Confirmation Group A (Inactive)

Game Master JASON RODARTE


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M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

This is interesting, I must not have hit submit post earlier this morning.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The first hippogriff moves up and tries to bite the nagaji who threw a javelin at it
1d20 + 4 ⇒ (10) + 4 = 14
missing

Silver Crusade

Half-orc Mesmerist | HP 9/9 | AC 14 FF 13 T 11 | F +4 R +2 W +3 | Init +1 | Perc +4 | Speed: 30ft | 1st Spells 2/2 | Tricks 4/5

So wait, what's the turn order?

Liberty's Edge

Current Status:
hp 11/11
Half-orc magus 1 (Pathfinder RPG Ultimate Magic 9) CG Medium humanoid (human, orc) Init +6; Senses darkvision 60 ft.; Perception +2 || AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 11 (1d8+3) Fort +6, Ref +4, Will +5 Defensive Abilities sacred tattoo

Order
Janira
Engelbert
Griff 1 (north)
Ederen
Griff 2

I'm up, and I think I'm not going to take the rage Engel ;)

Ederen moves around the creature to gain advantage, and swings hard with both his hands.

Scimitar: 1d20 + 4 ⇒ (17) + 4 = 21
Damage if it hits: 1d6 + 4 ⇒ (2) + 4 = 6

Don't think I am flanking from that position - if I am, that's +2 to hit.

Silver Crusade

Half-orc Mesmerist | HP 9/9 | AC 14 FF 13 T 11 | F +4 R +2 W +3 | Init +1 | Perc +4 | Speed: 30ft | 1st Spells 2/2 | Tricks 4/5

That order is missing two of us. And we must be in the fight or the Hippogriff couldn't have attacked "the nagaji".

Grand Lodge

Nagaji Urban Bloodrager 3 | HP 31/31 | AC 20/12/18| F+6 R+4 W+2: +4 vs. mind-affecting effects | Init +6 | Perc +8 | Speed: 30ft | Familiar: within arms reach | Active Effects: None

Jeskit goes just before Ederen. The Hippogriff attack was a mistaken post from the other table as Terevalis indicated in Discussion.

The Concordance

Male N Suli Skald 3 | HP 24/27 | AC 17 T 10 FF 16 | CMB+7 CMD 16 | F+6 R+3 W+3 | Ini+2 | Prcp-2, SM+10 | Spd 20 | Raging Song: 13/17 | Spells: 1st 0/4 | Active: #blessed, Inspired Rage!

Engelbert attacks the Hippogriff with his bardiche as it moves through his 10’ reach bardiche AOO: 1d20 + 6 ⇒ (12) + 6 = 181d10 + 7 ⇒ (6) + 7 = 13
18 to hit, 13 damage

He also attempts to identify the beasts and share any info he recalls. knowledge nature: 1d20 + 5 ⇒ (17) + 5 = 22


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

I placed the order of the people whose information I had.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Engelbert 's blow coupled with the hit from Ederen kills the hippogriff, which Englebert now knows is a hippogriff :)

Grand Lodge

Nagaji Urban Bloodrager 3 | HP 31/31 | AC 20/12/18| F+6 R+4 W+2: +4 vs. mind-affecting effects | Init +6 | Perc +8 | Speed: 30ft | Familiar: within arms reach | Active Effects: None

I think we could use a reset on the initiative. seems to be some confusion and we all have our stats on the sheet and/or have rolled initiative.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Do you see why I wanted all of the information up? To avoid stuff like this. I am not resetting anything but relisting what is there

Engelbert: 1d20 + 3 ⇒ (19) + 3 = 22
Ederen: 1d20 + 6 ⇒ (1) + 6 = 7
1d20 + 5 ⇒ (19) + 5 = 24 Janira
Griffs 2d20 + 2 ⇒ (4, 12) + 2 = 18
Looks like these are the only two I have
From the side, and near you, as a tree falls, a shriek emerges as two hippogriffs emerge, eyes ablaze
Order
Janira
Engelbert
Eden
Griff 1 (north)
Jeskit
Ederen
Griff 2

Grand Lodge

Nagaji Urban Bloodrager 3 | HP 31/31 | AC 20/12/18| F+6 R+4 W+2: +4 vs. mind-affecting effects | Init +6 | Perc +8 | Speed: 30ft | Familiar: within arms reach | Active Effects: None

The creature in front of Jeskit is sliced open just as he lets the rage pass over him. He turns to the other winged animal and charges at it with a swinging sectioned staff.

