Balodek's Ironfang Invasion

Game Master Balodek

Ironfang Invasion GM'd by Balodek

Treasure Sheet

Refugee Camp Spreadsheet

Nesmian Plains

Chernasardo

Caves

Ruins

Current Battle


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Human | AC 17(22) FF 14(18) T 17(21)| HP 40/194 | F +11 R +11 W +14 | Initiative +7 | Perc. +23 | Sense Motive +1

Smurf-goblin!!

Shadow Lodge

What the smurf is consistent?

Dark Archive

Male Human 17 | HP 182/182 | AC 34;TCH 14; FF 33 | F +13; R +6; W+17 | CMB +14; CMD 28 | Init +1; Perc +22; SM +7

:) Pain made me aware this is from 2012 hehe

Shadow Lodge

Ahhhhh, smurfy.

Shadow Lodge

Day 5

Scout NPCs trained in Survival or Stealth can scout the area or keep an eye on Phaendar for the PCs. With a successful DC 10 Survival check, an NPC can either discover one point of interest in the area (such as an encounter location) or reduce the chances for a random encounter by 5%.

Forage or Hunt Characters who spend a full day hunting or gathering and succeed at a DC 10 Survival check gain 1 Provision Point. Characters gain 1 additional Provision Point for every 2 by which the result exceeds 10.

Lirosa: 1d20 + 3 ⇒ (8) + 3 = 11
Taidel: 1d20 + 3 ⇒ (11) + 3 = 14
Halfling: 1d20 + 2 ⇒ (8) + 2 = 10
Aristocrat: 1d20 + 2 ⇒ (18) + 2 = 20

Chemist: 1d20 + 1 ⇒ (9) + 1 = 10
Commoner: 1d20 + 2 ⇒ (6) + 2 = 8
Commoner: 1d20 + 2 ⇒ (1) + 2 = 3
Commoner: 1d20 + 2 ⇒ (4) + 2 = 6
Commoner: 1d20 + 2 ⇒ (4) + 2 = 6
Commoner: 1d20 + 2 ⇒ (19) + 2 = 21
Commoner: 1d20 + 2 ⇒ (18) + 2 = 20
Commoner: 1d20 + 2 ⇒ (19) + 2 = 21
Commoner: 1d20 + 2 ⇒ (7) + 2 = 9

Herd Phaendar’s sheep and goat herds were scattered in the attack, and many were lost in the Fangwood. NPCs can recover a single goat or sheep with a successful DC 16 Handle Animal check.
Taking 10 gives you 2 sheep/goats.

Stand Watch An NPC can stand watch, attempting Perception checks and even confronting danger while the PCs rest uninterrupted.
Felix: 1d20 ⇒ 13
Harris: 1d20 ⇒ 17
Julia: 1d20 ⇒ 10
Clang: 1d20 ⇒ 12


Human | AC 17(22) FF 14(18) T 17(21)| HP 40/194 | F +11 R +11 W +14 | Initiative +7 | Perc. +23 | Sense Motive +1

These fort saves to recover from energy drain look brutal. Is there anything we can do to help with these somehow? Maybe continuous guidance spells, or some kind of aid another check?

Dark Archive

Male Human 17 | HP 182/182 | AC 34;TCH 14; FF 33 | F +13; R +6; W+17 | CMB +14; CMD 28 | Init +1; Perc +22; SM +7

Level 3:

HP: 1d5 + 3 ⇒ (5) + 3 = 8 +1 Con and +1 Fav Bonus = +10
Spells (2)- Protection from Evil x2
Spell Domain- Mirror Image
Skills (3) Survival- 1; Spellcraft- 1; Heal- 1
Reflex +1
BAB +1
Feat- Spell Focus (Necromancy)


Human | AC 17(22) FF 14(18) T 17(21)| HP 40/194 | F +11 R +11 W +14 | Initiative +7 | Perc. +23 | Sense Motive +1

So I was hoping for some more feedback before the fort saves were attempted. There is nothing that could have helped Bazsil’s roll, but +1 from guidance (if Bor or Aubrin can cast it) and +1 from resistance (which Krowe can cast) would have made the difference for Faolan.

