception +6, Darkvision 60 ft., Initiative: +8, Fort +8 _ Ref +9 _ Will +8 , CMB: +12, CMD: 20, Speed: 60 /20 Fly(perfect)
Jann-/Bard-0

Just kinda checking in. Haven't seen anything I could respond too yet. I'll check back later


Aref which do you want to do? Once you figure that out suggest abilities.

Hymn I didn't think I needed to add in but I guess I will.


Male
Basic: Vital:
HP: 59/59, AC: 22 _ T: 14 _ FF: 18 _ Perception +6, Darkvision 60 ft., Initiative: +8, Fort +8 _ Ref +9 _ Will +8 , CMB: +12, CMD: 20, Speed: 60 /20 Fly(perfect)
Jann-/Bard-0

Just meeting donovan at platform? I wasn't sure how we were doing it. So was waiting for him to respond or people on platform.


Male Human (Keleshite)

The more I look at it the more I like the Harrow bloodline. It fits more than relying on spirits and such and on luck and cunning instead.


So you saw the format I posted the information from the domain, then came up with abilities by level.

I know but we are going to skip over Donovan since he is not responding. I will play him.


Skills:
Acrob+10, Bluff+4, Climb +5, Dip+4, Escape A+4, H_Animal+8,Heal+4,Intimidate+4,Linguistics+6,EFly+18,Stealth+14,Survival+8, Use MD+8
sylph
Vital:
HP: 39/39E36/36, AC: 20E30 T:16E30 FF:14E26 Perception+2, Darkvision 60ft. Init:+4, F+2/E+4 R+5/E+7 W+6/E+8 (+2 vs Air/Elc),CMB:+4/E+5,CMD:+20E+21,Speed:30E30F25
Summoner‎ >Synthesist L5 / Mythic - Archmage T1

Have we lost the Cleric?
Donovan Dyne's not posted for 5 days now,
Donovan Dyne are you there?? hehe :)


Male Human (Keleshite)

I'm sorry, my internet has almost completely cut out here. I'm going to try and keep up but I cannot make much in the way of promises.


Male Human (Keleshite)

Honestly, I may bow out so the rest of you can proceed at a timely clip.


Skills:
Acrob+10, Bluff+4, Climb +5, Dip+4, Escape A+4, H_Animal+8,Heal+4,Intimidate+4,Linguistics+6,EFly+18,Stealth+14,Survival+8, Use MD+8
sylph
Vital:
HP: 39/39E36/36, AC: 20E30 T:16E30 FF:14E26 Perception+2, Darkvision 60ft. Init:+4, F+2/E+4 R+5/E+7 W+6/E+8 (+2 vs Air/Elc),CMB:+4/E+5,CMD:+20E+21,Speed:30E30F25
Summoner‎ >Synthesist L5 / Mythic - Archmage T1

no need to bow out, we can have you back ground for a wile.
its all good. What dos worry me is wolf :)

Wolffy?? ya there.


Male Human Cleric of Abadar/5 | HP: 44/44, AC: 20 | T: 10 | FF: 20 | Perception +9 | Initiative: +0, Fort +6 | Ref +1 | Will +9 | CMB: +5, CMD: 15 | Speed: 30 (20 in armor)

Holy crap did I pick a bad time to duck out for a couple days. So many posts to catch up on! Good to see us burning along, though - I should be able to keep up with the pace now. Apologies to all for any delay I've caused. Will be reading up and posting presently.

Wolf: What you listed for Donovan's powers-by-level looks good! And yes, that one ability basically amounts to 3 additional Cure/Harm spells per day.


Male
Basic: Vital:
HP: 59/59, AC: 22 _ T: 14 _ FF: 18 _ Perception +6, Darkvision 60 ft., Initiative: +8, Fort +8 _ Ref +9 _ Will +8 , CMB: +12, CMD: 20, Speed: 60 /20 Fly(perfect)
Jann-/Bard-0

Wb sir! Was worried there for a bit.


Male Human Cleric of Abadar/5 | HP: 44/44, AC: 20 | T: 10 | FF: 20 | Perception +9 | Initiative: +0, Fort +6 | Ref +1 | Will +9 | CMB: +5, CMD: 15 | Speed: 30 (20 in armor)

Worry no more! I had an impromptu couple of very busy weeks but with any luck things will settle down now. I usually am able to post at least a couple times a day.


