Yohoho and a bottle of Rep! (subSPUF Skull and Shackles)

Game Master Rynjin

Arrrrrrr, walk the plank, scallywag and all that. This be pirates and so do ye be.

Impositions:

Disgraceful Impositions:

Yes, Sir!: For the next hour, the PCs’ crew completes any mundane tasks they’re assigned in half the expected time. This typically relates to Craft and Profession (sailor) checks made to prepare, maintain, or repair the ship, and cannot be applied to combat or more complex deeds like crafting magic items. Costs 2 Disrepute.

Captain’s Orders!: As a standard action, a PC on board her ship can cast fog cloud, heroism, make whole, quench, or whispering wind with a caster level equal to her character level. Costs 5 Disrepute.

Walk the Plank!: The PCs may sacrifice one crew member or prisoner to grant themselves and their crew one of two bonuses: either a +2 bonus on all skill checks or a +2 bonus on attack rolls. These bonuses only apply while on board the PCs’ ship and last until either the next day or when the captain leaves the ship. If a sacrificed character is returned to life, the PCs and their crew members take a –2 penalty on both skill checks and attack rolls for 1 day. Costs 5 Disrepute.

Get Up, You Dogs!: Every PC and allied character on the deck of the PCs’ ship is affected as per the spell cure light wounds, as if cast by a cleric of the PCs’ average party level. This imposition can only be used once per week. Costs 10 Disrepute.

Despicable Impositions:

5: Lashings!: Your ship's speed doubles for 1 day.

5: Shiver Me Timbers!: While on board their ship, the PCs and their entire crew can reroll initiative or roll initiative in what would otherwise be a surprise round. The benefit of this imposition can be used immediately, but only once per week.

10: Besmara’s Blessings!: As a standard action, a PC on board her ship can cast animate rope, control water, remove curse, remove disease, or water breathing with a caster level equal to her character level.

10: Dead Men Tell No Tales!: While on board their ship, the PCs can use this imposition to automatically confirm a threatened critical hit.


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M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Hmm. Can I use false focus (for the potion, since it specifies "that", or an individual component) + blood money (which cannot create the potion or any other magic item, and creates "one material component of your choice required by that second spell") + tattoo potion for a CL 2 potion tattoo on my chest slot?

Not even sure what I'd use it for, but I guess it'd be a neat trick.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

I'ma say no, because I don't really have a clear idea of what you're asking.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Ah, okay. I'll explain further, then. And it's fine if you say 'no' - it's semi-pseudo-almost cheese, but I can't even think of anything that would make it super strong.

Explanation:

Blood Money
False Focus
Tattoo Potion

So, both blood money transforms your blood "into one material component of your choice required by" the spell you're trying to cast. False Focus allows you to use a divine focus (in Ixrul's case, a 100 GP tattooed holy symbol) to ignore "a material component costing the value of that divine focus (maximum 100 gp) or less without needing that component".

Therefore, blood money allows you to eschew the "special inks worth 500 gp" and False Focus allows you to ignore the cost of the "potion to be tattooed", so long as it costs 100 GP or less - in other words, is either a CL 4 cantrip or a CL 2 first-level spell.

I don't even know what I'd do with it - there aren't many first-level potionable spells that are any good (at this level) when they're cast at CL 2, at least as far as I can remember. I'd probably just stick an in-case-of-emergencies CLW in there or something. IDK.


Male Orc Bloodrager (Primalist) 7 [rage, enlarged] | HP 64/64 [85/85] | DR 1/- | AC 25[-4](+1 haste), FF 23[-3], Touch 12[-4] | Fort +9[+3], Ref +5[-1](+1 haste), Will +3[+2] | Initiative +3[-1] | CMD 24[+3] FCMD 22[+4] | Perception +10, SM +0

I thought False Focus lets you cast a spell without the required component, it doesn't "poof" the component into existence. Tattoo Potion is useless if you don't have a potion to cast it on.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Presumably, he'd just take a bottle of some sort of liquid like water, and it would make it act like the potion. If it were a focus component, you'd be correct - the bottle is not consumed, but the potion is, so it would make sense for a bottle to be necessary.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Ah....no. Clearly not the intent of the ability. False Focus is already really powerful, I don't see a reason to add any extra function.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Fair enough.

