DM Elanmorin's Hell' Rebels

Game Master Nathan Hartshorn

Kintargo has been taken over by the forces of Hell!
Barzillai Thrune has the city in his clutches, will heroes arise and suceed in guiding the resistance against the tyrant or will they fall as so many others before of them?

HELL’S REBELS REBELLION SHEET

Lootfinder by Veccio

Handouts

Initiative order:
[dice=Initiative check (Elurius)]1d20+4[/dice]
[dice=Initiative check (Lirotha)]1d20+3[/dice]
[dice=Initiative check (Kurglunn)]1d20+2[/dice]
[dice=Initiative check (Oren)]1d20+2[/dice]
[dice=Initiative check (Rocco)]1d20+3[/dice]
[dice=Initiative check (Talon)]1d20+4[/dice]
[dice=Initiative check (Valrani)]1d20+1[/dice]

Day Job checks:
Result: 5 -> 1 gp
Result: 10 -> 5 gp
Result: 15 -> 10 gp
Result: 20 -> 20 gp
Result: 25 -> 50 gp
Result: 30 -> 75 gp
Result: 35 -> 100 gp
Result: 40 -> 150 gp

Map of Kitargo

The wasp nest

Iudeimus Tenements

Lucky Bones - lvl 01

Lucky Bones - Undervater Level


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Booker: HP: 21/38; minor healing potion 3/5; AC: 20 (21 before first action); Fort +8; Ref +10; Will +7; Per +7

Val can happily do another masterwork transformation. She can do that the same day as the first one. The spell does take an hour to cast, so the days she is crafting magical items probably won't be able to be used for it. I'm assuming she can also top folk off with lesser restorations to help with stat recovery.


Male human vigilante (gunmaster) 4, Brawler 1; hp 38/38; Init +6; AC 18, touch 14, flat-footed 14; Fort +4, Ref +10, Will +5; +2 bonus against fear when firearm drawn: Perception +8

Awesome, thanks a bunch!

Also I've still got that MW greataxe. Anyone want to use it or can we sell it and use the cash for the group? How much can we get for it?


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

Standard is 50% unless we set up a black market during our group phase.

So in this case is probably worth a little over 150gps after selling it...


Male human vigilante (gunmaster) 4, Brawler 1; hp 38/38; Init +6; AC 18, touch 14, flat-footed 14; Fort +4, Ref +10, Will +5; +2 bonus against fear when firearm drawn: Perception +8

I'm cool with that. Everyone else?


Tien Female Mutagenic Mauler 7 | HP 66/66 | AC (26)23/15/21| F+8(+11),R+8(+11),W+4(+7)(+2 v. , compulsion and emotions) | Init.+2, Perc.+11 | CMB +2 (+14 Bull Rush)(+13 Sunder); CMD 24 (26 v Bull Rush)(25 v Sunder)| while under effects of mutagen, gain +10 to speed, +2 to damage and low light vision.

Sell it!


Booker: HP: 21/38; minor healing potion 3/5; AC: 20 (21 before first action); Fort +8; Ref +10; Will +7; Per +7

Sounds like the best course of action.

Shadow Lodge

MAP

So? Do you want to proceed trying to take the Fantasmagorium by storm?


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

We still need to hear from Morri and Rocco.

Should I PM them?


male Human
Spoiler:
AC 16/T11/FF15 HP 42/42 F+4 R+5 W+4 Init +1 SM +20 /Perception +7
Bard (Chelish Diva) 4

I agree it sounds like the best course of action.
We might have to make a sign. Rebellions need fanals!


Male Halfling Spiritualist 6/Rogue (Unchained) 1 | HP 45/45| AC:18 (22) | T:14 | FF:15 | cmd:16 | Fort +7 | Ref +8 | Will +10 | Init. +3 | Perc:+12 | Speed 20ft | Spells: 1st (5/5) 2nd (4/4) | Status: N/A

I just spent money on scrolls. See my recent post for total costs.

For specific plans, I think Rocco might spend some time "casing" the place. Wandering the streets around the Fantasmagorium looking for alternate entrances, escape routes, guard patrol routes, etc. Could I do a Professions (burglar) check for that Elan, or should I stick with Perception?


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

OK as far as I can tell we still need to identify/appraise these items...