Shadow Lodge

I've generally allowed continuous guidance and resistance to be used in my previous games. I'm not a fan of permanent penalties at such low levels, and it makes perfect sense that people would use magic to boost the save.


Half Elf Horn Dude 15 AC 25/23/17 / HP150 / F +14 R +10 W +11 / Init. +10/ Perc. +20 Sense Motive +27/Diplo +27 Nature+17 Local+14 Arcana13/Geog12/Dung+12/Planes15/Religion15

Last Level: March 22, 2018.

All About That Bazsil, No Trouble:

1d5 + 3 ⇒ (3) + 3 = 6 hp + 1 con + 1 FC = +8 total hp

+feat: weapon focus (no dachi)
+reckless abandon
+moar spells

Skills (+5 for level)
--------------
+1 Swim
+1 Perform Oratory
+1 Know (Nature)
+1 Perception
+1 Spellcraft

+BAB, moar saves


AC 36 Flat 20 Touch 20 | CMD 44 | HP 188/192 | F+18 R +18 W +17 | Init +3 | Perc +30 | Sense Motive +25

Thanks Balodek - and especially Krowe! I'll assume I've made the save then, thanks to magical aid in the night.


AC 36 Flat 20 Touch 20 | CMD 44 | HP 188/192 | F+18 R +18 W +17 | Init +3 | Perc +30 | Sense Motive +25

NEXT LEVEL: 3:
Brawler (Shield Champion) (3)
+HP (1d6 + 4 ⇒ (3) + 4 = 7 class +2 con +1 favored class) (total 34)
+1 BAB (CMD/CMB)
+1 Will saves
+5 skills (4 class +1 human) (Acrobatics, Intimidate x2, Perception, Sense Motive)
+1 Feat (Power Attack)
Throw Shield (Ex): At 3rd level, a shield champion can throw a heavy or light shield as a normal (nonimprovised) thrown weapon with a range increment of 10 feet or the shield’s range increment, whichever is greater. The thrown shield deals the same damage as a shield bash, and any damage increases from shield spikes apply to this attack. A shield champion is treated as having the Far Shot feat (-1 per range increment instead of -2) for the purpose of determining range increment penalties for throwing a shield.


Human | AC 17(22) FF 14(18) T 17(21)| HP 40/194 | F +11 R +11 W +14 | Initiative +7 | Perc. +23 | Sense Motive +1

Busy weekend, working on posts today, but may take a little time.


Human | AC 17(22) FF 14(18) T 17(21)| HP 40/194 | F +11 R +11 W +14 | Initiative +7 | Perc. +23 | Sense Motive +1

Krowe Level 3:

HP + Con + Favored: 1d4 + 2 + 2 + 1 ⇒ (3) + 2 + 2 + 1 = 8
+1 Fortitide
+1 Reflex

Skills (+6 ranks):
+1 Craft Alchemy
+1 Diplomacy
+1 Knowledge Engineering
+1 Knowledge Geography
+1 Knowledge Nature
+1 Survival

Feat: cosmopolitan (Languages: sylvan and aklo. Skills: survival and bluff)

Special: arcanist exploit (quick study)

+ Spells

Shadow Lodge

Day 6

Scout NPCs trained in Survival or Stealth can scout the area or keep an eye on Phaendar for the PCs. With a successful DC 10 Survival check, an NPC can either discover one point of interest in the area (such as an encounter location) or reduce the chances for a random encounter by 5%.

Commoner: 1d20 + 2 ⇒ (5) + 2 = 7
Commoner: 1d20 + 2 ⇒ (20) + 2 = 22

Forage or Hunt Characters who spend a full day hunting or gathering and succeed at a DC 10 Survival check gain 1 Provision Point. Characters gain 1 additional Provision Point for every 2 by which the result exceeds 10.

Halfling: 1d20 + 2 ⇒ (20) + 2 = 22
Aristocrat: 1d20 + 2 ⇒ (9) + 2 = 11

Chemist: 1d20 + 1 ⇒ (7) + 1 = 8
Commoner: 1d20 + 2 ⇒ (13) + 2 = 15
Commoner: 1d20 + 2 ⇒ (19) + 2 = 21
Commoner: 1d20 + 2 ⇒ (18) + 2 = 20
Commoner: 1d20 + 2 ⇒ (8) + 2 = 10

Herd Phaendar’s sheep and goat herds were scattered in the attack, and many were lost in the Fangwood. NPCs can recover a single goat or sheep with a successful DC 16 Handle Animal check.
Taking 10 gives you 2 sheep/goats.

