Bad to the Bones (A Rappan Athuk campaign) (Inactive)

Game Master Eric Swanson

Campaign Maps

Loot List

Brok: 58/58 HP, 1 Hero Point.
Grezzor: 54/54 HP, 2 Hero Points.
Keil: 40/40 HP, 3 Hero Points.
Praetor Grey: 47/47 HP, 1 Hero Points.
Vargrenz: 56/56 HP, 2 Hero Points.
Ranulfus 30/30 hp, 1 Hero Point

Current Date: Freyrmond 26 of 3517 (I.R.).
T plus 26 days.
Time: Around 3:00 am
Weather: ??


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HP: 30/30 | AC: 21, T: 14, FF: 17 | F:+4, R:+6, W:+10 | Init: +6 | Perception +10

Hurication is over. We have power and we are now back to work. I will be playing catch up. I hope to read through and make a game play post. Thank you all for the patience. We were lucky and just had debris with no damage at home.


Glad to hear it!


Okay please post your level up changes here in this thread.

As before, you roll your HP for the level (including you Ranalfus) and you can spend a Hero Point for a re-roll.

Also, I am dealing with some family issues so posting will be slow for a couple weeks.

PS: Due to the bug in Paizo where the Campaign page cannot be edited, I cannot show any updates on the Campaign page until it is fixed by Paizo, which should be in a few weeks.


Goblin Ranger HP:54/58 | AC 19 T15 FF15 | BAB 6 CMB +6 CMD 20 | Fort +7 Ref +9 Will +3 | Init:+4 (+6 underground) | Perc +14 (+4 underground,+3 for traps)+ 10' Trapfinding | Stealth +18 (+2 underground) | Traps: 4/4 (DC14)

Brok HP roll:

hp: 1d10 ⇒ 5

Heropoint Re-roll

hp: 1d10 ⇒ 9

Ranger Feat Manyshot

+1 to all saves, +1 BAB

Added skill points to:

Stealth, Perception, Intimidate, Linguistics, Survival, Disable Device, Acrobatics, knowledge(religion)


Goblin Wizard 6 || hp 50/54|| AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) || Fort +6, Ref +7, Will +7

HP: 1d6 ⇒ 5

Komm the "Grandfather" wrote:

Okay please post your level up changes here in this thread.

As before, you roll your HP for the level (including you Ranalfus) and you can spend a Hero Point for a re-roll.

Also, I am dealing with some family issues so posting will be slow for a couple weeks.

No worries Komm - we'll be here.

On a side note, I'm starting to think maybe I should ponder the possibility of changing characters... Don't really think Grezzor is being the best contribution here... Maybe a Magus or something more combat able....

Dark Archive

Male Duegar Monk(Gray Disciple)/5-Kineticist(Aether)(Kinetic Blade)/1 - [HP 56/56); AC19,T19,FF17; F+8,R+8,W+9; Per+12; Init +2]

Monk 5
HP: 1d8 ⇒ 7

Skills - Perception, Sense Motive (+3), Climb

Not a lot else at level 6.


Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

Can't work on this today, going to do some diligence then post.


Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

Vargrenz is right, not much to consider...so taking Rogue Talent: Trap Spotter (EX): Whenever a rogue with this talent comes within 10 feet of a trap, he/she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
skill points: Acrobatics, Climb, Escape Artist, Perception, Stealth, Disable Device, Slight of hand, Knowledge (Dungeon +2, Local, History), Use Magic | BAB+4, Trap Sense +2
HP: 1d8 ⇒ 6


Goblin Ranger HP:54/58 | AC 19 T15 FF15 | BAB 6 CMB +6 CMD 20 | Fort +7 Ref +9 Will +3 | Init:+4 (+6 underground) | Perc +14 (+4 underground,+3 for traps)+ 10' Trapfinding | Stealth +18 (+2 underground) | Traps: 4/4 (DC14)

I absolutely disagree that Grezzor isn't contributing.

The latest Ogre battle was really all him.

