Tervalis Confirmation III (Inactive)

Game Master JASON RODARTE

MAP I

Map 2

Chronicle

WW #1

Sheets

MINOTAUR MAP

MAP III


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M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Finally have a chance to post. It is funny how parents and students don't care about grades until it is too late to do anything about it.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The website has been acting up for me most of the day. I will update tomorrow just to give anyone else in this circumstance a chance to post.

Dark Archive

15/15 HP, AC:18 (22 Mage Armor) , T: 18, FF: 15 (19 Mage Armor), CMD:17 , F: 2, R: 4, W: 2, Init +6, Pereption +0, LG Ifrit Elemental Ray: +3 (1d6+1 x2 8/8)
Morthak Bonerattle PFS wrote:
in PFS even the GM doesn't get to rewrite the rules. My comment was intended as an FYI for everyone, including the GM, that my character does not have the ability others assumed he had.

[ooc]I am speaking up only because we have a new GM. Morthak no rules were rewritten. Even if you don't have Low-Light Vision, you can see 60ft out with a lantern, just with a small penalty. My main issue is that you mentioned what we were fighting before the GM had said a word about it.

-Posted with Wayfinder


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Has the site been acting up lately? I have had the dardnest time getting on last night until just now.

Grand Lodge

male human slayer 2, HP 25/25, AC 20, T 12, FF 18, F +5, R +5, W+2, Init +4, Perc +6

yep..same here

Grand Lodge

Male Human Life Oracle (Dual Cursed) 1 | AC 15 T 10 FF 15 | HP 10/10 | F +2 R +0 W +1 | Init +0

For around a week or so. Been a pain to do PDF shopping in the store when it's down so frequently.

Grand Lodge

HP 15 l AC 17 (T 13/ FF 14) l F+1 R+6 W+3 l Ini +3 Perc +10 (+1 to find Traps)
spell save bonuses:
+2 vs. enchantments, +1 trait bonus vs. charm and compulsion spells or +2 if directed to break the law

I wish they had pushed the sale to the end of this week

Grand Lodge

Halfling Rogue 1 | HP 10/10 | AC 17 : T 15 : FF 14 : CMD 12 AC 19 : T 17 : FF 14 : CMD 14 | F +2 : R +6 : W +2 | Init +4 | Perc +8 S.M. +6 | Mwk Dagger +6, 1d3-1+1d8 | St -1 Dx +4 Co +2 In +1 Wi +2 Ch +0 | Acrobatics +8, D.D. +10, E.A. +8, Kn (r) +2, Prof. +10, S.o.H. +8, Stealth +12, Swim +3
resources:
Adaptive Luck: 3/3, Wand of CLW 46/50
CONDITIONS: none

Sorry guys. I have had a real hard time getting onto the boards over the weekend. Could not log on at all yesterday - didn't even get the goblins. Is that what it was, a sale?

Grand Lodge

Halfling Rogue 1 | HP 10/10 | AC 17 : T 15 : FF 14 : CMD 12 AC 19 : T 17 : FF 14 : CMD 14 | F +2 : R +6 : W +2 | Init +4 | Perc +8 S.M. +6 | Mwk Dagger +6, 1d3-1+1d8 | St -1 Dx +4 Co +2 In +1 Wi +2 Ch +0 | Acrobatics +8, D.D. +10, E.A. +8, Kn (r) +2, Prof. +10, S.o.H. +8, Stealth +12, Swim +3
resources:
Adaptive Luck: 3/3, Wand of CLW 46/50
CONDITIONS: none

I'm moving this from the gameplay thread to discussion.

xXCrusaderXx wrote:
That is false sir, and it's not rewriting, it's interpreting the rules and DC's and applying it to his game which is exactly his job, however we are splitting hairs at this point, so we can agree to disagree and move on with the GM's game.

I apologize if I don't see this as "splitting hairs." You have low-light vision and are therefore not really affected by this issue, but whether I can actually see the enemy has a large impact on my actions in this encounter.