Will accept the Inspired Rage and use Controlled Rage to increase Con and Dex. AC 17. Str 18. Dex 16. Con 19.

sectioned staff, bless, raging, charge. AC 15: 1d20 + 9 ⇒ (13) + 9 = 22
damage: 1d10 + 7 ⇒ (10) + 7 = 17

Silver Crusade

Half-orc Mesmerist | HP 9/9 | AC 14 FF 13 T 11 | F +4 R +2 W +3 | Init +1 | Perc +4 | Speed: 30ft | 1st Spells 2/2 | Tricks 4/5

I'll go ahead and post as I would have gone right after Engelbert but I'll just go now. This, of course, provided the Hippogriff is still alive after Jeskit's attack.

Eden let the song fill her with anger as she followed suit with Jeskit and runs down the remaining Hippogriff, falchion in hand. She locked it with a hypnotic stare as she rushed toward it.

Attack: 1d20 + 3 + 2 + 2 ⇒ (7) + 3 + 2 + 2 = 14

Nonlethal Damage: 2d4 + 6 + 1 + 1 + 1 ⇒ (2, 2) + 6 + 1 + 1 + 1 = 13

I think that will definitely do it in if I hit. If not, I would demoralize it as well:

Intimidate: 1d20 + 10 - 4 ⇒ (14) + 10 - 4 = 20

Which would make it shaken for 13 rounds.

Round Breakdown:

Free Action: Accept Rage Song
Swift Action: Hypnotic Stare
Full-Round Action: Charge
Free Action: Demoralize

I am at 11 AC until the beginning of my next turn but I have 10 HP.

Grand Lodge

Nagaji Urban Bloodrager 3 | HP 31/31 | AC 20/12/18| F+6 R+4 W+2: +4 vs. mind-affecting effects | Init +6 | Perc +8 | Speed: 30ft | Familiar: within arms reach | Active Effects: None

This group brings the pain!!!

The Concordance

Male N Suli Skald 3 | HP 24/27 | AC 17 T 10 FF 16 | CMB+7 CMD 16 | F+6 R+3 W+3 | Ini+2 | Prcp-2, SM+10 | Spd 20 | Raging Song: 13/17 | Spells: 1st 0/4 | Active: #blessed, Inspired Rage!

@Eden, Neat trick! I never thought to use Blade of Mercy on my PFS melee mesmerist. She's also a half-orc. Chain fighter alt racial for heavy flail proficiency, then bludgeoner + enforcer feats. Retrained out of bludgeoner when she could afford a merciful adamantine flail. Half-orcs make excellent melee mesmerists with that nifty favored class bonus.

Silver Crusade

Half-orc Mesmerist | HP 9/9 | AC 14 FF 13 T 11 | F +4 R +2 W +3 | Init +1 | Perc +4 | Speed: 30ft | 1st Spells 2/2 | Tricks 4/5

Thanks! That sounds like a brutal approach I hadn't really considered myself.

Blade of Mercy has kinda always been one of the coolest traits to me. After reading up on Mesmerist and potential favored class boosts, a debuff half-orc mesmerist just made sense to me. Enforcer+BoM and being auto-proficient with falchions and greataxes was icing on that cake. At level 3, I'm probably going to grab the Restriction bold stare and Umbral Spell to turn dancing lights into a method of halving an opponent's speed and preventing them from taking 5-foot steps.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The mighty barbarians are able to take out both of the young hippogriffs.

