Doug M's Way of the Wicked (Inactive)

Game Master Douglas Muir 406

Follow the Way of the Wicked, the award-winning AP from Fire Mountain games.

The wickedness continues in Way of the Wicked Part II: The Dark Tower!


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M DEAD KILLED BY DMDM Lore Warden 2/Arcane Duelist 3
Stats:
HP 4/45; AC 20(25 w def/CE)/16(21)/14; CMD 19; Init +5; Perception +4; Fort +7 (8 vs Poison), Ref +9, Will +3; Fire Res 1; BP 10/12; Spells Lvl 1 3/4 Initiative +5

though I do think we should give him the pleasure of knowing that the captain is dead before we kill him.

this is totally the player wanting to give the poor guy some satisfaction but whatever i am going with it


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

I think we should let him help us and THEN kill him.


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

Xen, could you sneak down and pick the lock and leave it looped so it looks like its still locked while we start dragging crates off the ship? We can possibly cast invisibility on him to avoid issues?


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)
Xenfal wrote:
though I do think we should give him the pleasure of knowing that the captain is dead

Indeed!


M DEAD KILLED BY DMDM Lore Warden 2/Arcane Duelist 3
Stats:
HP 4/45; AC 20(25 w def/CE)/16(21)/14; CMD 19; Init +5; Perception +4; Fort +7 (8 vs Poison), Ref +9, Will +3; Fire Res 1; BP 10/12; Spells Lvl 1 3/4 Initiative +5

up to you guys, I just worry about us being fooled and him turning on us when we are weak.

Xen is nothing if not acomodating.

Also what is our plan to kill everyone else?


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

Kill the captain and hope to survive.

If we survive, we grab his stuff, probably going to Edmin and the other combat guys.

Cуровую will then cast Alter Self and then Disguise Self to look like the captain.

The fake captain returns to the ship and we can either

1. Send crewmen, maybe four at time, under the 'captain's' orders to the point where the real captain died. Party who remained in the area ambushes small groups of sailors a few at a time.

2. We all return to the ship, the 'captain' orders 1/3 of the crew tied up for some made up reason. The 'captain' then orders the remaining crew to put to death the tied up men. As they do this the party surprises and attacks the surviving crew.

Then search the captain's cabin finally!


M DEAD KILLED BY DMDM Lore Warden 2/Arcane Duelist 3
Stats:
HP 4/45; AC 20(25 w def/CE)/16(21)/14; CMD 19; Init +5; Perception +4; Fort +7 (8 vs Poison), Ref +9, Will +3; Fire Res 1; BP 10/12; Spells Lvl 1 3/4 Initiative +5

I think This needs to be an encounter.


Oh, I'd be delighted.


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'

Be sure to make them Dire Pacu though please...Xen and Jax would be much more distressed than Dren. He has no use for his man parts anyways...lol

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

thanks for your time I'll leave now,


M DEAD!! KILLED BY EVIL EVIL DMDM!! Rogue1/Barb (Feral)1 temp hp 14/17 and 9 con (HP 24/25+4 when Raging; AC21/17/15(-2 Raging) ; CMD 16 (18 Rage) Fort +4(6); Ref +8; Will +1( 3); Init +6; Perception +5/6 for Traps; Darkvision

sry LF you asked questions that only DM can answer. You would be better served by pming him.

But this game is full I am pretty sure.


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

Yup - we even have ghost goblins in this campaign. Ok, so he is masquerading as a bard, but he is still a ghost goblin.


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond
Xenfal wrote:

up to you guys, I just worry about us being fooled and him turning on us when we are weak.

Xen is nothing if not acomodating.

Also what is our plan to kill everyone else?

I thought Kirin said something about the bard being a greater danger to us alive than the Captain if we let him free, although she also said he could help us bring him down.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

if something changes and I am able to join later could someone PM me?


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'

For the record I don't think we need him and I think it is a bad idea to let him out. He can very easily escape from us using invisibility, I don't even think we can see or catch him once he uses Vanish.

