GM Niles Iron Gods (Inactive)

Game Master nilesr

Hajoth Hakados
Numeria
The Scar of the Spider
5 Kuthona 4714 (Day 100)
Hero Points
Seven.teen 2
Jarreck 1
Guaire 2
Mort 2


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Current Map

If you transform into a Tiny animal...remember that attacking will provoke AoO's since you would need to go into a creature's square to attack them.


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

That's true, but I don't intend to transform in the company of any enemies. Else I might need to take a few ranks in Bluff to imitate a regular bird or animal.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

missed all the discussion this morning didn't see <new> listed on my phones screen :-/

Mort I'm quite happy with you right now, You've saved me quite a few hits, if I could have connected a little more often we'd be done already.

Niles no one stated who had the wand CLW, so assuming I have it, can I toss it to Seven and still attack this round?


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

Just as a notice I'll be out for the whole weekend starting Friday afternoon. Bot me as needed as I'll probably will not have that much access to a pc.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

I note a number of us have high Kn:engineering scores. Are we missing something? If so I may consider respecing 17.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

One of my class skills but appears Omo has mine trumped significantly


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Some overlap is fine, but need to make sure we have all bases covered.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker
GM Niles wrote:
Mort moves forward and because he never updated his character sheet he cannot do anything.

just as a note Mort is carrying the CLW-wand, might be needed the way this has started

Niles 1 or 2 acro rolls to move into flank with Guaire?


Current Map

Just one but this guys CMD is high... also remember Hero Points. You all have 2 except Seven who has 1

-Posted with Wayfinder


Current Map

In the spirit of full disclosure and because I don't want to TPK you I'm going to post the statblock of the creature you are facing. I think its VERY under CRed....

HETUATH CR 3
XP 800
Unique kasatha juju zombie fi ghter 3 (Pathfinder RPG
Bestiary 4 1 74, Pathfinder RPG Bestiary 2 291)
NE Medium undead (augmented kasatha)
lnit +8; Senses darkvision 60 ft.; Perception +S
DEFENSE
AC 20, touch 17, flat-footed 13 (+4 Dex, +3 dodge, +3 natural)
hp 30 (3d10+9)
Fort + 5, Ref +6, Will + 3 ( + 1 vs. tear)
Defensive Abilities bravery + 1, channel resistance +4,
defensive training, rejuvenation; DR 5/magic and slashing;
Immune cold, electricity, magic missile, undead traits;
Resist fire 10
OFFENSE
Speed 30 ft.
Melee mwk short sword +7 (1d6+4/19-20), mwk short sword +7
(1d6+2/1 9-20), 2 slams +2 (1d6+2)
Ranged javelin +7 (1d6+4)
STATISTICS
Str 19, Dex 1 8, Con -, Int 8, Wis 1 2, Cha 12
Base Atk +3; CMB +7; CMD 24
Feats Combat Reflexes, Dodge, Improved
Initiative, Toughness, Two-Wea pon
Fig hting, Weapon Focus
(short sword)
Skills Climb +8, Perception +5, Stealth +8
Languages Kasatha
SQ armor training 1, deathlink, desert runner, desert stride,
jumper, multi-armed, stalker
Gear javelins (2), mwk short sword, mwk short sword, cloak of
resistance +1, 40 gp
SPECIAL ABILITIES
Deathlink (Su) Hetuath possesses a unique ability that allows
him to see through the eye sockets of any of his seven undead
tribesmen and to give simple commands to them while doing
so. This ability has a maximum range of 1 mi le, and as long as
he's looking through the eye sockets of a skeleton, he remains
fully aware of his own surroundings but can take no other
action. He can end a link with a skeleton instantaneously.
Rejuvenation (Ex) Even if completely destroyed, an undead
kasatha rejuvenates after a period of 26 hours passes, its
bones reconstituting from nothing if need be to carry on
its undead existence. This perpetual cycle of eternal unlife
persists until the habitat module's sky is reactivated or the
remains of a defeated kasatha are put in an area where the
rays of the rising sun can strike them.