Potion of ??? (Red Jills Last Stand - Scarplume) Page 41
Amulet ??? (Red Jills Last Stand - Scarplume) Page 41
Spiked Gauntlet (Red Jills Last Stand - Scarplume) Page 41

Spellcraft(Potion): 1d20 + 8 ⇒ (12) + 8 = 20
Spellcraft(Amulet): 1d20 + 8 ⇒ (3) + 8 = 11
On my Next Day
Spellcraft(Potion): 1d20 + 8 ⇒ (19) + 8 = 27
Spellcraft(Amulet): 1d20 + 8 ⇒ (15) + 8 = 23

And we need to distribute these:
Potion, Feather Fall
(I'll take it if no one wants it!)

To give us a basic disguise for this mission we should hand these out too...
Bronze Thrune pendant x5 (Gained over several missions...)

In case we meet any summoned or guardian Devils, does anyone want to take the Silver Morningstar we have stored at the headquarters?

If the GM will allow it, we can sell the Challenger's gloves for about 1100gp total and the MW Axe for 150 easily. Both will go into the rebellion fund for now I think.

Also I think we should all be healed up and fulled restored to health? Yes? No?

Also to aid in our getaway I have swapped out Burning Hands for my Obscuring Mist spell.

Any other quick suggestions/problems/questions we need to discuss?


Tien Female Mutagenic Mauler 7 | HP 66/66 | AC (26)23/15/21| F+8(+11),R+8(+11),W+4(+7)(+2 v. , compulsion and emotions) | Init.+2, Perc.+11 | CMB +2 (+14 Bull Rush)(+13 Sunder); CMD 24 (26 v Bull Rush)(25 v Sunder)| while under effects of mutagen, gain +10 to speed, +2 to damage and low light vision.

I can take the silver Morningstar, in case it becomes necessary.

Shadow Lodge

MAP

Lirotha:
The potion is a potion of cure light wounds, the amulet is an amulet of natural armor +1

Selling items follows the standard rules: half price, note that a MW Axe is worth a little more than 150gp while 1100go for the Challenger's gloves is correct.


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor
DM Elan Morin wrote:
The potion is a potion of cure light wounds, the amulet is an amulet of natural armor +1

OK,

Up for grabs:

Potion, Feather Fall
Potion, CLW
Amulet of Natural Armor +1

Let's get this over with so we can move on.

@GM: Question...what kind off roof does Hocum's have? Flat with possible entrances or skylights? Or is it angular with slippery tiles and such? I'm just thinking the roof could be an excellent entrance if we're lucky. The Hound is our resident Roof Jumper...he could check it out in one evening?


Tien Female Mutagenic Mauler 7 | HP 66/66 | AC (26)23/15/21| F+8(+11),R+8(+11),W+4(+7)(+2 v. , compulsion and emotions) | Init.+2, Perc.+11 | CMB +2 (+14 Bull Rush)(+13 Sunder); CMD 24 (26 v Bull Rush)(25 v Sunder)| while under effects of mutagen, gain +10 to speed, +2 to damage and low light vision.

Oren could use the CLw potion, if no one else claims it.


male Human
Spoiler:
AC 16/T11/FF15 HP 42/42 F+4 R+5 W+4 Init +1 SM +20 /Perception +7
Bard (Chelish Diva) 4

And Morricone the amulet.


Male human vigilante (gunmaster) 4, Brawler 1; hp 38/38; Init +6; AC 18, touch 14, flat-footed 14; Fort +4, Ref +10, Will +5; +2 bonus against fear when firearm drawn: Perception +8

Yep I've got roofs covered and will scout it if possible.

Shadow Lodge

MAP

The roof is flat marble. There's no discernible entrance from the top. You probably need to enter using the main doors. You try the smaller entrance on the eastern side of the building, the access to what was once called the "Emporium Arcana", but you find it barred from the inside and impossible to open even with Rexus' key. There's windows but they also are all barred from the inside and impossible to open without making significant noise. You immagine they don't provide much lighting during the day and that the whole place will go completely dark during the night.

It's also worth noting that the Asmodeans only came out at night and tried to keep themselves out of eyesight, you only noticed them because you were actively studying the building.


