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DM Helaman's Dalsine Affair (Inactive)

Game Master Helaman

A group of plucky pathfinders plunge into politics in Taldor.


This is the discussion thread for two campaigns:

51 to 100 of 185 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Grand Lodge

AC20/Touch14/Flat17/CMD19||HP39[39]|Fort:+6;Ref:+6;Will:+6|Percept +13|Init +3 Elf Magus 5

GM I just noticed that on the init. roll you have Harboth twice and Ur is missing.

Grand Lodge

Ahhh - Thanks

Taldor

Character Stats:
  • AC 23 (T 16 : FF 17)
  • Fort +6+2: Ref +10+2: Will +7+2
  • Initiative +5
  • Notes: +2 vs mind-affecting effects, +4 vs bardic performance, sonic, & language-dependent effects.
  • Human Dawnflower Dervish 5 / Urban Barbarian 1

    Ha! Whether Hiram's plan works or not, I applaud the effort. That was a funny read right there.

    Andoran

    AC 15/Touch 9/Flat 15/CMD 11||HP9/[9]|Fort:+0;Ref:-1;Will:+6|Percep+11,Scent/Sense Motive+8|Init-1|Kn (R)+6|Darkvision 30'/Blind 30'+ Half-Orc Oracle 1
    Zantir Mendoza wrote:
    Hey 9 Eyes, Oracles are Charisma based. Is there a reason you have an 18 Wis and 14 Cha? Do you have some funky multiclassing planned?

    I just want +36 Perception at level 6. Besides, I prefer high wisdom over charisma as soon as my animate dead is in effect I'll be able to control 28 HD of zombies to fight in my stead at level 6.


    I decided that the scenario didn't say a full round action and that the 'rule of cool' should apply here. Plus I believe that if a character has a schtick of sorts, you should let them shine.

    Thats not to say that something may not happen later but for now? Well played sir - well played.

    Osirion

    Stats:
  • AC 14/T10/FF 14/CMD 12
  • HP 48/48
  • Fort:+3 ; Ref:+2; Will+6
  • Percep +13 (no Awrnss, +1 vs traps);Sense Motive +4
  • Init+0
  • Kn (A,H,E,No) +14/ Kn (D,G,L,Na,P,R) +10
  • Shifts 0/8 used
  • Temp effect:
  • Human (Garundi) Wizard 5/Pathfinder Field Agent 1
    9 Eyes Dragon wrote:
    Zantir Mendoza wrote:
    Hey 9 Eyes, Oracles are Charisma based. Is there a reason you have an 18 Wis and 14 Cha? Do you have some funky multiclassing planned?
    I just want +36 Perception at level 6. Besides, I prefer high wisdom over charisma as soon as my animate dead is in effect I'll be able to control 28 HD of zombies to fight in my stead at level 6.

    Just so you know, Animate Dead doesn't persist between scenarios, so you'll have to recast it every time. Juju oracles ARE pretty rad, though.


    Ernest Kalthet wrote:
    9 Eyes Dragon wrote:
    Zantir Mendoza wrote:
    Hey 9 Eyes, Oracles are Charisma based. Is there a reason you have an 18 Wis and 14 Cha? Do you have some funky multiclassing planned?
    I just want +36 Perception at level 6. Besides, I prefer high wisdom over charisma as soon as my animate dead is in effect I'll be able to control 28 HD of zombies to fight in my stead at level 6.
    Just so you know, Animate Dead doesn't persist between scenarios, so you'll have to recast it every time. Juju oracles ARE pretty rad, though.

    But Create Undead spell is available at level 6 too, special zombies. From the description of either power, I could create a 24 HD zombie outta a 1 HD dead creature. Also, I should be able to control 36 HD zombies at one given time. The material cost is cray-cray, but I'll be saving my monies until then.

    Osirion

    Stats:
  • AC 14/T10/FF 14/CMD 12
  • HP 48/48
  • Fort:+3 ; Ref:+2; Will+6
  • Percep +13 (no Awrnss, +1 vs traps);Sense Motive +4
  • Init+0
  • Kn (A,H,E,No) +14/ Kn (D,G,L,Na,P,R) +10
  • Shifts 0/8 used
  • Temp effect:
  • Human (Garundi) Wizard 5/Pathfinder Field Agent 1

    While I'm not 100% on the HD generation Animate Dead (though I am super interested what it is by RAI), there's one thing I do know for sure.