Skills:
Acrob+10, Bluff+4, Climb +5, Dip+4, Escape A+4, H_Animal+8,Heal+4,Intimidate+4,Linguistics+6,EFly+18,Stealth+14,Survival+8, Use MD+8
sylph
Vital:
HP: 39/39E36/36, AC: 20E30 T:16E30 FF:14E26 Perception+2, Darkvision 60ft. Init:+4, F+2/E+4 R+5/E+7 W+6/E+8 (+2 vs Air/Elc),CMB:+4/E+5,CMD:+20E+21,Speed:30E30F25
Summoner‎ >Synthesist L5 / Mythic - Archmage T1

Just hope GM wolf likes the pay so far, feeling a bit like a GM, but don't think at this point its going to derail his plot, Hope not.


Yes I love the play so far!!! It is not derailing anything works great!

I actually have a cruise coming up and don't know what my internet will be like from the 2nd to the 9th of August.

If anyone wants to take over as DM for that time let me know otherwise you might have a week to get to know each other and start making an HQ.

Standard Hill Giants, like Keeya posted.
Also standard Gnolls.
The secret is about the other giants.

Post at will your description of attacks. Remember to label at the top of your actions which round:
Round 3
...


Male
Basic: Vital:
HP: 59/59, AC: 22 _ T: 14 _ FF: 18 _ Perception +6, Darkvision 60 ft., Initiative: +8, Fort +8 _ Ref +9 _ Will +8 , CMB: +12, CMD: 20, Speed: 60 /20 Fly(perfect)
Jann-/Bard-0

Thinking landing in those spots. Let me know what you think Flame.


Male Tiefling (Demonspawn) Paladin 4 (Hospitaler)/Oracle 1
Defenses:
AC 24 Touch 11 Flat-footed 23 CMD 20 Fort +12 Ref +7 Will +13

Looks pretty good. I simply adjusted my spot to put me next to the giant so I could attack it on the way down.


Skills:
Acrob+10, Bluff+4, Climb +5, Dip+4, Escape A+4, H_Animal+8,Heal+4,Intimidate+4,Linguistics+6,EFly+18,Stealth+14,Survival+8, Use MD+8
sylph
Vital:
HP: 39/39E36/36, AC: 20E30 T:16E30 FF:14E26 Perception+2, Darkvision 60ft. Init:+4, F+2/E+4 R+5/E+7 W+6/E+8 (+2 vs Air/Elc),CMB:+4/E+5,CMD:+20E+21,Speed:30E30F25
Summoner‎ >Synthesist L5 / Mythic - Archmage T1

Ok GM, sound good, I'm happy to cover GMing wile your away if the other PCs are happy with this. It seems a simple fight, take them down may be the test to see of we have what it takes.

Ill say there is basic healing on the Sky-Boat, but you have the get the hurt stabilized and to it, and right now its 340' up.

If you wish stuff after the fight GM, could you PM me some info posts from our contact and I can post them as and when the fights over.


Skills:
Acrob+10, Bluff+4, Climb +5, Dip+4, Escape A+4, H_Animal+8,Heal+4,Intimidate+4,Linguistics+6,EFly+18,Stealth+14,Survival+8, Use MD+8
sylph
Vital:
HP: 39/39E36/36, AC: 20E30 T:16E30 FF:14E26 Perception+2, Darkvision 60ft. Init:+4, F+2/E+4 R+5/E+7 W+6/E+8 (+2 vs Air/Elc),CMB:+4/E+5,CMD:+20E+21,Speed:30E30F25
Summoner‎ >Synthesist L5 / Mythic - Archmage T1

Hit the bat things with that area affect thing cleric :)


Male
Basic: Vital:
HP: 59/59, AC: 22 _ T: 14 _ FF: 18 _ Perception +6, Darkvision 60 ft., Initiative: +8, Fort +8 _ Ref +9 _ Will +8 , CMB: +12, CMD: 20, Speed: 60 /20 Fly(perfect)
Jann-/Bard-0

@GM Just to make sure, since it's been a bit since I've multiclassed or had hit dice, at a +6 base attack you get an extra attack? I though you got one when you hit 6 11 and 16. Otherwise definitely disregard the second attack.

Liberty's Edge

Female Human(Varisian/Shoanti) Sorcerer(Tattooed Sorcerer)(Fey Bloodline)/4 (HP: 22/22; AC12; FF10; T12; F+3, R+4, W+6; Perc: +1, Init +2)

Usually it has nothing to with HD, when your BAB is +6, you get a second attack as a FRA at -5. Thus at +6 you get +6/+1, at +11 you get a third attack -- +11/+6/+1, etc.


