GM Tyranius The Devil We Know Part: 4 (Inactive)

Game Master Tyranius

Tactical Map


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Grand Lodge

Male Nagaji Paladin/ 3 (1 Neg Lvl) 21/21hp] [AC:18 T:13 FF:15] [F+6/R+5/W+5 (Immune Disease, +2 vs Mind effects, poison)] [CMB +5] [CMD 18] [SP 30FT] [INIT +1] [Perc +3]

I am more than willing to contribute whatever PP I have left to you, Lady Vulpina. Is therre anyone still standing this round that could grab either LV's wand or mine just to stabilize her??

Phoebe: It looks like you are still up for the round. If the GM would permit a free action to draw from another character as part of your move action, you could grab my wand as you move past and then standard action to use it on Lady Vulpina.

Edit: Looks like I am occupying the only space available. If need be, Kazu can push me over (or just assume I fell while being pushed out of the way) and you should be able to stand over me to reach LV

Grand Lodge

”Mardak Falconsflight” | Male CG Medium Human Barbarian (Unchained) 3 35/35 Max HP|| AC:17 T:11 FF:18 CMD:17 || Fort:+5 Refl:+2 Will:+3| HP 35/35 | AC 17, T 11, FF 17 | CMD 18| F +6 R +3 W +4; +1 Ref vs traps | Init +3 | Perc +7 | Speed 30ft | Rage10/10 | Power attack -0/+3 | Active Conditions: None.

I'll be up in 2 rounds. I'll try not to jump straight back into the fire.

Grand Lodge

”Mardak Falconsflight” | Male CG Medium Human Barbarian (Unchained) 3 35/35 Max HP|| AC:17 T:11 FF:18 CMD:17 || Fort:+5 Refl:+2 Will:+3| HP 35/35 | AC 17, T 11, FF 17 | CMD 18| F +6 R +3 W +4; +1 Ref vs traps | Init +3 | Perc +7 | Speed 30ft | Rage10/10 | Power attack -0/+3 | Active Conditions: None.

I just checked Mardak's bags. He has a brand new wand of Cure Light too, in case someone needs it.

Liberty's Edge

Kwanlai Tengu Rogue (UC) L5 | HP: 43/38 | AC:22 T:17 FF:16 | CMB:+2 CMD:19 | Saves F:3 R:11 W:3 (+2 vs neg) (evasion) | DR 5/neg | Init:+6 | Per:+11 | Spd: 30 | Reroll 0/1 | Resiliency: 1/1 | | Conditions: +1 saves

Oh, sorry I didn't notice Vulpina is on the edge and need to be stablised this round.

And I made a mistake in my tactics. Mardak is paralysed, i.e. helpless, so both Vulpina (also helpless) and Kazu can share the same square. So there's no need for Phoebee to pull Mardak away to clear the space. So if GM will allow a minor retcon, Kazu actions would be as normal, with him, Vulpina and Mardak end up sharing the same square. And Phoebee, instead of using his action to pull Mardak away, can draw a wound of healing to heal Vulpina once Kazu brings her within reach. All in round 6, hopefully before Vulpina need to roll to stabilise since she is last in the initiative order.

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

Hey, Phoebee is all woman! :)

Grand Lodge

Male Nagaji Paladin/ 3 (1 Neg Lvl) 21/21hp] [AC:18 T:13 FF:15] [F+6/R+5/W+5 (Immune Disease, +2 vs Mind effects, poison)] [CMB +5] [CMD 18] [SP 30FT] [INIT +1] [Perc +3]

*Fingers crossed* COME ON PHOEBEE!!!!!!!

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Sorry it is taking a moment I am researching rules quick on helpless and sharing space.

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

She has kept the foxy lady from dying so far, lol.

Liberty's Edge

Kwanlai Tengu Rogue (UC) L5 | HP: 43/38 | AC:22 T:17 FF:16 | CMB:+2 CMD:19 | Saves F:3 R:11 W:3 (+2 vs neg) (evasion) | DR 5/neg | Init:+6 | Per:+11 | Spd: 30 | Reroll 0/1 | Resiliency: 1/1 | | Conditions: +1 saves

GM, I was referencing this section on Ending Your Movement.

Quote:

Ending Your Movement

You can’t end your movement in the same square as another creature unless it is helpless.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Sounds good. They if they become concious / wake up they must move to first available space.