    BossBedlam wrote:
    But Create Undead spell is available at level 6

    That's a 6th-level spell, not a spell you can get at level 6. You get 6th-level spells at 12th, so you'd have that spell in the retirement arc and Module/Special play.

    Taldor

    Character Stats:
  • AC 23 (T 16 : FF 17)
  • Fort +6+2: Ref +10+2: Will +7+2
  • Initiative +5
  • Notes: +2 vs mind-affecting effects, +4 vs bardic performance, sonic, & language-dependent effects.
  • Human Dawnflower Dervish 5 / Urban Barbarian 1

    That's a really long time to wait. I don't advise creating a character whose main purpose is not available in some form by level 3.

    Andoran

    AC 15/Touch 9/Flat 15/CMD 11||HP9/[9]|Fort:+0;Ref:-1;Will:+6|Percep+11,Scent/Sense Motive+8|Init-1|Kn (R)+6|Darkvision 30'/Blind 30'+ Half-Orc Oracle 1

    It's okay. I meant Animate Dead at level 6 is still sweet. Anyhow, I like the flavor of a voodoo doctor. Not a fighter, just a supportive role until later when he's a bit of a kick ass. I didn't want to be another overpowered super fighter. I like my guy, just chill in the back and stuff. Just meant to be for role-playing. Albeit, not as much flavor as Ernest Kalthet and his pig familiar, but he's all mine.

    Regardless, I will be able to control 36 HD of zombies at level 6 whether it's six 6HD zombies or one 36HD if rules permit.

    Grand Lodge

    He can always adjust his character before he turns level 2.

    Osirion

    Stats:
  • AC 14/T10/FF 14/CMD 12
  • HP 48/48
  • Fort:+3 ; Ref:+2; Will+6
  • Percep +13 (no Awrnss, +1 vs traps);Sense Motive +4
  • Init+0
  • Kn (A,H,E,No) +14/ Kn (D,G,L,Na,P,R) +10
  • Shifts 0/8 used
  • Temp effect:
  • Human (Garundi) Wizard 5/Pathfinder Field Agent 1

    Wait, are you actually a Juju Oracle? Juju Mystery, at least the one from the APs, isn't PFS-legal (due to creative discrepency, and the Creative Director ruling that "No non-evil undead in Golarion.") The easy thing is that your sheet is still legal without changing anything, since Bones Oracle gets the exact same Revelation and you can just worship Juju (unless they clarify "Religions have to follow Cleric deity choices, even when no powers are granted from it." It was a pretty beefy discussion a while ago that I don't think ever really ended.)

    Additional Resources wrote:
    Pathfinder Adventure Path #39: "City of Seven Spears" Equipment: spirit tear, all magic items on pages 55–57 except the mantis blade; Feat: Cry of Mercy

    Andoran

    AC 15/Touch 9/Flat 15/CMD 11||HP9/[9]|Fort:+0;Ref:-1;Will:+6|Percep+11,Scent/Sense Motive+8|Init-1|Kn (R)+6|Darkvision 30'/Blind 30'+ Half-Orc Oracle 1

    Bones then. Now I'll have to change skills and deity to Urgathoa. At least, I still can be a voodoo doctor and now can only control 24 HD of zombies at level 6.

    Thanks, I need all the help, until I get past level 1.

    I'm playing the same character with beefier stats in a RL game of "Rise of the Runelords."

    I'm gonna share his back story of that character, not this one.

    BACKGROUND
    Born to a nomadic orc tribe of the Valashmai Jungle, his people were recovering from decades of warring with hostile neighbors.
    To recuperate their numbers, his orc tribe sought refuge in new lands across large seas to the Mwangi Expanse.
    Unfortunately, the orc tribe was overwhelmed by dominant Mwangi goblin tribe and the survivors were held captive subjected to
    brutal beatings and sacrifice to the Wendo spirits. The oracle was sodomized at a young age by older orcish youths, primarily for being
    different and construed weaker as a half-breed. Later he was raped and ridiculed after his first year of captivity.
    Unscathed and resilient in spirit, a Mwangi goblin juju shaman took notice of the half-orc youth. For a short duration, the
    juju priest decided to use the half-orc as an assistant. The half-breed showed great aptitude for channeling the Wendo spirits.
    The juju priest showed excessive kindness to him providing his basic needs of food, healing, and learning.
    After seven years, most of the orc prisoners including the half-breed were traded to a circuit of slave pit fights. The
    half-orc proved himself invaluable to the slaves and patrons to the fights. The half-orc ferried the juju spirits to sustain the slaves
    and provided insight of the winning fighters to betting influential patrons.
    The half-orc gained popularity and rewards like a companion by the name of Janiya, an exotic dancing male vishkanya crossbreed sorceress.
    For his help and advice, he earned the moniker of 9 Eyes Dragon. The number 9 bore a countenance of boundless potential.
    Eyes signified foresight and intuition. Dragon resembled his rise to power and imposed fear to his rivals.
    Coincidentally, he was given his freedom when a rebellion orchestrated and led by the Andoran faction freed the remaining slaves.
    He ran away believing he was still a slave and lost contact with Janiya, who knew otherwise. To keep his anonymity, he prefers to
    be referred by his occupation, Oracle. He remains loyal to the Andoran faction to help all slaves attain their freedom. 9 Eyes Dragon
    indulges in two primary vices, sex and gambling. The oracle values freedom, in most of its forms.

