Rise of the Runelords AE

Game Master Vuvu

Map of Sandpoint

Loot Sheet


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Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

Tarin's in robo-mode for the next 9 days. ;)

[Tarinhil would likely spend at least some time making useful potions on the trip, if that helps with the RP -- though knowing our budgets will help me determine which. ;)]


Unnamed

so what is going on folks?

I know tarin is gone, but that shouldn't stop the rest of you from listing your purchases.

Do we want to continue with the game or just wrap it up? If we are going to continue, lets get to it!


Vitals:
HP: 64/64 | AC: 23 T: 16 FF: 16 | Fort +4 Ref +10 Will +4 | CMB +7 CMD 21 | Init +4(+6) | Panache 4/4 | Charmed Life 4/4
Human Swashbuckler 7
Skills:
Acro+17 | Bluff+11 | Climb/Swim +6 | Diplo+8 | Intim+12 | Know(Loc+10/Nob+7) | Percep +10 | Prof(Merchant/Sailor)+4 | Sleight+11 |

I want to continue. I just don't believe that Val has enough funding to spend on anything beyond healing items or a few consumables. Most of which she already has.


Unnamed

I think you guys failed to record a ton of loot from the manor. But I am fine with you being poorer


Male Human Druid (Domain-Ferocity Sub-Domain) 8
Stats:
AC 23/26 w BS T:13 FF:21/24 HP: 81/81 Perc.: +15 Saves: F:+9 R:+4 W:+11 Init: +2

I want to keep going. Its been a bit crazy busy but should be able to wrap up a few things to get it going.

I think we were all hoping someone would have some extra time to look at the treasure list but no one has.


M HumanCONFIRM! Level 1 PBP GM

I will go through everything as best I can from the manor and break it down at 60% value then. I had been trying to avoid being the one to do it, but I'll get on it. I'll see what I can do tonight, but GMing a PBP and a chatroom based pathfinder game is engrossing.


Vitals:
HP: 64/64 | AC: 23 T: 16 FF: 16 | Fort +4 Ref +10 Will +4 | CMB +7 CMD 21 | Init +4(+6) | Panache 4/4 | Charmed Life 4/4
Human Swashbuckler 7
Skills:
Acro+17 | Bluff+11 | Climb/Swim +6 | Diplo+8 | Intim+12 | Know(Loc+10/Nob+7) | Percep +10 | Prof(Merchant/Sailor)+4 | Sleight+11 |

Table is filled with all the loot I can find in the mansion!

I am getting 7600.4gp for us to split!


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

Apparently I'm back just in time to miss the math. :). I knew I missed Aeron, didn't think it was because he was tracking loot.

Since I don't think they're were any directly useful items, then using all that money to craft seems right to me.

I'd say ask the witch for one or two CLW sticks ... And then figure out what's a fair split from there. Tarinhil wouldn't mind picking up a few potions, but mostly he's OK ... And with the headband, he's good for a while and more than happy to have others get a bigger share.


Skills:
Acrobatics +1, Climb +6, Diplomacy +21, Escape Artist +1, Fly +1, Ride +1, Sense Motive +2, Stealth +1, Swim +6
Suli (native outsider): Paladin (Oath of Vengeance)
Vital:
HP 136/136, AC 29 T 19 FF 26, Resist 7 (acid, cold, electricity, fire), Per +0 Init +2, F +14 R +9 W +10, CMB +14, CMD 29, Speed 30, Javelins: 3

I don't see anything on that mansion list that I'd want to keep so ok with that plan to sell and split it all.

Light wagon = 50 gp
Medium wagon = 75 gp
Heavy wagon = 100 gp
Any opinions on which we need?

Fine with the two happy sticks to the healer.


Vitals:
HP: 64/64 | AC: 23 T: 16 FF: 16 | Fort +4 Ref +10 Will +4 | CMB +7 CMD 21 | Init +4(+6) | Panache 4/4 | Charmed Life 4/4
Human Swashbuckler 7
Skills:
Acro+17 | Bluff+11 | Climb/Swim +6 | Diplo+8 | Intim+12 | Know(Loc+10/Nob+7) | Percep +10 | Prof(Merchant/Sailor)+4 | Sleight+11 |

I'm with Tarin, spend 750 on the two wands. Then see about getting a few things crafted for our new partner.

Any suggestions? Mini, are there any things that the new healer would like in particular?