Male human vigilante (gunmaster) 4, Brawler 1; hp 38/38; Init +6; AC 18, touch 14, flat-footed 14; Fort +4, Ref +10, Will +5; +2 bonus against fear when firearm drawn: Perception +8

Direct route it is then.


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

Alright then...I'll take the potion of Feather Fall.

Please note on the LOOT SHEET you have taken these items everyone!

OK then...I'll have the Fushi sisters at least create some sort of diversion during the slowest part of the day at Hocum's, and we go in right after.

Oren? Rocco? It's probably best to have one of your teams nearby to help extract usand whatever we can take with us, if there are any useful items to remove or if the lady is burdensome for whatever reason.

Anybody have anything else to add? Comments or questions?

If not...then let's get to it!


Tien Female Mutagenic Mauler 7 | HP 66/66 | AC (26)23/15/21| F+8(+11),R+8(+11),W+4(+7)(+2 v. , compulsion and emotions) | Init.+2, Perc.+11 | CMB +2 (+14 Bull Rush)(+13 Sunder); CMD 24 (26 v Bull Rush)(25 v Sunder)| while under effects of mutagen, gain +10 to speed, +2 to damage and low light vision.

I already have a silver weapon, so if anyone can use the silver Morningstar, they should take it instead of me.

Shadow Lodge

MAP

This sprawling, single-story structure has certainly seen better days. The building’s stone facade stands out amid the brick-lined walls of its neighboring structures, and numerous windows to the left and right are boarded up. Signs advertise rates and incredible exhibits within, and above everything a crimson sign announces “Hocum’s Fantasmagorium!” A large lock hangs from the front door.

Map is up. Your move


Booker: HP: 21/38; minor healing potion 3/5; AC: 20 (21 before first action); Fort +8; Ref +10; Will +7; Per +7

Sorry all, been a hectic weekend with a Rugby international, a 10th birthday party and then at a conference today. Things should start calming down a bit and I'll get back on top of my games soon.

Shadow Lodge

MAP
_Valrani wrote:
Sorry all, been a hectic weekend with a Rugby international, a 10th birthday party and then at a conference today. Things should start calming down a bit and I'll get back on top of my games soon.

No problem! Please sort out who gets the amulet of natural armor found on Scarplume and tell me.


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

Morri requested it and nobody objected. He's got it for now unless Val wants to argue? (Since she may have missed the offer in the first place?)


Booker: HP: 21/38; minor healing potion 3/5; AC: 20 (21 before first action); Fort +8; Ref +10; Will +7; Per +7

That's okay. Valrani will make herself one later on.

Speaking of which, in PFS you can "upgrade" items by paying the difference between the current item value and the new one. Can we do that in this AP?

Shadow Lodge

MAP

@ Val: Yes you will be able to upgrade your equipment according to PFS rules.


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

Did we ever get a description of the big statue in the main entrance room?
I can't find it anywhere.

Shadow Lodge

MAP

Hi there people. I'm currently posting from my phone, because due to some unexplicable reasons firefox and chrome have stopped working on my PC. I'm working to fix this asap but I can't say how long well it take for the problem to be resolved. I suspect I'll have to format my whole PC, which well be a nightmare of recovering passwords in the aftermath. Anyway I Just wanted to give everyone the heads up. Hopefully I''ll be back soon! Thanks for your understanding!


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

Do what you need to do!
We are patient players.

=)


Male human vigilante (gunmaster) 4, Brawler 1; hp 38/38; Init +6; AC 18, touch 14, flat-footed 14; Fort +4, Ref +10, Will +5; +2 bonus against fear when firearm drawn: Perception +8

Hey Happy Sunday guys. Just wanted to say I enjoy playing with you all. (in pbp, get your mind out the gutters. And I'm really enjoying this AP.)


3 people marked this as a favorite.
Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

Hey everybody! Just to let you know...My first officially paid-for published work as a writer is finally available! Affordable Arcana: Wondrous Items...

If you decide to buy the PDF, I hope you enjoy it!

Shadow Lodge

MAP

Well done Lirotha! Do you only sell it via opengamingstore?


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

You can try Drivethru RPG and some other common pdf download sites I think!

=)


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor
Lirotha Karsani wrote:
You can try Drivethru RPG and some other common pdf download sites I think!

I just checked! Its available here at Paizo too!