What if he has already seen through our guise or just knows that there is something off about us. He could very mush agree to and will help us to make sure the captain is dead and then scamper off. He then waits in the city, knows what we look like and could cause considerable trouble for us there...but we were warned.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

In character I may have a soft spot for the Bard, but I agree with Dren on both points of this as a player. We do not need the Bard against the captain.

Setting him free has a distinct danger, hence my asking if we can get some sort of oath from him.


M DEAD KILLED BY DMDM Lore Warden 2/Arcane Duelist 3
Stats:
HP 4/45; AC 20(25 w def/CE)/16(21)/14; CMD 19; Init +5; Perception +4; Fort +7 (8 vs Poison), Ref +9, Will +3; Fire Res 1; BP 10/12; Spells Lvl 1 3/4 Initiative +5

I plan to take a net. It is untrained, but it will be a touch attack. But I am indifferent to both taking and leaving. But it does seem that the choice was made.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

Edmin, offer the captain a drink at our camp to toast the end of the voyage.

Now during this the Judge could actually Bluff and have Edmin 'take a look' at the captain's ax. Feign great interest in its design. Maybe ask that you examine it for a few seconds, to check its weight and all. Edmin has a Bluff bonus as well and can aid other.

Regarding surprise, the Judge with high Bluff can order the spellcasters to cast 'Alarm and 'Ward' spells around our small camps perimeter, but in truth each caster casts their opening spell, one would hope the the captain does not have a high spellcraft.

It gives us a few opening shots.


Okay, bedtime here. Catch up in the morning.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

Hopefully Edmin and the Judge chime in before.


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

Sorry been in school all day. If we get him off the ship we need to leave the halfling until later.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

Edmin, Jax and Xen.

Friendly wager

Spoiler:

Yes? Then I have 10 gp side bet with each of you we take the captain and his pals in five rounds or less.


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

I'd take that bet, but I'm guessing we'll finish him off in 3 rounds.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

Going to the airport soon. Maybe two hours of posting left for me. I'll try and play when I land in California around midnight. Then long flight to Japan.

I thought we would have the big fight by now but people seem busy.

Xen and my Initiative's are up. I have Mage Armor and Message up, wearing my Ring of Protection, I'll start with Grease on the captain's weapon.

Hopefully I get to play and don't miss the fun.


Well, somebody needs to give the go-ahead.


How long is your layover in Cal.? will you have access there? in Asia?


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

I think four hours in Cali then onto Asia. I am not sure how my internet connection will be in Thailand. In six days I should be able to get (super fast) connections in Japan but I normally get to post from my phone which I won't be able to do there. I will from the hotel as long as I am not passed out.


M DEAD KILLED BY DMDM Lore Warden 2/Arcane Duelist 3
Stats:
HP 4/45; AC 20(25 w def/CE)/16(21)/14; CMD 19; Init +5; Perception +4; Fort +7 (8 vs Poison), Ref +9, Will +3; Fire Res 1; BP 10/12; Spells Lvl 1 3/4 Initiative +5

Lets go for it! Get the judge to call the captain over, even if he brings his men. Say there is a problem and we need him now.

how long are you gone again? Also I will bet you tht it is more than 5 rounds, I am thinking more like 8


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

Time to break face.


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

Random Discovery. Apparently Half-Elf Oracles can now get access to every wizard/sorcerer and cleric spell whenever they want once they get 4th level spells..

