(5A) Ancient Fortress of Kotelia - Table A (Inactive)

Game Master mdt

12 Grimmauld Place | World Map (Editable) | Local Map (Editable)

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Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

In the campaign tab, you'll find links to various rules and such, as well as notable people.

One of the links is 'Chit Values'.

These are highly prized in Kotelia. A Chit is a marker that is used by Kotelian government. Each Chit can be taken to any Supply Depot in the city and be traded for equipment from the city. Some Chits are Government Chits, and have the city crest on them. These chits can be revoked at any time by the city. Others do not have the crest on them, and these are non-revokable chits. If you trade a revokable chit for an item, the government can take the item back at any time. A non-revokable chit is a permanent draw down of the item. During the course of the game, keep track of any items you get via Chit, and whether they are Government or Free Chits.

If you take an item to the depot, you can trade it in for a Government Chit of equal value. Alternately, you can trade it in for a chit of half value that is a Free Chit.

Chit's can also be traded in for multiple Chits of lesser value of the same type. That is, a Free Gold V chit can be traded in for two Free Gold III chits. Shorthand for chits are T#[F/R]. That is, a Gold V Free chit is shorthanded as G5F Chit. Gem chits are never shorthanded, they are just what they are (Free Ruby Chit) for example.


Male Ogre
VITALS:
AC: 23, T: 9, FF: 23; HP: 38/38; F9, R:1, W:3; CMB +12, CMD 22, Init: +0
None
SKILLS:
Climb +10, Craft (Beer) +5, Perception +7, Profession (brewer) +6

Hope we remember all that :P lucky its on the forum and top of page ;)


Male Catfolk
Vitals:
INIT: +4, AC 17, touch 14, flat-footed 13 (+4 dex) HP 24 (3d8+6) Fort +2, Ref +7, Will +1
Unchained Rogue, 3
Skills:
Climb +8, Perception +6, Stealth +10 (+14 in Crowds), Sleight of Hand +10 (+11 for pickpocketing) Bluff +12, Intimidate +10, Linguistics +7, Sense Motive +8, Disguise +10, Diplomacy +6

So studded leather is okay for Mr. Pasternack to have? It doesn't have to be fancy, he already has a very fancy javelin...what is the Kotellian response to throwing around a relic of the past? Just, throwing it everywhere, at every possible point?


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Throwing the weapon at buildings or people will get Mr. Pasternack put into Mr. Gaol, for many years.

Throwing it at targets on the targeting range is fine though.


Male Catfolk
Vitals:
INIT: +4, AC 17, touch 14, flat-footed 13 (+4 dex) HP 24 (3d8+6) Fort +2, Ref +7, Will +1
Unchained Rogue, 3
Skills:
Climb +8, Perception +6, Stealth +10 (+14 in Crowds), Sleight of Hand +10 (+11 for pickpocketing) Bluff +12, Intimidate +10, Linguistics +7, Sense Motive +8, Disguise +10, Diplomacy +6

That does sound bad. Hopefully the enemy attacks when no one is looking then. Like the man who can turn invisible, when nobody is looking, Mr. Pasternack will be like the rolling waves.


M Ratfolk Invoker Witch 3 (HP 20/20)
stats:
AC15 (13 vs improvised weapons), T15 (13 vs imp weap), FF10 (8 vs imp wea)/ F:+5 R:+5 W:+4/ init +4/ CMD14, 12 vs dirty tricks/ perception +3,+5w/familiar
skills:
acrobatics+10, fly+12, arcana+10, engineering+5, history+9, nature+10, planes+9, spellcraft+10, UMD+7, alchemy+18, sewing+8, soldier+5
spells, etc:
lvl0 daze, message, stabilize, touch of fatigue/lvl1 urban grace, cure light wounds, frostbite/lvl2 raven's flight, spectral hand/hexes feather fall at will, levitate 1/day

Hey guys, I wonder if we shouldn't talk a bit about our various roles and abilities, since we've all worked together before? As far as I'm concerned, anything currently in my profile is fair game for other characters to know right now, as Rozzev would happily answer any personal questions, and definitely would want to discuss tactics.

