DM-Camris' WRATH of the RIGHTEOUS Part 1: The Worldwound Gambit (table 2) (Inactive)

Game Master Camris

Current Tactical Map: TACTICAL OVERVIEW
Map of Kenabres: Link
Flex Time Thread: LINK

Loot Tracking: Link


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With the scales, resist elements isn't a spell.
Does it mean resist energy?

Dark Archive

She's done!

I see her being/becoming a support cleric that can hold her own in battle, as every Iomadean should.

Hope it's not too late for you to consider her!


I've been itching to try a helpful halfling bard: skilled, optimistic, cheery and good to the bone.
Would that fit your party? Also, what's the deadline for submission?

Very important: what's the usual posting rate? I like quite fast games. I'm in a couple of pbp's that are painfully dragging, and it becomes a bit boring after a while.


I would like to submit Alynthar, the chaotic good necromancer for your perusal. His level one info and background can be found on my profile. I'll have him updated to level three and geared up tomorrow. For now, my rolls are 1d6 ⇒ 6 and 1d6 ⇒ 1.


Alynthar42 wrote:

I would like to submit Alynthar, the chaotic good necromancer for your perusal. His level one info and background can be found on my profile. I'll have him updated to level three and geared up tomorrow. For now, my rolls are 1d6 and 1d6.

It's actually level four now.


Rough draft of Dakota Bloomingdale, helpful halfling bard:
"Background: to be completed"

APPEARANCE

Char Sheet:

Dakota Bloomingdale
Bard 4
NG halfling
Skilled, optimistic, cheery and good to the bone.

Roles: buffer, aid another-er, skills and agility. Her in-combat routine is buff then aid another all the way, fighting defensively.

Init +3 Perception +9
-------------
Defense
-------------
AC 19/24, touch 15/20, flat footed 16
HP to be rolled + 2*4=8 Const
Fort +3, Reflex +7, Will +7
-------------
Offense
-------------
Speed 30 ft
Ranged +6 +1 size =7
Melee +6 w/weapon finesse +1 size =7
-------------
Statistics
-------------
Str 10 (12-2), Dex 16 (13+2+1 4th level), Con 14, Int 13, Wis 10, Cha 17 (15+2)
Languages Common, Infernal
-------------
Feats
-------------
Weapon Finesse
Cautious Fighter (Combat): You care more about survival than victory. Prerequisite: Halfling.
Benefit: When fighting defensively or using total defense, your dodge bonus to AC increases by 2.

-------------
Traits
-------------
Helpful (race trait): Benefit: Whenever you successfully perform an aid another action, you grant your ally a +4 bonus

instead of the normal +2.

Campaign trait: Chance Encounter: Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth

check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse.

Associated Mythic Path: Trickster
-------------
Race and Special abilities

Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

Adaptable Luck: Some halflings have greater control over their innate luck. This ability gives them more options for how they can apply their good fortune from day to day, but also narrows its scope. Three times per day, a halfling can gain a +2 luck bonus on an ability check, attack roll, saving throw, or skill check. If halflings choose to use the ability before they make the roll or check, they gain the full +2 bonus; if they choose to do so afterward, they only gain a +1 bonus. Using adaptive luck in this way is not an action. This racial trait replaces halfling luck.

Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.

Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained

Bardic Performance (4+3 +2*3=13 rounds/day, standard action to activate)

Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save.

Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him.
Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are nfeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself.

Inspire competence relies on audible components.

Well-Versed (Ex): At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

-------------
Skills
-------------
Skill points: 6+1 (Int) +1 (Favored class) *4=32
(class - char - ranks - other)
Acrobatics (Dex): 3+3+4=10
Appraise (Int): 3+1+1=5
Climb (Str): 3+0+1=4
Diplomacy (Cha)>see Perform Oratory
Disguise (Cha): 3+3+1=7
Escape Artist (Dex): 3+3+3=9
Intimidate (Cha): 3+3+1=7
Knowledge Planes (Int): 3+1+1+2 class=7
Knowledge History (Int): 3+1+1+2 class=7
Knowledge Dungeoneering (Int): 3+1+1+2 class=7
Perception (Wis): 3+0+4+2 keen s.=9
Perform Oratory (Cha): 3+3+4=10
Sense Motive>see Perform Oratory
Sleight of Hand (Dex): 3+3+1=7
Spellcraft (Int): 3+1+1=5
Stealth (Dex): 3+3+4+4 racial=14
Use Magic Device (Cha): 3+3+4=10
-------------
Spells
-------------
Level___Spells Known___Available Slots
0____________6_____________n/a
1____________4_____________4
2____________2_____________2