Great job! Janira says. You worked together like good Pathfinders should and it does not look like anyone was hurt.

The Concordance

Male N Suli Skald 3 | HP 24/27 | AC 17 T 10 FF 16 | CMB+7 CMD 16 | F+6 R+3 W+3 | Ini+2 | Prcp-2, SM+10 | Spd 20 | Raging Song: 13/17 | Spells: 1st 0/4 | Active: #blessed, Inspired Rage!

Shall we continue forth to this cave of the gilled man? Or do we make camp for the night?

Grand Lodge

Nagaji Urban Bloodrager 3 | HP 31/31 | AC 20/12/18| F+6 R+4 W+2: +4 vs. mind-affecting effects | Init +6 | Perc +8 | Speed: 30ft | Familiar: within arms reach | Active Effects: None

let's keep going. We can camo there if needed. Plenty of day left.

Silver Crusade

Half-orc Mesmerist | HP 9/9 | AC 14 FF 13 T 11 | F +4 R +2 W +3 | Init +1 | Perc +4 | Speed: 30ft | 1st Spells 2/2 | Tricks 4/5

"Sounds like a plan. The quicker we get there, the better."

The Concordance

Male N Suli Skald 3 | HP 24/27 | AC 17 T 10 FF 16 | CMB+7 CMD 16 | F+6 R+3 W+3 | Ini+2 | Prcp-2, SM+10 | Spd 20 | Raging Song: 13/17 | Spells: 1st 0/4 | Active: #blessed, Inspired Rage!

Engelbert begins singing a marching song as the group continues to the cave.

Liberty's Edge

Current Status:
hp 11/11
Half-orc magus 1 (Pathfinder RPG Ultimate Magic 9) CG Medium humanoid (human, orc) Init +6; Senses darkvision 60 ft.; Perception +2 || AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 11 (1d8+3) Fort +6, Ref +4, Will +5 Defensive Abilities sacred tattoo

Ederen takes a moment to examine the creatures, since he had never seen their likes before - "I had heard of these, but never saw anything like them" - he comments, before moving after the others.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

s you continue to travel through the wilderness, you find trails blocked by fallen objects, shortcuts overgrown, and other minor delays that slow you down more than anticipated.

Survival checks

DC 15:
or get lost

Grand Lodge

Nagaji Urban Bloodrager 3 | HP 31/31 | AC 20/12/18| F+6 R+4 W+2: +4 vs. mind-affecting effects | Init +6 | Perc +8 | Speed: 30ft | Familiar: within arms reach | Active Effects: None

survival: 1d20 ⇒ 6

Jeskit is a hard time discerning his direction. This underbrush is rather thick. Anyone know which way to go?

Silver Crusade

Half-orc Mesmerist | HP 9/9 | AC 14 FF 13 T 11 | F +4 R +2 W +3 | Init +1 | Perc +4 | Speed: 30ft | 1st Spells 2/2 | Tricks 4/5

Survival: 1d20 ⇒ 3

Eden wondered aimlessly with the others, following their lead.

"I haven't been keeping up with where we've been going. I've been hoping you guys have."

Liberty's Edge

Current Status:
hp 11/11
Half-orc magus 1 (Pathfinder RPG Ultimate Magic 9) CG Medium humanoid (human, orc) Init +6; Senses darkvision 60 ft.; Perception +2 || AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 11 (1d8+3) Fort +6, Ref +4, Will +5 Defensive Abilities sacred tattoo

Survival: 1d20 + 1 ⇒ (18) + 1 = 19

Without any particular expertise in the wild, Ederen is nonetheless able to ascertain the correct direction - "I believe this is the way friends" - he indicates as they follow along.

The Concordance

Male N Suli Skald 3 | HP 24/27 | AC 17 T 10 FF 16 | CMB+7 CMD 16 | F+6 R+3 W+3 | Ini+2 | Prcp-2, SM+10 | Spd 20 | Raging Song: 13/17 | Spells: 1st 0/4 | Active: #blessed, Inspired Rage!