    Osirion

    Stats:
  • AC 14/T10/FF 14/CMD 12
  • HP 48/48
  • Fort:+3 ; Ref:+2; Will+6
  • Percep +13 (no Awrnss, +1 vs traps);Sense Motive +4
  • Init+0
  • Kn (A,H,E,No) +14/ Kn (D,G,L,Na,P,R) +10
  • Shifts 0/8 used
  • Temp effect:
  • Human (Garundi) Wizard 5/Pathfinder Field Agent 1
    9 Eyes Dragon wrote:
    Pharasma...control 24 HD of zombies.

    In Pharasma's doctrine, it's almost heretical to put up with party members having undead, let alone creating them yourself. As an Oracle, however, you wouldn't lose anything (and this idea is awesome, especially in a home game setting (I might burgle it)), but expect the dirtiest of looks from other clergy of Pharasma and table variance.

    In all honesty, I see a number of possible options with that backstory and what I've read so far.

    1: No deity: Keep up with the "I venerate the idea of the spirit of life" shamanism. Mechanically, no deity, but still have a "faith". It'll give you a unique morality hook, as well as no restrictions mechanically on what you can do (based on faith). Essentially, you're GM-disgression-proof, GM-safe, and can keep playing just like you have been. You'll be at odds with Pharasmins, but that's just RP until the Paladin with Oath against Undead walks in. Those guys are nuts, though.

    2: Calistria: Goddess of Vices, Vengence, and... other things like that. She's CN, which matches your original alignment, and fits the lecherous aspect I've read so far. Probably in my top three "Best Andoran Faction Deity," only behind

    3: Green Faith: It's pretty much the Shamanism with some kind actual text in books. Might be too druid-y or nature-y for you.

    There's most likely other options in minor deities, but those three are the ones off the top of my head.

    Andoran

    AC 15/Touch 9/Flat 15/CMD 11||HP9/[9]|Fort:+0;Ref:-1;Will:+6|Percep+11,Scent/Sense Motive+8|Init-1|Kn (R)+6|Darkvision 30'/Blind 30'+ Half-Orc Oracle 1
    Ernest Kalthet wrote:


    No deity: Keep up with the "I venerate the idea of the spirit of life" shamanism. Mechanically, no deity, but still have a "faith". It'll give you a unique morality hook, as well as no restrictions mechanically on what you can do (based on faith). Essentially, you're GM-disgression-proof, GM-safe, and can keep playing just like you have been. You'll be at odds with Pharasmins, but that's just RP until the Paladin with Oath against Undead walks in. Those guys are nuts, though.

    Thank you, sir! I'll opt for this faith.

    Osirion

    Stats:
  • AC 14/T10/FF 14/CMD 12
  • HP 48/48
  • Fort:+3 ; Ref:+2; Will+6
  • Percep +13 (no Awrnss, +1 vs traps);Sense Motive +4
  • Init+0
  • Kn (A,H,E,No) +14/ Kn (D,G,L,Na,P,R) +10
  • Shifts 0/8 used
  • Temp effect:
  • Human (Garundi) Wizard 5/Pathfinder Field Agent 1
    9 Eyes Dragon wrote:
    Ernest Kalthet wrote:


    No deity: Keep up with the "I venerate the idea of the spirit of life" shamanism. Mechanically, no deity, but still have a "faith". It'll give you a unique morality hook, as well as no restrictions mechanically on what you can do (based on faith). Essentially, you're GM-disgression-proof, GM-safe, and can keep playing just like you have been. You'll be at odds with Pharasmins, but that's just RP until the Paladin with Oath against Undead walks in. Those guys are nuts, though.
    Thank you, sir! I'll opt for this faith.

