The Sacred Scions And The Mummy's Mask

Game Master chaiboy

A chance of a lifetime event. Wati is opening its necropolis to adventurers. But something stirs, something that's ready to return. MAP OF TOMB


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Male Anubian Ifrit
Vitals:
(HP 36/36; AC 18, FF 17, T 11, CMD 18; F 8, R 5, W 7 (+1vsfire,+4vsHot); Perception +0, Init +5
Paladin 4
Skills:
Diplomacy +10 (+10 to influence friendly or helpful creatures), Handle Animal +8, Heal +6, Knowledge (religion) +7, Linguistics +2, Ride +0, Sense Motive +6

no problem =^^=
sorry for confusion

Sovereign Court

Half-orc Skald [2] Bloodrager [1] | HP 28 | AC 19 T 12 FF 17 | F +9 R +5 W +5 | CMB +5 CMD 17 | Init +3 Perc +4 | Move 30 ft
Attacks:
+1 Silversheen Nodachi +6 (1d10+5) 18-20/x2, CI Lucerne Hammer +5 (1d12+4) 20x3, Mwk Comp Longbow +5 (1d8+3), Scorp Whip 1d4+3
Skills:
Acrobatics +4, Bluff +16, Diplo +9, Intimidate +10, Knowledge (dung, hist, nobility) +7, Knowledge (local) +9, Knowledge (other) +3, Perception +4, Perform (oratory) +9, Spellcraft +6, Sense motive +9, Use Magic Device +11

Oo nice. Wasn't there also one for tieflings?


Male Anubian Ifrit
Vitals:
(HP 36/36; AC 18, FF 17, T 11, CMD 18; F 8, R 5, W 7 (+1vsfire,+4vsHot); Perception +0, Init +5
Paladin 4
Skills:
Diplomacy +10 (+10 to influence friendly or helpful creatures), Handle Animal +8, Heal +6, Knowledge (religion) +7, Linguistics +2, Ride +0, Sense Motive +6

I know alternate bloodlines for tieflings, but no alternate racial ability. Only via bloodline. U can check the pfsrd :)

-Posted with Wayfinder

Sovereign Court

Half-orc Skald [2] Bloodrager [1] | HP 28 | AC 19 T 12 FF 17 | F +9 R +5 W +5 | CMB +5 CMD 17 | Init +3 Perc +4 | Move 30 ft
Attacks:
+1 Silversheen Nodachi +6 (1d10+5) 18-20/x2, CI Lucerne Hammer +5 (1d12+4) 20x3, Mwk Comp Longbow +5 (1d8+3), Scorp Whip 1d4+3
Skills:
Acrobatics +4, Bluff +16, Diplo +9, Intimidate +10, Knowledge (dung, hist, nobility) +7, Knowledge (local) +9, Knowledge (other) +3, Perception +4, Perform (oratory) +9, Spellcraft +6, Sense motive +9, Use Magic Device +11

I think it would replace the spell like sbility tieflings get if I compare it correctly with the aasimar one.

Edit: ah I see the difference now. The aasimar isnt a feat but for the tiefling it is. Also they are allowed three rolls and pick the one they want. I know variants tieflings are legal in pfs without the feat. Not sure about the variant traits...

How do you want to rule this Gm? I guess it is fair if I roll just once. And I will roll on the physical one as well. Might get something funny to rp with.

-Posted with Wayfinder


The Necropolis - Day - Late Morning - Tomb Day One

sure. could be fun.