Spells known:
0:
1:
2:

Equipment:

Bard's kit
Price 41 gp; Weight 33-1/2 lbs.
This includes a backpack, a bedroll, a belt pouch, a common musical instrument, a flint and steel, ink, an inkpen, an iron

pot, a journal, a mess kit, a mirror, rope, soap, torches (10), trail rations (5 days), and a waterskin.

Mithril Chain Shirt 1250 gp +4 AC (ACP 0)
+1 rapier 2320 gp
Ring of protection +1

Explorer's outfit 8 gp

To be completed

If that sounds interesting I'll complete the char sheet with spells, equipment and background.
Your feedbacks (both GM's and party members') will be welcome and appreciated. Thank you!

Dark Archive

Any word on when the new players will be selected?

I am extremely anxious, and excited, about this opportunity.


Crap. I just saw the part about "now closed to new submissions."

Dark Archive

Alynthar, I'm not sure it is closed.

This is a re-recruitment, so the post you looked at may be old.

I couldn't find anything from this year as to it being closed.


Oh. In that case, 1d6 ⇒ 6.

Dark Archive

Whoops, forgot to post a role in the party.

I'll most likely fill a combat role, with a secondary focus on buffing and healing.

Dark Archive

Made a few changes; lowered Strength for more Dexerity.

Not trying to step on any toes, I notice the current party is very melee-heavy.

I'll try to be more buff and healing focused if necessary.


How much gold do we start with?

Dark Archive

6,000 gp.


Here's Alynthar at level 4.

Alynthar:

ALYNTHAR
Male Wizard 4
Init +9; Senses Perception +3, Darkvision 60 ft
==DEFENSE==
AC 13, touch 13, flat-footed 10 (+3 dex)
hp 19 (4d6+-4)
SR 0 ; ER Cold 5, Electricity 5, Fire 5
Fort +1, Ref +5, Will +4
Defensive Abilities Tiefling Resistances (PFBty 264)
==OFFENSE==
Spd 30 ft/x4
Melee Masterwork Quarterstaff +2 (1d6-1) 20/x2 monk, CM +1
Melee Masterwork Cold Iron Melee Dagger +2 (1d4-1) 19-20/x2 CM +1
Ranged Masterwork Light Crossbow +6 (1d8) 19-20/x2 CM +1
Ranged Masterwork Cold Iron Thrown Dagger +6 (1d4-1) 19-20/x2 Returning
Special Attacks Darkness (PFBty 264), Power over Undead (PFCR 81)
==STATISTICS==
Str 9, Dex 16, Con 8, Int 19, Wis 8, Cha 14
BAB +2, CMB +1, CMD +14
Feats Greater Spell Focus (PFCR 125), Improved Initiative (PFCR 127), Scribe Scroll (PFCR 132), Spell Focus (Necromancy) (PFCR 134)
Skills Appraise +8, Craft (alchemy) +8, Craft (trapmaking) +8, Intimidate +3, Knowledge (arcana) +10, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (religion) +8, Knowledge (planes) +8, Linguistics +8, Perception +3, Spellcraft +12
SQ Sneaky (PFBty 264), Arcane Bond (PFCR 78)
Traits Focused Mind (Magic) (PFAPG 329), Reactionary (Combat) (PFAPG 328)
Languages Abyssal, Celestial, Common, Draconic, Drow Sign Language, Goblin, Infernal, Orc
Eq'd Magic Robe of Bones, Cloak of Resistance +1

He also has two bloody skeletons (one human, one wolf) which he purchased from a necromancer for 380 (can be adjusted at DM's discretion) each (spellcasting services + material components + legal risks), and basic adventuring gear. He keeps the skeletons locked in a trunk when around those who disapprove of his practicing necromancy, and only takes them out in emergencies. When with a party who does not object to necromancy, he keeps them with him. He will primarily focus on debuffing and battlefield control. When he gains Animate Dead, Lesser at level 5, he will focus on that as well.

