Clebsch's Reign of Winter

Game Master Clebsch RoW

Our brave adventurers are the only hope in a cold, cruel world.


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Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 78/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

We also have 4 doses of Flying ointment. Each dose "grants the subject the ability to fly (as the overland flight spell) for up to 9 hours." So slower fly speed but far longer duration. (40 feet (30 feet if wearing medium or heavy armor, or if carrying a medium or heavy load) with the ability to hustle, cover 64 miles in an 8-hour period of flight (or 48 miles at a speed of 30 feet)


Male LN human (ifrit) sorcerer 11 | HP: 87/87 | AC: 23 (14 Tch, 19 Fl) | CMB: +3, CMD: 18 | F: +9, R: +9, W: +10 | Init: +14 | Perc: +2, SM +2 |
Spells:
5th: 5/5; 4th: 7/8; 3rd: 3/8; 2nd: 6/8; 1st: 7/8
| Speed 30 ft. | Active conditions: endure elements, [í]haste[/i], mage armor.

This will probably solve it then. Wapiti takes one and carries Ingrit. If Thorizmond isn't against it (like offensive for a centaur, whatever), he could take another and have Penta ride him. Crasius and Rurik then take the other two and this leaves only Pyrrhus to use his spells.

Still can consume a bunch of them, but not as bad as before.


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 78/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

That would definitely work, because in the worst case scenario that I get knocked off Wapiti, I have a ring of Featherfall on, so I'll be fine until he can come get me.


Ice Cavern C2

Sounds good. Post your actions to set this up and then the fun begins.


Male Male N Centaur Cavalier 11 | HP: 29/144| AC: 21 (10 Tch, 18 Fl) | CMB: +17, CMD: 28 | F: +13, R: +7, W: +7| Init: +2 | Perc: +11, Darkvision 60 | Haste Cavalier 10
Pyrrhus Durst wrote:

This will probably solve it then. Wapiti takes one and carries Ingrit. If Thorizmond isn't against it (like offensive for a centaur, whatever), he could take another and have Penta ride him. Crasius and Rurik then take the other two and this leaves only Pyrrhus to use his spells.

Still can consume a bunch of them, but not as bad as before.

He might grumble, but I'm not aware of any cultural taboos or anything.


Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +16, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +20 (19), Diplomacy +19, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 11; 118/118; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; AC Penalty -1; Fort +9, Ref +13 (+14 Haste), Will +8, [+1 vs EC]; 13/14 BS ; HP 3; Per +16 (30 ft Blindsense), T +18 (DV,LL,Scent)

Pemta could also ride in my backpack. I am quite strong.


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Female Gnome Slayer 7/Shadowdancer 3 | HP 85/106 | AC 24, touch 17, flat-footed 20 | Fort +11 | Ref + 13 | Will +8 | Init +3 | Perception +19 | Study Target (2, +2) | Current Condition: haste (+1 attack, dodge AC & Reflex, double speed)

Pemta’s fine with either. Though riding on the back of a centaur would probably help with her Bleaching lol.


Male LN human (ifrit) sorcerer 11 | HP: 87/87 | AC: 23 (14 Tch, 19 Fl) | CMB: +3, CMD: 18 | F: +9, R: +9, W: +10 | Init: +14 | Perc: +2, SM +2 |
Spells:
5th: 5/5; 4th: 7/8; 3rd: 3/8; 2nd: 6/8; 1st: 7/8
| Speed 30 ft. | Active conditions: endure elements, [í]haste[/i], mage armor.

@GM: How many miles are we talking about? Each casting of regular Fly nets me 2.27 miles of distance.

I'm ok casting it a couple times, but if I need to do so like 6+ times, this might be bad on the following combats. If that is the case, then I'll wait here and teleport for most of the distance. Since we are in the mountains, I believe it is reasonable to say he can see pretty far.


Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +16, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +20 (19), Diplomacy +19, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 11; 118/118; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; AC Penalty -1; Fort +9, Ref +13 (+14 Haste), Will +8, [+1 vs EC]; 13/14 BS ; HP 3; Per +16 (30 ft Blindsense), T +18 (DV,LL,Scent)

I think we do not need any of your spells with the Ointment from what the GM said.


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 78/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

He'll definitely need to cast. We have 4 of the ointment.
1. Ingrit riding Wapiti (applied on Wapiti)
2. Pemta riding Thorizmond (applied to Thorizmond)
3. Rurik
4. Crasiaus

so Phyrrus would have to cast Fly. Too bad you don't have Overland Flight which is hours instead of minutes.. You're right about visibility being pretty good in a mountainous area. In theory you can wait, and when we encounter an issue or combat, cast Fly, then Teleport into the thick of things.


Ice Cavern C2

I came down with COVID over the weekend, so my posting will be less frequent for a few days. My symptoms are not life threatening, just annoying (sore throat, some coughing, slight fever). Hope to be better soon.

I think the four ointments were provided so characters could fly if needed, so let's say there were six potions so everyone can have one. In combat, the higher speed of a fly spell might help, but that can be cast as needed when initiative is called for.


Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +16, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +20 (19), Diplomacy +19, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 11; 118/118; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; AC Penalty -1; Fort +9, Ref +13 (+14 Haste), Will +8, [+1 vs EC]; 13/14 BS ; HP 3; Per +16 (30 ft Blindsense), T +18 (DV,LL,Scent)

I hope you feel better soon.


Male Human Cleric 11 | HP 80/80 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 7/7 | Inspired 1/1 | Liberation 11/11 | Rebuke Death 8/8

Just checkin' in to say, still here, have nothing meaningful to add to the flying conversation.


Ice Cavern C2

I recovered from COVID a few days ago, but have since come down with a cold and am behind in my work. Sorry for the delay, but it may be the weekend before I can get a gameplay post up.


Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +16, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +20 (19), Diplomacy +19, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 11; 118/118; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; AC Penalty -1; Fort +9, Ref +13 (+14 Haste), Will +8, [+1 vs EC]; 13/14 BS ; HP 3; Per +16 (30 ft Blindsense), T +18 (DV,LL,Scent)

That sounds terrible. I hope you start feeling better soon.


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 78/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

Take whatever time you need. Hope you feel better soon.


Ice Cavern C2

Thanks. I'm mostly over the worst symptoms and have my energy back. I'm still busy with end and start of term school work, so my time is still limited. I have managed to create a combat map for the first combat situation, but I still have to work out the initial positions and surprise conditions, if any, for the start of melee. I'll try to get that later tonight if possible.


Female Gnome Slayer 7/Shadowdancer 3 | HP 85/106 | AC 24, touch 17, flat-footed 20 | Fort +11 | Ref + 13 | Will +8 | Init +3 | Perception +19 | Study Target (2, +2) | Current Condition: haste (+1 attack, dodge AC & Reflex, double speed)

That’s good to hear that you’re getting better!


Female Gnome Slayer 7/Shadowdancer 3 | HP 85/106 | AC 24, touch 17, flat-footed 20 | Fort +11 | Ref + 13 | Will +8 | Init +3 | Perception +19 | Study Target (2, +2) | Current Condition: haste (+1 attack, dodge AC & Reflex, double speed)

I just realized that, with no bow and arrow riding Thorizmond, Pemta’s next to useless in this fight.


Male LN human (ifrit) sorcerer 11 | HP: 87/87 | AC: 23 (14 Tch, 19 Fl) | CMB: +3, CMD: 18 | F: +9, R: +9, W: +10 | Init: +14 | Perc: +2, SM +2 |
Spells:
5th: 5/5; 4th: 7/8; 3rd: 3/8; 2nd: 6/8; 1st: 7/8
| Speed 30 ft. | Active conditions: endure elements, [í]haste[/i], mage armor.
Pemta "the Shadow" Broilbree wrote:
I just realized that, with no bow and arrow riding Thorizmond, Pemta’s next to useless in this fight.