Sovereign Court

Female Kitsune CG "Human" Mysterious Stranger 1/Picaroon 5 | Panache 8/8 | AC 19 (20 vs. adj.), T 16 (17 vs. adj.), FF 14 | 41/41 hp | Fort +3, Ref +9, Will 0;| Init +6 | Percep +3 | CMD 21

My recommendation: those who can stand, take the time to heal everyone else to full (I'd say "or near it," but I cam within 1 HP of death last time, so: full).

I don't have enough time to stand up and reload my pistol in the 1 round given to me, so we may want to take an additional round before moving forward.

Keep in mind that Fight Defensively and Total Defense are options. If we're not able to draw the ghast out (but maybe we can?), it might not be a bad idea to have one person standing in the hallway and everyone else behind him with wands out, ready to poke.

Alternately, I have Touch of Darkness. If I can blind him, we may be able to clobber him freely for a round or two, but his fort save might beat my DC. That's going to be more useful if we can get him surrounded or something, though.

Liberty's Edge

Kwanlai Tengu Rogue (UC) L5 | HP: 43/38 | AC:22 T:17 FF:16 | CMB:+2 CMD:19 | Saves F:3 R:11 W:3 (+2 vs neg) (evasion) | DR 5/neg | Init:+6 | Per:+11 | Spd: 30 | Reroll 0/1 | Resiliency: 1/1 | | Conditions: +1 saves

I suggest we retreat and heal up completely first before approaching again.

I have two possible tactics, one quite risky but could end things fast, the other is safer but very tedious.

1. The first bangs on that Kazu, if he manages to get flank, can do massive amount of damage in 1 round (potentially 6d6+3D3+12 if he hits). So the idea is that Kazu tumbles 2 squares north of the door, while another melee stays 1 square south. Hopefully, that would draw the ghast out to be flanked by the two. Risky because if Kazu is paralyzed, there is no way to pull him out as the ghast is in the way.

2. The second involves one person standing south of the door, while everyone else waits behind, i.e. each round only one can melee the ghast. Behind this stands a non-melee character. As soo as this person gets paralyzed, the person behind him pulls him out of the square, while another melee character moves in. Rinse and repeat. This tactic will take a very long time, but I think it is a very safe option.

Meanwhile, the non-melee ones can stand back and attack using ranged, reach or spells.

What do you guys think?

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

What do you need me to do?

Grand Lodge

”Mardak Falconsflight” | Male CG Medium Human Barbarian (Unchained) 3 35/35 Max HP|| AC:17 T:11 FF:18 CMD:17 || Fort:+5 Refl:+2 Will:+3| HP 35/35 | AC 17, T 11, FF 17 | CMD 18| F +6 R +3 W +4; +1 Ref vs traps | Init +3 | Perc +7 | Speed 30ft | Rage10/10 | Power attack -0/+3 | Active Conditions: None.

Tell Mardak what to do, he'll probably listen

Grand Lodge

Male Nagaji Paladin/ 3 (1 Neg Lvl) 21/21hp] [AC:18 T:13 FF:15] [F+6/R+5/W+5 (Immune Disease, +2 vs Mind effects, poison)] [CMB +5] [CMD 18] [SP 30FT] [INIT +1] [Perc +3]

I think the best bet is the one at a time approach Kazu describes. If LV can get the blindness to work, we could safely switch to a flanking tactic, but we are running out of options, and a bum rush obviously isn't going to be enough.

Liberty's Edge

Kwanlai Tengu Rogue (UC) L5 | HP: 43/38 | AC:22 T:17 FF:16 | CMB:+2 CMD:19 | Saves F:3 R:11 W:3 (+2 vs neg) (evasion) | DR 5/neg | Init:+6 | Per:+11 | Spd: 30 | Reroll 0/1 | Resiliency: 1/1 | | Conditions: +1 saves

Very crude map below.
G = ghast, 1, 2 & 3 = melee guys (Kazu, Senach, Mardak), P = Phoebee, V = Vulpina
x
x
x

G
X|1|X
X|V|X
X|P|X
X|2|X
X|3|X

So everyone gets into position, then 1 moves in. Both 1 & V can attack (ghast has cover but so does 1). As soon as 1 gets paralyzed, Vulpina repositions him behind, and 2 takes his place to continue attacking. P holds onto everyone's wand of CLW to heal 1 while waiting out his paralysis. Repeat for 2 and 3.