Booker: HP: 21/38; minor healing potion 3/5; AC: 20 (21 before first action); Fort +8; Ref +10; Will +7; Per +7

I'll be at Paizo Con Oz for the next few days, and not going to pretend I have time to post. See you all in a week.

Feel free to bot Valrani. Either going in with Scimitar, or if things look real dicy, using summon natures ally.


Male Halfling Spiritualist 6/Rogue (Unchained) 1 | HP 45/45| AC:18 (22) | T:14 | FF:15 | cmd:16 | Fort +7 | Ref +8 | Will +10 | Init. +3 | Perc:+12 | Speed 20ft | Spells: 1st (5/5) 2nd (4/4) | Status: N/A

Hey folks. Sorry for the radio silence the past couple days. I'm out of town right now and won't have a ton of time to post until Sunday. Please feel free to bot as needed.

Thanks for your patience.


Male human vigilante (gunmaster) 4, Brawler 1; hp 38/38; Init +6; AC 18, touch 14, flat-footed 14; Fort +4, Ref +10, Will +5; +2 bonus against fear when firearm drawn: Perception +8

hey GM Elan, Here's the posts

Reloads Musket and aims

Decides to switch to the pistol instead of firing

Which means the el' musket was still loaded. Booyah! Yay me :)

Shadow Lodge

MAP
The Hound Of Kintargo wrote:

hey GM Elan, Here's the posts

Reloads Musket and aims

Decides to switch to the pistol instead of firing

Which means the el' musket was still loaded. Booyah! Yay me :)

Perfect then. Good thinking. That crit forced Nox to retreat instead of attacking again.


Male human vigilante (gunmaster) 4, Brawler 1; hp 38/38; Init +6; AC 18, touch 14, flat-footed 14; Fort +4, Ref +10, Will +5; +2 bonus against fear when firearm drawn: Perception +8

Yeah I decided to use the pistol back then cos I could at least shoot every round and help clear out some of her minions. So when she got in range I thought it was as good a time as any to use the already loaded musket :)


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

Quick open discussion: TO attack and loot or NOT.

ALL: Please give me a YEA or NAY!

While I would hate to hurt the Scrivenite directly, we need as many resources as we can for the near future. I say its worth the risk for now. He's not an easy foe however.

My vote: YEA


Tien Female Mutagenic Mauler 7 | HP 66/66 | AC (26)23/15/21| F+8(+11),R+8(+11),W+4(+7)(+2 v. , compulsion and emotions) | Init.+2, Perc.+11 | CMB +2 (+14 Bull Rush)(+13 Sunder); CMD 24 (26 v Bull Rush)(25 v Sunder)| while under effects of mutagen, gain +10 to speed, +2 to damage and low light vision.

I just posted in gameplay thread that I used a ton of resources, and I need to replenish them. I vote to attack it, if I can get healed ahead of time and go for any more treasure we can get.

Shadow Lodge

1 person marked this as a favorite.
MAP

Quick note: when someone tells me "healing in combat is a sub-par tactic in PF" I'm going to point him to the battle you just fought...

:P


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

Gotta love the Healing Hex! Just gotta remember on whom you've used it on!

In a couple of levels it will get more powerful too. Let's just hope I don't have to use it that often every combat in the future.

=)


Male Halfling Spiritualist 6/Rogue (Unchained) 1 | HP 45/45| AC:18 (22) | T:14 | FF:15 | cmd:16 | Fort +7 | Ref +8 | Will +10 | Init. +3 | Perc:+12 | Speed 20ft | Spells: 1st (5/5) 2nd (4/4) | Status: N/A

Healing in combat may be sub-par, but that doesn't mean it doesn't have its uses! I'll have to applaud Lirotha on her fine healing skills too! Glad to have you with us!

That said, if Rocco ever kicks the bucket, I'm considering replacing him with a cleric. I like divine casters as it is, and having a dedicated divine caster seems like it could be pretty useful in this AP.

As far as our current circumstances, Rocco can certainly provide healing with his wand of CLW, so health shouldn't be an issue. The bigger issue will be whether we'll actually be able to hurt the thing. I don't recall off hand, but I'm sure Yilliv has DR of some sort, and I'm not confident we'll have enough resources to punch through and get the job done. If anyone feels confident they've got what is needed, though, I'm certainly in favor of more loot. So count me as a tentative YEA!