I can cast fly on you, but it is really important to have ranged weapons as well.


Female Gnome Slayer 7/Shadowdancer 3 | HP 85/106 | AC 24, touch 17, flat-footed 20 | Fort +11 | Ref + 13 | Will +8 | Init +3 | Perception +19 | Study Target (2, +2) | Current Condition: haste (+1 attack, dodge AC & Reflex, double speed)

Yes, next time Pemta gets the chance to shop she’s gonna get a shortbow


Ice Cavern C2

I'd allow that you could have picked up a shortbow from the trader if you want to be armed with a ranged weapon.


Female Gnome Slayer 7/Shadowdancer 3 | HP 85/106 | AC 24, touch 17, flat-footed 20 | Fort +11 | Ref + 13 | Will +8 | Init +3 | Perception +19 | Study Target (2, +2) | Current Condition: haste (+1 attack, dodge AC & Reflex, double speed)

That’s good, though with only 240 gp I think I would only be able to get a standard shortbow. Unless I forgot to add gold from selling off some loot we got earlier.


Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +16, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +20 (19), Diplomacy +19, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 11; 118/118; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; AC Penalty -1; Fort +9, Ref +13 (+14 Haste), Will +8, [+1 vs EC]; 13/14 BS ; HP 3; Per +16 (30 ft Blindsense), T +18 (DV,LL,Scent)

Crasius has 500 gp. He would be willing to loan up to 400 to you if you want to pay him back at the next split. Or you can also just plan on readying a lot.


Ice Cavern C2

Yea, Teamwork!


Female Gnome Slayer 7/Shadowdancer 3 | HP 85/106 | AC 24, touch 17, flat-footed 20 | Fort +11 | Ref + 13 | Will +8 | Init +3 | Perception +19 | Study Target (2, +2) | Current Condition: haste (+1 attack, dodge AC & Reflex, double speed)

With getting the masterwork arrows I’m taking it would just be 6 extra gp per unit (so 6 go per 20 arrows) or is that not how it works?

Either way her Dexterity bonus is good enough to where I can work with a standard shortbow until I can get a magical enchantment bonus.


Ice Cavern C2
Core Rulebook wrote:
The masterwork quality adds 300 gp to the cost of a normal weapon (or 6 gp to the cost of a single unit of ammunition).

I read a single unit of ammunition as one arrow or one sling stone, etc.


Female Gnome Slayer 7/Shadowdancer 3 | HP 85/106 | AC 24, touch 17, flat-footed 20 | Fort +11 | Ref + 13 | Will +8 | Init +3 | Perception +19 | Study Target (2, +2) | Current Condition: haste (+1 attack, dodge AC & Reflex, double speed)
Clebsch RoW wrote:
Core Rulebook wrote:
The masterwork quality adds 300 gp to the cost of a normal weapon (or 6 gp to the cost of a single unit of ammunition).
I read a single unit of ammunition as one arrow or one sling stone, etc.

Fair. I edited the remaining gold I have for that.


Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +16, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +20 (19), Diplomacy +19, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 11; 118/118; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; AC Penalty -1; Fort +9, Ref +13 (+14 Haste), Will +8, [+1 vs EC]; 13/14 BS ; HP 3; Per +16 (30 ft Blindsense), T +18 (DV,LL,Scent)

So how much do I give you? I just want to make sure that I am tracking it correctly.


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Male LN human (ifrit) sorcerer 11 | HP: 87/87 | AC: 23 (14 Tch, 19 Fl) | CMB: +3, CMD: 18 | F: +9, R: +9, W: +10 | Init: +14 | Perc: +2, SM +2 |
Spells:
5th: 5/5; 4th: 7/8; 3rd: 3/8; 2nd: 6/8; 1st: 7/8
| Speed 30 ft. | Active conditions: endure elements, [í]haste[/i], mage armor.

Guys, just a friendly reminder about the rules about flying.