I think things are really just starting to kick in on the blasting wizard side of things.

If you aren't enjoying playing him, that's a different story.


Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

Do what you like but I agree with Brok - Grezzor is just coming into his own. He's quiet, so a help with the scouts and is now getting into the interesting spells. Timed with our sneak attacks, the three of us alone can do a lot. What we've forgotten is Grezzor's familiar, Sting. We should be using Sting more on scouting.


Goblin Wizard 6 || hp 50/54|| AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) || Fort +6, Ref +7, Will +7

Thanks for the input guys, I'll stick with him - just sometimes I get the feeling I don't have enough blasts to make him effective enough. Where maybe someone with melee capabilities could continue being useful, even after spells are exhausted (like a Magus for example).

Then again Rappan Athuk is a different place altogether :P

Sting is too squishy to scout though ;)


HP: 30/30 | AC: 21, T: 14, FF: 17 | F:+4, R:+6, W:+10 | Init: +6 | Perception +10

Still trying to decide what level to take. I should have something today.


Goblin Ranger HP:54/58 | AC 19 T15 FF15 | BAB 6 CMB +6 CMD 20 | Fort +7 Ref +9 Will +3 | Init:+4 (+6 underground) | Perc +14 (+4 underground,+3 for traps)+ 10' Trapfinding | Stealth +18 (+2 underground) | Traps: 4/4 (DC14)

I vote ranger or slayer for Ranalfus.


Goblin Wizard 6 || hp 50/54|| AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) || Fort +6, Ref +7, Will +7

Grezzor is updated to level 6

HP +5+1(FCB)+3(CON) = +9
Saves +1 on all
BAB is +4

--Skills--
Intimidation
Knowledge (Arcana)
Linguistics (gonna 'start' learning Terran)
Perception
Spellcraft
Stealth


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

Ghasts have incredible stats, so Ranulfus could be anything.


HP: 30/30 | AC: 21, T: 14, FF: 17 | F:+4, R:+6, W:+10 | Init: +6 | Perception +10

Still looking. We lost 2 of our state offices in the storm and I'm setting up new machines for the users to return to work. I will be out of the office tomorrow to deliver the machines, so if I don't choose a level today it will be Thursday. Thanks.


No worries Ranalfus.

Just checking in here. I am doing well guys, so feel free to take your time. I will resume posting next week.


HP: 30/30 | AC: 21, T: 14, FF: 17 | F:+4, R:+6, W:+10 | Init: +6 | Perception +10

So I was hoping now with a level I could treat being undead as an applied template, meaning I can build Ranulfus as what he was before dying. I know raising as a ghoul or a ghast it says they loose all abilities they had in life. All this would mean is I want to pick what race he was and starting traits. Basically with a level this stuff comes back to him. I'm thinking of Doing Half-Orc Beast Morph Alchemist. The race would be just to gain the favored class bonus and to have some starting traits. Let me know. I'm pretty sure I'm going alchemist either way.

GM would you be cool with this 3PP feat:

Deadly Agility (Combat)
You have learned how to use your agility to greater purpose in battle.

Prerequisite(s): Weapon Finesse, base attack bonus +1.

Benefit(s): You may add your Dexterity modifier in place of your Strength modifier when wielding a light weapon or a weapon that gains the benefits of the Weapon Finesse feat (such as the rapier) when determining additional damage inflicted upon a successful attack.

This modifier to damage is not increased for two-handed weapons, but is not reduced for off-hand weapons.

Dark Archive

Male Duegar Monk(Gray Disciple)/5-Kineticist(Aether)(Kinetic Blade)/1 - [HP 56/56); AC19,T19,FF17; F+8,R+8,W+9; Per+12; Init +2]

I thought that I had posted this. I like Grezzor. If you are concerned about being ineffective, one option would be to switch from Wizard to Sorcerer(Arcane-Sage). Doing this you would be able to cast a lot more blast spells. In addition, Goblins, like humans, allow for you to gain an extra spell known as a favored class bonus.