Stand Watch An NPC can stand watch, attempting Perception checks and even confronting danger while the PCs rest uninterrupted.
Felix: 1d20 ⇒ 4
Harris: 1d20 ⇒ 13
Julia: 1d20 ⇒ 18
Clang: 1d20 ⇒ 15

Shadow Lodge

Heading to PaizoCon tomorrow, posting will be sporadic and if y'all are there look me up, I'll be glued to the PACG tables.

Dark Archive

Male Human 17 | HP 182/182 | AC 34;TCH 14; FF 33 | F +13; R +6; W+17 | CMB +14; CMD 28 | Init +1; Perc +22; SM +7

Sweet have fun!

Next year I’ll be there. I am going to make sure of it.


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Half Elf Horn Dude 15 AC 25/23/17 / HP150 / F +14 R +10 W +11 / Init. +10/ Perc. +20 Sense Motive +27/Diplo +27 Nature+17 Local+14 Arcana13/Geog12/Dung+12/Planes15/Religion15
Balodek wrote:
Heading to PaizoCon tomorrow, posting will be sporadic and if y'all are there look me up, I'll be glued to the PACG tables.

I’m also going to PaizoCon and it looks like I’ll be regretting the quality of the goonery that will be playing PACG with me.

You can read about our (mis)adventures at the link above.


Half Elf Horn Dude 15 AC 25/23/17 / HP150 / F +14 R +10 W +11 / Init. +10/ Perc. +20 Sense Motive +27/Diplo +27 Nature+17 Local+14 Arcana13/Geog12/Dung+12/Planes15/Religion15

Had a good time with Balodek this weekend. I think I’ve convinced him to spare Bazsil for at least one encounter. We played a lot of ACG (Society Play) which is pretty fun, though can be brutal when you LITERALLY play for 16 hours straight....which we may or may not have actually done yesterday. (We did.)

Anyhoot, if any of youse guys see the f+&%er that stole my camel, let me know.

Shadow Lodge

Finally recovered from spending a weekend with Painlord, getting a new post up shortly. It will probably feature a camel.

Shadow Lodge

Day 8
Scout NPCs trained in Survival or Stealth can scout the area or keep an eye on Phaendar for the PCs. With a successful DC 10 Survival check, an NPC can either discover one point of interest in the area (such as an encounter location) or reduce the chances for a random encounter by 5%.

Zeke: 1d20 + 3 ⇒ (13) + 3 = 16
Lirosa: 1d20 + 3 ⇒ (10) + 3 = 13
Taidel: 1d20 + 3 ⇒ (16) + 3 = 19

Forage or Hunt Characters who spend a full day hunting or gathering and succeed at a DC 10 Survival check gain 1 Provision Point. Characters gain 1 additional Provision Point for every 2 by which the result exceeds 10.

Halfling: 1d20 + 2 ⇒ (9) + 2 = 11
Aristocrat: 1d20 + 2 ⇒ (18) + 2 = 20

Chemist: 1d20 + 1 ⇒ (4) + 1 = 5
Commoner: 1d20 + 2 ⇒ (3) + 2 = 5
Commoner: 1d20 + 2 ⇒ (4) + 2 = 6
Commoner: 1d20 + 2 ⇒ (8) + 2 = 10
Commoner: 1d20 + 2 ⇒ (14) + 2 = 16
Commoner: 1d20 + 2 ⇒ (18) + 2 = 20
Commoner: 1d20 + 2 ⇒ (8) + 2 = 10

Herd Phaendar’s sheep and goat herds were scattered in the attack, and many were lost in the Fangwood. NPCs can recover a single goat or sheep with a successful DC 16 Handle Animal check.
Taking 10 gives you 1 sheep/goats.

Stand Watch An NPC can stand watch, attempting Perception checks and even confronting danger while the PCs rest uninterrupted.
Felix: 1d20 ⇒ 20
Harris: 1d20 ⇒ 1
Julia: 1d20 ⇒ 13
Clang: 1d20 ⇒ 16

In addition, the two sick commoners have recovered and can be used tomorrow.