Sovereign Court

Half-orc Skald [2] Bloodrager [1] | HP 28 | AC 19 T 12 FF 17 | F +9 R +5 W +5 | CMB +5 CMD 17 | Init +3 Perc +4 | Move 30 ft
Attacks:
+1 Silversheen Nodachi +6 (1d10+5) 18-20/x2, CI Lucerne Hammer +5 (1d12+4) 20x3, Mwk Comp Longbow +5 (1d8+3), Scorp Whip 1d4+3
Skills:
Acrobatics +4, Bluff +16, Diplo +9, Intimidate +10, Knowledge (dung, hist, nobility) +7, Knowledge (local) +9, Knowledge (other) +3, Perception +4, Perform (oratory) +9, Spellcraft +6, Sense motive +9, Use Magic Device +11

So for physical traits (=fluff) I would get :physical traits: 1d100 ⇒ 63
And instead for spell like ability alternate traits: 1d100 ⇒ 100

-Posted with Wayfinder

Sovereign Court

Half-orc Skald [2] Bloodrager [1] | HP 28 | AC 19 T 12 FF 17 | F +9 R +5 W +5 | CMB +5 CMD 17 | Init +3 Perc +4 | Move 30 ft
Attacks:
+1 Silversheen Nodachi +6 (1d10+5) 18-20/x2, CI Lucerne Hammer +5 (1d12+4) 20x3, Mwk Comp Longbow +5 (1d8+3), Scorp Whip 1d4+3
Skills:
Acrobatics +4, Bluff +16, Diplo +9, Intimidate +10, Knowledge (dung, hist, nobility) +7, Knowledge (local) +9, Knowledge (other) +3, Perception +4, Perform (oratory) +9, Spellcraft +6, Sense motive +9, Use Magic Device +11

Quick post before I head to work 1d100 ⇒ 731d100 ⇒ 79

To sum up: I get a fluffy mammilian tail (ape/dog/cat I guess)

+1 to fort and minor image 3 times per day as a spell like ability (cool).


The Necropolis - Day - Late Morning - Tomb Day One

sounds good

Sovereign Court

Half-orc Skald [2] Bloodrager [1] | HP 28 | AC 19 T 12 FF 17 | F +9 R +5 W +5 | CMB +5 CMD 17 | Init +3 Perc +4 | Move 30 ft
Attacks:
+1 Silversheen Nodachi +6 (1d10+5) 18-20/x2, CI Lucerne Hammer +5 (1d12+4) 20x3, Mwk Comp Longbow +5 (1d8+3), Scorp Whip 1d4+3
Skills:
Acrobatics +4, Bluff +16, Diplo +9, Intimidate +10, Knowledge (dung, hist, nobility) +7, Knowledge (local) +9, Knowledge (other) +3, Perception +4, Perform (oratory) +9, Spellcraft +6, Sense motive +9, Use Magic Device +11

Lot of cool stuff in the list but also a lot of useless stuff :p. Was hoping for the huge hands so I could use larger weapons ;).

Very curious to see what the new guide will bring to the class.

-Posted with Wayfinder


The Necropolis - Day - Late Morning - Tomb Day One

That should be out pretty soon.

Sovereign Court

Half-orc Skald [2] Bloodrager [1] | HP 28 | AC 19 T 12 FF 17 | F +9 R +5 W +5 | CMB +5 CMD 17 | Init +3 Perc +4 | Move 30 ft
Attacks:
+1 Silversheen Nodachi +6 (1d10+5) 18-20/x2, CI Lucerne Hammer +5 (1d12+4) 20x3, Mwk Comp Longbow +5 (1d8+3), Scorp Whip 1d4+3
Skills:
Acrobatics +4, Bluff +16, Diplo +9, Intimidate +10, Knowledge (dung, hist, nobility) +7, Knowledge (local) +9, Knowledge (other) +3, Perception +4, Perform (oratory) +9, Spellcraft +6, Sense motive +9, Use Magic Device +11

I think it is available on thursday! Happy days.

Think Darius would use the image to improve his intimidates by looking larger and fiercer or adding fire and stuff.


The Necropolis - Day - Late Morning - Tomb Day One

Mirror image is a spell that makes duplicates of you appear. That is pretty powerful for a 1st level character. It's a 2nd level spell.