They can grab SF(arcana) and Imp. Eldritch Heritage then combine it with the spell paragon surge to pick up greater eldritch heritage and get access to a few wizard/sorcerer spells of their choice. Alternatively, use the same spell to get expanded arcana and grab whatever cleric spell you really wish you had at the moment. The heck o.O


M DEAD!! KILLED BY EVIL EVIL DMDM!! Rogue1/Barb (Feral)1 temp hp 14/17 and 9 con (HP 24/25+4 when Raging; AC21/17/15(-2 Raging) ; CMD 16 (18 Rage) Fort +4(6); Ref +8; Will +1( 3); Init +6; Perception +5/6 for Traps; Darkvision

moved ooc

just so we don't waste in game posts. Xen will not listen to a reprimand about the netting judge

don't get me wrong happy to rp out thw argument if we both live but he only accepts punishment when he was in the wrong. Judge will never convince him netting the cpt after he attacked was against protocol


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

DMDM - I never got a ruling on this question. I have not finished leveling Morsum because of how busy I have been. I still have 1 evolution point to spend as well as a feat.


Jax Naismith wrote:

Random Discovery. Apparently Half-Elf Oracles can now get access to every wizard/sorcerer and cleric spell whenever they want once they get 4th level spells..

They can grab SF(arcana) and Imp. Eldritch Heritage

If I'm reading this right, Imp. Eldritch Heritage requires you to be 11th level and have at least a 15 Cha, while Greater Eldritch requires 17th level and a 17 Cha. Paragon Surge gives you "any one feat for which you meet the prerequisites", so not actually that much effect.

As for Expanded Arcana, no, don't think so either.

Quote:
Add one spell from your class’s spell list to your list of spells known. This is in addition to the number of spells normally gained at each new level in your class. You may instead add two spells from your class’s spell list to your list of spells known, but both of these spells must be at least one level lower than the highest level spell you can cast in that class.

emphasis added.


Judge, you can use one of Morsum's feats (but not one of your own) to gain simple weapon proficiency for him. Once you've done that, yes, you could spend another 2 points of evolution to gain Martial weapon proficiency, if that's the way you want to go.


Well, that was interesting. Sir Edmin, I am sorry! I did try to hint at the danger with "mysterious grey-black metal" and "Breaker"...


Meanwhile, we may have to wait half a day until Zimu gets off her plane in Bangkok. Unless anyone has a good suggestion for an action from her? If y'all come up with something that seems plausible (and consistent with her character), I'll bot her and we can move through.


M DEAD!! KILLED BY EVIL EVIL DMDM!! Rogue1/Barb (Feral)1 temp hp 14/17 and 9 con (HP 24/25+4 when Raging; AC21/17/15(-2 Raging) ; CMD 16 (18 Rage) Fort +4(6); Ref +8; Will +1( 3); Init +6; Perception +5/6 for Traps; Darkvision

ray of enfeeblement


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'

Probably the best option for her right now.


M DEAD!! KILLED BY EVIL EVIL DMDM!! Rogue1/Barb (Feral)1 temp hp 14/17 and 9 con (HP 24/25+4 when Raging; AC21/17/15(-2 Raging) ; CMD 16 (18 Rage) Fort +4(6); Ref +8; Will +1( 3); Init +6; Perception +5/6 for Traps; Darkvision

DM the captains charge provokes from Ragnar


M DEAD KILLED BY DMDM Lore Warden 2/Arcane Duelist 3
Stats:
HP 4/45; AC 20(25 w def/CE)/16(21)/14; CMD 19; Init +5; Perception +4; Fort +7 (8 vs Poison), Ref +9, Will +3; Fire Res 1; BP 10/12; Spells Lvl 1 3/4 Initiative +5

and a hit might cause a trip


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond
Douglas Muir 406 wrote:
Jax Naismith wrote:

Random Discovery. Apparently Half-Elf Oracles can now get access to every wizard/sorcerer and cleric spell whenever they want once they get 4th level spells..

They can grab SF(arcana) and Imp. Eldritch Heritage

If I'm reading this right, Imp. Eldritch Heritage requires you to be 11th level and have at least a 15 Cha, while Greater Eldritch requires 17th level and a 17 Cha. Paragon Surge gives you "any one feat for which you meet the prerequisites", so not actually that much effect.

As for Expanded Arcana, no, don't think so either.