His fluff can be found on my profile.

Silver Crusade

I'm still here, But I'd rather not make yet ANOTHER alias ( ;3 ) until selected if I am to be.


Here's the backstory, let's see if this will work:

Background:
. Not long after Akvius was born, his parents disappeared. As a helpless baby tiefling, his care was left to a reclusive, but respected wizard in Kenabres, who was known to study the mysteries of the planes, with a particular focus on the Worldwound. One day, less than a month after being accepted by the wizard, a sharp emotional pain surge through his body. He would later assume this to be a "link" between his parents and himself that signified their painful deaths. The intense surge created a catalyst that manifested arcane magic potential inside Akvius' DNA. The sudden burst ripped a hole in time itself and created a portal below the baby in his crib that Akvius fell through, and appeared in Sarkoris before the Abyss began to open.

. By chance, or perhaps by fate, Akvius' teleportation delivered him to the home of a human sorceress. Immidiately spotting a unique rune emblazed on Akvius' body as a birthmark of importance. Sensing his innate magic energy, she decided to care for the tiefling baby, more with the intention of studying and trying to harness Akvius' magic for herself than compassion. As human nature and a female mothering instinct would have it, she grew to love Akvius as if he was her own flesh and blood. Teaching him her own sorcery and helping Akvius tap into his own power, she spent years with him. Bringing them to 4606 AR, the year the Abyss began to open. Knowing they could not stay in Sarkoris, they followed the masses in a migration away from the spreading evil. Traveling through the Shudderwood they came across an unconscious hooded man. Attempted to assist the apparently incapacitated traveler, they found he not only was also a tiefling, but he bore an exact match of Akvius' birthmark on his arm. In Akvius' amazing he brought his mark as close as possible to the other tiefling's to compare the 2 side by side. Upon the 2 marks contacting, a pain fired through Akvius he had experienced once before... as a baby. Again wracked with arcane energy, he began to black out. Not before noticing a portal form under him, as he then fell through the void. In an instant, Akvius felt a clawed grip around his neck and the saw 2 strangers (man and woman) screaming in fear and desperation before suddenly silenced. He then felt the clawed grip slip and opened his eyes in a strangely familiar room.
. In what appeared to be a few seconds, Akvius materialized back in the crib, inside the wizards home whom he had been left with as a newborn. The wizard witnessing the apparent instant transformation from baby to adolescent, was only able to be distracted from his amazement by a glowing rune on Akvius' body that immediately faded into a Sign of the Seeker’s Spiral. A symbol the wizard was familiar with. The wizard shortly after confirmed Akvius was in Kenabres now in the year 4707 AR. He spent several years teaching Akvius his knowledge as a wizard, along with a host of other academic studies. As his knowledge grew, a meld of his sorcerous and wizarding skills presented a very unique arcanist form of power.
. With suggestion, study, and counseling, the wizard was able to interpret several events in Akvius' life. The information that burned into mind though was that the screaming couple were his parents, and the clawed grip belonged to a monstrosity that must have killed them and was still alive. An adult now, he has come to the knowledge that another tiefling, with a Sign of the Seeker’s Spiral, travels with a party of heroic crusaders. This sign is unmistakable and Akvius MUST join this party to see where his destiny lies.

I tried to incorporate aspects of Voren's story to imply some sort of connection to my character, but still vague enough to let DM either run with it or not. Hopefully it explains: class, many skill choices, mythic path, affinity for teleportation effects, ect.

Thank you for your consideration

Dark Archive

Fixed equipment, and traded some stuff in for a heavy warhorse.

Switched out Improved Init for Mounted Combat, giving her a bit of a "knight" feel.

Hope this doesn't hurt her chances!