At the time I assumed that the GM made a simple oversight. This happens. There's nothing wrong with a player saying "Actually I can't do X because I don't have special ability Y." In the PFS games I have been in the GM would normally say either "yeah, okay," or "actually you can because of Z."

I would prefer that the GM weigh in on the issue rather than having you jump in and defend his original statement, which, as I said before, was probably just an oversight.

(Yes, GM Terevalis, that is a hint. I am hoping that you will speak up here.)

If you are telling me I am simply wrong here, I would prefer for you to cite the rule that says so. I am unaware of any effect that would apply that would allow my character to see in total darkness. If there is such an effect then I would really like to know what that is. It would change a lot of aspects of my play.

After your post I went back and re-read the rules on perception, but I found nothing there that allows a character to see in total darkness if he rolls high enough. Perception covers a wide set of sense, not just sight. So a good roll might allow me to sense the kobolds with other senses (such as hearing). The rules do allow a character to pinpoint the square of a creature he cannot see, though that's not the same as seeing them.

These are the rules I could find, from the Additional rules section of the CRB:

PRD wrote:
In areas of darkness, creatures without darkvision are effectively blinded. In addition to the obvious effects, ...

That seems pretty definitive. If there is something I am not aware of then please let me know.

Peet/Morthak

Dark Archive

15/15 HP, AC:18 (22 Mage Armor) , T: 18, FF: 15 (19 Mage Armor), CMD:17 , F: 2, R: 4, W: 2, Init +6, Pereption +0, LG Ifrit Elemental Ray: +3 (1d6+1 x2 8/8)

Lantern:A hooded lantern sheds normal light in a 30-foot radius and increases the light level by one step for an additional 30 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A hooded lantern does not increase the light level in normal light or bright light. A lantern burns for 6 hours on one pint of oil. You can carry a lantern in one hand.

You are not in total darkness. At most you are in dim light

-Posted with Wayfinder


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The presupposition I think is being made is that you are traveling in complete darkness. No where that I can find in the module is that stated but also you have a character, a lamplighter, whose while stuck is about providing light. I assumed that he was carrying light so that people could see in a cave.

That being said Morthak, it may not be your intent but your posts are coming across as adversial towards other players and to me. I know that online communication is often difficult tondiacern but there are more flies to be gained using honey than vinegar.

Silver Crusade

I would like to apologize to the group, for bogging down the gameplay thread, as the conversation b/t Morthak and myself should have been in discussion thread in the first place. [ooc] From here on out I will only be posting related to gameplay. I will let rules questioning be handled by The GM, Terevalis, and Tirf aka DM Snider. I know Terevalis is new so I was just trying to help him out, so he can just focus on the scenario. I know that if too many people start getting involved with rules and how to play and such, people may think that it's personal. Sorry Morthak if you thought I was attacking you, I was just being blunt. Anyway, it's been a great game so far, you're doing a great job GM let's keep it up!


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

thank you

Grand Lodge

male human slayer 2, HP 25/25, AC 20, T 12, FF 18, F +5, R +5, W+2, Init +4, Perc +6

group hug!....lol

Grand Lodge

Halfling Rogue 1 | HP 10/10 | AC 17 : T 15 : FF 14 : CMD 12 AC 19 : T 17 : FF 14 : CMD 14 | F +2 : R +6 : W +2 | Init +4 | Perc +8 S.M. +6 | Mwk Dagger +6, 1d3-1+1d8 | St -1 Dx +4 Co +2 In +1 Wi +2 Ch +0 | Acrobatics +8, D.D. +10, E.A. +8, Kn (r) +2, Prof. +10, S.o.H. +8, Stealth +12, Swim +3
resources:
Adaptive Luck: 3/3, Wand of CLW 46/50
CONDITIONS: none
Terevalis Unctio of House Mysti wrote:
That being said Morthak, it may not be your intent but your posts are coming across as adversial towards other players and to me.
xXCrusaderXx wrote:
Sorry Morthak if you thought I was attacking you, I was just being blunt.