It would be Komm's decision whether to have you lose your familiar, but I do not think that it would really change your power.
(An alternative might be to allow you to just be a straight Sorcerer(Arcane), but using Int rather than Cha).

Doing this switch, you really would not have to change Grezzor much at all, but would not run out of spells anywhere near as fast.


Ranalfus: I see no reason you cannot do that, so go for it. Keep in mind you are rather light on melee types, so keep that in mind when devising your tactics.

Grezzor: A wizard's strength is in his flexibility with his spells, so keep this in mind. Still if you wish to take a level on Sorcerer/Arcanist feel free. Don't forget about the Retraining rules as well.


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

Wizards are my favorite class. I've gotten good enough at them that I find the notion that Sorcerers are more versatile to be laughable (your right about sorcerers being more blasty though).

Past about 4th level, a decent wizard should have more flexibility and longevity than nearly any sorcererer.

Here's my three tips to maximize your wizardry:

1) Scribe Scroll. All your downtime should go into crafting utility scrolls. This is where your versatility comes in. Your memorized spells are for your "almost always reliable" spells, like Glitterdust, Mage Armor, Fireball, and Black Tentacles. Scrolls are for the niche stuff, like Shield, Jump, Animate Rope, Fly, Stoneshape, and other spells that can shape the narrative well, but aren't needed as frequently.

2) Leave Spellslots open. On all but your highest level spells, leave a slot open so that during a few minutes of downtime you can memorize a niche spell, or another copy of a useful spell you already cast.

3) Trick out your Familiar. Improved Familiar is the most useful spell a wizard can take, bar none. The trick is to make sure that your familiar has hands and can talk. The best option is the Fairie Dragon. There's others that are pretty good too, but because the Faerie Dragon counts as a sorcerer, it can use wands and scrolls from the wizard spell list. That potentially doubles your spellcasting output. Familiars use your skill ranks, so max out Use Magic Device. If you have a spare feat, take Evolved Familiar and take the Skilled evolution for a +8 racial bonus to UMD. Then give your familiar cure wands.

Dark Archive

Male Duegar Monk(Gray Disciple)/5-Kineticist(Aether)(Kinetic Blade)/1 - [HP 56/56); AC19,T19,FF17; F+8,R+8,W+9; Per+12; Init +2]

If you stick with wizard, another pair of feats are Craft Staff --> Staff-like Wand. The second feat is super buff because you can get/craft low level wands and then use them at your level. So a cheap wand of Magic Missile would always be firing 5 missiles, or a wand of fireball or lightning bolt would be super high CL and save DR.

If you were to grab Craft Wand, the cost would be 5625, but you would have 50 fireballs at your hand.


Goblin Wizard 6 || hp 50/54|| AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) || Fort +6, Ref +7, Will +7

Thanks for all the feedback guys - most of it I am aware, but really very good tips there ;)

I am aware Wizards are versatile and powerful, but I am getting the feeling the 'adventuring days' in Rappan Athuk are too long - as strong as Grezzor may become, his resources are still finite (you guys obviously know this, hence the Scribe Scrolls and the Craft Staff/Wand ideas), and when they finish he can't contribute enough (Ray of Frost becomes of course less and less relevant...).

The death of Arlok is a straight up example of this - our day was not even at half yet, but a good chunk of my spells were already spent. Yet, simply waiting for me to recover spells wouldn't make sense - characters just don't act like that, and it would be just too much meta and suspension of disbelief not to attack. We did what made sense, and it went very wrong.

Also, and unfortunately we have had close to no downtime (as far as I can remember), which puts a dent in most the craft related ideas...

Grey, I am planning on getting the Faerie Dragon yes ;)


HP: 30/30 | AC: 21, T: 14, FF: 17 | F:+4, R:+6, W:+10 | Init: +6 | Perception +10

Sorry was out of the office yesterday. The plan is to stay melee, but have a bit of versatility with bombs. I was thinking about Vivisectionist giving up bombs for sneak attack, but I think I will stick with alchemist. I should be able to level him today. I am taking tomorrow off traveling for the weekend so won't be posting until monday after today.