Shadow Lodge

Day 9

You send one shepard out to gather another herd animal, increasing the total by 1. You spend the day packing for the move. Should note that you won't need shelters per se in the caves just beds/sleeping locations. Some of what you've already built can count towards that.

Day 10

You spend this day moving into the caves and building shelter/sleeping locations.

Day 11

This day is spent completely clearing the fungus and repairing the forge.

*****

Spreadsheet is updated for the 3 days it takes to pack, move, and clear. Decisions on what to do for Day 12 should be made now, assuming you will follow Bazsil's plan of ambushing Ironfang Legion caravans and patrols.

GM Note: I will be traveling to Boston tomorrow until Wednesday afternoon, will be able to post again Wednesday after I'm home. Customer meetings will occupy my days and evenings all of Monday and Tuesday.


AC 36 Flat 20 Touch 20 | CMD 44 | HP 188/192 | F+18 R +18 W +17 | Init +3 | Perc +30 | Sense Motive +25

Ahhh, cool! I made plans to clear the forge and fungus over time, but doing it all at once is better.

Let me go edit my post and the spreadsheet...

Shadow Lodge

Either way, you’ve got the people and reserves to knock it out in one day if that’s the preference.


AC 36 Flat 20 Touch 20 | CMD 44 | HP 188/192 | F+18 R +18 W +17 | Init +3 | Perc +30 | Sense Motive +25

Nope, your way is better. :) Much better. Rip off that bandaid, don't remove it slowly...


Human | AC 17(22) FF 14(18) T 17(21)| HP 40/194 | F +11 R +11 W +14 | Initiative +7 | Perc. +23 | Sense Motive +1

Since he doesn’t need to pack, Krowe can hunt/forage on day 9. I think we should all spend day 12 restoring provisions spent in the two days moving into the caves.

Day 9 hunting/foraging: 1d20 + 5 ⇒ (13) + 5 = 18
Day 12 hunting/foraging: 1d20 + 5 ⇒ (18) + 5 = 23

Since our GM is busy the next couple days we might want to consider taking a few more days to roll some scouting/hunting/foraging to get more provisions and maybe find a couple more sites of interest before rushing right back to Phaendar.


Half Elf Horn Dude 15 AC 25/23/17 / HP150 / F +14 R +10 W +11 / Init. +10/ Perc. +20 Sense Motive +27/Diplo +27 Nature+17 Local+14 Arcana13/Geog12/Dung+12/Planes15/Religion15
Oberon Krowe wrote:

Since he doesn’t need to pack, Krowe can hunt/forage on day 9. I think we should all spend day 12 restoring provisions spent in the two days moving into the caves.

[dice=Day 9 hunting/foraging]1d20+5
[dice=Day 12 hunting/foraging]1d20+5

Since our GM is busy the next couple days we might want to consider taking a few more days to roll some scouting/hunting/foraging to get more provisions and maybe find a couple more sites of interest before rushing right back to Phaendar.

This is good, or whatever.

Bazsil won't be making any rolls as he's crafting and focusing on keeping good morale.


AC 36 Flat 20 Touch 20 | CMD 44 | HP 188/192 | F+18 R +18 W +17 | Init +3 | Perc +30 | Sense Motive +25

Sure, scouting around locally works for me. I am not too worried about food though, we've been doing well. Still, Faolan is happy to take a day helping out.

day 12 foraging: 1d20 + 2 ⇒ (13) + 2 = 15

Dark Archive

Male Human 17 | HP 182/182 | AC 34;TCH 14; FF 33 | F +13; R +6; W+17 | CMB +14; CMD 28 | Init +1; Perc +22; SM +7

With a new bit of zeal Bor helps out where he can in between packing and moving the camp. They have been making great strides in the last 2 weeks.

Day 9 Survival: 1d20 + 7 ⇒ (20) + 7 = 27
Day 12 Survival: 1d20 + 7 ⇒ (9) + 7 = 16

Shadow Lodge

Day 12
Scout NPCs trained in Survival or Stealth can scout the area or keep an eye on Phaendar for the PCs. With a successful DC 10 Survival check, an NPC can either discover one point of interest in the area (such as an encounter location) or reduce the chances for a random encounter by 5%.

