Black Tom's Mummy's Mask

Game Master Black Tom

Treasure-finding and high adventure under the desert sun.


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Male Dwarven, Init +3, Per. +4(5); AC 17, HP 17/17/ XP: 2026 Unchained, Sanctified, Rogue / 2; F+1, R+7, W+0, Hero Points - 2

"I would suggest removing the sand like this". Luuther suggests pointing, "And starting here and moving in this direction would be the most efficient and safe way to remove the overburden".

1d20 + 4 ⇒ (12) + 4 = 16 Profession: Miner

"I will be glad to return to the gates and buy a couple of shovels. Do you have any objections to me hiring a couple of laborers to do the work for us"?


Male Human
Vitals:
HP 94/94; AC 26, FF 18, T 18, CMD 28; CMB +10; F 9, R 10, W 9 ; Perception +15, Init +10
F5/GS5/I10
Skills:

"Only if it doesnt interfere with why we are here." he chuckles again

-Posted with Wayfinder


Male human monk (weapon adept) 2 HP: 18/18; AC:17/17/14; F +6; R +5; W +7; Init: +2; Percep: +9; CMB: +4; CMD: 21

BT, did you miss my Perception check of 25?


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

Fleur goes with Luuther to buy shovels and hire laborers if he doesn't object. "Let's go buy some shovels... and I'd love to watch or even participate in the hiring of some workers... I've never done that before. Is there a special hiring hall for that or do you think there will be folks waiting for work near the entrance?"

Just going along for the walk and to learn about the process of hiring people ic


"Shovels, it is. Let's go."


Male Human (mostly) Ex-cleric and Grumpy Cat

Sorry about the slow response. Fighting a nasty cold here.

Haydar is only able to confirm Luuther's conclusions about the building and Fleur's about the door.

Prices on adventuring gear have skyrocketed with the start of the competition, so shovels are at double price, but you are still able to procure as many as you want. I mean, who goes on a treasure hunt without a shovel? ;o)

Even with their primitive equipment Inmir and Talin manage so shove a lot of the sand away. With your newfound shovels and some hard work you are able to shift the last of it. That leaves the problem of the doors, however, that are smooth and heavy and don't give much purchase. It's a DC 25 Strength check to open them.


Strength 1d20 + 4 ⇒ (12) + 4 = 16

Duriel tries to muscle the door with little success. "Perhaps another way is called for."


Male Human
Vitals:
HP 94/94; AC 26, FF 18, T 18, CMD 28; CMB +10; F 9, R 10, W 9 ; Perception +15, Init +10
F5/GS5/I10
Skills:

"Well. Thats that..." he looks at the doors
"This is not my vocation. Anyone wants a crack at the door, while i take some time to catch my breath?"

-Posted with Wayfinder


Male Human
Vitals:
HP 94/94; AC 26, FF 18, T 18, CMD 28; CMB +10; F 9, R 10, W 9 ; Perception +15, Init +10
F5/GS5/I10
Skills:

"How about we each get a crowbar or something and just lever our way in?"

idea. Crowbar adds +2 to check. And we each give an Aid Roll

-Posted with Wayfinder


"That's an idea"

Strength 1d20 + 6 ⇒ (13) + 6 = 19

Assuming I do the strength check, an additional +6 would help us clear the DC needed.


Male Human
Vitals:
HP 94/94; AC 26, FF 18, T 18, CMD 28; CMB +10; F 9, R 10, W 9 ; Perception +15, Init +10
F5/GS5/I10
Skills:

Aid: 1d20 + 2 ⇒ (3) + 2 = 5

Even after all the work he does try to help but his body didnt want to cooperate...

-Posted with Wayfinder


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

Fleur will try to help

str check dc 10 to aid: 1d20 ⇒ 10

that will get us to 21.. just need 2 more aids


Male Human (mostly) Ex-cleric and Grumpy Cat

A crowbar would provide leverage enough to lower the DC to 20, in addition to giving you a +2. Unfortunately they are affected by the same markup.


Male Human (Garundi) Cleric XP = 2058/5000
Basic:
HP 17/17 AC 13 FF 13 Touch 10 CMD 10 | FOR+4 REF+1 WIL+6 | Init+0 Percep+8 |
Limit Use:
Channel 4/5 Rebuke 5/6 Hero Points: 1 Bolts: 9 Wand: 43

That's ok - the one tool Inmir did in fact bring was a crowbar - that's what he leaned up against the tree next to his backpack and armor :)

Although his pride as a native of Wati is slightly prickled by Talin's comments about the heat, by the time the others return with the shovels he has admitted the truth of it and has found a shady spot to recover and take the chance to clear his mind in prayer. Once the group gets the sand clear and sets to trying to open the door he will offer Duriel the crowbar to help and then set himself to trying to Aid the opening effort.