Not to stereotype, but I assume the ogre will hit stuff really hard. The goblin is clearly a pyro. Is anyone set up to be a face? A scout/trap finder? Any other melee types? Healers? For instance, I have a pretty random selection of spells memorized right now, but if I'm the only one with cure light wounds, I feel like I should memorize it.

The TLDR of Rossev's profile:
Avoids melee, he's squishy
Decent shot with a crossbow
Really really really obsessed with flying
Very book smart, lacking in anything social or street smart
Quite good at crafting alchemical items and brewing potions
Takes duty to the city seriously

@mdt - for the chit values column, is that gold piece value?


Male Catfolk
Vitals:
INIT: +4, AC 17, touch 14, flat-footed 13 (+4 dex) HP 24 (3d8+6) Fort +2, Ref +7, Will +1
Unchained Rogue, 3
Skills:
Climb +8, Perception +6, Stealth +10 (+14 in Crowds), Sleight of Hand +10 (+11 for pickpocketing) Bluff +12, Intimidate +10, Linguistics +7, Sense Motive +8, Disguise +10, Diplomacy +6

Mr. Pasternack absolutely loves people. Loves talking to them and has natural good looks to boot. His combat skills are questionable, since the army mostly sent him on scouting missions, but he is lightly armed and armored.

He can speak many different languages, writes well, is for the most part very street smart with enough time to think things over. Prefers to hit things with his fist, rather than the nice blade the army gave him. Surprisingly very hard to find in a crowd, despite his nature and appearance.

The army gave him a healin' kit, and that's what his healing will come from. Though his eyes are excellent for finding traps, he usually avoids them, rather than mess with them.

He takes his duty to the city well, but isn't influenced to do anything with it.


M Ratfolk Invoker Witch 3 (HP 20/20)
stats:
AC15 (13 vs improvised weapons), T15 (13 vs imp weap), FF10 (8 vs imp wea)/ F:+5 R:+5 W:+4/ init +4/ CMD14, 12 vs dirty tricks/ perception +3,+5w/familiar
skills:
acrobatics+10, fly+12, arcana+10, engineering+5, history+9, nature+10, planes+9, spellcraft+10, UMD+7, alchemy+18, sewing+8, soldier+5
spells, etc:
lvl0 daze, message, stabilize, touch of fatigue/lvl1 urban grace, cure light wounds, frostbite/lvl2 raven's flight, spectral hand/hexes feather fall at will, levitate 1/day

Question for mdt:
So I'm pretty much done with my character, assuming you have no issues with anything. I am considering trading my alchemy trait for a different alchemy trait though. When using the craft skill to earn a living or to craft an item, I can take 10 on the check, correct? Can I also take 10 when using craft alchemy to brew a potion?

Also, for the Invoke Patron ability of the invoker archetype, it says it functions mechanically like the animal focus ability of the Hunter.

http://paizo.com/pathfinderRPG/prd/advancedClassGuide/classes/hunter.html

I've never played a hunter or invoker, so I just want to clarify that I'm reading it correctly. As long as I have duration left, I can change which aspect I'm invoking as a swift action. Only one aspect in effect at a time, but I can change from round to round as long as I have a swift action available. Does that sound right?


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Yes, the value is book GP value

Rozzev:

1) Yes, you can take 10 to brew a potion.

2) No, the power reads : The invoker can use this ability for a number of minutes per day equal to her level; this duration need not be consecutive, but it must be spent in 1-minute increments. So, at 3rd level, you can have 3 minutes of this power. You don't have to use them all at the same time, but you can't use less than a minute of it. So, if you change it you cut into the next minute. Fro example, if you start the combat with it, you get 10 rounds. 5 rounds later, if you switch aspects, you lose the last 5 rounds, and have 10 rounds as you start minute 2 of use, losing 30 seconds of use.


Male Ogre
VITALS:
AC: 23, T: 9, FF: 23; HP: 38/38; F9, R:1, W:3; CMB +12, CMD 22, Init: +0
None
SKILLS:
Climb +10, Craft (Beer) +5, Perception +7, Profession (brewer) +6

Mork can make beer too! (Ale/beer)

-Posted with Wayfinder


Blink DD
Spells:
0/2 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0
Blinkdog HP (42/42) PR (7/7)
Stats:
AC/Touch/Flat 19/13/16 | Fort/Ref/Will +09/+06/+04 | Init +03
Skills:
+11: P(Percussion, Sing); +9: K(History), Survival; +8: Diplomacy, Handle Animal, Perception; +6: Stealth; +2 K(Not-History)

On the topic of Skald and Blink Dogs:

1) The type of Skald that I chose gives a +1 bonus to weapons rather than the typical rage effect, making it much more viable for use on the boards. The +1 bonus can be used to either make a weapon magical or make it more magical. The song itself targets all the weapons I want it to. as long as I stay below +3 (easy to do for a long time! :P).