Lirosa: 1d20 + 3 ⇒ (15) + 3 = 18
Taidel: 1d20 + 3 ⇒ (19) + 3 = 22

Forage or Hunt Characters who spend a full day hunting or gathering and succeed at a DC 10 Survival check gain 1 Provision Point. Characters gain 1 additional Provision Point for every 2 by which the result exceeds 10.

Halfling: 1d20 + 2 ⇒ (14) + 2 = 16
Aristocrat: 1d20 + 2 ⇒ (7) + 2 = 9

Commoner: 1d20 + 2 ⇒ (8) + 2 = 10
Commoner: 1d20 + 2 ⇒ (14) + 2 = 16
Commoner: 1d20 + 2 ⇒ (9) + 2 = 11
Commoner: 1d20 + 2 ⇒ (19) + 2 = 21
Commoner: 1d20 + 2 ⇒ (11) + 2 = 13
Commoner: 1d20 + 2 ⇒ (17) + 2 = 19
Commoner: 1d20 + 2 ⇒ (10) + 2 = 12
Cinder: 1d20 + 2 ⇒ (1) + 2 = 3

Herd Phaendar’s sheep and goat herds were scattered in the attack, and many were lost in the Fangwood. NPCs can recover a single goat or sheep with a successful DC 16 Handle Animal check.
Taking 10 gives you 1 sheep/goats.

Stand Watch An NPC can stand watch, attempting Perception checks and even confronting danger while the PCs rest uninterrupted.
Felix: 1d20 ⇒ 19
Harris: 1d20 ⇒ 12
Julia: 1d20 ⇒ 7
Clang: 1d20 ⇒ 17

25 PP from Hunting. 9 from Bor day 9, 4 on day 12. 5 and 7 from Krowe, 3 from Faolan.

With their rolls Lirosa and Taidel will have some news, let me review encounter timing and determine what they've found.


Half Elf Horn Dude 15 AC 25/23/17 / HP150 / F +14 R +10 W +11 / Init. +10/ Perc. +20 Sense Motive +27/Diplo +27 Nature+17 Local+14 Arcana13/Geog12/Dung+12/Planes15/Religion15

Bazsil wealth:

..0 gp leftover from start
997 gp first disbursement
---------
997 gp to spend

Shadow Lodge

Hey y'all, I'm traveling to GenCon next Monday the 30th and will not return until the 7th. Experience tells me there is no way I'll find time to post, I'm working a booth so the day starts early and ends late. I will resume posting on the 8th after I have recovered.


AC 36 Flat 20 Touch 20 | CMD 44 | HP 188/192 | F+18 R +18 W +17 | Init +3 | Perc +30 | Sense Motive +25

Have a great time!!

Dark Archive

Male Human 17 | HP 182/182 | AC 34;TCH 14; FF 33 | F +13; R +6; W+17 | CMB +14; CMD 28 | Init +1; Perc +22; SM +7

Have a blast!

Shadow Lodge

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Day 13

Scout NPCs trained in Survival or Stealth can scout the area or keep an eye on Phaendar for the PCs. With a successful DC 10 Survival check, an NPC can either discover one point of interest in the area (such as an encounter location) or reduce the chances for a random encounter by 5%.

Lirosa: 1d20 + 3 ⇒ (16) + 3 = 19
Taidel: 1d20 + 3 ⇒ (14) + 3 = 17

Forage or Hunt Characters who spend a full day hunting or gathering and succeed at a DC 10 Survival check gain 1 Provision Point. Characters gain 1 additional Provision Point for every 2 by which the result exceeds 10.

Halfling: 1d20 + 2 ⇒ (15) + 2 = 17
Aristocrat: 1d20 + 2 ⇒ (10) + 2 = 12

Commoner: 1d20 + 2 ⇒ (18) + 2 = 20
Commoner: 1d20 + 2 ⇒ (3) + 2 = 5
Commoner: 1d20 + 2 ⇒ (14) + 2 = 16
Commoner: 1d20 + 2 ⇒ (10) + 2 = 12
Commoner: 1d20 + 2 ⇒ (11) + 2 = 13
Commoner: 1d20 + 2 ⇒ (6) + 2 = 8
Commoner: 1d20 + 2 ⇒ (19) + 2 = 21
Cinder: 1d20 + 2 ⇒ (18) + 2 = 20

Herd Phaendar’s sheep and goat herds were scattered in the attack, and many were lost in the Fangwood. NPCs can recover a single goat or sheep with a successful DC 16 Handle Animal check.