After careful consideration, I believe it's best if I bow out of the recruitment.

Dark Archive

Sorry to see you go.

Dark Archive

Is the choosing date still today, Camris?


Sorry to see you go, Bertholdt. Good luck to you.

Iavdi, nice build. Also, I'm sure Camris will get to the recruitment. I don't think he'd leave all of you hanging.

Jamie, very nice build. Seems like it'll help us.

Alynthar, interesting build. I'd worry about the two skeletons following you. But that's just me.

Akvius, interesting ideas. I'm curious to see how it plays out.

Dark Archive

Voren, thanks for the compliment.
See anything that needs tweaking, in order to make me a better fit?

I just really like the concept i came up with, and want to play this AP pretty bad.

Also, is the group only taking one new player, or two?

I'd love to work with the current group, and several of the other applicants.


Decided to update my Crunch for Level 4, as well as new HP totals, and to put them all within this post. Background would still stay the same however.

Crunch:

Lily Taharial
Azata-blooded aasimar (musetouched) oracle (purifier) 4 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Advanced Race Guide 84, 86)
LG Medium outsider (native)
Init +7; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 31 (4d8+4)
Fort +2, Ref +2, Will +4
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee longspear +1 (1d8-2/×3)
Ranged light crossbow +4 (1d8/19-20)
Spell-Like Abilities (CL 4th; concentration +9)
1/day—glitterdust (DC 17)
Oracle (Purifier) Spells Known (CL 4th; concentration +9)
2nd (3/day)—confess[APG] (DC 17), page-bound epiphany, spectral hand
1st (7/day)—bless, protection from evil, shield of faith, unseen servant, veil of heaven[ARG] (DC 16)
0 (at will)—create water, detect magic, enhanced diplomacy, guidance, light, stabilize
Mystery Occult
--------------------
Statistics
--------------------
Str 7, Dex 12, Con 12, Int 14, Wis 10, Cha 21
Base Atk +3; CMB +1; CMD 12
Feats Improved Initiative, Spell Penetration
Traits reactionary, touched by divinity
Skills Acrobatics -5 (-9 to jump), Bluff +12, Diplomacy +14, Knowledge (arcana) +9, Knowledge (planes) +9, Knowledge (religion) +9, Use Magic Device +12; Racial Modifiers +2 Diplomacy
Languages Celestial, Common, Elven, Sylvan
SQ oracle's curse (legalistic), revelations (brain drain, see sin), vow to self
Combat Gear alchemist's fire (2); Other Gear scale mail, crossbow bolts (30), light crossbow, longspear, bedroll, blanket, flint and steel, waterskin, 14 gp, 4 sp
--------------------
Special Abilities
--------------------
Brain Drain (6d4 damage, 5 rounds, 2/day, DC 18) (Su) Foe in 100 ft makes Will save or takes 1d4/lvl and you make knowledge check w/ their modifier
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob
See Sin (+2) (Su) Bonus to sense enchantments and to identify enchantment/curse/emotion spells or effects.
Vow to Self (1/day) +4 morale bonus to one role to keep a promise.


OK, this Recruitment is CLOSED to new applicants.


JaimeSummers wrote:
what's the usual posting rate?

I try for every other day to let people have a decent chance to post; more often if everyone has posted that day.

bigrig107 wrote:


With the scales, resist elements isn't a spell.
Does it mean resist energy?

Yes, I think you're right there.

Dragonflyer1243 wrote:
DM-Camris, so would you like the crunch put together before you select, or are you okay with us waiting to complete it afterwards, since 4th level characters can take a while to fully stat out.

As long as the basic build/personality is described, you will be considered. Bonus points if you provide the full crunch as well.

Lisandra Elsinore wrote:
As to the 3PP Merciful Curse, I can swap it out if that's an issue - I had selected it because thematically it suited the character better than the official options (it also bolstered her healing options), but I could make some of the others work as well.

I would be grateful if you could use the Pathfinder sourced material. I've had bad experiences with 3PP. Thanks!


Alright, here are the candidates as I see them. Corrections welcome.