Aid: 1d20 - 1 ⇒ (20) - 1 = 19

And succeeds with ease! So if I understand correctly that's a +2 for the crowbar and a +2 for the successful Aid from the usually pretty frail cleric which should get us across the line!


Male Human (mostly) Ex-cleric and Grumpy Cat

As Inmir joins his forces with those of Duriel and with the help of the crowbar, the doors swing open fully. Alas, there are no handles on the inside of the door either, so if you let go of them they will close of their own accord.

This rectangular room behind them is empty save for some engravings and fixtures upon the walls, a pair of heavy stone doors to the north (through which you entered), and an immense stone wheel against the south wall. The air is stale, and a layer of dust and sand covers the floor, lying in a thicker layer to the south. All four walls bear sunk-relief engravings and hieroglyphs, while small stone faces are affixed to the walls at about shoulder height in each corner. The stone wheel to the south is engraved with a large spiral and is set in stone tracks in the floor and ceiling.

The hieroglyphs on the wall are written in ancient Orisiani.:
With the engravings, they describe the life of the tomb’s enshrined occupant, Akhentepi, a celebrated military commander who presided over the troops garrisoned in Wati prior to the city’s downfall.

The hieroglyphs warn, “Akhentepi’s tomb is well defended, and those who defile it tempt the wrath of the gods.” An additional warning advises, “The only thing the Lady of Graves despises more than the grave robber is the unsuccessful grave robber,” followed by a final
admonishment to “turn back while you can.”

The spiral on the wheel is the symbol of Pharasma, as Inmir can point out, and likewise two of the carved faces in the corners depict Pharasma.

Knowledge (religion) 20:
The other two represent Anubis, the ancient Osirian god of burials and mummification.

At this juncture, it would be appropriate to start worrying about things like lighting and marching order. Also I would like to mark the occasion by awarding the campaign's first hero point to Inmir for his heroic efforts in getting you into the tomb (and some nice role-playing to boot). And don't worry; there are plenty more of those to come.


Male human monk (weapon adept) 2 HP: 18/18; AC:17/17/14; F +6; R +5; W +7; Init: +2; Percep: +9; CMB: +4; CMD: 21

Religion: 1d20 + 5 ⇒ (19) + 5 = 24

"I see the influence of the god Anubis in this tomb." Haydar points to the two carved faces. Once they walk in and he sees the darkness, Haydar looks worried as he considers his meager supplies. "Perhaps I can protect someone with a light source." He smiles meekly.


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

"Ooooh, I never thought of bringing a light... I can see in darkness, but it should have occurred to me that not everyone can. I could have brought torches if I'd just had more forethought. I'm sorry."

Fleur takes some time to examine the wheel, the tracks, the whole room, looking for passage beyond this room and traps as well..

perception: 1d20 + 7 ⇒ (10) + 7 = 17 +1 for traps

sad roll, sigh

... but the hieroglyphs and other features of the room prove very distracting and she keeps finding her attention drawn elsewhere.


Male Human (Garundi) Cleric XP = 2058/5000
Basic:
HP 17/17 AC 13 FF 13 Touch 10 CMD 10 | FOR+4 REF+1 WIL+6 | Init+0 Percep+8 |
Limit Use:
Channel 4/5 Rebuke 5/6 Hero Points: 1 Bolts: 9 Wand: 43

Inmir steps into the room, a sense of awe sweeping through him at the sight of the large symbol and carved faces of his goddess. He bows his head and reaches out to touch his fingertips to the symbol and says in a reverential voice The Lady of Graves brings light in the darkness and the symbol lights up with a pale white glow. Light spell - lasts 10 minutes

He then looks up at the hieroglyphs and says These tell the story of Akhentepi's life and warn that the tomb is well defended. Well we are no grave robbers, we have the blessing of the Goddess in our endeavors. Of course, the traps may not realize that, so we should probably proceed with caution.

Knowledge (Religion): 1d20 + 6 ⇒ (5) + 6 = 11 Unfortunately he is temporarily too distracted by the huge glowing symbol of his deity to pick up on anything else of significance.