HP: 30/30 | AC: 21, T: 14, FF: 17 | F:+4, R:+6, W:+10 | Init: +6 | Perception +10

I could go Warlord, this would give us a front line and versatile fighter. We may not get Arlok back so I should prepare for that. The godling is a crazy good versatile class so I think warlord from Path of War could help. What do you guys think?

Also GM were we just doing one level on Ranulfus? I understand his paralysis can be strong I'm just not sure it's relevant on anything that may not be an almost hand wave encounter. The group is all CR 5, Ranulfus is CR 2. 3 levels would make him CR 4 like the Ghast Cleric 3 example under ghast. I'm fine being a bit behind, just want to be able to help and possible survive doing it. :) Just curious. Thanks.


Let me check into that Warlord class Ranalfus, and yes you only get one level. Keep in mind you will level up faster as your CR is less than the others.


HP: 30/30 | AC: 21, T: 14, FF: 17 | F:+4, R:+6, W:+10 | Init: +6 | Perception +10

Very good. waiting on approval to add level.


Sorry Ranalfus, I am going to have to say no to the Warlord class. It seems a Bit overpowered to me. I am OK with you selecting the Alchemist class though.


HP: 30/30 | AC: 21, T: 14, FF: 17 | F:+4, R:+6, W:+10 | Init: +6 | Perception +10

Very good. I had one more thought if the group preferred a more melee oriented class. What about the Aegis from Dreamscared Press Psionics. It doesn't have any psionic powers it just has a suit or the ability to augment his body with physical abilities.


HP: 30/30 | AC: 21, T: 14, FF: 17 | F:+4, R:+6, W:+10 | Init: +6 | Perception +10

So any opinion on the Aegis? Or should I stick with Alchemist? If I stay Alchemist should I give up the bombs for sneak attack? Asking the group.


Goblin Wizard 6 || hp 50/54|| AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) || Fort +6, Ref +7, Will +7

I am not familiar with the Aegis, sorry Ranalfus :P

As for the Alchemist, I do think we could use as many ranged options as possible, but since we already have Keil wanting/needing sneak attack options (such as flanking), you guys could make a strong tag team?


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

Same. I've never seen an Aegis in play, so I have no idea.


Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

Like the rest I'm not familiar with Aegis. Although I'm sure we won't need to rely solely on Ranalfus to provide Keil with sneak attack opportunities, if the Aegis class can help with flanking opportunities then so much the better! Alternatively I'm not adverse to an Alchemist either. Grey seems to be already dabbling in this department with his reagents, which is cool, but it also makes me curious to see what an actual Alchemist can bring to the party; I've never played with one.
Will an Alchemist be in a position to rob creatures of their dex?

Dark Archive

Male Duegar Monk(Gray Disciple)/5-Kineticist(Aether)(Kinetic Blade)/1 - [HP 56/56); AC19,T19,FF17; F+8,R+8,W+9; Per+12; Init +2]

Next level - 7 (level 6 monk), Varg will be able to burn 1 Ki Point to cast enlarge person as a swift action. Not perfect, but it will provide a lot more flanking positions.


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

Next level Grey will be able to reliably field a lot more minions, which will also help with flanking opportunities.


HP: 30/30 | AC: 21, T: 14, FF: 17 | F:+4, R:+6, W:+10 | Init: +6 | Perception +10

The main problem with the Alchemist is time right now. The mutagen will only last 10 minutes and takes a hour to make so good for one combat then need to sit around an hour to make another. Bombs are a bit of extra damage but limited and with only a single level will only be doing 1d6.

The Aegis is a melee warrior. They wear a suit or skin that is like armor that augments their body. Basically it gives more static numbers and defense without having to keep stopping to make a mutagen.

A strait up Alchemist at our level would be pretty valuable in big fights like the temple with his bombs, for survive-ability I think I'm going to go Aegis. If GM veto's I can always change it.