    This was my favourite option, too. It gives you 99% leeway with the phrase "That goes against my beliefs," with the 1% being "I'll be horribly and blatantly evil!"

    Plus, your vices could easily be represented by the following options I had time to think about while (literally) pushing paper today.

    Ogling women?:
    "One should enjoy their spirit to the fullest, and she clearly has a beautiful spirit. Plus, I want to enjoy mine before I'm done."

    Getting drunk?:
    "There's more than one kind of 'spirit,' Mr. Guard. Just ask those Caydenites. Is this not happiness, the thing we all truly desire?"

    Undead?:
    "They have spirits driving them, no? Every spirit deserves to enjoy time on this plane. I send them to the Boneyard when they think they're ready." Excellent fluff for "Animate Dead, Lesser doesn't last through Scenarios." Speak with Dead (especially the revelation that gives you this X times per day) work well with this for fluff. It'll give you a lot of philosophy to argue with a good lot of Clerics. Really only works if you treat your undead well.

    Osirion

    Stats:
  • AC 14/T10/FF 14/CMD 12
  • HP 48/48
  • Fort:+3 ; Ref:+2; Will+6
  • Percep +13 (no Awrnss, +1 vs traps);Sense Motive +4
  • Init+0
  • Kn (A,H,E,No) +14/ Kn (D,G,L,Na,P,R) +10
  • Shifts 0/8 used
  • Temp effect:
  • Human (Garundi) Wizard 5/Pathfinder Field Agent 1

    I want to add that the guard slapping his captain is hilarious. Isn't the captain a lady, too? Feel so noir; I love it.

    Additionally, 9 eyes, I somehow forgot about Uragotha. She's the Goddess of Undeath AND Gluttony. There's Disease, too, but... yeah. Andorans have the weirdest diversity of Pathfinders.

    Osirion

    Stats:
  • AC 14/T10/FF 14/CMD 12
  • HP 48/48
  • Fort:+3 ; Ref:+2; Will+6
  • Percep +13 (no Awrnss, +1 vs traps);Sense Motive +4
  • Init+0
  • Kn (A,H,E,No) +14/ Kn (D,G,L,Na,P,R) +10
  • Shifts 0/8 used
  • Temp effect:
  • Human (Garundi) Wizard 5/Pathfinder Field Agent 1

    Attention: The next 4 days, I will be at a college getting my krunk on. This does not preclude me from posting; it actually gives me MORE time, so by all means, no need to pause or anything. The only possible difference is might make any kind of time pattern wonky. Just a heads up.

    Taldor

    HP 45/45; AC 24 (T 16, FF 18); F+3; R+10: W+4; Init +5; Per +8

    Helaman: Just wanted to say that I really dig your GMing style. It's crisp and clean and rapid and it rocks, especially for PFS play! I've been in a lot of games and seen good and bad GMing, and yours is definitely one of the better I've seen. Kudos!

    Grand Lodge

    Thanks mate - wasn't sure if I was pushy or not on time. I don't want to be forcing you guys but at the same time I don't want inertia bogging the game down either.

    I figure there are some ppl at a PFS table who are very active and some who just wait to hit stuff or who are not so extroverted. The same sorta applies to PbP. As long as I see a post a day from each player I know they are still there and playing.

    Taldor

    Character Stats:
  • AC 23 (T 16 : FF 17)
  • Fort +6+2: Ref +10+2: Will +7+2
  • Initiative +5
  • Notes: +2 vs mind-affecting effects, +4 vs bardic performance, sonic, & language-dependent effects.
  • Human Dawnflower Dervish 5 / Urban Barbarian 1

    Pacing is very important to me in a PBP. I have tried out a few new GMs with disappointing results. I'm glad I rolled the dice with you.

    Grand Lodge

    Hiram, can you add a status bar to your character?

    Go into your Character profile and in the Gender Field, add in a summary like you see for Zantir and the others.

    Andoran

    AC 16 / T12 / FF14 | HP 28/[28] | F+5 R+6 W+4 (+2 vs fear, +1 vs enchant) | Perc +10 (+2 urban areas) Init +2 (+2 urban areas) Half-Orc Ranger 3

    Agreed about pacing. Many go too slow, a small handful probably go too fast, but this game's pace has been great.

    Taldor

    Character Stats:
  • AC 23 (T 16 : FF 17)
  • Fort +6+2: Ref +10+2: Will +7+2
  • Initiative +5
  • Notes: +2 vs mind-affecting effects, +4 vs bardic performance, sonic, & language-dependent effects.
  • Human Dawnflower Dervish 5 / Urban Barbarian 1

    So what’s the ‘side benefit’ for having a pig familiar?