Okay, I accept that apology and I'm sorry for getting defensive. It felt like I was being shouted down for raising a technical point. I don't want to get into a fight here and I'm trying to keep my posts calm and rational.

In games I have GMed I have sometimes run into a problem where I read out the boxed text describing a room and then realized that the players can't actually see what I am describing because they haven't moved their light source forward enough. I assumed this was what had happened.

When I play a character that can cast light I will typically cast the spell on a pebble and throw it down the hall. :)

Terevalis Unctio of House Mysti wrote:
The presupposition I think is being made is that you are traveling in complete darkness.

No, I think you misunderstand me. I'm sorry to drag this out but I want to be understood.

The issue is that what I am looking at is not illuminated by the light source we are carrying. Thus the issue is not whether or not the observer is in darkness, but rather if what he is trying to observe is in darkness.

As Tirf points out, the hooded lantern illuminates objects out to a radius of 60 feet. But the nearest kobold is 65 feet away from the light source, so just outside the lit area.

One way to adjudicate that if you are using google drawings or slides is to make a circle that shows the extent of an area of light. Then you don't have to count squares. I have GMs that do this and I have started to imitate them in my games. If you use Roll20 for your maps then I think there is a dynamic lighting function there that does that automatically.

A 60' circle is hard to draw on a map this small but I think I have done it. FYI though I am not sure how to calculate the shadows caused by the fact that the lantern is still inside the narrow cave. Since Chorlo put down his lantern I put a little lantern on the map in the square where he was.

Here is a quote from the text of the darkness spell:

PRD wrote:
All creatures gain total concealment (50% miss chance) in darkness.

Total concealment is the state where you are unable to see the concealed object. The rules handle darkness, invisibility, a target concealed behind an opaque barrier like tiny hut or obscuring mist, and a target that cannot be seen because the observer is blind, all in the same way.

A good perception roll allows you to pinpoint the square something you cannot see is in, but you still have the 50% miss chance to hit it even if you do that.

I think I've stated my case as well as I can, and now that I've presented it I will leave it at that. How you rule is up to you.

Peet/Morthak

Dark Archive

15/15 HP, AC:18 (22 Mage Armor) , T: 18, FF: 15 (19 Mage Armor), CMD:17 , F: 2, R: 4, W: 2, Init +6, Pereption +0, LG Ifrit Elemental Ray: +3 (1d6+1 x2 8/8)

But perception covers more than just what you can see

-Posted with Wayfinder

Grand Lodge

Halfling Rogue 1 | HP 10/10 | AC 17 : T 15 : FF 14 : CMD 12 AC 19 : T 17 : FF 14 : CMD 14 | F +2 : R +6 : W +2 | Init +4 | Perc +8 S.M. +6 | Mwk Dagger +6, 1d3-1+1d8 | St -1 Dx +4 Co +2 In +1 Wi +2 Ch +0 | Acrobatics +8, D.D. +10, E.A. +8, Kn (r) +2, Prof. +10, S.o.H. +8, Stealth +12, Swim +3
resources:
Adaptive Luck: 3/3, Wand of CLW 46/50
CONDITIONS: none
Tirf wrote:
But perception covers more than just what you can see

Exactly! If you can't see you can still detect things in other ways. And a perception roll would normally be involved. The most common circumstance of this is the attempt to pinpoint an invisible creature's location. If that creature is trying to hide then it can be really hard, but if the creature is moving and talking then it's not too difficult.

A good perception roll doesn't mean you necessarily see that creature, but you can tell something is present with other senses, such as hearing. Then you can try to attack the space the critter is in. If you can't see it you only have a 50% chance to hit, but that's still better than 0%.

I never said I was unaware of the kobolds, just that I couldn't see them.