Quote:
Add one spell from your class’s spell list to your list of spells known. This is in addition to the number of spells normally gained at each new level in your class. You may instead add two spells from your class’s spell list to your list of spells known, but both of these spells must be at least one level lower than the highest level spell you can cast in that class.

emphasis added.

Oops, meant regular eldritch heritage. The IMp version you get with Paragon surge which gives you the 9th level bloodline ability to grab wizard/sorc spells. Expanded Arcana just lets you cast Paragon surge to get access to any cleric spell (oracles share the same list) that you may want but don't have on your small, spontaneous caster list.

Edit: Sure, you have to then spend another spell slot to actually cast the spell you got access too..but for the cost of 2 spell slots, you pretty much have whatever you could want/need.


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

Ray of enfeeblement sounds good. At minimum its a -2 Str (if he makes his save and she rolls a 1) for -1 to hit, -2 damage.


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

It's too bad a 16 is unlikely to hit the Captain's flat-footed AC since he has magical chain on..but if it does, I think he might be dead :D

Edit: Uhm..where the heck is Nimpy? That little bastard halfling!

Edit edit: Dm, Jax's black blade arcane pool is currently 0 out of 1 :-\


M DEAD KILLED BY DMDM Lore Warden 2/Arcane Duelist 3
Stats:
HP 4/45; AC 20(25 w def/CE)/16(21)/14; CMD 19; Init +5; Perception +4; Fort +7 (8 vs Poison), Ref +9, Will +3; Fire Res 1; BP 10/12; Spells Lvl 1 3/4 Initiative +5

dren you keep hitting captain with spells, i will get to jack and heal him


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

DM rolls cheat! I am kinda surprised that the sailor had +7 to hit with only one level of barbarian though..geez.


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'
Jax Naismith wrote:

It's too bad a 16 is unlikely to hit the Captain's flat-footed AC since he has magical chain on..but if it does, I think he might be dead :D

Edit: Uhm..where the heck is Nimpy? That little bastard halfling!

Edit edit: Dm, Jax's black blade arcane pool is currently 0 out of 1 :-\

Dren says nothing, he just shakes his head at those that released him...


Jax Naismith wrote:
DM rolls cheat! I am kinda surprised that the sailor had +7 to hit with only one level of barbarian though..geez.

+2 rage, +2 charging, +2 flanking, -2 Shaken. So his BAB+Str must equal at least +3. Not hard.

Most of the sailors are like War 1 / Exp 1, but the Captain picked two of the better fighters to come with him.


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

Damn charge! I hope to god the bastard fails a save sometime soon haha.

I suppose I should start making up another character just in case..20 point buy? I can't recall.


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In the original module, Captain Odenkirk was a relatively minor obstacle. I liked the character so I built him into a boss. This involved some design choices, which I'll put down here for those who are interested. I don't think the mechanics are going to affect the final combat -- you have a pretty good idea what you're facing, at this point -- but I'll put them beneath a spoiler anyway.

Designing Captain Odenkirk (Mechanics):

The original Captain Odenkirk was a Neutral Evil barbarian. No change there. But he needed a significant power-up and redesign to give him a chance to face this party. With eidolon, dog and ogre you have a total of nine characters who can act every round. That tips the action economy far in your favor. So I knew that mechanically I'd have to build him carefully if I wanted him to last past the first round.

I made him a Bbn 8 / Expert 1. The Expert level was to reflect his captaining skills and long experience at sea, and also to nudge up his skills and Will save. His feats started with the usual barbarian trio Toughness, Power Attack and Cleave. I gave him Iron Will because I knew he'd be facing a lot of spells targeting his Will save, and also because it was thematically appropriate.

After some consideration, I gave him Improved Sunder. The Sunder CM doesn't get a lot of play because it's so cruel -- it targets your beloved weapons, and leaves the fighter types standing helplessly with nothing. But the Captain *is* a cruel bastard, and I felt it would be totally consistent for him to smash your weapon, render you helpless, laugh at you, and then kill you. I gave him an adamantite axe so that he could sunder all day long and, well, you can see how that's worked out.