M
Vital:
60/60 HP; F +4 R +9 W +10; DR5/CI; init +7, AC 16/15/13
Goblin Cat Oracle of Life 7 Spells 1st: 7/7 2nd 7/7 3rd 5/5 Channel 5d6 6/6 Exclude 3, Energy Body 7/7 (1d6+7)

Get him the heavy wagon. More space allows for more crafty goodness. A happy crafter is a good crafter

As to Phooka, keep in mind that he won't be fighting at all for you, and will be mostly invisible. But he can be affected by area affects and auras. So things that help him resist that and/or avoid things. Might want a phylactery of positive channeling or something that can help make him a better healer.


Unnamed

everyone may ask santa for one present. list it here and we will see what you get


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

Dear Santa,

I've been a very good gnome this year, and would really love to suddenly learn Spontaneous Healing or Feral Mutagen.. or to get a Bountiful Bottle, a Level 3 Boro Bead, a Potion of Stoneskin or Greater Invisibility.


Skills:
Acrobatics +1, Climb +6, Diplomacy +21, Escape Artist +1, Fly +1, Ride +1, Sense Motive +2, Stealth +1, Swim +6
Suli (native outsider): Paladin (Oath of Vengeance)
Vital:
HP 136/136, AC 29 T 19 FF 26, Resist 7 (acid, cold, electricity, fire), Per +0 Init +2, F +14 R +9 W +10, CMB +14, CMD 29, Speed 30, Javelins: 3

Dear Santa,

Once there was a little paladin. Sadly his entire tribe of family and friends were slain by evil frost giants. He nearly was too. But a kind angelic caribou brought him back to life and his shaman sent him to the far land of Sandpoint with a gigantic sword. But it was far too large. Thankfully, a sick and deranged little goblin named Bref took pity on him and gave him a most magnificent club. With boon companions, he struck out with his new club and destroyed evil creatures all over the countryside. But the evil giants still eluded him...long enough for the great Paizo overlords of the land to write a wonderful story (feat) just for him...but not so wonderful for the giants. This Christmas, that little paladin would like nothing better than...

Giant Vendetta (Story):

GIANT VENDETTA (STORY)
Your life has been shaped by an encounter with giants.
Prerequisite: You must have been knocked unconscious in an encounter with a challenging giant foe or have a regional background trait tied to giants (such as those presented in this section).
Benefit: Choose one kind of giant (such as hill or stone); you must choose a kind of giant that allows you to qualify for this feat. You gain a +1 bonus on attack rolls against giants of that kind. You also gain a +1 bonus on Knowledge (local) checks regarding giants of that kind and can attempt those Knowledge checks untrained. In addition, you gain a +1 dodge bonus to AC against all giants.
Goal: Defeat a giant of the chosen kind that is a
challenging foe.
Completion Benefit: You gain a +1 bonus on initiative checks when facing a giant of any kind, which increases to +2 against giants of the selected kind. Whenever you defeat a giant of any kind that is a challenging foe, the benefits of this feat that apply only to a specific kind of giant now also apply to giants of the kind you defeated.


M HumanCONFIRM! Level 1 PBP GM

Oh my dear, Mini Santa...

I would like something to make my Intimidate better...whether it be Persuasive as a new feat, Unnatural Presence as a new trait, or Unnatural Revenge as a new trait.


Status:
HP: 41/41; AC: 18, T: 17, FF: 14; CMD: 16; Fort: 5, Ref: 10, Will: 6 +1 vs Fear; Init +5; Perception +0, Low-light vision
Halfling Sorcerer (Crossblooded, Shaitan and Deep Earth) 6/ Arcane Savant 2

Dear Santa, Fernus has been a good boy, only occasionally flinching in the face of adversity or burning halflings he didn't know that were there. He is still quite honest and naive, but he's getting used to the world and its dangers.

Please dear Santa, could you give Fernus some extra power to resist his fears or give him some memory of home to keep jolly by, it would do him so much good.

P.S. the Planar Savant trait or Courageous trait would help him out. As he's almost born of magic himself a glance into his ancestral plane might help or give him the courage he's missing.


Dear Santa, now that I can actually turn into a bear anything to make him more ferocious would be nice.

Something like Power Attack or similar would be good.