Male Anubian Ifrit
Vitals:
(HP 36/36; AC 18, FF 17, T 11, CMD 18; F 8, R 5, W 7 (+1vsfire,+4vsHot); Perception +0, Init +5
Paladin 4
Skills:
Diplomacy +10 (+10 to influence friendly or helpful creatures), Handle Animal +8, Heal +6, Knowledge (religion) +7, Linguistics +2, Ride +0, Sense Motive +6

minor. not mirror ;)

Scarab Sages

Female Human (Garundi) Cleric/1
CRUNCH Bar:
HP 8/8 | AC 15 | FF 15 | T10 | Fort +2 | Ref +0 | Will +6 | Init +0 | Perception +4 | Speed 20 ft | Channel 7/7 | CLW, Bless, Burning Hands

I can look over it I've got my pdf from my subsciption already, and he got minor image, a lot less powerful but still a fairly useful spell.


School illusion (figment); Level bard 2, sorcerer/wizard 2
Duration concentration + 2 rounds
This spell functions like silent image, except that minor image includes some minor sounds but not understandable speech.


The Necropolis - Day - Late Morning - Tomb Day One

lol wow I need to stop reading on my phone. Still a second level spell so it's pretty impressive to start out with.

Scarab Sages

Female Human (Garundi) Cleric/1
CRUNCH Bar:
HP 8/8 | AC 15 | FF 15 | T10 | Fort +2 | Ref +0 | Will +6 | Init +0 | Perception +4 | Speed 20 ft | Channel 7/7 | CLW, Bless, Burning Hands

True, very true.

Sovereign Court

Half-orc Skald [2] Bloodrager [1] | HP 28 | AC 19 T 12 FF 17 | F +9 R +5 W +5 | CMB +5 CMD 17 | Init +3 Perc +4 | Move 30 ft
Attacks:
+1 Silversheen Nodachi +6 (1d10+5) 18-20/x2, CI Lucerne Hammer +5 (1d12+4) 20x3, Mwk Comp Longbow +5 (1d8+3), Scorp Whip 1d4+3
Skills:
Acrobatics +4, Bluff +16, Diplo +9, Intimidate +10, Knowledge (dung, hist, nobility) +7, Knowledge (local) +9, Knowledge (other) +3, Perception +4, Perform (oratory) +9, Spellcraft +6, Sense motive +9, Use Magic Device +11
Akina Stone wrote:
I can look over it I've got my pdf from my subsciption already

Ah cool, let me know what changed and archetypes

-Posted with Wayfinder


The Necropolis - Day - Late Morning - Tomb Day One

Waiting to see if Ryuu posts. Haven't seen him since the start of the thread. If no word i'll continue forward., also I'm putting a map together so you know whats going on.


The Necropolis - Day - Late Morning - Tomb Day One

In the mean time you can check out the map. You can place where you want to position yourself. I put your initials based on what you were doing when the bad guys snuck up on you. I put question marks where the bad guys are.

The Tomb


M Kobold Mouser Swashbuckler 1 HP:10 AC:20 Touch:16 Flat:15

Even on a forum, dice love me for ONE roll and then stab me.


The Necropolis - Day - Late Morning - Tomb Day One

Ryuu has to make a save and anyone else can choose what they want to do.

Well except Gin who seems to be giving a pep clap to Darius and Ryuu?...lol

The map has the new locations of the scorpions.


Male Anubian Ifrit
Vitals:
(HP 36/36; AC 18, FF 17, T 11, CMD 18; F 8, R 5, W 7 (+1vsfire,+4vsHot); Perception +0, Init +5
Paladin 4
Skills:
Diplomacy +10 (+10 to influence friendly or helpful creatures), Handle Animal +8, Heal +6, Knowledge (religion) +7, Linguistics +2, Ride +0, Sense Motive +6

Cant see map atm. Want to know, can I 5ft step and do full attack? Or do I need to make a full move action to get to a scorpion and them a single attack?

-Posted with Wayfinder


Male Kitsune Sorcerer, Level 1

I thought Darius had an initiative of four. And talking is a free action, though I don't know what you would consider a clap as.