If your weapon is already magical, you can instead enhance your weapon with one of the following: Defending, Distance, Flaming, Frost, Ghost Touch, Keen, Mighty Cleaving, returning, Shock, or Seeking. There's also Speed and Dancing, but those two will effectively never come up. When I start a performance, each weapon that an ally has will either gain +1 or one of those. I'm gonna suggest it be of the player's choice, as opposed to my choice. Alternately, you can ask for a default enchant to stick with and I'll give you that. What you choose at the start of my performance is what you'll keep until I begin a new performance or the old one runs out.

2) Blink Dogs have constant Blink (which I've put as a clickable link in his gender box, to make it easy to reference the spell). In 3.5, there were clauses for ending and starting up constant racial SLAs, but they didn't all make the jump to pathfinder. To my knowledge, restarting a constant SLA is a swift action in Pathfinder, and ending one is normally a free action in 3.5. As Blink is Dismissable, I'm also fine with spending a standard action to shut it down since the rule no longer exists... finally, I can always just not dismiss it, either, if you'd prefer for it to always be active since it's 'literally constant'. But I wanted to get us on the same page here, so I knew which to go with.

3) I often have a hard time nailing down a personality until I've played a character for a bit. They often change drastically between my creation of them and the play of them. I'll still try to get you some snippets if I'm up early enough tomorrow. :)


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

1) Skald will have to pick the enhancement, can't be player choice, since it affects all weapons at once.

2) Need to do some research when I have time.

3) ok...


Male Catfolk
Vitals:
INIT: +4, AC 17, touch 14, flat-footed 13 (+4 dex) HP 24 (3d8+6) Fort +2, Ref +7, Will +1
Unchained Rogue, 3
Skills:
Climb +8, Perception +6, Stealth +10 (+14 in Crowds), Sleight of Hand +10 (+11 for pickpocketing) Bluff +12, Intimidate +10, Linguistics +7, Sense Motive +8, Disguise +10, Diplomacy +6

Returning would be perfect on Mr. Pasternack's fancy javelin, but I don't know if the skald's alternative bonus applies to his fist. Speed would also be nice for ranged weapons, or while engaged in combat.


Female Doppleganger Sorcerer ( Celestial ) 0 AC/Touch/Flat 20/15/15 | Fort/Ref/Will +6/+8/+7 | Init +4

As of right now Ciaran doesn't have much in the way of abilities outside of shape change but later on she will become a celestial sorcerer but spells are still up in the air so her role can change atm.

I think mdt and I got her story fixed so things should start cleaning up sorry for the delay


Blink DD
Spells:
0/2 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0
Blinkdog HP (42/42) PR (7/7)
Stats:
AC/Touch/Flat 19/13/16 | Fort/Ref/Will +09/+06/+04 | Init +03
Skills:
+11: P(Percussion, Sing); +9: K(History), Survival; +8: Diplomacy, Handle Animal, Perception; +6: Stealth; +2 K(Not-History)

1) Then I need a list of 'default' enhancements you guys want. Mister Pasternack desires returning on the javelin, otherwise... what would you guys like?

As it doesn't mention them needing to be manufactured, I assume I can apply the +1 to my bite, to unarmed attacks, to treestump clubs?

2) I'll just work off of the idea he doesn't realize it's possible until I have an answer, then!

3) Just being realistic. Each of us shows a different face to each person. :) Often, player interaction makes me realize that X doesn't really make sense. :) At the moment, Bast's paladin code is a good starting point!