We can make the following things without needing to make a Fly check:
<> Remain flying as long as you move at least half your speed (20 feet or 15 feet if in medium/heavy armor/load)
<> Turn up to 45 degrees (diagonal) by sacrificing 5 feet of movement
<> Raise up to 45 degrees at half your speed
<> Descend at any angle at double speed

These are our bonuses:
Crasius +13 (6 Dex, 4 good, 4 spell, -1 ACP)
Pyrrhus +10 (2 Dex, 4 good, 4 spell)
Rurik +9 (1 Dex, 4 good, 4 spell)
Thorizmond +10 (2 Dex, 4 good, 4 spell, -2 size, -2 ACP)
Wapiti +10 (4 Dex, 4 good, 4 spell, -2 size)

If we want to do more than that, we need a check:
DC 10 - Remain flying while moving less than half speed (auto success for everyone!)
DC 15 - Hover (If you want to full attack...)
DC 15 - Turn more than 45 degrees by sacrificing 5 feet of movement
DC 20 - Turn 180 degrees by sacrificing 10 feet of movement
DC 20 - Raise more than 45 degrees at half speed


Ice Cavern C2

Thanks for that summary. Do your best to follow the rules, but I don't want things to bog down arguing about details.

Note that on the map there is a movable rectangle that represents 50 feet of movement as an aid to figuring out distances without counting every square.

They cyan colored circle is the area of effect for the mist breath effect, which can occur up to 60 feet from the dragon when it uses its breath attack. I'll leave it up for a bit so you can plan your movements, perhaps avoiding being too bunched up.


Female Gnome Slayer 7/Shadowdancer 3 | HP 85/106 | AC 24, touch 17, flat-footed 20 | Fort +11 | Ref + 13 | Will +8 | Init +3 | Perception +19 | Study Target (2, +2) | Current Condition: haste (+1 attack, dodge AC & Reflex, double speed)

I think Pemta is staying with Thorizmond, but would that require Ride skill rolls?


Ice Cavern C2

Only if Thorizmond does anything unusual, like a sharper than normal turn. You can rig a safety rope to him if you choose and she could keep the extra fly ointment handy in case she needs to fly on her own.


Male LN human (ifrit) sorcerer 11 | HP: 87/87 | AC: 23 (14 Tch, 19 Fl) | CMB: +3, CMD: 18 | F: +9, R: +9, W: +10 | Init: +14 | Perc: +2, SM +2 |
Spells:
5th: 5/5; 4th: 7/8; 3rd: 3/8; 2nd: 6/8; 1st: 7/8
| Speed 30 ft. | Active conditions: endure elements, [í]haste[/i], mage armor.

@Clebsch RoW: You sure about Pyrrhus being hit? It seems to be 20ft explosion and Pyrrhus is 20ft up, so I believe he should be about 30ft from the center of origin, unless it is not an explosion and is a cylinder instead?

If Pyrrhus is indeed hit, then his familiar was as well. Otri has +6 on his reflex save and improved evasion.


Ice Cavern C2

I did not take his altitude into account. I'll look at it and retcon if necessary.


Female Gnome Slayer 7/Shadowdancer 3 | HP 85/106 | AC 24, touch 17, flat-footed 20 | Fort +11 | Ref + 13 | Will +8 | Init +3 | Perception +19 | Study Target (2, +2) | Current Condition: haste (+1 attack, dodge AC & Reflex, double speed)

Hang on, I thought Pemta couldn’t make a full attack by readying an action? So does she attack like a full attack or?


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Ice Cavern C2

Usually a rider can let the mount have its movement and the rider can then take a full round action on her turn. That's just normal melee, not a ready action. I'm assuming Pemta would/could delay her initiative until just after Thorizmond's turn, to keep things in synch.

That's how Ingrit on Wapiti works, anyway.

If you want to retcon your ready action and change it to delay, that's okay.