Engelbert looks up, looks down, licks his thumb and holds it up to the wind. survival: 1d20 - 2 ⇒ (11) - 2 = 9


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The half orc magus is able to discern the proper way to go.

The dense forest opens to a wide clearing at the base of a sheer cliff. Thick vines cover the surface of the cliff stretching 30 feet overhead.
"Here! The cave entrance is behind those vines", Janira says with a broad smile as she walks to the cliff’s face.

She pulls back several layers of vegetation to reveal a narrow crack in the cliff’s surface. "This is where I saw the gillmen enter."

As she motions toward the aperture, the surrounding woods come alive with the sound of small animals fleeing some unseen danger and a large creature crashing through the undergrowth.

The halfling worriedly remarks, "Quick, take cover before whatever it is spots us!"
As if she’d summoned the creature with her words, a massive horned monstrosity emerges from the trees.
Standing eight feet tall on a pair of cloven hooves and wielding a tremendous axe, the bull-headed creature roars with unbridled anger when it spots the group.

Janira screams, "A minotaur! There’s little chance we can stand against it. Take this bag", she continues, pulling off her backpack, "and head deeper into the caves. Finish your mission. I’ll lead it away from the caves, lose it in the forest, and join you as soon as I can. Now go! GO!" She heaves her backpack into the cave, casts a spell, and darts off toward the minotaur before turning to lure it away.

What do you do? Run into the cave leaving Janira to distract the minotaur? Help her fight it hoping to overcome the dangerous enemy? Or something else entirely? Party majority needed to proceed. Feel free to rearrange yourself in the white box all your tokens are currently in. I will point out that this party is pretty strong and has two companion creatures bolstering the numbers, so I think you would fare pretty well against the minotaur, but it can still hit like a truck and could get a lucky hit or two on some of you.

Grand Lodge

Nagaji Urban Bloodrager 3 | HP 31/31 | AC 20/12/18| F+6 R+4 W+2: +4 vs. mind-affecting effects | Init +6 | Perc +8 | Speed: 30ft | Familiar: within arms reach | Active Effects: None

Jeskit's blood gets pumping at the site of the large creature. That would be a glorious battle. Only by testing myself can I attain Irori's perfection. I must follow orders, however. So early in my career as a pathfinder. His hand eases back from the handles of his sectioned-staff. Come. To the cave. We must follow orders. Jeskit grabs the bag and runs into the cave.

Liberty's Edge

Current Status:
hp 11/11
Half-orc magus 1 (Pathfinder RPG Ultimate Magic 9) CG Medium humanoid (human, orc) Init +6; Senses darkvision 60 ft.; Perception +2 || AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 11 (1d8+3) Fort +6, Ref +4, Will +5 Defensive Abilities sacred tattoo

With but a glance at the massive creature, and Janira engaging it, the pragmatic Magus shakes his head - "Foolish girl is going to get herself killed" - moving inside without much hesitation.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Anyone else?

Silver Crusade

Half-orc Mesmerist | HP 9/9 | AC 14 FF 13 T 11 | F +4 R +2 W +3 | Init +1 | Perc +4 | Speed: 30ft | 1st Spells 2/2 | Tricks 4/5

"Are you certain? With all of us, we may be able to overwhelm it."

Seeing everyone file into the cave, however, prompts her to follow along.

"I do hope she will be alright distracting it."


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

As everyone heads into the cave system without Janira, you hear her shout in Giant to the minotaur. For those of you that speak Giant, you clearly understand these are insults that don't translate well to common. For those of you that don't speak Giant, you can still these are insults thanks to her tone and the fact that she blows raspberries at the minotaur before luring it away into the forest.
Everyone has a flashback to what Janira said the day they started their mission, "Let's see... a potion of barkskin, two potions of cure light wounds, a potion of feather step, a potion of vanish, a scroll of entangle, a scroll of gust of wind, a scroll of identify, a sandwich...make that three.., a scroll of mage armor, a scroll of obscuring mist, a wand of burning hands with a couple uses left, a wand of cure light wounds with a handful of charges, some trail rations, an acid, two alchemist’s fires, one holy water, a smokestick, two tanglefoot bags, one thunderstone, an antitoxin, two sunrods, and about thirty bolts." she finally looks up after going through her backpack and blushes a little, "Always be prepared you know..." she says with a smile.
These are exactly the items you find in her bag, minus the food, crossbow, bolts, and whip (the food, she ate, the weapons, she's carrying).