I'm gonna remove his Fire Resistance to give you guys a shot, otherwise you probably won't make it.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Feel like this? :)

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Uh yeah. Especially after the part about rejuvination. Kill him and 24 hours later he comes back even if from nothing but ashes. Joy joy.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Meh we can't defeat that unless Niles pulls his punches. Seventeen can't hit it with her crossbow even on a 20 if its in melee and chances are the DR would absorb all the damage.

We should run. Level up somewhere else and try again later.


Current Map

You guys stopped the rejuvenation.... also, I got rid of the fire resistance which was too much, DR 5/magic and slashing as well as immunity to cold/electricity FR 10 and immunity to magic missile as well as undead traits....how are lower level adventurers supposed to deal with this guy.

Vrek would have been the only one that could do decent damage.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

A different party composition would have an easier time. We lost our big hitter and I think that's going to be an ongoing problem.

Still tanglefoot bags and uh acid / holy water would sort this guy out for a prepared party.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

I have another flask of oil that can be tossed on him to boost the effect of a fire bomb from Omo. Although not sure how much of a bonus the oil is giving.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8
Seven.teen wrote:
Some overlap is fine, but need to make sure we have all bases covered.

Acrobatics

Jarreck +7

Bluff
Jarreck +6

Climb
Guaire +6
Jarreck +5

Craft: Alchemy
Omo: +13
Mortimer: +8 (+2 when creating poisons)

Disable Device
Guaire +7
Jarreck +8

Fly
Seventeen +8

Handle Animal
Mortimer: +6

Heal
Omo +5
Guaire +5

Intimidate
Jarreck +5
Guaire +1

Kn. Arcana
Omo +13
Seventeen +9 (+2 to identify alien monsters' abilities and weaknesses)
Guaire +5

Kn. Dungeoneering
Omo +9
Jarreck +7
Guaire +5

Kn. Engineering
Omo +14
Seventeen +8 (+2 to identify alien monsters' abilities and weaknesses)
Jarreck +6

Kn. Geography
Seventeen +10 (+2 to identify alien monsters' abilities and weaknesses)

Kn. Local
Seventeen +8 (+2 to identify alien monsters' abilities and weaknesses)
Jarreck +6

Kn. Nature
Omo +12
Mortimer +8

Perception 1
Mortimer +10
Omo +8
Jarreck +7
Guaire +5
Seventeen +4

Sense Motive
Seventeen -4

Stealth
Mortimer +9
Guaire +7
Jarreck +7
Mortimer +6

Survival
Guaire +5
Omo +5
Jarreck +1

Spell Craft
Omo +9
Seventeen +9

Swim
Jarreck +5
Mortimer +3

Use Magic Device
Omo +7
Jarreck +6
Seventeen +4

We are oversubscribed to Kn Arcarna, Kn. Dungeoneering, Kn. Engineering and nobody has Kn: History, Kn: Nobility, Kn: Religion or Sense Motive.

I suggest Seventeen retrains Kn: History instead of Kn: Engineering, which will plug one of the gaps.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

I'll pull in sense motive next level should be a class skill.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

I'll put points in Kn: Religion.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

I hope the plan works, that's one nasty piece of work.

Afterwards though, seven's got some material for studies.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Yeah it seems to assume the party is going to have at least one 2h melee with high str.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

What the, who's this stranger, how'd he get here?

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

agreed I'm hoping it works as well,

If we can disable a door I would suggest we rest up so Seven, Mort and Om can restock on spells and such. Omo will be down to 2 bombs or less when we get done here.

I'm up for the rework on characters just not completely sure how to go about it. Guess that gives me something to read up on tonight at work on third.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

I don't know if this AP has room for any downtime (some APs are against the clock). Anyway if it does Niles uses the retraining rules from ultimate campaign. They're nice:

http://www.d20pfsrd.com/basics-ability-scores/more-character-options/retrai ning

Skill Ranks:

You can retrain skill ranks you have assigned to skills. Retraining skill ranks takes 5 days. When the training period ends, reassign a number of skill ranks up to your Intelligence bonus (minimum 1), removing them from your existing skill (or skills) and adding them to a different skill (or skills).

If retraining skill ranks means you no longer qualify for a feat or other ability you have, you can't use that feat or ability until you meet the qualifications again. (Or you can retrain that feat or other ability.)

Retraining costs gp equal to 10 × your level × the number of days required to retrain.