Female Gnome Slayer 7/Shadowdancer 3 | HP 85/106 | AC 24, touch 17, flat-footed 20 | Fort +11 | Ref + 13 | Will +8 | Init +3 | Perception +19 | Study Target (2, +2) | Current Condition: haste (+1 attack, dodge AC & Reflex, double speed)
Clebsch RoW wrote:

Usually a rider can let the mount have its movement and the rider can then take a full round action on her turn. That's just normal melee, not a ready action. I'm assuming Pemta would/could delay her initiative until just after Thorizmond's turn, to keep things in synch.

That's how Ingrit on Wapiti works, anyway.

If you want to retcon your ready action and change it to delay, that's okay.

I'll do that


Ice Cavern C2

Please post what Pemta does after reading the post I just made. Thorizmond can also move further than the position I moved him on the map (up to 30 feet more).


Ice Cavern C2

Question about spells: If an ally is outside the range of a spell like Prayer when it is cast, but then move to within the range of the spell while it is still active, do the effects kick in or does it only affect those who were in range when the spell was cast regardless of movement after casting? This can affect both allies and enemies.

RPG Superstar 2009 Top 16

To the best of my knowledge, spells described as a burst are a one-time flare-up of effect. anyone outside at the time of acting is unaffected.
Only ones described as an emanation have a continuous effect within the area of the spell.

It's like detect magic, if you walk into the area while it's up, you're suddenly subject to it.

So in the case of Prayer it would be a no, but Protection from Evil would be a yes.


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Ice Cavern C2

Thanks.


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Ice Cavern C2

I hope to get a post up this afternoon. It's our anniversary (24) and we are going out for lunch and a art exhibit.


Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +16, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +20 (19), Diplomacy +19, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 11; 118/118; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; AC Penalty -1; Fort +9, Ref +13 (+14 Haste), Will +8, [+1 vs EC]; 13/14 BS ; HP 3; Per +16 (30 ft Blindsense), T +18 (DV,LL,Scent)

Have an amazing anniversary!

@Thorizmond I believe you are not including the bonus to fly from the spell. It gives a bonus equal to half the caster level and Pyrrhus indicated that it was CL 8 so a +4 bonus to everyone who received the spell.


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 78/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

Happy Anniversary!


Male Male N Centaur Cavalier 11 | HP: 29/144| AC: 21 (10 Tch, 18 Fl) | CMB: +17, CMD: 28 | F: +13, R: +7, W: +7| Init: +2 | Perc: +11, Darkvision 60 | Haste Cavalier 10
Clebsch RoW wrote:
I hope to get a post up this afternoon. It's our anniversary (24) and we are going out for lunch and a art exhibit.

Happy Anniversary!

Crasius Leone wrote:

Have an amazing anniversary!

@Thorizmond I believe you are not including the bonus to fly from the spell. It gives a bonus equal to half the caster level and Pyrrhus indicated that it was CL 8 so a +4 bonus to everyone who received the spell.

Oh, I am. But being large pretty much wipes out my Dex bonus. As it turns out, the centaur is not highly mobile in the air. lol


Ice Cavern C2

Next post likely to be Tuesday or Wednesday.


Ice Cavern C2

I'm home from the hospital and just checking posts and progress. I'll double check Crasius' hp status and process Pyrrhus' missile. The single frost drake hasn't likely reached his limit according to the AP listing for its morale, but as it is now badly outnumbered by powerful foes, it'll likely scarper if it can.


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Ice Cavern C2

I'm probably not going to be posting today as I have to teach two remote classes and I'll need a lot of rest in between.


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Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +16, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +20 (19), Diplomacy +19, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 11; 118/118; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; AC Penalty -1; Fort +9, Ref +13 (+14 Haste), Will +8, [+1 vs EC]; 13/14 BS ; HP 3; Per +16 (30 ft Blindsense), T +18 (DV,LL,Scent)

I hope your classes go well. I was evaluated on teaching the other day and got mostly good comments. I just need to slow it down apparently.

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