Male Kitsune Sorcerer, Level 1

Here's the initiative, yet Ryuu and Darius act before I do. Plus the charging Scorpions from around the tombstone would get a surprise round unless he was spotted, in which case it would be the scorpions initative vs the one who spotted it, leaving everyone else in a surprise round, unless his location is called out.

Gin 13
Anapa 9
Ryuu 9
Akina 9
Skorpions 7
Mak'e 6
Darius 4

Let me know if I am wrong.

Sovereign Court

Half-orc Skald [2] Bloodrager [1] | HP 28 | AC 19 T 12 FF 17 | F +9 R +5 W +5 | CMB +5 CMD 17 | Init +3 Perc +4 | Move 30 ft
Attacks:
+1 Silversheen Nodachi +6 (1d10+5) 18-20/x2, CI Lucerne Hammer +5 (1d12+4) 20x3, Mwk Comp Longbow +5 (1d8+3), Scorp Whip 1d4+3
Skills:
Acrobatics +4, Bluff +16, Diplo +9, Intimidate +10, Knowledge (dung, hist, nobility) +7, Knowledge (local) +9, Knowledge (other) +3, Perception +4, Perform (oratory) +9, Spellcraft +6, Sense motive +9, Use Magic Device +11

Definately going for steelblooded. I had high hopes for the beastshaper one but got dissapointed :(.

Steelblooded is awesome. Mega tanky bloodrager. :D


Male Kitsune Sorcerer, Level 1
Setting the Stage wrote:

Ryuu has to make a save and anyone else can choose what they want to do.

Well except Gin who seems to be giving a pep clap to Darius and Ryuu?...lol

The map has the new locations of the scorpions.

I think Ryuu's AC is more than three, I don't think he needs to make a save if the attack doesn't connect. Hard to get poisoned by a sting if you don't get stung.


The Necropolis - Day - Late Morning - Tomb Day One

Of course I forgot to post the rules used in this game.

INITIATIVE
Init is per group. So I will take highest roll for each group. Attacks proceed in order that they are posted. I'll wait a day for everyone to post their attacks then resolve them all in order, including the enemy response.

LEVELING
Leveling will be based on progress through the adventure path not on XP. Since the adventure has to be modified so much to get it to work as a PbP game, not to mention with larger parties I am going to skip worrying about XPs.

All you need to worry about is collecting treasure, staying alive and completing each of the locations you're assigned. As the game goes on you'll get levels at pre-determined points.

ATTACKS
Attack, and damage is rolled at same time to save time. You could roll attack, crit confirm and damage at same time for same reason. I'll usually post effects along with the attack rolls because sometimes I post in route and if I loose connection I can't edit the post to add the extra details.

CRITS
Crit confirm must be rolled as normal. A hit despite damage does damage to an vulnerable body part and will have some game effect. Hell if you roll a crit and get 2 damage you probably poked him in the eye and he'll be at a penalty to further attacks. So something good will come out of it.

PRE-READING THE MODULE AND EXPECTING A LITERAL RUN THROUGH CAN GET YOU KILLED
If you played the adventure before (which some of you had...hell some of you even knew the name of the tomb before I posted.) It's not a big deal. Just don't expect everything to stay the same. Yes lots of it will be very familiar but there will be twists and additions along the way. So if you know from reading the module that nothing attacks outside the tomb so you don't make perception rolls or post guards it could have gotten a number of you stung.

I just couldn't see how a creature that sees by vibration would wait till everyone is quiet to attack. (for those of you that played this before)

---------------------------------------

As for the other questions

Init is per group. highest roll goes for the group. People act in the order they post. But only one action until everyone has acted. So Darius' second attack on the second scorpion will hit round 2 after everyone else has got a turn at it.

Surprise was lost when they were seen. If everyone stayed at the door digging then the group would have been flanked, flat footed and surprised. So with surprise lost it is everyone holding actions till someone made a move. In this case Anapa digging that drew them out of hiding to attack.