    Taldor

    HP 45/45; AC 24 (T 16, FF 18); F+3; R+10: W+4; Init +5; Per +8

    Bacon.

    Osirion

    Stats:
  • 24/24 HP
  • AC: 15, FF: 14, T: 12
  • F: +6, R +3, W+5
  • Per: +10 (+Awareness and Scent) | SM: +1
  • Init +1
  • Magical Beast

    SQUEEEEEEEEL!

    +3 Diplomacy. It's the only reason my diplomacy is at +6 with a -2 CHA. Plus, it's so silly and I have a "Farmer with Pig" figurine, should I play with him offline. That's actually WHY I took him instead of an Arcane Bond. AB's are SO BORING.

    Taldor

    Character Stats:
  • AC 23 (T 16 : FF 17)
  • Fort +6+2: Ref +10+2: Will +7+2
  • Initiative +5
  • Notes: +2 vs mind-affecting effects, +4 vs bardic performance, sonic, & language-dependent effects.
  • Human Dawnflower Dervish 5 / Urban Barbarian 1

    Well, your character certainly has a lot more flavor than many I have seen.

    (Pun intended.)

    Taldor

    Character Stats:
  • AC 23 (T 16 : FF 17)
  • Fort +6+2: Ref +10+2: Will +7+2
  • Initiative +5
  • Notes: +2 vs mind-affecting effects, +4 vs bardic performance, sonic, & language-dependent effects.
  • Human Dawnflower Dervish 5 / Urban Barbarian 1

    The way I read it,

    Marching Order:
    Harboth & 9 Eyes
    Piria & Zantir
    Hiram & Urthian
    Ernest & Professor Pig
    Ander & random Sarenite
    Rest of Serenites

    Speak up if you disagree.

    Grand Lodge

    AC20/Touch14/Flat17/CMD19||HP39[39]|Fort:+6;Ref:+6;Will:+6|Percept +13|Init +3 Elf Magus 5

    I thought it was
    Harboth
    9 Eyes
    Zantir Pilria
    Urthain Ernest/Pig?
    Saranites
    Hiram Ander

    If we trust Saranites, does everybody go up front? I will wait to see what others think.

    Osirion

    Stats:
  • AC 14/T10/FF 14/CMD 12
  • HP 48/48
  • Fort:+3 ; Ref:+2; Will+6
  • Percep +13 (no Awrnss, +1 vs traps);Sense Motive +4
  • Init+0
  • Kn (A,H,E,No) +14/ Kn (D,G,L,Na,P,R) +10
  • Shifts 0/8 used
  • Temp effect:
  • Human (Garundi) Wizard 5/Pathfinder Field Agent 1

    I have no qualms about being placed anywhere in the order. I just want to note two things:

    1) Professor takes up his own square, unless I carry him. I'd offer to do so, but he'd most likely put me into "slowing down the group" range (unless we're already moving at half speed for tracking or something.) He doesn't actually have a weight listed by RAW, but I'm also a Str 10.
    2) I am neither strong nor nimble, but slightly more experienced than a number of you (2nd level).

    Andoran

    AC 16 / T12 / FF14 | HP 28/[28] | F+5 R+6 W+4 (+2 vs fear, +1 vs enchant) | Perc +10 (+2 urban areas) Init +2 (+2 urban areas) Half-Orc Ranger 3

    The front 4 in Zantir's and Ander's posts both look good to me. We can march

    H+9E
    Z+P

    as long as the passage is 10' wide, and

    H
    9E
    P
    Z

    if we narrow down to 5'

    Any organization of the rest is Kosher with me, as long as we have a rearguard of some sort.


    Male Human Mechanic/14, Professional GM/2, Father of 4/13
    Ander Jotum wrote:

    I thought it was

    Harboth
    9 Eyes
    Zantir Pilria
    Urthain Ernest/Pig?
    Saranites
    Hiram Ander

    If we trust Saranites, does everybody go up front? I will wait to see what others think.

    This looks good and considering there are only nine sarenites snouts could trot right behind Ernest among them.

    Harboth, 9 Eyes
    Zantir, Pilria
    Urthain, Ernest
    Saren, Snouts
    Saren, Saren
    Etc
    Hiram, Ander.