We're short on cash, so we've got nothing to do in our downtime, short of me retraining my familiar into a Figment, and I'm not sure how long that would take or how much that would cost. Or would that fall within your new-content retraining rules?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

New content.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Suddenly, Ixrul's familiar was a figment of his imagination. Unless otherwise stated, assume it has Tremorsense and keeps an feel out in the area around Ixrul.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

So what now?


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

"Well, Jrahk, I think it's high time we go looking for trouble. We're not going to make an honest fortune sitting around on this island."

So, guys: Other Ships or Bigger Towns? I'm leaning towards Bigger Towns right now.


Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |

"Fine with that, just make sure your skeleton army wont go haywire."


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

"Don't think of it as an army. Think of it as many individual units who will each individually enter buildings, so that in the event where they are commanded, only one is commanded."


Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |

Ace wags his tail thoughtfully

"You get what I mean, I don't want to get backstabbed by allies"


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

"Understandable, of course."

We go and seek out a more appropriate town to raid.

Also, we could say Smythee mentioned Freecaptaining, so it could now be our goal, maybe? As the explanation for the sudden decision?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Actually, I believe she mentioned it when you were first here, and you briefly MET one who seemed to be doing well for himself when you were at Rickety's Squibs, so plenty of motivation thrown around for one to stick.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Oh, right. Forgot that.

Anywhoo, on to adventure! And money! And murder!


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

You set sail again, rested and fed, and your crew content with the new entertainments to be found in the floating quarter of your improved base.

You dock and head for Warmhollow, a town a bit further inland from the coast that deals mostly in trade goods sent up the river from the coast and apples.

Who do you bring with you? There's a bit of a trade-off here: Bring too many more people than your base crew of you four and Sandra, and maybe one or two others and the town will know you're coming long before you get there, and have time to fortify (though will get the women and children to safety beforehand, if you care). Or you can bring just a few, and have a better chance of sneaking, but potentially have a rough time fighting.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

So by my research, each skeleton should have a volume of about .3 cubic feet, assuming their skeleton is pretty similar in volume to a human skeleton. Each should - assuming they're as fat as north americans - weigh about 13 pounds. Rounding those up to, say, .5 cubic feet and 20 pounds (they're wearing haramakis), since fish aquatic creatures have different skeletal density, Ixruls should be able to fit three or four skeletons in the main compartment of his handy haversack. Sound fair?

Other than that, maybe Aaron, the Ghast?


Ghast (Appears as a pale skinned Elf) Alchemist 5 (Beastmorph Vivisectionist) HP: 60/60| AC: 27 FF 23 Touch: 14| Fort +8 Ref +8 Will +5 (CN +4)| Init +4 (+9 AP)

Nice try, but we use creature rules for creatures, so a skeleton takes up 5 cubic feet. Besides, they have pointy claws and would rupture your Haversack.

Though it holds merit as an idea for cramming a bunch of actual, nonliving skeletons and then dumping them out and reanimating them.

Arron would be glad to come along, however, with his Alchemical abilities.

I think I said he was a Magus at some point, but Alchemist just makes more sense.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

We will attack at twilight.

An hour before they reach the town, Ixrul casts False Life and Mage Armor on himself.

False Life: 1d10 + 7 ⇒ (10) + 7 = 17 Sweet.

What kind of defenses does the town have? Walls, towers, etc.

Also, is Arron an augmented humanoid, or just undead?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Arron is a Ghast. They do not have the Augmented subtype.

The town has a wall around it, about 6 feet high. There is one sentry tower, manned by three men with muskets. You can't see inside teh wall very well, so can't see much else.


Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |

"Well, if you could invisible-ize yourself and fly up there, maybe you can take the blokes out with one of your fancy potions."


Female Tiefling Barbarian (Invulnerable Rager) 7 [rage] | HP 55/69 [76/90] | DR 3/- | AC 22 [-2], FF 19 [-2], Touch 13 [-2] | Fort 7 [10] Ref 5 Will 4 | Init 6 | CMD 25 [27] | Perception 12 Sense Motive 2

"Psh. Like a tower and puny guns could stop the likes of me... And Jrahk, I guess."


Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |

"I can also try to make a spectacular entrance by smiting them with a lighting bolt from some distance away"


Ghast (Appears as a pale skinned Elf) Alchemist 5 (Beastmorph Vivisectionist) HP: 60/60| AC: 27 FF 23 Touch: 14| Fort +8 Ref +8 Will +5 (CN +4)| Init +4 (+9 AP)

"I could sneak over and climb the tower to disable the guards, if you wish."