Things I have in mind: Is unlikely to say a whole truth when a half-truth with a great story can be told.
Loves stories.
Jokingly refers to himself as the Alpha... though how much of a leader he is depends on how things go. :P


Male Goblin Theologian HP 24/24, AC21, T12, FF20, Fort: +4, Ref: +5, Will: +6, +2 vs. charm/compulsion/ +4 init / CMD 14
skills:
Diplomacy +6, heal +7, religion +8, sense motives +7, spellcraft +8, ride +8, stealth +12, history +7, linguistics +7, nobility +7

Kayniik likes fire!


M Ratfolk Invoker Witch 3 (HP 20/20)
stats:
AC15 (13 vs improvised weapons), T15 (13 vs imp weap), FF10 (8 vs imp wea)/ F:+5 R:+5 W:+4/ init +4/ CMD14, 12 vs dirty tricks/ perception +3,+5w/familiar
skills:
acrobatics+10, fly+12, arcana+10, engineering+5, history+9, nature+10, planes+9, spellcraft+10, UMD+7, alchemy+18, sewing+8, soldier+5
spells, etc:
lvl0 daze, message, stabilize, touch of fatigue/lvl1 urban grace, cure light wounds, frostbite/lvl2 raven's flight, spectral hand/hexes feather fall at will, levitate 1/day

Since I don't have any magic weapons currently, I assume that means that right now the only thing I could benefit from would be the +1?


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

@Blinkpuppy

1) I believe you are correct, however, given that it specifically calls out a double weapon as only receiving benefit on one end, I'd say any one person could only have one natural weapon benefit at a time.

2) Yes, you can turn off a constant spell like ability, and yes, reactivating it is a swift action. However, reactivating it would, it seems, provoke an attack of opportunity (like any other spell like ability usage) since you are activating a spell.

Remember, your maximum bonus is based off how many weapons you enchant.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

@Rozzev - Yes


M Ratfolk Invoker Witch 3 (HP 20/20)
stats:
AC15 (13 vs improvised weapons), T15 (13 vs imp weap), FF10 (8 vs imp wea)/ F:+5 R:+5 W:+4/ init +4/ CMD14, 12 vs dirty tricks/ perception +3,+5w/familiar
skills:
acrobatics+10, fly+12, arcana+10, engineering+5, history+9, nature+10, planes+9, spellcraft+10, UMD+7, alchemy+18, sewing+8, soldier+5
spells, etc:
lvl0 daze, message, stabilize, touch of fatigue/lvl1 urban grace, cure light wounds, frostbite/lvl2 raven's flight, spectral hand/hexes feather fall at will, levitate 1/day

@mdt - I thought swift actions don't provoke generally? Both quicken spell and quicken spell like ability give swift actions and don't provoke.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Hmm, ok, no provoke then


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Everyone realizes they are up, correct? EVERYONE ELSE is everyone but the blinkpuppy and the sparky lizard...


Blink DD
Spells:
0/2 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0
Blinkdog HP (42/42) PR (7/7)
Stats:
AC/Touch/Flat 19/13/16 | Fort/Ref/Will +09/+06/+04 | Init +03
Skills:
+11: P(Percussion, Sing); +9: K(History), Survival; +8: Diplomacy, Handle Animal, Perception; +6: Stealth; +2 K(Not-History)

And just to make sure - you're gonna renew initiative after everyone else goes, yeah? So instead of blinkpuppy just going 'last' now, then dragon, reroll initiative?

On the topic of Raging Song and Line of Effect - I believe the intent is that you only need to be able to -hear- someone to gain the benefits of a bard song of any sort, unless you need visual components to be effective. :) I'm fine with the ruling that walls prevent that if you prefer, though!


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

No, I've about stopped doing that, mainly because it takes more time for me to set it up, and I have less time than I did before.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM
Cygnus, Blinkdog Troubador wrote:


On the topic of Raging Song and Line of Effect - I believe the intent is that you only need to be able to -hear- someone to gain the benefits of a bard song of any sort, unless you need visual components to be effective. :) I'm fine with the ruling that walls prevent that if you prefer, though!

If he were just getting a generic effect, I'd have no problem with that. But you are specifically targeting him with a specific effect (returning on his javelin). I'm fine with you giving him that if you can tell me how you know he's in range when you can't see him.