Since I am not familiar with any of the Dreamscarred classes, I am going to veto this one as well.

Ranalfus, have you looked into any of the Occult classes from Paizo?


HP: 30/30 | AC: 21, T: 14, FF: 17 | F:+4, R:+6, W:+10 | Init: +6 | Perception +10

ah ok, back to the drawing board. Yeah there poop. Kineticist is kind of cool. Just trying to find a way to participate and not die.


Goblin Ranger HP:54/58 | AC 19 T15 FF15 | BAB 6 CMB +6 CMD 20 | Fort +7 Ref +9 Will +3 | Init:+4 (+6 underground) | Perc +14 (+4 underground,+3 for traps)+ 10' Trapfinding | Stealth +18 (+2 underground) | Traps: 4/4 (DC14)

We keep finding medium sized suits of heavy armor.

A beast-rider cavalier with the corpse companion feat would be fun.


HP: 30/30 | AC: 21, T: 14, FF: 17 | F:+4, R:+6, W:+10 | Init: +6 | Perception +10

Done, Arcane Strike Bard. Will inspire minions as Grey adds to his collection.


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

I like this plan.

Aren't most Bard buffs Morale bonuses though? Undead don't get those (including you).

I think there are ways to give Undead bard buffs. I just don't know what they are.


HP: 30/30 | AC: 21, T: 14, FF: 17 | F:+4, R:+6, W:+10 | Init: +6 | Perception +10

Inspire courage is competence, that's the one that matters


Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

The idea of Ranalfus singing is comical :) The campaign risks taking a turn from the macabre to the jocular.


There are other ways to inspire your allies...Comedy for one, though that is nearly as disturbing he he.

Ranalfus, your PC is good to go. Have you considered equipping yourself further with any weapons?

Looks like we are just waiting on Praetor to post his level up changes here. Once he has completed that we can resume here :)


Goblin Wizard 6 || hp 50/54|| AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) || Fort +6, Ref +7, Will +7

I've played many bards before - none of them sang.

Perrformance (Oratory) is my favorite.


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

Sorry, life's been hectic lately and I forgot I needed to do that. I'll get to work.


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

Ok done.

+8 HP

+1 bab

+1 to all saves

7 skill points

Cackle Hex (I'm taking the Shaman Chant instead. It's the same mechanic, just more Grey's style).

1 more 2nd and 3rd level spell slot.

Added Accursed Glare and Lightning Bolt to my Mask.


Goblin Ranger HP:54/58 | AC 19 T15 FF15 | BAB 6 CMB +6 CMD 20 | Fort +7 Ref +9 Will +3 | Init:+4 (+6 underground) | Perc +14 (+4 underground,+3 for traps)+ 10' Trapfinding | Stealth +18 (+2 underground) | Traps: 4/4 (DC14)

Don't we gain a hero point when we level?

Brok had one before leveling and then spent his level 6 hero point on re-rolling hp.


HP: 30/30 | AC: 21, T: 14, FF: 17 | F:+4, R:+6, W:+10 | Init: +6 | Perception +10

I have studded leather, figured I would stick with the 3 natural attacks right now with Arcane Strike I can hit stuff that needs magic weapons. Sent you a PM, GM about adding class levels in the bestiary rules.

Yes Ranalfus will be performing Oratory yelling out inspirational stuff like. "Suck Less" "You're doing that wrong" :)


Goblin Ranger HP:54/58 | AC 19 T15 FF15 | BAB 6 CMB +6 CMD 20 | Fort +7 Ref +9 Will +3 | Init:+4 (+6 underground) | Perc +14 (+4 underground,+3 for traps)+ 10' Trapfinding | Stealth +18 (+2 underground) | Traps: 4/4 (DC14)

Folks, I will be traveling to southeast asia over the next two weeks, returning home around the first of December. I anticipate limited connectivity and long days/nights exploring.

Please bot Brok as necessary.

Happy holidays and safe travels to all!

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