Once the group finishes rummaging through her bag, they look around to get their bearings. This cave system stretches deep below the foothills of the Kortos Mounts, though most of it is accessible only through a narrow keyhole tunnel, the one that Janira discovered and led you to. All of the tunnels in this area are between 3 and 10 feet wide and vary equally in height, though most are a comfortable 7 or more feet wide in each dimension. Water from stalactites and the distant rushing of underground streams creates an eerie backdrop as you explore the caves. The caves’ walls are patterned with blue-green luminescent fungi that provide dim light.

Petroglyphs—most depicting marine animals or spiral shapes—periodically decorate the tunnels’ walls, becoming increasingly frequent you go deeper into the caves. The rough surface of the carvings provides a natural platform for the fungi, causing it to grow thicker and making the carvings glow slightly brighter than their surroundings.
For the sake of simplicity, especially with so many items, I'll just assume everyone has access to everything both in and out of combat for consumables. Make sure when/if you use one of Janira's items, you make it clear, like "Eden downs Janira's potion of barkskin" so that other players and myself know it was used. I'll keep a list in a spoiler on my posts from now out and scratch out used items.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The contents of the bag

1 potion of barkskin
2 potions of cure light wounds
1 potion of feather step
1 potion of vanish
1 scroll of entangle
1 scroll of gust of wind
1 scroll of identify
1 scroll of mage armor CL6
1 scroll of obscuring mist
1 wand of burning hands CL 3, 4 charges
1 wand of cure light wounds CL 3, 6 charges
1 vial of acid
2 alchemist’s fires
1 holy water
1 smokestick,
2 tanglefoot bags
1 thunderstone
1 antitoxin
2 sunrods


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

As you continue into the caves, you are greeted with a narrow tunnel that twists and turns for several hundred feet before slowly opening to a
wider passage. A large hole about 10ft across and 20ft deep spans the cave’s width and stretches down the path.

Upon inspecting this hole, the party realizes that it is an already exposed and flooded pit trap. The water in the pit rises nearly halfway up, about 10 feet, and upon further inspection you can see a bundle of cloth at the bottom. If you wish to continue going deeper in the caves, you will have to figure out how to get across the pit, whether by swimming and climbing, jumping, or some other solution.

Grand Lodge

Nagaji Urban Bloodrager 3 | HP 31/31 | AC 20/12/18| F+6 R+4 W+2: +4 vs. mind-affecting effects | Init +6 | Perc +8 | Speed: 30ft | Familiar: within arms reach | Active Effects: None

I'll make my way across. Toss me a rope on the other side and I'll pull you up. Jeskit takes a running start and leaps across the open pit.

acrobatics, jump: 1d20 + 8 ⇒ (2) + 8 = 10

hah, right on!

Silver Crusade

Half-orc Mesmerist | HP 9/9 | AC 14 FF 13 T 11 | F +4 R +2 W +3 | Init +1 | Perc +4 | Speed: 30ft | 1st Spells 2/2 | Tricks 4/5

Eden gathered herself and took a deep breath. After taking a look at the pit and the short run to the edge, she ran and jumped across, barely making it but making it nonetheless.

I take a 10 on the roll. That's 10+1[Dex]-1[Armor]=10.