As for Ryuu I roll all the attacks together. Any attack that didn't beat his AC 18 missed...which was all of them. ignore saves on attacks that don't hit. you'll see me post everything together from time to time...usually if i post on the move.

Scarab Sages

Female Human (Garundi) Cleric/1
CRUNCH Bar:
HP 8/8 | AC 15 | FF 15 | T10 | Fort +2 | Ref +0 | Will +6 | Init +0 | Perception +4 | Speed 20 ft | Channel 7/7 | CLW, Bless, Burning Hands

I looked in it so it could be dramatic

Sovereign Court

Half-orc Skald [2] Bloodrager [1] | HP 28 | AC 19 T 12 FF 17 | F +9 R +5 W +5 | CMB +5 CMD 17 | Init +3 Perc +4 | Move 30 ft
Attacks:
+1 Silversheen Nodachi +6 (1d10+5) 18-20/x2, CI Lucerne Hammer +5 (1d12+4) 20x3, Mwk Comp Longbow +5 (1d8+3), Scorp Whip 1d4+3
Skills:
Acrobatics +4, Bluff +16, Diplo +9, Intimidate +10, Knowledge (dung, hist, nobility) +7, Knowledge (local) +9, Knowledge (other) +3, Perception +4, Perform (oratory) +9, Spellcraft +6, Sense motive +9, Use Magic Device +11

Bloodrider is also quite cool, but has the issue that I probably can't ride it in all these tombs we are going in :P.


The Necropolis - Day - Late Morning - Tomb Day One

I picked up the ACG and will give it a look. Be interesting to see what came out of the beta.

Sovereign Court

Half-orc Skald [2] Bloodrager [1] | HP 28 | AC 19 T 12 FF 17 | F +9 R +5 W +5 | CMB +5 CMD 17 | Init +3 Perc +4 | Move 30 ft
Attacks:
+1 Silversheen Nodachi +6 (1d10+5) 18-20/x2, CI Lucerne Hammer +5 (1d12+4) 20x3, Mwk Comp Longbow +5 (1d8+3), Scorp Whip 1d4+3
Skills:
Acrobatics +4, Bluff +16, Diplo +9, Intimidate +10, Knowledge (dung, hist, nobility) +7, Knowledge (local) +9, Knowledge (other) +3, Perception +4, Perform (oratory) +9, Spellcraft +6, Sense motive +9, Use Magic Device +11

A feat so that everyond can ride a medium animal

-Posted with Wayfinder

Sovereign Court

Half-orc Skald [2] Bloodrager [1] | HP 28 | AC 19 T 12 FF 17 | F +9 R +5 W +5 | CMB +5 CMD 17 | Init +3 Perc +4 | Move 30 ft
Attacks:
+1 Silversheen Nodachi +6 (1d10+5) 18-20/x2, CI Lucerne Hammer +5 (1d12+4) 20x3, Mwk Comp Longbow +5 (1d8+3), Scorp Whip 1d4+3
Skills:
Acrobatics +4, Bluff +16, Diplo +9, Intimidate +10, Knowledge (dung, hist, nobility) +7, Knowledge (local) +9, Knowledge (other) +3, Perception +4, Perform (oratory) +9, Spellcraft +6, Sense motive +9, Use Magic Device +11

Also a lot of good archetypes for existing classes combining class features from other classes. Some nice feats. And so-so spells. Nothing major in the last

-Posted with Wayfinder


The Necropolis - Day - Late Morning - Tomb Day One

I like all of the new classes. some might make it into the game. You can add an archetype if you want if your class comes from the ACG

Sovereign Court

Half-orc Skald [2] Bloodrager [1] | HP 28 | AC 19 T 12 FF 17 | F +9 R +5 W +5 | CMB +5 CMD 17 | Init +3 Perc +4 | Move 30 ft
Attacks:
+1 Silversheen Nodachi +6 (1d10+5) 18-20/x2, CI Lucerne Hammer +5 (1d12+4) 20x3, Mwk Comp Longbow +5 (1d8+3), Scorp Whip 1d4+3
Skills:
Acrobatics +4, Bluff +16, Diplo +9, Intimidate +10, Knowledge (dung, hist, nobility) +7, Knowledge (local) +9, Knowledge (other) +3, Perception +4, Perform (oratory) +9, Spellcraft +6, Sense motive +9, Use Magic Device +11

I found a great feat for our little kobold. Its in the new book.