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

"I think it would be best if you were to do that. I'll fly in and start summoning creatures, fight them from the rooftops and all that."

Ixrul casts Extended Fly, Mirror Image, and Invisibility on himself.

MIs: 1d4 + 2 ⇒ (3) + 2 = 5

"I'll move around and open the gate."


Male Orc Bloodrager (Primalist) 7 [rage, enlarged] | HP 64/64 [85/85] | DR 1/- | AC 25[-4](+1 haste), FF 23[-3], Touch 12[-4] | Fort +9[+3], Ref +5[-1](+1 haste), Will +3[+2] | Initiative +3[-1] | CMD 24[+3] FCMD 22[+4] | Perception +10, SM +0

Jrahk moves up to the gate (or as close as possible without being seen) and casts Long Arm.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Ixrul flies (invisibly) over the wall, and slinks behind an object to to start casting spells while he waits for Arron to deal with the guards.

Basically, as soon as Arron reaches the guards/they notice him, Ixrul will cast SM IV. Once he finishes, he'll open the gate.


Ghast (Appears as a pale skinned Elf) Alchemist 5 (Beastmorph Vivisectionist) HP: 60/60| AC: 27 FF 23 Touch: 14| Fort +8 Ref +8 Will +5 (CN +4)| Init +4 (+9 AP)

Arron drinks a Mutagen, undead muscles bulging, and then downs a few more Extracts. On the final one, he disappears entirely from sight.

A minute or so later, he reappears on the tower top.

Arron Init: 1d20 + 9 ⇒ (8) + 9 = 17

Everyone else Init: 3d20 ⇒ (17, 12, 14) = 43

Surprise round:

Claw Guard 1: 1d20 + 12 ⇒ (20) + 12 = 32

Damage: 1d6 + 8 + 3d6 ⇒ (3) + 8 + (1, 2, 5) = 19

Claw Guard 2: 1d20 + 12 ⇒ (17) + 12 = 29

Damage: 1d6 + 8 + 3d6 ⇒ (1) + 8 + (5, 6, 2) = 22

Claw Guard 3: 1d20 + 12 ⇒ (8) + 12 = 20

Damage: 1d6 + 8 + 3d6 ⇒ (3) + 8 + (4, 4, 3) = 22

Forts: 3d20 ⇒ (4, 2, 17) = 23

Confirm?: 1d20 + 12 ⇒ (20) + 12 = 32

Damage: 1d6 + 8 ⇒ (2) + 8 = 10

Intimdate Guard 3: 1d20 + 14 ⇒ (6) + 14 = 20

Hurtful: 1d20 + 12 ⇒ (16) + 12 = 28

Damage: 1d6 + 8 + 3d6 ⇒ (1) + 8 + (3, 2, 2) = 16

Fort: 1d20 + 5 ⇒ (16) + 5 = 21

Edit: Forgot something.

Stench Forts: 3d20 ⇒ (12, 8, 12) = 32

Two of the guards drop to the ground, Paralyzed in the first assault, one spurting blood from a severed artery, likely dead already. The 3rd resists...only to have his throattorn out by Arron's backswing a second later.

Arron dispatches the two Paralyzed guards with a single claw swipe each, and the tower is left undefended without a single sound being uttered by any of the three.

Arron gestures an all clear to you.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

As there is nobody left to see Jrahk, he is able to get to the gate unopposed. Ixrul's Summon Monster goes off without a hitch.


Male hobgoblin Magus 11 |7/92 HP | AC 25, touch 17, flatfoot 17 (29,21,23 with magic shield, 5 DR with damage shield) | fort +12, reflex+11,will +9| init +6 | bab +8| 11/11 arcane pool |

"Can I start burning things down now?"


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Ixrul summons a fiendish augmented Tiger and takes to the skies, still invisible. He will direct his tiger to maul any guards or other such individuals he spots from the sky.

Changed Stats:

Darkvision 60 ft
HP 57
Attacks 2 claws +12 (1d8+8 plus grab), bite +11 (2d6+8 plus grab)
Fort +10
Resist Cold/Fire 10
DR 5/good
SR 10

Init, Presumably: 1d20 + 12 ⇒ (15) + 12 = 27

Note: if someone dispels Ixrul's invisibility / flight, he has a snap leaf and feather fall.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Where do you summon the tiger at?