Blink DD
Spells:
0/2 | 0/0 | 0/0 | 0/0 | 0/0 | 0/0
Blinkdog HP (42/42) PR (7/7)
Stats:
AC/Touch/Flat 19/13/16 | Fort/Ref/Will +09/+06/+04 | Init +03
Skills:
+11: P(Percussion, Sing); +9: K(History), Survival; +8: Diplomacy, Handle Animal, Perception; +6: Stealth; +2 K(Not-History)

That's fair! :)

So, should I stick with 'generic effect' to everyone Cygnus can't locate? :)

OR

Should it be assumed that the effect just won't work at all unless Cygnus can locate them?


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

I'd be ok with a generic 'effect everyone I can't see but can hear'. But, remember, you may be then applying the effect to unseen enemies who haven't become hostile yet. Basically, if you open it up to affect anyone you can't see, you affect anyone you can't see. As you have no way of differentiating them...


M Ratfolk Invoker Witch 3 (HP 20/20)
stats:
AC15 (13 vs improvised weapons), T15 (13 vs imp weap), FF10 (8 vs imp wea)/ F:+5 R:+5 W:+4/ init +4/ CMD14, 12 vs dirty tricks/ perception +3,+5w/familiar
skills:
acrobatics+10, fly+12, arcana+10, engineering+5, history+9, nature+10, planes+9, spellcraft+10, UMD+7, alchemy+18, sewing+8, soldier+5
spells, etc:
lvl0 daze, message, stabilize, touch of fatigue/lvl1 urban grace, cure light wounds, frostbite/lvl2 raven's flight, spectral hand/hexes feather fall at will, levitate 1/day

@cygnus - I'd say for the future, hit my crossbow, pike, mace, and unarmed strike. that last since i have at least a couple of melee touch attack spells.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

To all my games : My father injured himself again Friday, and I have to go to Louisiana next week to deal with the aftermath. My ability to post will be spotty at best. My apologies in advance.


M Ratfolk Invoker Witch 3 (HP 20/20)
stats:
AC15 (13 vs improvised weapons), T15 (13 vs imp weap), FF10 (8 vs imp wea)/ F:+5 R:+5 W:+4/ init +4/ CMD14, 12 vs dirty tricks/ perception +3,+5w/familiar
skills:
acrobatics+10, fly+12, arcana+10, engineering+5, history+9, nature+10, planes+9, spellcraft+10, UMD+7, alchemy+18, sewing+8, soldier+5
spells, etc:
lvl0 daze, message, stabilize, touch of fatigue/lvl1 urban grace, cure light wounds, frostbite/lvl2 raven's flight, spectral hand/hexes feather fall at will, levitate 1/day

Aw man, that sucks. Hope every is ok with your dad. Good luck!


Male Goblin Theologian HP 24/24, AC21, T12, FF20, Fort: +4, Ref: +5, Will: +6, +2 vs. charm/compulsion/ +4 init / CMD 14
skills:
Diplomacy +6, heal +7, religion +8, sense motives +7, spellcraft +8, ride +8, stealth +12, history +7, linguistics +7, nobility +7

mdt how is it going with your father?


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Sorry everyone, last week was busy. Got back late friday night, slept through the weekend, and then got hammered Monday at work because nobody could do anything without me last week. *sigh* I'll be caught back up by this weekend and normal posting will resume.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

When it rains, it pours... My brother in law is in ICU as of Sunday, ingested antifreeze. We hope being stupid and not trying to hurt himself. So things are... a bit disconbobulated...


Male Ogre
VITALS:
AC: 23, T: 9, FF: 23; HP: 38/38; F9, R:1, W:3; CMB +12, CMD 22, Init: +0
None
SKILLS:
Climb +10, Craft (Beer) +5, Perception +7, Profession (brewer) +6

Good luck mdt

-Posted with Wayfinder


M Ratfolk Invoker Witch 3 (HP 20/20)
stats:
AC15 (13 vs improvised weapons), T15 (13 vs imp weap), FF10 (8 vs imp wea)/ F:+5 R:+5 W:+4/ init +4/ CMD14, 12 vs dirty tricks/ perception +3,+5w/familiar
skills:
acrobatics+10, fly+12, arcana+10, engineering+5, history+9, nature+10, planes+9, spellcraft+10, UMD+7, alchemy+18, sewing+8, soldier+5
spells, etc:
lvl0 daze, message, stabilize, touch of fatigue/lvl1 urban grace, cure light wounds, frostbite/lvl2 raven's flight, spectral hand/hexes feather fall at will, levitate 1/day