Slashing Grace (Combat)
You can stab your enemies with your sword or another
slashing weapon.
Prerequisites: Dex 13, Weapon Finesse, Weapon Focus
with chosen weapon.
Benefit: Choose one kind of one-handed slashing
weapon (such as the longsword). When wielding your
chosen weapon one-handed, you can treat it as a
one-handed piercing melee weapon for all feats and
class abilities that require such a weapon (such as a
swashbuckler’s or a duelist’s precise strike) and you can
add your Dexterity modifier instead of your Strength
modifier to that weapon’s damage. The weapon must be
one appropriate for your size.


The Necropolis - Day - Late Morning - Tomb Day One

damn phone auto correct. Anyway Ryuu gets his sword back with nothing more than scratches and nicks. a good sharpening will make it good as new. It doesn't have any game effect.


M Kobold Mouser Swashbuckler 1 HP:10 AC:20 Touch:16 Flat:15

That is a beautiful feat Darius. ^-^

Scarab Sages

Female Human (Garundi) Cleric/1
CRUNCH Bar:
HP 8/8 | AC 15 | FF 15 | T10 | Fort +2 | Ref +0 | Will +6 | Init +0 | Perception +4 | Speed 20 ft | Channel 7/7 | CLW, Bless, Burning Hands

I've heard a lot people complaining about it not being balanced but considering it has three prereqs and the only person who can have it a first is a human fighter I call it ok.


M Kobold Mouser Swashbuckler 1 HP:10 AC:20 Touch:16 Flat:15

Not like there isn't Dervish Dance and the Aldori Sword verison that do the same in regards to the Dex to damage, and being able to do piercing is just a bit of gravy.


Male Anubian Ifrit
Vitals:
(HP 36/36; AC 18, FF 17, T 11, CMD 18; F 8, R 5, W 7 (+1vsfire,+4vsHot); Perception +0, Init +5
Paladin 4
Skills:
Diplomacy +10 (+10 to influence friendly or helpful creatures), Handle Animal +8, Heal +6, Knowledge (religion) +7, Linguistics +2, Ride +0, Sense Motive +6

In hospital over weekend. Or hopefully just today. But my posting might only happen by tomorrow

-Posted with Wayfinder


The Necropolis - Day - Late Morning - Tomb Day One

ok. Take care.

Sovereign Court

Half-orc Skald [2] Bloodrager [1] | HP 28 | AC 19 T 12 FF 17 | F +9 R +5 W +5 | CMB +5 CMD 17 | Init +3 Perc +4 | Move 30 ft
Attacks:
+1 Silversheen Nodachi +6 (1d10+5) 18-20/x2, CI Lucerne Hammer +5 (1d12+4) 20x3, Mwk Comp Longbow +5 (1d8+3), Scorp Whip 1d4+3
Skills:
Acrobatics +4, Bluff +16, Diplo +9, Intimidate +10, Knowledge (dung, hist, nobility) +7, Knowledge (local) +9, Knowledge (other) +3, Perception +4, Perform (oratory) +9, Spellcraft +6, Sense motive +9, Use Magic Device +11

The coming three weeks I will be traveling as part of a vacation (will tell where afterwards). Suffice to say my posting rate might slow down a little as I will only have my mobile with me and I thus can't do level up stuff very well. I will stay in motels which often have free wifi so to the best of my ability I will try not to hold people back, but please do not be afraid to gmpc me. Apologies for the inconvenience.
Cheers.