Unnamed

Tarinhill finds the morning on his nightstand a fantastic bottle with two spouts, it spells faintly of peppermint. It is a bountiful bottle, but the potion must be in there for 48 hours not 24

Unalaq dreams of Giant Slaying all night and awakes knowing there is a certain kind of giant he must slay you may have that feat, pick your giant

GM Hills You awake knowing that even vermin will fear you, if you so choose

Fergus:You realize that you deeply understand extra planar creatures, and you know that perhaps someday you will not be afraid. planar savant and the beginning of a story feat. For now +1 vs fear, but if you make a dozen saves vs fear effects this becomes a permanent +2

Bear:Bear awakes and finds himself covered in more hair, perhaps it will be useful when he shifts. Improved NA while in bear form


Skills:
Acrobatics +1, Climb +6, Diplomacy +21, Escape Artist +1, Fly +1, Ride +1, Sense Motive +2, Stealth +1, Swim +6
Suli (native outsider): Paladin (Oath of Vengeance)
Vital:
HP 136/136, AC 29 T 19 FF 26, Resist 7 (acid, cold, electricity, fire), Per +0 Init +2, F +14 R +9 W +10, CMB +14, CMD 29, Speed 30, Javelins: 3

I think for Unalaq it will have to be frost giants.


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

We can't afford a phylactery yet, sadly. Maybe have a +2 cha item made to help with channels (or +2 Weiss to help with spells)?

Beyond that, Tarinhil would love to have our witchy woman make a Shield of Faith potion for him.

Rest of the money should likely craft something useful for Bear or Unalaq...


Unnamed

these are the only spells the witchy woman can make into wands or potions

0th Level: create water, detect magic, ghost sound, guidance, light, mending, purify food and drink, read magic, stabilize, touch of fatigue.

1st Level: bless, burning hands, cause fear, command, comprehend languages, cure light wounds, detect chaos, detect evil, detect good, detect law, endure elements, obscuring mist, protection from chaos, protection from evil, protection from good, protection from law, sleep.

2nd Level: aid, animal trance, bear's endurance, bull's strength, cat's grace, cure moderate wounds, darkness, delay poison, enemy's heart (ARG), invisibility, mirror image, resist energy, scorching ray, see invisibility, tremor blast, web.


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

Can I get one from the clerics at the cathedral we stopped the goblins from burning (at full price)?


Unnamed

yes you can


Unnamed

gameplay will begin again tomorrow


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

Cool. I took 4pp for the potion ... We starting on the road?


Unnamed

4pp?

You will be arriving at magnimar


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

5. Stupid typo.


Unnamed

Ok. 5pp?


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

For Shield of Faith potion. CL1.


Unnamed

5pp=shield of faith? I am so confused


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

Level 1 potion is 50gp. You said the clerics had one for sale, so I bought one.


Unnamed

Ooooh


Skills:
Acrobatics +1, Climb +6, Diplomacy +21, Escape Artist +1, Fly +1, Ride +1, Sense Motive +2, Stealth +1, Swim +6
Suli (native outsider): Paladin (Oath of Vengeance)
Vital:
HP 136/136, AC 29 T 19 FF 26, Resist 7 (acid, cold, electricity, fire), Per +0 Init +2, F +14 R +9 W +10, CMB +14, CMD 29, Speed 30, Javelins: 3

Hmm, if we can afford to have her craft a see invisibility potion, I think I'll take one of those.

Edit: Or not. Doesn't work as potion. As wand that would be 2250 which is probably too pricey.


Unnamed

happy new year!! You may all have a firework of your choice


Skills:
Acrobatics +1, Climb +6, Diplomacy +21, Escape Artist +1, Fly +1, Ride +1, Sense Motive +2, Stealth +1, Swim +6
Suli (native outsider): Paladin (Oath of Vengeance)
Vital:
HP 136/136, AC 29 T 19 FF 26, Resist 7 (acid, cold, electricity, fire), Per +0 Init +2, F +14 R +9 W +10, CMB +14, CMD 29, Speed 30, Javelins: 3

I'll go with a skyrocket!


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

Me too (the skyrocket, that is)!

I like the idea of the flame fountain, like a "free" flame blade -- but it's a little less impressive when you can produce flame innately.


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

I'm loooking at the loot spreadsheet -- I'm thinking we need to organize it a bit - I'm not sure if we still have anything other than the mansion stuff or not.

If we still have some or all of those items, we've got the money to actually get some useful items made.

(Losing the guy who used to manage the sheet makes like a little tricky...)


Unnamed

You only have mansion stuff

And the math was done by someone above.

So clear it and organize it as you want


Status:
HP: 41/41; AC: 18, T: 17, FF: 14; CMD: 16; Fort: 5, Ref: 10, Will: 6 +1 vs Fear; Init +5; Perception +0, Low-light vision
Halfling Sorcerer (Crossblooded, Shaitan and Deep Earth) 6/ Arcane Savant 2

Sorry for my absence, had three days without internet before someone told me how to get access to a new network in our apartment block.