Wow. That's like, I find myself hoping you're trolling us all. Good luck.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Wish I was. :(

Anyway, he's awake now, and responding. They found video of him taking the anti-freeze off a truck in the parking are of his halfway house and drinking it. *sigh*


Female Doppleganger Sorcerer ( Celestial ) 0 AC/Touch/Flat 20/15/15 | Fort/Ref/Will +6/+8/+7 | Init +4

Sorry to hear best of luck hopefully the recovery will go well


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

For clarity :

ID Chits (Copper)

ID Chits (Gold)

ID Chits (Wood)

Requisition Chit (Gold)

Requisition Chit (Jade)

Requisition Chit (Copper)

Sczarni

Gahah, what if Mr. Pasternack tries to sell the ID chip? And hey, you can't blame the guy who's never seen a platinum anything. He'll probably return once he realizes it's not the requisition chip.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

He'd probably be arrested for selling access to the First District, and you'd need to create a new character, as Mr. Pasternack would be spending 5 years at hard labor working on the wall building outside the city.

Basically it's about what would happen if you sold an ID pass that allows you access to the Pentagon.


Male Goblin Theologian HP 24/24, AC21, T12, FF20, Fort: +4, Ref: +5, Will: +6, +2 vs. charm/compulsion/ +4 init / CMD 14
skills:
Diplomacy +6, heal +7, religion +8, sense motives +7, spellcraft +8, ride +8, stealth +12, history +7, linguistics +7, nobility +7

I'm am still here, just didn't look here yesterday as I was busy in FF15, i'll get back in the game as soon as possible


Male Goblin Theologian HP 24/24, AC21, T12, FF20, Fort: +4, Ref: +5, Will: +6, +2 vs. charm/compulsion/ +4 init / CMD 14
skills:
Diplomacy +6, heal +7, religion +8, sense motives +7, spellcraft +8, ride +8, stealth +12, history +7, linguistics +7, nobility +7

@mdt I got a quistion.
Does goblins in this univers read letters or are they still "afraid" of the words being taken out of their mind and only write ntoes with drawings?


Male Ogre
VITALS:
AC: 23, T: 9, FF: 23; HP: 38/38; F9, R:1, W:3; CMB +12, CMD 22, Init: +0
None
SKILLS:
Climb +10, Craft (Beer) +5, Perception +7, Profession (brewer) +6

Is here again

-Posted with Wayfinder


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Goblins in the city tend to read. Goblins from outside are still anti-words and consider city goblins to be non-goblins.


Male Goblin Theologian HP 24/24, AC21, T12, FF20, Fort: +4, Ref: +5, Will: +6, +2 vs. charm/compulsion/ +4 init / CMD 14
skills:
Diplomacy +6, heal +7, religion +8, sense motives +7, spellcraft +8, ride +8, stealth +12, history +7, linguistics +7, nobility +7

Cool cool, just wanted to know how I should react when he gets written notes.


Male Ogre
VITALS:
AC: 23, T: 9, FF: 23; HP: 38/38; F9, R:1, W:3; CMB +12, CMD 22, Init: +0
None
SKILLS:
Climb +10, Craft (Beer) +5, Perception +7, Profession (brewer) +6

Im posting this in all my games. Gm/Player. Last few days has been quite exciting. And hectic. My wife told me shes expecting. So been busy with tests etc to make 100% sure. So now. Officially. In about 8 months from now. I will be a father =^^=

-Posted with Wayfinder


Female Doppleganger Sorcerer ( Celestial ) 0 AC/Touch/Flat 20/15/15 | Fort/Ref/Will +6/+8/+7 | Init +4

Congratulations

Sczarni

Aw yess, that's beautiful! I'm glad for you.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Congratz


Male NG Human (Chelaxian) Brawler (Hinyasi, Snakebite Striker) 7 | HP 24/75 | AC 21 TO 16 FF 17 | F +9 R +10 W +6 | CMD 28 (Disarm 30) | Init +3 | Perc +12 DV

Dot and gratz, Mork! I caught that satisfaction (of being a father) around 10 months ago. It's quite a lifechanging experience, and for the better.

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