(Vulpina and Phoebee can switch since they both can attack from some range, Vulpina with her gun and Phoebee with reach weapon. Vulpina can hit more easily since targeting touch AC but Phoebee can do more damage.)

Among the three melee, I think Senach is the most effective with immunity to disease, highest fort save and smite evil, so I suggest Senach takes #1. Mardak has next highest fort and do much more damage that Kazu so I suggest he takes #2. Sorry I know it looks like I'm protecting Kazu so if any objections, I'm fine with Kazu going #1.

GM, apologies, this is going to be a very tedious battle though, since each round only two in the party can attack.

Grand Lodge

Male Nagaji Paladin/ 3 (1 Neg Lvl) 21/21hp] [AC:18 T:13 FF:15] [F+6/R+5/W+5 (Immune Disease, +2 vs Mind effects, poison)] [CMB +5] [CMD 18] [SP 30FT] [INIT +1] [Perc +3]

I am good with that as long as everyone else is.

Grand Lodge

”Mardak Falconsflight” | Male CG Medium Human Barbarian (Unchained) 3 35/35 Max HP|| AC:17 T:11 FF:18 CMD:17 || Fort:+5 Refl:+2 Will:+3| HP 35/35 | AC 17, T 11, FF 17 | CMD 18| F +6 R +3 W +4; +1 Ref vs traps | Init +3 | Perc +7 | Speed 30ft | Rage10/10 | Power attack -0/+3 | Active Conditions: None.

Sounds good to me. I will rage too when my turn comes up.

Sovereign Court

Female Kitsune CG "Human" Mysterious Stranger 1/Picaroon 5 | Panache 8/8 | AC 19 (20 vs. adj.), T 16 (17 vs. adj.), FF 14 | 41/41 hp | Fort +3, Ref +9, Will 0;| Init +6 | Percep +3 | CMD 21

Two thoughts:
1. Not sure if Vulpina can shoot through allies and around corners? Seems like a full cover situation.
2. Kazu’s already diseased, so I think he should go second.

Either way, I’m good with the plan!

Liberty's Edge

Kwanlai Tengu Rogue (UC) L5 | HP: 43/38 | AC:22 T:17 FF:16 | CMB:+2 CMD:19 | Saves F:3 R:11 W:3 (+2 vs neg) (evasion) | DR 5/neg | Init:+6 | Per:+11 | Spd: 30 | Reroll 0/1 | Resiliency: 1/1 | | Conditions: +1 saves

1. Guess that is GM's call.
2. Kazu is fine with going second also. Yes, that's a good point since he is already diseased.

And oh, do we want to wait till our sickened condition goes away? I don't recall but does anyone have buffs on that might run out if we wait?

Grand Lodge

Male Nagaji Paladin/ 3 (1 Neg Lvl) 21/21hp] [AC:18 T:13 FF:15] [F+6/R+5/W+5 (Immune Disease, +2 vs Mind effects, poison)] [CMB +5] [CMD 18] [SP 30FT] [INIT +1] [Perc +3]

No buffs here. I believe my smite lasts until the damn thing dies or I release it.

Grand Lodge

Male Nagaji Paladin/ 3 (1 Neg Lvl) 21/21hp] [AC:18 T:13 FF:15] [F+6/R+5/W+5 (Immune Disease, +2 vs Mind effects, poison)] [CMB +5] [CMD 18] [SP 30FT] [INIT +1] [Perc +3]

No buffs here. I believe my smite lasts until the damn thing dies or I release it.

As for waiting, the only down side to that is the possibility of prisoners dying before we can get there.. or some other time sensitive thing that we don't know about yet..

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★
Vulpina wrote:
1. Not sure if Vulpina can shoot through allies and around corners? Seems like a full cover situation.

[ooc]You most certainly can shoot through allies. Though there are penalties. Your ally provides cover for the enemy which gives them -4 to AC. The other penalty is if the enemy is in melee with one of your companions you also take a -4 to hit penalty.

The -4 to hit can be removed with the Precise Shot feat.

You can also shoot around corners and will have cover for anything attacking back which means no AoO.

Grand Lodge

Male Nagaji Paladin/ 3 (1 Neg Lvl) 21/21hp] [AC:18 T:13 FF:15] [F+6/R+5/W+5 (Immune Disease, +2 vs Mind effects, poison)] [CMB +5] [CMD 18] [SP 30FT] [INIT +1] [Perc +3]
GM Tyranius wrote:
Vulpina wrote:
1. Not sure if Vulpina can shoot through allies and around corners? Seems like a full cover situation.
You can also shoot around corners and will have cover for anything attacking back which means no AoO.