Also if your Fly gets dispelled you float slowly down anyway.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Oh, right. Forgot that.

And that depends. Can Ixrul see any people?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Nope. Everyone seems to be asleep.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Oh, if there's NOBODY out then Ixrul wouldn't summon the tiger, as it only lasts 10 rounds.

Ixrul hisses just loud enough to be heard by Jrahk. "There's nobody out. I say we find the temple and rob that - Arron, you'll stay back for that - and do the same at particularly well-to-do businesses and the town hall."


Male Orc Bloodrager (Primalist) 7 [rage, enlarged] | HP 64/64 [85/85] | DR 1/- | AC 25[-4](+1 haste), FF 23[-3], Touch 12[-4] | Fort +9[+3], Ref +5[-1](+1 haste), Will +3[+2] | Initiative +3[-1] | CMD 24[+3] FCMD 22[+4] | Perception +10, SM +0

I'll hold off on casting as well.

Jrahk tries to open the gate quietly.

Stealth: 1d20 + 2 ⇒ (18) + 2 = 20


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

You're in luck. There is a temple, and it is a temple to Abadar (as opposed to the more common worship of Gozreh and Besmara, who eschew temples).

Most of the town's valuables is likely in the vaults of this temple, with what remains being the more personal belongings and finer pieces of furniture in people's houses.

The main downside being that the temple is likely guarded, and has a secure vault as well.

Jrahk is able to open the gate silently, by the by.


Male Orc Bloodrager (Primalist) 7 [rage, enlarged] | HP 64/64 [85/85] | DR 1/- | AC 25[-4](+1 haste), FF 23[-3], Touch 12[-4] | Fort +9[+3], Ref +5[-1](+1 haste), Will +3[+2] | Initiative +3[-1] | CMD 24[+3] FCMD 22[+4] | Perception +10, SM +0

Arron and Ixrul, sneak in to the temple all invisible-like. Meanwhile, the rest of us will burst in the front door, creating a loud and messy diversion while you head for the vault. Aaron can take out any guards at the vault, while Ix teleports in and fills his Haversack with loot. I can also give him mine for twice the loot capacity.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Ixrul (who is flying, and could therefore reach it rather quickly, thereby conserving his invisibility) begins casting detect magic to look for abjurations or other such magical protections.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Remember that takes 3 rounds for every batch of Auras, minimum.

There are magical auras around the place.


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Spending three rounds. Take 10 on KnArcana for 26.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

You sense two magic auras, both Abjuration (Alarm and Arcane Lock).


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

"Alarm and arcane lock. We can go around them, I believe."


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Ixrul flies up and looks for a window or some other way of entering past the alarm.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

The Alarm covers every entryway.


Male Orc Bloodrager (Primalist) 7 [rage, enlarged] | HP 64/64 [85/85] | DR 1/- | AC 25[-4](+1 haste), FF 23[-3], Touch 12[-4] | Fort +9[+3], Ref +5[-1](+1 haste), Will +3[+2] | Initiative +3[-1] | CMD 24[+3] FCMD 22[+4] | Perception +10, SM +0

Wait a minute, WAIT A MINUTE!

"Lucy. You can sunder magic, yes? Destroy alarm spell."


M Elf (Undead Army) Wizard (Conj [Tele]) 11 | HP 58/58 + 18 FL | 0 MIs | AC 14 (17+4) FF 11 (14+4) T 13 CMD 18 FFCMD 15 | F +9 R +11 W +13 | Init +12
Senses:
Spellcraft +23 Perc +21 SensMot +19 | DV 60 ft, Light Sens.

Probably against a CMD of 25, tops. Also, Lucy's still level 6, should be level 7. It's an attack roll, so I think it can be aided.


Male Orc Bloodrager (Primalist) 7 [rage, enlarged] | HP 64/64 [85/85] | DR 1/- | AC 25[-4](+1 haste), FF 23[-3], Touch 12[-4] | Fort +9[+3], Ref +5[-1](+1 haste), Will +3[+2] | Initiative +3[-1] | CMD 24[+3] FCMD 22[+4] | Perception +10, SM +0

G#$+~&mit, I told Corv he needed to level up.

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