After a moment he sighs, and says ... I suppose that means I really need to be wearing that armor after all. With that he wanders back outside to collect all his gear and then comes back into the room to don his armor out of the heat of the sunlight. Soon he slips his shield onto his back and is carrying his spear once again.

So then, we need to consider how we are keeping the doors open. Do we want to just wedge them both open with rocks or is that going to risk someone just wandering in behind us? I would hate for someone to come in here and get hurt on a trap we haven't disabled. Can anyone see if the doors are going to lock in some way if we let them close, or do we need to let them almost close and just wedge them enough that we can open them again?

A Hero Point! Awesome - thanks very much Tom :)


Male Human
Vitals:
HP 94/94; AC 26, FF 18, T 18, CMD 28; CMB +10; F 9, R 10, W 9 ; Perception +15, Init +10
F5/GS5/I10
Skills:

Religion: 1d20 + 6 ⇒ (15) + 6 = 21
either way. It was pointed out

"I need to learn the language. I never mentioned this. But Anubis is my patron. If i can say it like that. He is why i took on the work i do." he chuckles

"Im with you. Darkness has never been an issue for me either. So not something i thought about"

As they walk in he groans a bit.
"Well. Out of sight of most of the common folk..." he loosens his cloak to reveal the small pair of wings on his back
"Man. That feels much better...."

-Posted with Wayfinder


Male Dwarven, Init +3, Per. +4(5); AC 17, HP 17/17/ XP: 2026 Unchained, Sanctified, Rogue / 2; F+1, R+7, W+0, Hero Points - 2

Luuther enters the room carefully, watching where he puts his feet. On the way in he examines the doors to see if there is a latching mechanism that might hold them shut.

1d20 + 6 ⇒ (4) + 6 = 10 Perception.

"Let's put a large stone where the two doors meet to keep them open, until we find a better way". Luuther seems to be all business, now that he's working.

He then heads towards the wheel to try and determine how it functions.

1d20 + 6 ⇒ (10) + 6 = 16 Perception.


"Or we can simply use a metal spike or something similar to jam them."

Duriel draws his greataxe, ready for any threat.

Perception 1d20 + 2 ⇒ (20) + 2 = 22


Male human monk (weapon adept) 2 HP: 18/18; AC:17/17/14; F +6; R +5; W +7; Init: +2; Percep: +9; CMB: +4; CMD: 21

Haydar will stick close to Inmir and the light.


Male Human (mostly) Ex-cleric and Grumpy Cat

A large stone, with a pile of sand under it to stabilize it, is enough to keep the door open ajar enough for you to get in and out.

The stone wheel does not appear to be trapped. It is 10 feet across and 6 feet thick. It can be rolled aside along its track with a combined Strength score of 28; four of you can help if you like.


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

str to assist dc 10: 1d20 ⇒ 14

When the strongest among the group exerts his power on the wheel, Fleur tries, and succeeds, at aiding him.


Male Human
Vitals:
HP 94/94; AC 26, FF 18, T 18, CMD 28; CMB +10; F 9, R 10, W 9 ; Perception +15, Init +10
F5/GS5/I10
Skills:

"Let's see if i gained some strength back after all that shoveling..." as he puts some effort into helping push the stone

Aid Str: 1d20 ⇒ 5 nope...

-Posted with Wayfinder


Male Human (Garundi) Cleric XP = 2058/5000
Basic:
HP 17/17 AC 13 FF 13 Touch 10 CMD 10 | FOR+4 REF+1 WIL+6 | Init+0 Percep+8 |
Limit Use:
Channel 4/5 Rebuke 5/6 Hero Points: 1 Bolts: 9 Wand: 43

Inmir's eyes widen as he sees Talin's wings.

Wings! He has wings! Can he fly I wonder... they don't look big enough to carry him ... but who knows... what must it be like... truly...The world has many wonders to share. he murmurs quietly, almost to himself.

Then he kneels before one of the stone faces of Pharasma and bows his head in prayer. Lady of Graves, thank you for the gifts of this day and thank you for the boon of my companions. Help and guide us in our tasks ahead that we meet success and if at all possible intercede for us with the spirit of Akhentepi that he may know we honor his memory and will do all we can to leave his rest undisturbed.

Then, feeling refreshed as he always does after prayer, he stands and turns to view the wheel along with the rest of the group. He notes the dimming of light as the doors swing to a stop against the large stone and decides to add another light source. He touches his hand to the head of his spear and quietly intones The Lady of Graves brings light in the darkness. and the spear head flares into light similar to the light now glowing on the spiral on the wheel.