Zenithar James Holmes (rorek55)
Male Teifling Investigator (Empiricist)

[Unnamed] (Dragonflyer1243)
Half-Elf Separatist(Liberation/Luck) cleric of Milani

Lisandra Elsinore (Calinthas Aldimay)
Female Neutral Good Aasimar Oracle of Life, Level 4

Abdul-Azim Usama Samad (Ashe)
Male Azata-Blooded Aasimar Bard(Dawnflower Dervish) 2 / Paladin 2

Dakota Bloomingdale (Jaime Sommers)
Fem Halfling Bard 4

Alynthar (Alynthar42)
Male Tiefling Wizard 4

Akvius_Sirthos (gossamar4)
Tiefling (Grimmspawn), Arcanist (School Savant)/4

lavdi (bigrig107)
Fem Dhampir cleric/oracle of Iomadae
Cleric 3/ Oracle 1 Glory (Heroism) and War (Tactics)

Lily Taharial (ginganinja)
Azata-blooded aasimar (musetouched) oracle (purifier) 4


There are some very good submissions here, and I am out of time tonight. So selection will be Monday, sometime after I get home from work.
Thanks!

Silver Crusade

again, heres the name. (I had it in personality.. didn't put it in the crunch. sorry) Zenithar James Holmes


rorek55: Corrected!

Heh, I like the name! ("Holmes! That was incredible! How did you know...")

Silver Crusade

heuheu ye. Zenithor is the name his "father" called him by, James is the name he normally goes by, the one given to him by his mother. Scarlet Holmes.


Hello GM and party members, meet Dakota Bloomingdale!
Here's her profile with spells and background, for your review.
Opinions welcome. Dakota's here to help so when in doubt ask away ;-)


DM-Camris wrote:
I would be grateful if you could use the Pathfinder sourced material. I've had bad experiences with 3PP. Thanks!

No problem; I'll go with the tongues - from a role playing perspective, I think it would be fun (incidentally, she'll speak celestial in times of stress).


And NOW for the exciting anticipation of having your name called out!

Good luck to everyone!

Dark Archive

Good luck to every applicant!

*fingers crossed*


Good luck to everyone!


Did anybody say "luck"? ;-)

Dark Archive

Dakota Bloomingdale wrote:
Did anybody say "luck"? ;-)

Nice one!


Just realized I posted to the wrong alias... I'll switch the 3PP curse out tonight.

Dark Archive

Added Iomadae's paladin code to her entry.

While she's not a paladin, and has no intent of ever becoming one, this code is what Iavdi was raised on.
She has repeated the words in prayer many a morning, and follows the code as well as any paladin should.

Figured it'd help focus her character

Dark Archive

The anticipation is killing me! D:


Curse has been updated, and aside from some purchases and spell selection, the character is done.

Dark Archive

Is this still happening tonight, or....?


"Gooooood morning sunshines!
It's a beautiful morning on this side of the Worldwound! Let's jump out of bed and go kick some demon axxes, shall we?"

Dark Archive

"How can you be so bright and cheerful, little one?"


"How can you not be! Great adventures await us, tales will be told about our deeds and victories, all the bards in the world will sing our courage and cunning! Yes, I feel it in the fresh morning breeze, today will be a glorious day my friend!"

Dark Archive

"I see your point."

"Still, there must be some in this world who are not as joyful as you. That burden falls to me."


"Just drop the burden and enjoy life! Breathe deeply, the air will clear your mind from all the dark thoughts. Jump up and down, stretch your legs, sing a song, make people laugh! That will bring joy into your life too. Will you try just for a day, my friend? Pretty please?"

Dark Archive

"I...I guess it couldn't hurt to try..."

"How do you do it?"


"That's the right spirit! You do it like this: a deep breath, hmmm - aaahhhh, then ten fast little jumps, one-two one-two one-two, then open your arms and:

Acrobatics - Tumble: 1d20 + 10 ⇒ (11) + 10 = 21
Acrobatics - Tumble: 1d20 + 10 ⇒ (9) + 10 = 19

"See? Easy! I'll help you if you're ready to try!"

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