That sounds like Ms. Vulpina should be first in line.. Walk up, stick the gun around the corner, pull the trigger, solve the problem.. :-)

Sovereign Court

Female Kitsune CG "Human" Mysterious Stranger 1/Picaroon 5 | Panache 8/8 | AC 19 (20 vs. adj.), T 16 (17 vs. adj.), FF 14 | 41/41 hp | Fort +3, Ref +9, Will 0;| Init +6 | Percep +3 | CMD 21

As long as you guys can leave a space behind her, Vulpina can attack around the corner and only allow the ghast one hit per round (due to her swashbuckling dodge thing). I’m willing to risk it!

Sovereign Court

Female Kitsune CG "Human" Mysterious Stranger 1/Picaroon 5 | Panache 8/8 | AC 19 (20 vs. adj.), T 16 (17 vs. adj.), FF 14 | 41/41 hp | Fort +3, Ref +9, Will 0;| Init +6 | Percep +3 | CMD 21

So, the plan as far as I know:
Wait until sickening runs out. Get everyone to full HP, reloaded, whatever.
Lady Vulpina goes first with a space behind her to dodge into.
Whether Vulpina is hit or not she will dodge and free the space, Senach takes her place, then Kazu, then Mardak, then we repeat the process. Meanwhile, Phoebee inspires and stands by with CLW wands while whoever’s not fighting repositions as necessary.

That about right?

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

I think so.

Grand Lodge

Male Nagaji Paladin/ 3 (1 Neg Lvl) 21/21hp] [AC:18 T:13 FF:15] [F+6/R+5/W+5 (Immune Disease, +2 vs Mind effects, poison)] [CMB +5] [CMD 18] [SP 30FT] [INIT +1] [Perc +3]

Sounds good to me! Hopefully with a few good dice rolls we can end this quickly!

Sovereign Court

Female Kitsune CG "Human" Mysterious Stranger 1/Picaroon 5 | Panache 8/8 | AC 19 (20 vs. adj.), T 16 (17 vs. adj.), FF 14 | 41/41 hp | Fort +3, Ref +9, Will 0;| Init +6 | Percep +3 | CMD 21

I've gone ahead and moved us on the Tactical Map to the formation I think we'll be taking; once we resume tactical rounds, I'll 5-foot-step forward and attack.

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

The ghast has at least a little damage though doesnt it?

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Yup, will push forward this evening with your plan.

Sovereign Court

Female Kitsune CG "Human" Mysterious Stranger 1/Picaroon 5 | Panache 8/8 | AC 19 (20 vs. adj.), T 16 (17 vs. adj.), FF 14 | 41/41 hp | Fort +3, Ref +9, Will 0;| Init +6 | Percep +3 | CMD 21

So far so good! Could have gone better, could have gone worse. Gonna be unlikely to crit around the corner even if I wasn't dual-wielding.

GM, any attack by the ghoul will be met with Dodging Panache.

Sovereign Court

Female Kitsune CG "Human" Mysterious Stranger 1/Picaroon 5 | Panache 8/8 | AC 19 (20 vs. adj.), T 16 (17 vs. adj.), FF 14 | 41/41 hp | Fort +3, Ref +9, Will 0;| Init +6 | Percep +3 | CMD 21

Phoebee, now that he's no longer behind cover, Grease might be a good idea once again. If he falls, he'll be more susceptible to melee attacks until he gets back up, and when he DOES get back up, he'll get smacked with an AoO.

This would, of course, come after Vulpina's shot but before Senach's mace, for maximum efficiency.

Sovereign Court

Female Kitsune CG "Human" Mysterious Stranger 1/Picaroon 5 | Panache 8/8 | AC 19 (20 vs. adj.), T 16 (17 vs. adj.), FF 14 | 41/41 hp | Fort +3, Ref +9, Will 0;| Init +6 | Percep +3 | CMD 21

I'm just remembering all of the people who have told me that archers are so much better than gunslingers even though they can't target touch AC, and laughing.