He will then attempt to lend his aid to the others as they try to move the wheel.

Aid: 1d20 - 1 ⇒ (3) - 1 = 2

But is, alas unable to contribute any real help this time.


Male Human (mostly) Ex-cleric and Grumpy Cat

Actually you only need a combined Strength score of 28, not a Strength check this time, so your efforts are enough.

As you throw your weight on the wheel it begins to turn, moving in its tracks to reveal a room behind it. Comparing the outer and inner dimensions of the tomb, Luuther can assure you that there is no space for any more rooms above ground.

The square room behind the wheel is starkly devoid of any markings or adornment. In the center of the chamber’s floor, a square shaft drops straight down into darkness. A faint musty odor rises from the pit. A single piton has been hammered into the stone floor by the northeast corner of the pit, and a dusty length of rope dangles from the piton into the darkness of the shaft.

The shaft is 10 feet square and an example of superior masonry, deliberately constructed to be difficult to climb (DC 25). The rope extends only 5 feet into the shaft before ending, having been cut at that point.


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

missed the wings post so a little retroactive reaction

Fleur wonders at Talin's wings and hides a little shudder of revulsion at his ancestry, as it is not his fault and everyone should be taken for who they are, not who their ancestors might have been.

"Fascinating... may I ... touch them? Can you fly?"


Male Human
Vitals:
HP 94/94; AC 26, FF 18, T 18, CMD 28; CMB +10; F 9, R 10, W 9 ; Perception +15, Init +10
F5/GS5/I10
Skills:

retroactive

He laughs again and gives them a little shake
"I wish. They're mostly a burden. Since i have to keep them hidden most of the time. Do they cramp something aweful!" then to the last part of her question
"You may... but be gentle" he winks

-Posted with Wayfinder


Male Human
Vitals:
HP 94/94; AC 26, FF 18, T 18, CMD 28; CMB +10; F 9, R 10, W 9 ; Perception +15, Init +10
F5/GS5/I10
Skills:

deeper then 60ft? Since Talin does have darkvision. And so does the celestial blooded folks

-Posted with Wayfinder


Male Human (mostly) Ex-cleric and Grumpy Cat

Sorry, it seems I forgot to mention that.

The shaft is 50 feet deep actually, and at 60 feet below you are able to discern a floor.


Male Human (Garundi) Cleric XP = 2058/5000
Basic:
HP 17/17 AC 13 FF 13 Touch 10 CMD 10 | FOR+4 REF+1 WIL+6 | Init+0 Percep+8 |
Limit Use:
Channel 4/5 Rebuke 5/6 Hero Points: 1 Bolts: 9 Wand: 43

But no sign of a body on the floor below? I must admit my first thought was that it was cut while some poor sod was climbing down it. But perhaps I'm reading too much into all that talk of traps in the ancient script

EDIT: Actually just went back and re-read that post and it doesn't actually mention traps at all, it just says "well defended" which leaves room for all sorts of unpleasantness :)


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

Fleur gently touches the edges of the wings, running her fingers over them lightly... "Beautiful, and fascinating.. thank you."


Male Human (Garundi) Cleric XP = 2058/5000
Basic:
HP 17/17 AC 13 FF 13 Touch 10 CMD 10 | FOR+4 REF+1 WIL+6 | Init+0 Percep+8 |
Limit Use:
Channel 4/5 Rebuke 5/6 Hero Points: 1 Bolts: 9 Wand: 43

While those with darkvision peer down the shaft, Inmir will wander around the room holding up his spear to the walls to ensure everywhere gets well lit at least once to be sure nothing is missed.

Curious, such a plain room after the previous one.


Male Human (mostly) Ex-cleric and Grumpy Cat

There seems to be nothing about the room that you haven't already discovered. There is no visible exit except for down the shaft. There is nothing on the floor down there, no body to be seen.

What's next?


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

"Down then?"


"Agreed. Down. But before we go perhaps a simple check for traps."

Duriel looks for a rock to toss down. If he finds one he tosses it in.


Male Human (mostly) Ex-cleric and Grumpy Cat

The rock falls for what feels like a long time and then clatters harmlessly on the floor.


"That's deep. This call's for the rope."


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

"I have a rope, but it would be too short alone.. perhaps 2 ropes? maybe knot them here and there to make the climb easier?"


"Yeah definitely a long rope and a strong one at that."