Stand Watch An NPC can stand watch, attempting Perception checks and even confronting danger while the PCs rest uninterrupted.
Felix: 1d20 ⇒ 3
Harris: 1d20 ⇒ 16
Julia: 1d20 ⇒ 5
Clang: 1d20 ⇒ 20

Dark Archive

Male Human 17 | HP 182/182 | AC 34;TCH 14; FF 33 | F +13; R +6; W+17 | CMB +14; CMD 28 | Init +1; Perc +22; SM +7

Level 4:

HP: 1d5 + 3 ⇒ (4) + 3 = 7 +1 Con and +1 Fav Bonus = +9
+1 Con
Fort / Will +1
BAB +1
Spells (1)- Liberating Command (2)- Silence
Skills (3) Survival- 1; Spellcraft- 1; Perception- 1


AC 36 Flat 20 Touch 20 | CMD 44 | HP 188/192 | F+18 R +18 W +17 | Init +3 | Perc +30 | Sense Motive +25

NEXT LEVEL: 4:
Brawler (Shield Champion) (4)
+12 (1d6 + 4 ⇒ (5) + 4 = 9 class +2 con +1 favored class) (total 49)
+1 Strength (19)
+1 BAB (CMD/CMB)
+1 Fort and Reflex saves
+5 skills (4 class +1 human) (Acrobatics, Knowledge Dungeoneering, Perception, Sense Motive, Survival)
+1 AC (dodge)(class)
+1 Martial Flexibility /day (5)
Unarmed Strike damage goes to 1d8

Knockout (Ex): Once per day a brawler can unleash a devastating attack that can instantly knock a target unconscious. She must announce this intent before making her attack roll. If the brawler hits and the target takes damage from the blow, the target must succeed at a Fortitude saving throw (DC = 10 + 1/2 the brawler’s level + the higher of the brawler’s Strength or Dexterity modifier)(16) or fall unconscious for 1d6 rounds. Each round on its turn, the unconscious target may attempt a new saving throw to end the effect as a full round action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability. At 10th level, the brawler may use this ability twice per day; at 16th level, she may use it three times per day.
- - -


Half Elf Horn Dude 15 AC 25/23/17 / HP150 / F +14 R +10 W +11 / Init. +10/ Perc. +20 Sense Motive +27/Diplo +27 Nature+17 Local+14 Arcana13/Geog12/Dung+12/Planes15/Religion15

Last Level: May 13, 2018.

Razzle Dazzle Bazsil:

1d5 + 3 ⇒ (5) + 3 = 8 hp + 1 con + 1 FC = +10 total hp

+1 Str
+moar spells

Skills (+5 for level)
--------------
+1 Perform Oratory
+1 Know (Local)
+2 Perception
+1 Spellcraft


Human | AC 17(22) FF 14(18) T 17(21)| HP 40/194 | F +11 R +11 W +14 | Initiative +7 | Perc. +23 | Sense Motive +1

Krowe Level 4:

HP + Con + Favored: 1d4 + 2 + 2 + 1 ⇒ (3) + 2 + 2 + 1 = 8
+1 Base Attack
+1 Will
+1 Intelligence Ability Improvement

Skills (+7 ranks +3 retroactive):
+1 Intimidate
+1 Knowledge Nature
+1 Knowledge Religion
+1 Linguistics (undercommon)
+2 Perception
+1 Spellcraft
+2 Survival
+1 Use Magic Device

+ Spells


Human | AC 17(22) FF 14(18) T 17(21)| HP 40/194 | F +11 R +11 W +14 | Initiative +7 | Perc. +23 | Sense Motive +1

Now that we’re 4th level, I’m curious to know if anyone might be planning to pick up any item creation feats at 5th. Krowe will probably take craft wand or craft wondrous item.