Vitals:
HP: 64/64 | AC: 23 T: 16 FF: 16 | Fort +4 Ref +10 Will +4 | CMB +7 CMD 21 | Init +4(+6) | Panache 4/4 | Charmed Life 4/4
Human Swashbuckler 7
Skills:
Acro+17 | Bluff+11 | Climb/Swim +6 | Diplo+8 | Intim+12 | Know(Loc+10/Nob+7) | Percep +10 | Prof(Merchant/Sailor)+4 | Sleight+11 |

Hey Mini: Are you reporting book 2? We have actually finished the part that is for the cert...just curious if that was something we were still doing.


Unnamed

Oh I didn't realize we had finished that part

Yes ican report I need at least three of you to post your number and character number plus your faction


Status:
HP: 41/41; AC: 18, T: 17, FF: 14; CMD: 16; Fort: 5, Ref: 10, Will: 6 +1 vs Fear; Init +5; Perception +0, Low-light vision
Halfling Sorcerer (Crossblooded, Shaitan and Deep Earth) 6/ Arcane Savant 2

Well I actually have a PFS character that could use it. Does this work the same way as if that character played a PFS game?


Skills:
Acrobatics +1, Climb +6, Diplomacy +21, Escape Artist +1, Fly +1, Ride +1, Sense Motive +2, Stealth +1, Swim +6
Suli (native outsider): Paladin (Oath of Vengeance)
Vital:
HP 136/136, AC 29 T 19 FF 26, Resist 7 (acid, cold, electricity, fire), Per +0 Init +2, F +14 R +9 W +10, CMB +14, CMD 29, Speed 30, Javelins: 3

Yes, exactly like that Fernus. I just need to figure out who I'm applying it to.


Skills:
Acrobatics +1, Climb +6, Diplomacy +21, Escape Artist +1, Fly +1, Ride +1, Sense Motive +2, Stealth +1, Swim +6
Suli (native outsider): Paladin (Oath of Vengeance)
Vital:
HP 136/136, AC 29 T 19 FF 26, Resist 7 (acid, cold, electricity, fire), Per +0 Init +2, F +14 R +9 W +10, CMB +14, CMD 29, Speed 30, Javelins: 3

I'll put it on 8979-20, Dark Archive.


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

133097 -1, Liberty's Edge.


Unnamed

20?!?! goodness unalaq, thats a lot of characters!, just need one more


Vitals:
HP: 64/64 | AC: 23 T: 16 FF: 16 | Fort +4 Ref +10 Will +4 | CMB +7 CMD 21 | Init +4(+6) | Panache 4/4 | Charmed Life 4/4
Human Swashbuckler 7
Skills:
Acro+17 | Bluff+11 | Climb/Swim +6 | Diplo+8 | Intim+12 | Know(Loc+10/Nob+7) | Percep +10 | Prof(Merchant/Sailor)+4 | Sleight+11 |

76700-11 Pangu Blackbourne Was trying to figure how I was going to get him to be a viable character without playing him through the sucky levels of investigator (on his 3rd level 1 scenario now and BLEH)

Mini, I have almost that many characters...largely because I ran A LOT of confirmation last year. Even before the announcement of Aasimmar and Tiefling disappearing.


Unnamed

ok i will report soon. If I haven't done it by tomorrow please bug me


Status:
HP: 41/41; AC: 18, T: 17, FF: 14; CMD: 16; Fort: 5, Ref: 10, Will: 6 +1 vs Fear; Init +5; Perception +0, Low-light vision
Halfling Sorcerer (Crossblooded, Shaitan and Deep Earth) 6/ Arcane Savant 2

If I'm not too late, 123705-1 The Exchange, just recently got second level on my PFS rogue.


Skills:
Acrobatics +1, Climb +6, Diplomacy +21, Escape Artist +1, Fly +1, Ride +1, Sense Motive +2, Stealth +1, Swim +6
Suli (native outsider): Paladin (Oath of Vengeance)
Vital:
HP 136/136, AC 29 T 19 FF 26, Resist 7 (acid, cold, electricity, fire), Per +0 Init +2, F +14 R +9 W +10, CMB +14, CMD 29, Speed 30, Javelins: 3

I'm over 200 tables run now. Makes for a lot of GM credit!

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