For barbarian powers I gave him Defensive stance to nudge his AC from bad to mediocre, followed by Spirit Totem and Superstition. If you're following along, this meant that his Will save would gain up to +2 expert +2 Iron Will +3 Superstition +2 rage in addition to the normal +2 for a barbarian and whatever his Wis bonus is. His other saves would also be respectable. Very important when facing four spellcasters at once! (I don't love Superstition for the same reason I don't love Haste -- it's so good that almost everyone takes it. But, hell, you guys took Haste. What's a DM to do? It's an arms race, you gotta keep up.)

He got some special powers from his connection with the Kraken. After some consideration, I decided that (1) he would get regeneration like a troll as long as he was near salt water, and (2) he'd get a better version of Spirit Totem -- among other things, it has a 10' reach and does 2d4 instead of d4.

There was no way to make his AC better than so-so without redesigning the whole character. Ultimately I shrugged and decided that he'd rely on Toughness and raging to bring him through.

He has a 10 Int and only put a single rank in Sense Motive, which meant that -- up until the final boss fight -- you guys were able to scam him pretty effectively. This was deliberate. If I'd made him smarter or cranked his Sense Motive up to the max, he might have seen through you, and that could have been lethal. Putting you on a boat with a powerful hair-trigger paranoiac who was *also* incredibly sensitive and perceptive would have been unfair.

Now, Bag'o'Bones had a high Sense Motive. Luckily for you, you decided to kill him as fast as possible, and his lizard too. (Yeah, the lizard could have been trouble.)

Designing Captain Odenkirk (Roleplaying):

One thing about running an evil campaign is that you guys get to spend a lot more time in the company of evil NPCs. In a standard campaign, you'd just be killing them. Here you get to hang out with them first. So, I've been trying to present different kinds of villainy for your consideration. The Cardinal, Tiadora, Irin, Zargo, and now the Captain... they're all evil, but they're evil in very different ways.

The Captain was mostly straightforward, but there were subtleties. I made him cruel, domineering, paranoid, violent and greedy. Not randomly or recklessly so -- he'll keep his oath to deliver the weapons, and you, to your destinations -- but he's ultimately too selfish and greedy to be trustworthy. In other words, pretty much pure Neutral Evil. Displaying his character to you was a mix of "show" (his constant brutality towards his sailors) and "tell" (the kraken backstory with him sacrificing a shipload of refugees, Nimpy's story, the first mate).

Does the Captain have positive aspects? Well, he's utterly fearless (as seen in the encounter with the Mountain That Swims). And I did give him a faint hint of a softer side: his melancholic yearning for Homeland. He loves his cruel, savage native land. But his brutality and violence got him exiled, and his greed means he'll never pay the blood-prices that would let him go home. So he's really a man trapped by his own character. You could almost feel a tiny bit sorry for him. Of course, this just makes him more violent and cruel. So, maybe not so much.

The Captain's drinking was almost a throwaway line -- he goes onshore sometimes and drinks, but not on the ship because it makes him ill tempered. (As opposed to his normal kindly mild-mannered self.) You guys somehow got the idea of a drinking contest. That's a common fantasy trope, it's true, but not in this case. The Captain is not a social drinker! Quite the opposite.

Anyway. I wanted him to be a fairly well realized NPC; and then I wanted you guys to be wary of him, if not outright frightened by him. You can tell me how well that worked or not.


M DEAD KILLED BY DMDM Lore Warden 2/Arcane Duelist 3
Stats:
HP 4/45; AC 20(25 w def/CE)/16(21)/14; CMD 19; Init +5; Perception +4; Fort +7 (8 vs Poison), Ref +9, Will +3; Fire Res 1; BP 10/12; Spells Lvl 1 3/4 Initiative +5

Jax you are awake, Xenfall healed you for 12 pts of damage i will repost the spoiler for everyone

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