    Grand Lodge

    AC20/Touch14/Flat17/CMD19||HP39[39]|Fort:+6;Ref:+6;Will:+6|Percept +13|Init +3 Elf Magus 5

    Sounds good. I think Ur is the only one who hasn't weighed in.


    Male Human Mechanic/14, Professional GM/2, Father of 4/13
    Ander Jotum wrote:
    Sounds good. I think Ur is the only one who hasn't weighed in.

    Sorry that's me! I just messed up the alias.

    Grand Lodge

    AC20/Touch14/Flat17/CMD19||HP39[39]|Fort:+6;Ref:+6;Will:+6|Percept +13|Init +3 Elf Magus 5

    I thought it was Zantir.


    Okay -locking this in.

    Harboth, 9 Eyes
    Zantir, Pilria
    Urthain, Ernest
    Saren, Snouts
    Saren, Saren
    Etc
    Hiram, Ander.

    Grand Lodge

    AC20/Touch14/Flat17/CMD19||HP39[39]|Fort:+6;Ref:+6;Will:+6|Percept +13|Init +3 Elf Magus 5

    I'm waiting on Ur before I act right? Just want to be sure it's not my move.

    Grand Lodge

    Ander Jotum wrote:
    I'm waiting on Ur before I act right? Just want to be sure it's not my move.

    You were surprised in the first (surprise) round and so could not act.

    ROund 1 I've moved you in.

    Osirion

    Stats:
  • AC 14/T10/FF 14/CMD 12
  • HP 48/48
  • Fort:+3 ; Ref:+2; Will+6
  • Percep +13 (no Awrnss, +1 vs traps);Sense Motive +4
  • Init+0
  • Kn (A,H,E,No) +14/ Kn (D,G,L,Na,P,R) +10
  • Shifts 0/8 used
  • Temp effect:
  • Human (Garundi) Wizard 5/Pathfinder Field Agent 1

    I wish there was a smaller than [smaller] text tag set.

    Taldor

    Character Stats:
  • AC 23 (T 16 : FF 17)
  • Fort +6+2: Ref +10+2: Will +7+2
  • Initiative +5
  • Notes: +2 vs mind-affecting effects, +4 vs bardic performance, sonic, & language-dependent effects.
  • Human Dawnflower Dervish 5 / Urban Barbarian 1

    Did I miss something? Why are people flipping out and calling “Danger!”?

    Grand Lodge

    AC20/Touch14/Flat17/CMD19||HP39[39]|Fort:+6;Ref:+6;Will:+6|Percept +13|Init +3 Elf Magus 5

    Not sure, just following along.


    9 Eyes smelled 'something' earlier.

    Andoran

    AC 15/Touch 9/Flat 15/CMD 11||HP9/[9]|Fort:+0;Ref:-1;Will:+6|Percep+11,Scent/Sense Motive+8|Init-1|Kn (R)+6|Darkvision 30'/Blind 30'+ Half-Orc Oracle 1
    Ernest Kalthet wrote:
    He also starts into Ernest's material components bag, taking advantage of Ernest's utter confusion. Mission complete.

    This is too funny. I'm loving the hilarity and light-heartiness flavor of both you and your familiar.

    Grand Lodge

    Status:
    AC19/Touch12/Flatfoot17/CMD 13||HP 9/[10]| Fort:+3 ;Ref:+2;Wil+6|Percept +8/Sense Motive +9|Init+2|Fire Bolt: 5/7 used|Sling ammo: 0/10 used|

    Somehow I got a double post. I Deleted the second one.


    Dead tired... will be going back to my normal Aussie/late PST posting schedule for a bit

    Grand Lodge

    Status:
    AC19/Touch12/Flatfoot17/CMD 13||HP 9/[10]| Fort:+3 ;Ref:+2;Wil+6|Percept +8/Sense Motive +9|Init+2|Fire Bolt: 5/7 used|Sling ammo: 0/10 used|

    Oh dear!!!


    Yeah - that was nasty. It made sense for him to make a 'statement' and you were there. Statement made I think.

    Grand Lodge

    Status:
    AC19/Touch12/Flatfoot17/CMD 13||HP 9/[10]| Fort:+3 ;Ref:+2;Wil+6|Percept +8/Sense Motive +9|Init+2|Fire Bolt: 5/7 used|Sling ammo: 0/10 used|

    It's cool, no worries. What part of Australia do you hail from?

    Grand Lodge

    Sydney. You?


    Male Human Mechanic/14, Professional GM/2, Father of 4/13

    Over the mountains in Oberon. It's a little town about 40 minutes from Bathurst.

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