Sovereign Court

Half-orc Skald [2] Bloodrager [1] | HP 28 | AC 19 T 12 FF 17 | F +9 R +5 W +5 | CMB +5 CMD 17 | Init +3 Perc +4 | Move 30 ft
Attacks:
+1 Silversheen Nodachi +6 (1d10+5) 18-20/x2, CI Lucerne Hammer +5 (1d12+4) 20x3, Mwk Comp Longbow +5 (1d8+3), Scorp Whip 1d4+3
Skills:
Acrobatics +4, Bluff +16, Diplo +9, Intimidate +10, Knowledge (dung, hist, nobility) +7, Knowledge (local) +9, Knowledge (other) +3, Perception +4, Perform (oratory) +9, Spellcraft +6, Sense motive +9, Use Magic Device +11

Seems the dm has been afk since the 20th. Anyone know if he will be around again?


M Kobold Mouser Swashbuckler 1 HP:10 AC:20 Touch:16 Flat:15

I've been waiting for anyone to post.


Male Anubian Ifrit
Vitals:
(HP 36/36; AC 18, FF 17, T 11, CMD 18; F 8, R 5, W 7 (+1vsfire,+4vsHot); Perception +0, Init +5
Paladin 4
Skills:
Diplomacy +10 (+10 to influence friendly or helpful creatures), Handle Animal +8, Heal +6, Knowledge (religion) +7, Linguistics +2, Ride +0, Sense Motive +6

i hope so

Sovereign Court

Half-orc Skald [2] Bloodrager [1] | HP 28 | AC 19 T 12 FF 17 | F +9 R +5 W +5 | CMB +5 CMD 17 | Init +3 Perc +4 | Move 30 ft
Attacks:
+1 Silversheen Nodachi +6 (1d10+5) 18-20/x2, CI Lucerne Hammer +5 (1d12+4) 20x3, Mwk Comp Longbow +5 (1d8+3), Scorp Whip 1d4+3
Skills:
Acrobatics +4, Bluff +16, Diplo +9, Intimidate +10, Knowledge (dung, hist, nobility) +7, Knowledge (local) +9, Knowledge (other) +3, Perception +4, Perform (oratory) +9, Spellcraft +6, Sense motive +9, Use Magic Device +11

Seems it's dead :(

Scarab Sages

Female Human (Garundi) Cleric/1
CRUNCH Bar:
HP 8/8 | AC 15 | FF 15 | T10 | Fort +2 | Ref +0 | Will +6 | Init +0 | Perception +4 | Speed 20 ft | Channel 7/7 | CLW, Bless, Burning Hands

nooooooooooo


Male Anubian Ifrit
Vitals:
(HP 36/36; AC 18, FF 17, T 11, CMD 18; F 8, R 5, W 7 (+1vsfire,+4vsHot); Perception +0, Init +5
Paladin 4
Skills:
Diplomacy +10 (+10 to influence friendly or helpful creatures), Handle Animal +8, Heal +6, Knowledge (religion) +7, Linguistics +2, Ride +0, Sense Motive +6

sigh.

Sovereign Court

Half-orc Skald [2] Bloodrager [1] | HP 28 | AC 19 T 12 FF 17 | F +9 R +5 W +5 | CMB +5 CMD 17 | Init +3 Perc +4 | Move 30 ft
Attacks:
+1 Silversheen Nodachi +6 (1d10+5) 18-20/x2, CI Lucerne Hammer +5 (1d12+4) 20x3, Mwk Comp Longbow +5 (1d8+3), Scorp Whip 1d4+3
Skills:
Acrobatics +4, Bluff +16, Diplo +9, Intimidate +10, Knowledge (dung, hist, nobility) +7, Knowledge (local) +9, Knowledge (other) +3, Perception +4, Perform (oratory) +9, Spellcraft +6, Sense motive +9, Use Magic Device +11

Shall we try and see if we can find an different GM

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