Grand Lodge

Male Dwarf (+2 Con, +2 Wis, -2 Cha) Dwarf LG HP:23 /23, AC: 20 , T: 10 , FF: 20 , CMB: +5, CMD: 16, Init: 1, Per: +3 Paladin (Stonelord) lvl 2 Fort: +6, Ref: +1, Will: +5 Dagger+5(1d4+3, 19-20x2), MW Lucerne Hammer +7(1d12+4, x2)

Yes that's definitely correct, my point is that if Chorlo takes a 5ft step when all of us "noticed" the kobolds, we all "see" them. So in PBP we assume that the party would naturally do what is best for party, to speed up the game, so in this example we are looking at 5ft determining whether or not the normal visioners can see the enemy. It's a no brained. Also the idea is consistincy. If you are going to be the one that assumes someone told you that the enemy you specifically can't see are in fact Kobolds, then it's safe to say that the light source moved close enough to benefit the entire party. At a F2F game you are more able to get caught up in every detail, because you have 3-4 hours to play. It's easy to get caught up in specifics, when we are doing PBP, because it's usually 1 post a day, if I had given Faustus, the other high perception roll, my in game praises, this likely wouldn't have been an issue, if I had been a stickler, and corrected the DM on his word choice and we both said noticed instead, this wouldn't be an issue. Like I've already said, we are still splitting hairs. I would like the issue to be dropped until the end of the scenario, when it's the appropriate time to critique a GM, especially a new one at that, so he can finish the game. Because if it continues to be continuously be brought back up, it starts to become an issue. You've stated your case, we've stated ours, the GM has ruled, it's time to move on. Neither side is wrong, so let's just finish the game, Thank you!


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Let's move on, the dead horse is calling and asking us to stop beating him.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

There seems to be a free Google slides map that you can download on your phone which might make movement easier


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Is everyone's information on here so that I can get chronicles ready? Who is interested in doing another scenario?


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

This was set to be a 3 scenario, evergreen run

Grand Lodge

Male Human Life Oracle (Dual Cursed) 1 | AC 15 T 10 FF 15 | HP 10/10 | F +2 R +0 W +1 | Init +0

I'm good for a second scenario.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Hooray, working on getting things set up and finishing this off.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

It looks like we are loosing Karlos.

Grand Lodge

Male Dwarf (+2 Con, +2 Wis, -2 Cha) Dwarf LG HP:23 /23, AC: 20 , T: 10 , FF: 20 , CMB: +5, CMD: 16, Init: 1, Per: +3 Paladin (Stonelord) lvl 2 Fort: +6, Ref: +1, Will: +5 Dagger+5(1d4+3, 19-20x2), MW Lucerne Hammer +7(1d12+4, x2)

Everything looks good, I'm down for the next one as well!


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Morthak, you need to give me your day job roll please.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Session reported. Sheets coming up, except for the Halfling, until I get his day roll.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The sheets should be up in the campaign tab where the maps are.

Grand Lodge

HP 15 l AC 17 (T 13/ FF 14) l F+1 R+6 W+3 l Ini +3 Perc +10 (+1 to find Traps)
spell save bonuses:
+2 vs. enchantments, +1 trait bonus vs. charm and compulsion spells or +2 if directed to break the law

I am good as well

Steven Brasier
Chorlo Fasthands
Normal advancement
110040-2
Grand Lodge

Grand Lodge

male human slayer 2, HP 25/25, AC 20, T 12, FF 18, F +5, R +5, W+2, Init +4, Perc +6

nope...still here....i forgot this was hoing to be a 3 scenario run....im game


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

We have 4. I'll update when I get home. We can use this same thread right?