Y'all keep him busy while I do damage :D

Although the fact that he REFUSES TO ROLL POORLY ON HIS REFLEX SAVES IS STARTIN' TO GRIND MY GEARS

Sovereign Court

Female Kitsune CG "Human" Mysterious Stranger 1/Picaroon 5 | Panache 8/8 | AC 19 (20 vs. adj.), T 16 (17 vs. adj.), FF 14 | 41/41 hp | Fort +3, Ref +9, Will 0;| Init +6 | Percep +3 | CMD 21
Lady Vulpina wrote:

I'm just remembering all of the people who have told me that archers are so much better than gunslingers even though they can't target touch AC, and laughing.

Y'all keep him busy while I do damage :D

Although the fact that he REFUSES TO ROLL POORLY ON HIS REFLEX SAVES IS STARTIN' TO GRIND MY GEARS

this ghast was a figure skater in a past life, is all I'm sayin'

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

She is running out of spells, lol.

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

Does someone have holy water?

Grand Lodge

Male Nagaji Paladin/ 3 (1 Neg Lvl) 21/21hp] [AC:18 T:13 FF:15] [F+6/R+5/W+5 (Immune Disease, +2 vs Mind effects, poison)] [CMB +5] [CMD 18] [SP 30FT] [INIT +1] [Perc +3]

I wish, Phoebee..

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

Lol, the dice hate us.

Grand Lodge

”Mardak Falconsflight” | Male CG Medium Human Barbarian (Unchained) 3 35/35 Max HP|| AC:17 T:11 FF:18 CMD:17 || Fort:+5 Refl:+2 Will:+3| HP 35/35 | AC 17, T 11, FF 17 | CMD 18| F +6 R +3 W +4; +1 Ref vs traps | Init +3 | Perc +7 | Speed 30ft | Rage10/10 | Power attack -0/+3 | Active Conditions: None.

Hey, just a though, but a wand of cure light would damage this guy.

Sovereign Court

Female Kitsune CG "Human" Mysterious Stranger 1/Picaroon 5 | Panache 8/8 | AC 19 (20 vs. adj.), T 16 (17 vs. adj.), FF 14 | 41/41 hp | Fort +3, Ref +9, Will 0;| Init +6 | Percep +3 | CMD 21

Mardak, that's excellent. Touch "attack" with 1d8+1 damage? It's not as efficient as my gun, but for anyone who wades into melee, as long as you can cast it...

Also: can someone scoot Senach out of the way so Kazu can take his place?

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

How much damage has ghastly taken? Does it look about to drop?

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

The save DC is pretty low for a CLW wand. I think that the bards are the only ones right now that would be able to use it.

Grand Lodge

”Mardak Falconsflight” | Male CG Medium Human Barbarian (Unchained) 3 35/35 Max HP|| AC:17 T:11 FF:18 CMD:17 || Fort:+5 Refl:+2 Will:+3| HP 35/35 | AC 17, T 11, FF 17 | CMD 18| F +6 R +3 W +4; +1 Ref vs traps | Init +3 | Perc +7 | Speed 30ft | Rage10/10 | Power attack -0/+3 | Active Conditions: None.

It was just a thought after seeing the Holy Water comment. I am happy to keep chucking Chakrams and when I get into melee I am going to rage.

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

I think we need to make room for the big guy :)

Sovereign Court

Female Kitsune CG "Human" Mysterious Stranger 1/Picaroon 5 | Panache 8/8 | AC 19 (20 vs. adj.), T 16 (17 vs. adj.), FF 14 | 41/41 hp | Fort +3, Ref +9, Will 0;| Init +6 | Percep +3 | CMD 21

Went ahead and moved back, so that Senach can be tossed unceremoniously into a corner somewhere 'til he finds his legs again :P

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

This poor pally cant catch a break!

Sovereign Court

Female Kitsune CG "Human" Mysterious Stranger 1/Picaroon 5 | Panache 8/8 | AC 19 (20 vs. adj.), T 16 (17 vs. adj.), FF 14 | 41/41 hp | Fort +3, Ref +9, Will 0;| Init +6 | Percep +3 | CMD 21

At least he can't get the Fever! He might be doing a little better in this fight if he still had his shiny equipment, though...

Sovereign Court

Female Kitsune CG "Human" Mysterious Stranger 1/Picaroon 5 | Panache 8/8 | AC 19 (20 vs. adj.), T 16 (17 vs. adj.), FF 14 | 41/41 hp | Fort +3, Ref +9, Will 0;| Init +6 | Percep +3 | CMD 21

Also, it's important that we take a moment to congratulate Kazu, the second person to have (probably) actually hit the darn thing. :P

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

LOL

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