Male
Basic: Vital:
HP: 59/59, AC: 22 _ T: 14 _ FF: 18 _ Perception +6, Darkvision 60 ft., Initiative: +8, Fort +8 _ Ref +9 _ Will +8 , CMB: +12, CMD: 20, Speed: 60 /20 Fly(perfect)
Jann-/Bard-0

My bab is 6, just wanted to make sure. When I was originally calculating his attacks and defense didn't notice it.


Male Human Cleric of Abadar/5 | HP: 44/44, AC: 20 | T: 10 | FF: 20 | Perception +9 | Initiative: +0, Fort +6 | Ref +1 | Will +9 | CMB: +5, CMD: 15 | Speed: 30 (20 in armor)

Just realized I've been forgetting to put the round info at the top. Sorry.


Yes that is correct Hymn, if you do a full attack action, you may do two strikes the second at a -5.

Donovan, glad you noticed, I hope everyone can remember.

Everyone please make sure your vital info has everything I need.
Flame you might want to do it as well it is easier for me to find the information that way.

Thank you for volunteering Keeya. I am not gone yet, but will get you information before I leave it all depends on where the group is the night before I leave.


Skills:
Acrob+10, Bluff+4, Climb +5, Dip+4, Escape A+4, H_Animal+8,Heal+4,Intimidate+4,Linguistics+6,EFly+18,Stealth+14,Survival+8, Use MD+8
sylph
Vital:
HP: 39/39E36/36, AC: 20E30 T:16E30 FF:14E26 Perception+2, Darkvision 60ft. Init:+4, F+2/E+4 R+5/E+7 W+6/E+8 (+2 vs Air/Elc),CMB:+4/E+5,CMD:+20E+21,Speed:30E30F25
Summoner‎ >Synthesist L5 / Mythic - Archmage T1

round 2 action stated
Falling down and heading to black Giant now.

Speed 32 ft/s² as "feet per second per second") or 32'x 6 = 192'
400-192=208, range increment air-gun 120' so into second. FLy Skill DC roll to shoot = AC to hit fly skill DC21

Fly Check 1d20 + 18 ⇒ (3) + 18 = 21

As she falls Keeya pulls out her air-gun and takes arm
Air-Gun1d20 + 9 - 1 ⇒ (15) + 9 - 1 = 23 DMG1d10 ⇒ 5

The Dart falls away from her gun at high speed, streaking down the 210 feet to stick out of the top of the back Giants head.


Keeya you will need a perception DC 40ish to see the giant through the 80 feet of cinder and ash.

It also seems like you are falling not flying with those numbers.


Skills:
Acrob+10, Bluff+4, Climb +5, Dip+4, Escape A+4, H_Animal+8,Heal+4,Intimidate+4,Linguistics+6,EFly+18,Stealth+14,Survival+8, Use MD+8
sylph
Vital:
HP: 39/39E36/36, AC: 20E30 T:16E30 FF:14E26 Perception+2, Darkvision 60ft. Init:+4, F+2/E+4 R+5/E+7 W+6/E+8 (+2 vs Air/Elc),CMB:+4/E+5,CMD:+20E+21,Speed:30E30F25
Summoner‎ >Synthesist L5 / Mythic - Archmage T1

Posted in wrong thread uppppps

Ok ill make new post in game thread, yep she's free falling she will slow up next round.


Male Human (Keleshite)

Alright guys, I've got enough internet to post this.
I'm sorry for wasting time but I think it would be best to bow out of this one. RL complications have left me behind on the thread and character preparations. The party is large enough and well-rounded without me. I can't keep up with your guys pace with my current internet situation and other frustrations. Sorry about this.


We understand Aref, if we need a replacement I will contact you first.


Female Aasimar (Emberkin) 40/54 HP; +2 Init, +8 Percpt; AC 21/15/16; +12 Fort, +11 Ref, +14 Will;
Abilities:
Smite 1/1, Cloak 1/1, Pyro 1/1; SLAs: bless 1/1, pyrotechnics 1/1; Spells: lvl 1 4/7
Skills:
App. +8, Bluff +5, Climb +3, Diplomacy +13, Know(Arcana) +12, Know(Any) +8, Lingustics +14, S. Motive +13, Spellcraft +12, Stealth +1, Swim +3

GM Wolf: I'm assuming that since neither Control Winds nor Ash Storm are dismissable, that Pyroclasm similarly cannot be dismissed. Is that correct?


GM wolf
I've taken the air ship out of play, think it's a good time, it's to well stocked and gets in the way of her aim to join the blades, it's also put her on the same footing as the other PCs.
It also explains why she has so little equipment on her. She dos not even have a back pack. :)


Serra that is correct.

Sounds great Keeya.

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