Grand Lodge

HP 15 l AC 17 (T 13/ FF 14) l F+1 R+6 W+3 l Ini +3 Perc +10 (+1 to find Traps)
spell save bonuses:
+2 vs. enchantments, +1 trait bonus vs. charm and compulsion spells or +2 if directed to break the law

I would think so yes, I am doing an Insane run of all Season 5 stuff and we are using the same thread.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

That is what I was thinking

Grand Lodge

Halfling Rogue 1 | HP 10/10 | AC 17 : T 15 : FF 14 : CMD 12 AC 19 : T 17 : FF 14 : CMD 14 | F +2 : R +6 : W +2 | Init +4 | Perc +8 S.M. +6 | Mwk Dagger +6, 1d3-1+1d8 | St -1 Dx +4 Co +2 In +1 Wi +2 Ch +0 | Acrobatics +8, D.D. +10, E.A. +8, Kn (r) +2, Prof. +10, S.o.H. +8, Stealth +12, Swim +3
resources:
Adaptive Luck: 3/3, Wand of CLW 46/50
CONDITIONS: none

I can keep going.

day job (embalmer): 1d20 + 8 ⇒ (12) + 8 = 20


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Thank you! Will update in a few.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

His sheet should be in the folder.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Does anyone need to purchase anything before we begin?

Grand Lodge

HP 15 l AC 17 (T 13/ FF 14) l F+1 R+6 W+3 l Ini +3 Perc +10 (+1 to find Traps)
spell save bonuses:
+2 vs. enchantments, +1 trait bonus vs. charm and compulsion spells or +2 if directed to break the law

No I think I am good for now

Grand Lodge

Male Human Life Oracle (Dual Cursed) 1 | AC 15 T 10 FF 15 | HP 10/10 | F +2 R +0 W +1 | Init +0

I'll be getting a Wand of CLW by spending 2 PP.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Ok

Grand Lodge

male human slayer 2, HP 25/25, AC 20, T 12, FF 18, F +5, R +5, W+2, Init +4, Perc +6

just getting a vial or holy water and one alchemist fire...and a bandolier also...and a wand of clw...never leave Absalom without it!

Grand Lodge

Halfling Rogue 1 | HP 10/10 | AC 17 : T 15 : FF 14 : CMD 12 AC 19 : T 17 : FF 14 : CMD 14 | F +2 : R +6 : W +2 | Init +4 | Perc +8 S.M. +6 | Mwk Dagger +6, 1d3-1+1d8 | St -1 Dx +4 Co +2 In +1 Wi +2 Ch +0 | Acrobatics +8, D.D. +10, E.A. +8, Kn (r) +2, Prof. +10, S.o.H. +8, Stealth +12, Swim +3
resources:
Adaptive Luck: 3/3, Wand of CLW 46/50
CONDITIONS: none
Faustus Numerius wrote:
I'll be getting a Wand of CLW by spending 2 PP.

Yeah, I'll do that too. It's saved my bacon before.

I'll also get:
small mithral dagger
small light crossbow
10 cold iron bolts
acid flask
sunrod

Is there an online version of the buying sheet that we normally use?

Dark Archive

15/15 HP, AC:18 (22 Mage Armor) , T: 18, FF: 15 (19 Mage Armor), CMD:17 , F: 2, R: 4, W: 2, Init +6, Pereption +0, LG Ifrit Elemental Ray: +3 (1d6+1 x2 8/8)

I am down as well. I will be traveling for few days and won't have service. I will post when I get there asap

-Posted with Wayfinder


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Have had internet problems the last week or so, new modum not working all the time with Wi-Fi and I had an interview today for a a part time psychology prof position at the local community college.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

update coming, my internet is finally fixed after 6 calls and a a technician coming out to fix the outside wiring.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Is froggy still with us?

Grand Lodge

Male Dwarf (+2 Con, +2 Wis, -2 Cha) Dwarf LG HP:23 /23, AC: 20 , T: 10 , FF: 20 , CMB: +5, CMD: 16, Init: 1, Per: +3 Paladin (Stonelord) lvl 2 Fort: +6, Ref: +1, Will: +5 Dagger+5(1d4+3, 19-20x2), MW Lucerne Hammer +7(1d12+4, x2)

Froggy deployed to Korea, his posting will be sporadic until his internet situation is stable.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

I knew he was travelling but I had no idea he had deployed.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

I don't want to get too far ahead without the grippli so what should we do?

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