Half Elf Horn Dude 15 AC 25/23/17 / HP150 / F +14 R +10 W +11 / Init. +10/ Perc. +20 Sense Motive +27/Diplo +27 Nature+17 Local+14 Arcana13/Geog12/Dung+12/Planes15/Religion15

Bazsil will only be crafting wooden stakes upon which to plant hobgob skulls.

Dark Archive

Male Human 17 | HP 182/182 | AC 34;TCH 14; FF 33 | F +13; R +6; W+17 | CMB +14; CMD 28 | Init +1; Perc +22; SM +7

No plans on crafting here.


AC 36 Flat 20 Touch 20 | CMD 44 | HP 188/192 | F+18 R +18 W +17 | Init +3 | Perc +30 | Sense Motive +25

Yeah, not a spell caster at all, so no crafting here either.

Dark Archive

Male Human 17 | HP 182/182 | AC 34;TCH 14; FF 33 | F +13; R +6; W+17 | CMB +14; CMD 28 | Init +1; Perc +22; SM +7

Level 5 of Madness:

Level 5 HP: 1d5 + 3 ⇒ (4) + 3 = 7 +2 Con +1 Fav bonus = +9 HP
Spells (3) Nondetection (D); Blindness/Deafness; Invisibility Purge
Skills (3) Survival- 1; Spellcraft- 1; Perception- 1
Feat- Preferred Spell (Mirror Image)


Half Elf Horn Dude 15 AC 25/23/17 / HP150 / F +14 R +10 W +11 / Init. +10/ Perc. +20 Sense Motive +27/Diplo +27 Nature+17 Local+14 Arcana13/Geog12/Dung+12/Planes15/Religion15

Last Level: May 13, 2018.

Fragile Bazsile:

1d5 + 3 ⇒ (5) + 3 = 8 hp + 1 con + 1 FC = +10 total hp

+Feat: Cleave
+moar spells

Skills (+6 for level)
--------------
+1 Perform Oratory
+1 Perception
+4 Intimidate


Human | AC 17(22) FF 14(18) T 17(21)| HP 40/194 | F +11 R +11 W +14 | Initiative +7 | Perc. +23 | Sense Motive +1

Krowe Level 5:

HP + Con + Favored: 1d4 + 2 + 2 + 1 ⇒ (4) + 2 + 2 + 1 = 9

Skills (+7 ranks):
+2 Intimidate
+1 Knowledge Nature
+1 Knowledge Local
+2 Survival
+1 use magic device

Feat: craft wondrous item

+ Spells

Dark Archive

Male Human 17 | HP 182/182 | AC 34;TCH 14; FF 33 | F +13; R +6; W+17 | CMB +14; CMD 28 | Init +1; Perc +22; SM +7

I have 1,141 gp left over that you can use if you want Faolan.


Half Elf Horn Dude 15 AC 25/23/17 / HP150 / F +14 R +10 W +11 / Init. +10/ Perc. +20 Sense Motive +27/Diplo +27 Nature+17 Local+14 Arcana13/Geog12/Dung+12/Planes15/Religion15
Bazsil Grimalkin wrote:

Bazsil wealth:

..0 gp leftover from start
997 gp first disbursement
---------
997 gp to spend

..997 gp to spend

+6251 go latest disbursement
------
.7248 gp to spend


Half Elf Horn Dude 15 AC 25/23/17 / HP150 / F +14 R +10 W +11 / Init. +10/ Perc. +20 Sense Motive +27/Diplo +27 Nature+17 Local+14 Arcana13/Geog12/Dung+12/Planes15/Religion15
Bazsil Grimalkin wrote:

..997 gp to spend

+6251 go latest disbursement
------
.7248 gp to spend

.7248 gp to spend

-3000 gp crafting belt
----------------
.4248 gp to spend


Half Elf Horn Dude 15 AC 25/23/17 / HP150 / F +14 R +10 W +11 / Init. +10/ Perc. +20 Sense Motive +27/Diplo +27 Nature+17 Local+14 Arcana13/Geog12/Dung+12/Planes15/Religion15
Bazsil Grimalkin wrote:

.7248 gp to spend

-3000 gp crafting belt
----------------
.4248 gp to spend

.4248 gp to spend

-3000 gp rod of extend metamagic, lesser
-----------
.1248 gp left

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