Liberty's Edge

Current Status:
hp 11/11
Half-orc magus 1 (Pathfinder RPG Ultimate Magic 9) CG Medium humanoid (human, orc) Init +6; Senses darkvision 60 ft.; Perception +2 || AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 11 (1d8+3) Fort +6, Ref +4, Will +5 Defensive Abilities sacred tattoo

We can take 10 on this? If so Ederen will wait until all have passed the pit, and then he takes 10 to get across. 10+2-2=10

Silver Crusade

Half-orc Mesmerist | HP 9/9 | AC 14 FF 13 T 11 | F +4 R +2 W +3 | Init +1 | Perc +4 | Speed: 30ft | 1st Spells 2/2 | Tricks 4/5

From "Using Skills" in the Skills section: "Taking 10: When your character is not in immediate danger or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn't help."

Since we're not in combat or otherwise in immediate danger, I figured taking a 10 was the safest bet.

The Concordance

Male N Suli Skald 3 | HP 24/27 | AC 17 T 10 FF 16 | CMB+7 CMD 16 | F+6 R+3 W+3 | Ini+2 | Prcp-2, SM+10 | Spd 20 | Raging Song: 13/17 | Spells: 1st 0/4 | Active: #blessed, Inspired Rage!

Engelbert casts Detect Magic down into the pit and concentrates if he detects any auras.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The Suli does detect magic coming from the bottom of the pit. With enough concentration, he can pin point it coming from the cloak.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The mesmerist and nagaji jump over the pit.

Grand Lodge

Nagaji Urban Bloodrager 3 | HP 31/31 | AC 20/12/18| F+6 R+4 W+2: +4 vs. mind-affecting effects | Init +6 | Perc +8 | Speed: 30ft | Familiar: within arms reach | Active Effects: None

If anyone has a rope, toss it up here. Otherwise I can extend my sectioned staff to help you up. Jeskit rests at the lip of the pit.

Liberty's Edge

Current Status:
hp 11/11
Half-orc magus 1 (Pathfinder RPG Ultimate Magic 9) CG Medium humanoid (human, orc) Init +6; Senses darkvision 60 ft.; Perception +2 || AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 11 (1d8+3) Fort +6, Ref +4, Will +5 Defensive Abilities sacred tattoo

Ederen also took 10, thanks for clarifying Eden ;)

The Concordance

Male N Suli Skald 3 | HP 24/27 | AC 17 T 10 FF 16 | CMB+7 CMD 16 | F+6 R+3 W+3 | Ini+2 | Prcp-2, SM+10 | Spd 20 | Raging Song: 13/17 | Spells: 1st 0/4 | Active: #blessed, Inspired Rage!

I have rope! Engelbert tosses it over. Can you secure it and I'll climb down and get this magical cloak! Take 10 on climb with a rope secured against the wall should get me down and back up just fine.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Ederen gets across.
The suli goes down and finds what looks to be scrap of cloth, long enough to be a cloak.

Grand Lodge

Nagaji Urban Bloodrager 3 | HP 31/31 | AC 20/12/18| F+6 R+4 W+2: +4 vs. mind-affecting effects | Init +6 | Perc +8 | Speed: 30ft | Familiar: within arms reach | Active Effects: None

Throw me the rope and I'll secure it up here for you to climb back up. Jeskit offers a hand.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Maybe the suli likes it in the pit :)

Grand Lodge

Nagaji Urban Bloodrager 3 | HP 31/31 | AC 20/12/18| F+6 R+4 W+2: +4 vs. mind-affecting effects | Init +6 | Perc +8 | Speed: 30ft | Familiar: within arms reach | Active Effects: None

Jeskit ventures forward a bit, in case of danger within the cave.

The Concordance

Male N Suli Skald 3 | HP 24/27 | AC 17 T 10 FF 16 | CMB+7 CMD 16 | F+6 R+3 W+3 | Ini+2 | Prcp-2, SM+10 | Spd 20 | Raging Song: 13/17 | Spells: 1st 0/4 | Active: #blessed, Inspired Rage!

Engelbert climbs back up take 10 with the magic cloak and examines it, trying to identify its magical properties. spellcraft: 1d20 + 4 ⇒ (12) + 4 = 16

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