Male Dwarven, Init +3, Per. +4(5); AC 17, HP 17/17/ XP: 2026 Unchained, Sanctified, Rogue / 2; F+1, R+7, W+0, Hero Points - 2

Luuther peers down into the newly revealed pit, paying particular attention to the walls of the pit close to where the rope is cut.

"Well I suppose this is where my skills come into play. Perhaps I could be tied onto the rope, and lowered down head first, so that I might check things before my big feet get in the way. You could then always pull me back up, if Jing is feeling mischievous.

Luuther checks all his belongings that might fall free, and prepares himself to be lowered into the pit. He leaves his backpack up top to be lowered later.

... that is unless those pretty little wings let you fly down here".

1d20 + 7 ⇒ (15) + 7 = 22 Acrobatics (For orientation while dangling)

1d20 + 5 ⇒ (16) + 5 = 21 Perception (+2 if stonework, +1 if finding trap)

1d20 + 5 ⇒ (8) + 5 = 13 Climb (If needed. If not I'll take 10, and take my time being lowered).


Male Human (mostly) Ex-cleric and Grumpy Cat

Noone else seems eager so you all agree with Luuther's plan and gingerly lower him down into the darkness below.

The room turns out to be only 20 feet square. Mirrored images of a warrior in side profile, facing inward, are carved on an ornate pair of stone doors in the west wall of the room. The figure is depicted wearing padded armor, with a scarab-shaped shield on the arm facing the viewer, and a raised khopesh held aloft in the other. The body you expected is here, too. A crumpled humanoid body lies directly in front of the doors. A hint of decay hangs in the air, and a dried stain mars the stone floor under the body.

The doors are the only visible exit and Luuther can't spot any signs of a trap or hidden doors from where he is hanging.


Male Human
Vitals:
HP 94/94; AC 26, FF 18, T 18, CMD 28; CMB +10; F 9, R 10, W 9 ; Perception +15, Init +10
F5/GS5/I10
Skills:

"Nope. Not for flying." he shakes his head

As they lower him down:
"Dont drop him. Dont want to scar his head or anything"

sorry. Loooooong day

-Posted with Wayfinder


Male Dwarven, Init +3, Per. +4(5); AC 17, HP 17/17/ XP: 2026 Unchained, Sanctified, Rogue / 2; F+1, R+7, W+0, Hero Points - 2

"Lower me all the way to the ground". LUther reaches out and checks the floor where he will soon be landing.

1d20 + 4 ⇒ (1) + 4 = 5 Perception (Or +6 or +7)

Once on the ground, he tries to determine if he can tell what the cause of death on the corpse was without touching it.

1d20 ⇒ 15 Heal Check?

If possible he'll take 20 to search the walls and floors of the chamber.

"Let me give it a good going over before anyone else comes down".

Once Luuther clears an area, he'll signal that it's safe to come down, just to stay in the area he's already searched.


Male Human (mostly) Ex-cleric and Grumpy Cat

The corpse is of a male human or half-elf, and obviously died here. Both its legs are broken as from a fall, and he must have crawled to the doors and then expired.

While Luuther is busy clearing the chamber something happens upstairs. Perception and initiative checks, please. Map coming up.


Male Human
Vitals:
HP 94/94; AC 26, FF 18, T 18, CMD 28; CMB +10; F 9, R 10, W 9 ; Perception +15, Init +10
F5/GS5/I10
Skills:

Perception: 1d20 + 7 ⇒ (13) + 7 = 20
Initiative: 1d20 + 7 ⇒ (7) + 7 = 14

-Posted with Wayfinder


Male Human (Garundi) Cleric XP = 2058/5000
Basic:
HP 17/17 AC 13 FF 13 Touch 10 CMD 10 | FOR+4 REF+1 WIL+6 | Init+0 Percep+8 |
Limit Use:
Channel 4/5 Rebuke 5/6 Hero Points: 1 Bolts: 9 Wand: 43

Perception: 1d20 + 8 ⇒ (7) + 8 = 15
Initiative: 1d20 ⇒ 6


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

perc: 1d20 + 7 ⇒ (16) + 7 = 23
init: 1d20 + 2 ⇒ (14) + 2 = 16


Male human monk (weapon adept) 2 HP: 18/18; AC:17/17/14; F +6; R +5; W +7; Init: +2; Percep: +9; CMB: +4; CMD: 21

Perception: 1d20 + 8 ⇒ (12) + 8 = 20
Initiative: 1d20 + 2 ⇒ (8) + 2 = 10

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