Current Map

Well now that I know that Omo can supernova himself into a ridiculous amount of damage....I won't be removing Fire resistance from a creature ever again. I'll never understand why you guys don't believe me when I say to NOT optimize.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Now i really have to check gameplay :)


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Not speaking for anyone here, but the statblock above is part of why people optimize.


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

Or it's the optimization which causes such statblocks, it's really the chicken or egg question.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

Is it optimization to use three rounds and three different resources to be able to do damage about as equivalent to what a two handed rager could do on any round of raging for two rounds to one target?


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Sounds like making the safety device vs an incoming horde of zombies, completed at the very last moment.


Current Map

Dealing melee damage is what a barbarian does...in doing so he makes himself a target for monsters to melee him. Also, if someone wanted to roll a 20 STR barbarian into my game I'd ask them to reconsider....

2d6+10+4 at level two for a 20 STR Barbarian with a greatsword, 16 minimum damage and he still has to hit AC. Meanwhile his AC is really low so he is gonna take some hits.

Omo can do a minimum of 14 damage at range to a single target with touch AC (even if he misses) with not much risk...so yeah I'll say you optimized a bit.


Current Map

Honestly, the failure of this encounter is my fault. I should have recognized earlier how deadly Hetuath as written in the AP would have been to this individual party and rebuilt him. I would probably have done something like make him an Advanced Wight with the Kasatha base. That way he wouldn't have been resistant to all of your damage.

Removing the Fire Resistance basically forced Omo to go supernova on him as he was the only one capable of dealing damage to the guy.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

That's not exactly correct.

If I miss the bomb has no effect due to how admixture works. Admixture only lasts for as many rounds as I have levels. All it does is add my intelligence bonus again to my damage. I upped this bonus by using my cognaton which is a once per day effect. Setting this up takes three rounds in combat. I have six bombs in a day. If I miss, I have one round to try to hit again which is more than a third of my daily resources.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

I certainly didn't mean to optimize. I just tried to use my resources effectively to deal with a scary boss monster.


Current Map

0 gameplay posts in 24 hours is not conducive to a good game.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

sorry was waiting on others to post. Besides last door I opened almost killed us ;-)


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Dumdum, we rest > Wandering monster appears and surprises the party.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Yeah wandering monsters are part of the game for sure.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

A wandering girl with a teddy in the dooropening, sees us and calls for her mum pointing at us...Mommy, there's people here, look!

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker
Guaire wrote:
A wandering girl with a teddy in the door opening,

For some reason I immediately thought of Bioshock when reading that...

we shall see what they night holds.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

I don't know about you guys, but I couldn't access the site last night.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

It was down around midnight eastern


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Unfortunately its very flaky. If it gets worse we might want to consider alternatives.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

As a side note I've been thinking about how to build seventeen with out making her too powerful (It's quite easy to jack save or suck DCs up to the stratosphere, which will trivialize the game). I think the key to this is building for long adventuring days.

Stuff like:

1. Expanded Preparation
2. Scribe Scroll
3. Bloodline Development: Arcane to grab an arcane bond ring (note to cast spells > lvl 1 this uses 1 arcane reservoir point)
4. Technologist
5. Quick Study

At some point I'll likely grab Superior Summons since we're lacking a tank and summoned monsters can fill that gap.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

hehe just noticed I haven't applied my MWK tool bonus last two times I used the disable device skill. Not sure it would have mattered much either time but still....I'm the dummy of the group. The little things are so easy to miss.

So Seven you can adjust my Disable Device skill total to +10

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Mort, I like the 'Produce Flame' spell, basically 10 rounds of a short bow hitting ranged touch AC at twice the range if I 'm reading right. Not bad little 1st level spell.


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

Indeed, it makes me more able to contribute to combat from a distance and even when in close combat I could use it as a melee touch attack if memory serves me right.

Also I can still use it with my shield as I only need one free hand.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25
Niles wrote:


Guaire wrote:

Can happen. There's games that only get a post every 2 or 3 days. Imagine having to do an AP that way.

Not my games.

We know. Just saying i saw one i applied for and left while "on hold".

Pace of a snail


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

http://en.m.wiktionary.org/wiki/bikeshedding

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Thanks kinda figured it went in that direction but had not heard it put that way.

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