Also, if nothing else, we can just have Hound run in and lay down crits until the thing dies! Haha!


Booker: HP: 21/38; minor healing potion 3/5; AC: 20 (21 before first action); Fort +8; Ref +10; Will +7; Per +7

While on one hand as a player I'm keen to loot. As a character I think Valrani would have a hard time attacking the old book just because we wanted to loot the place.


Tien Female Mutagenic Mauler 7 | HP 66/66 | AC (26)23/15/21| F+8(+11),R+8(+11),W+4(+7)(+2 v. , compulsion and emotions) | Init.+2, Perc.+11 | CMB +2 (+14 Bull Rush)(+13 Sunder); CMD 24 (26 v Bull Rush)(25 v Sunder)| while under effects of mutagen, gain +10 to speed, +2 to damage and low light vision.

I have two oils of magic weapon and oils of bless weapon, if those could do anything here.


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

OK...remember we need a Yea or Nay...However, if you wish to abstain..then say so and we will count you out of this vote.

Since we now have time to discuss it, I did learn much about the creature earlier and give more in-depth details! the GM gave Lirotha full understanding of the creature on my Planes roll:

The Scrivener (basics):
DEFENSE
AC 19, touch 17, flat-footed 16 (+4 deflection, +3 Dex, +2 natural)
hp: 37 (5d10+10)
Fort +3, Ref +7, Will +8
Defensive Abilities: clever defense, DR 5/chaotic; Immune poison; Resist cold 10, sonic 10; SR 15
Weaknesses: vulnerable to fire

OFFENSE
Speed: 30 ft., fly 30 ft. (good)
Melee: 2 ribbon lashes +8 (1d4 plus 1 Int damage) Space 5 ft.; Reach 5 ft. (10 ft. with ribbon lashes)
Special Attacks: ribbon lash
Spell-Like Abilities: (CL 5th; concentration +9; save DCs are Charisma-based)
3/day—comprehend languages, daze monster (DC 14), detect thoughts (DC 14), protection from chaos

Defensive Abilities: clever defense, DR 5/chaotic; Immune poison; Resist cold 10, sonic 10; SR 15
Weaknesses: vulnerable to fire

Ribbon Lash (Ex): A scrivenite’s primary weapons are its silken ribbon bookmarks. Each ribbon lash deals 1d4 points of slashing damage and 1 point of Intelligence damage.
A successful DC 16 Will save negates the Intelligence damage. The save DC is Intelligence-based.
Soul Tome (Su): Whenever a scrivenite deals Intelligence damage, the stolen knowledge manifests as a soul tome
in its possession. A new soul tome is created for each different creature that a scrivenite damages in this way, and further Intelligence damage dealt to that creature causes the soul tome to swell and become more elaborate. This Intelligence damage can be restored naturally over time, by magic, or by a creature reading from its own soul tome in order to restore the stolen memories. Every 30 minutes spent in study heals 1 point of Intelligence damage. A creature who takes an amount of Intelligence damage equal to its Intelligence score in this way falls comatose. Once comatose, the victim doesn’t heal ability damage naturally and must be revived using magic or by destroying the soul tome. A break enchantment or restoration spell cast on the soul tome restores the stolen memories imprisoned in the book and restores any Intelligence damage affecting the victim. Any creature can spend 30 minutes reading a soul tome in order to learn the secrets and knowledge that the target once possessed. A soul tome is always written in the target’s native tongue. No check is necessary to read the book. The contents of a soul tome can vary wildly. Some may contain only minor trivia about the creature’s life, while others might contain important secrets. Soul tomes have hardness 0 and 5 hit points. They crumble to dust once the stolen knowledge within them has been reclaimed or restored. The soul of a creature whose memories are recorded in a soul tome is not prevented from going on to the afterlife.


Female 1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

Things that would help here: Fire attacks, anything that helps our Will saves and anything that can give us an aligned weapon or attack (chaotic).


Booker: HP: 21/38; minor healing potion 3/5; AC: 20 (21 before first action); Fort +8; Ref +10; Will +7; Per +7

Val votes no, but if everyone else wants to go in, she'll join up.

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