Cult of Unraveling (Inactive)

Game Master Matt Adams 259


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Discuss!


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

Pretty excited for this one!


Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)

As am I! I'll complete the summary line above by tonight. As well as equipment and gold. Any other special rules we should be aware of going in?


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

I will note that I am relatively new to Pathfinder and from the recruitment thread there are likely going to be things I am unfamiliar with, so bear with me if I ask for clarifications.

On the positive note, I am home with my kid all day and have plenty of time to post all day.

-Posted with Wayfinder


I'm using background skills from Unchained because your careers are a big part of your characters at the start, but I think I said that in initial recruitment. Other than that, I might use the fear and sanity rules when they become relevant.


Male N Half-elf Watersinger 1st HP: 15/15 AC: 14/12/12 CMD: 14 ; F/R/W: +1/+5/+3 ; Init + 4, Perception +7 ; 30' ; Know(any) +3

Let's get this party started!


Female Tiefling Vigilante | HP: 38/38| AC: 20 | CMB: 4 CMD: 19 | F: +2, R: +8, W: +5 | Init: +5 | Ling/KnEn +4, KnNo +8, Per +11, Blf +12[16], Dip +12, Dsg +14 [34+], Sth +16, SM +12[16] |Koriana's Blade +10, d?+5+3d4/8 |Active conditions:

A question for you all - which picture works better for Cyrene. The current one or a picture of Arushulae See here. The avatar picture cuts off her horns so they look more like antennae...

I like the current one because she is actually the iconic swashbuckler, but I described Cyrene as having red/orange eyes - which fits Arue much better...


Male N Half-elf Watersinger 1st HP: 15/15 AC: 14/12/12 CMD: 14 ; F/R/W: +1/+5/+3 ; Init + 4, Perception +7 ; 30' ; Know(any) +3

I prefer the link, but it's your call!


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

I like the current one.

-Posted with Wayfinder


I prefer the current one.


Male Human Brawler (Snakebite Striker) 1 Init +3 | Per +3 | AC 16, T 13, F 13 | CMD 18 | HP -3/11 | Fort +3, Ref +5, Will -1

Current one.


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

I find it neat that this group is without a full arcane or divine caster. Should make for some fun group dynamics with some sweet hybrid action.

OK that kinda sounds like some kinda aweful porn, I apologize.

-Posted with Wayfinder


Female Tiefling Vigilante | HP: 38/38| AC: 20 | CMB: 4 CMD: 19 | F: +2, R: +8, W: +5 | Init: +5 | Ling/KnEn +4, KnNo +8, Per +11, Blf +12[16], Dip +12, Dsg +14 [34+], Sth +16, SM +12[16] |Koriana's Blade +10, d?+5+3d4/8 |Active conditions:

Down boy!

I'm thinking about where to go with Cyrene and one of my ideas is Psychic, so I could move into full casting if we needed it... pretty fitting with the natural telepathy too :)

In fact Addams Family DM - could I restat to a Psychic? I was going to take levels in Kensai Magus but that would step on Kurt's toes quite a bit and Psychic would be very appropriate.


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

Don't be afraid of going Kensai, I won't mind if we both hack and magic, make the badguys go down faster!

I had never perused the occult sourcebook before, some pretty cool stuff in there.

-Posted with Wayfinder


Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)

Being a fairly small town would Keve and Jasper be on a first name basis?

Not sure about Kurt though. You seem pretty isolated, unless you would've visited the shop for repairs or horseshoes for the stable.


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

Doubtful with Kurt, but we can always make introductions. You probably know him by sight since he's distinctive looking

-Posted with Wayfinder


Keve and Jasper could be on first name basis.


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield
Cyrene wrote:
Down boy! I'm thinking about where to go with Cyrene and one of my ideas is Psychic, so I could move into full casting if we needed it... pretty fitting with the natural telepathy too :) In fact Addams Family DM - could I restat to a Psychic? I was going to take levels in Kensai Magus but that would step on Kurt's toes quite a bit and Psychic would be very appropriate.

Another option, with GM permission, would be to keep your kensai levels plan and I could shift Kurt to Occultist. I could keep the sameish role (magic striker) but get more versatility for arcane magic.

I'd lose some burst potential, but Cyrene would make that up. Backstory still fits with occultist, might even fit the "find new knowledge" drive better.

-Posted with Wayfinder


I would be okay with Cyrene and Kurt can make their character changes. Since we haven't had any fights yet.


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

I will leave it up to Cyrene. I am perfectly OK with either option.

-Posted with Wayfinder


Male N Half-elf Watersinger 1st HP: 15/15 AC: 14/12/12 CMD: 14 ; F/R/W: +1/+5/+3 ; Init + 4, Perception +7 ; 30' ; Know(any) +3

For what it is worth, you are not getting much raw damage from Jasper.


Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)

Agrimar- I've been trying to think of a way to work you in but it's been difficult. Idk what GM has planned but I'm thinking prison break tonight. Or at least attempt it.


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

I'm having some difficulty finding a way to justify Kurt taking part in a jailbreak unless the slave traders do something to piss him off.

-Posted with Wayfinder


Male Human Brawler (Snakebite Striker) 1 Init +3 | Per +3 | AC 16, T 13, F 13 | CMD 18 | HP -3/11 | Fort +3, Ref +5, Will -1

Sorry for the radio silence. What with Agrimar being an enslaved non-telepath, I get that it's hard to work him in, at least for the moment.


Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)

That's what I've been trying to think of. It would be a bit easier to get Jasper on board I would think with maybe revenge motivating him. Keve would probably feel comfortable enough asking him because of that. Kurt doesn't seem to be one to do it for money either and Keve doesn't really sense any other motivation that would get him to ask for help from him.

Unless maybe a certain elf got in his head and pleaded for help. **wink wink** But I'm starting to run out of ideas.


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield
Agrimar the Snake wrote:
Sorry for the radio silence. What with Agrimar being an enslaved non-telepath, I get that it's hard to work him in, at least for the moment.

You could go raging lunatic style ;P

-Posted with Wayfinder


Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)

Cyrene would have to be our medium for communicating with you Agrimar. Maybe mentioning the plan Keve has brewing to see if you'd be willing to take the risk.


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

A psychic elf in his head would intreque Kurt, as his main motivation is seeking new stuff to learn or discover, and a first world psychic elf is something he hasn't yet seen (and I wasn't aware was a thing, I need to pay better attention to sourcebooks out since... Ultimate Combat? I can't recall the last one I read offhand).

Or perhaps the GM has a sweet hook to draw him in.

-Posted with Wayfinder


Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)

GM - Also how do you feel about me using the shop or my previous experience at the shop to make random gadgets for the party? They'd be mostly homebrew stuff, but nothing overpowered or anything. Like a grappling gun (gunpowder propelled grappling hook) or a utility belt that allowed a person to grab a tool or potion as a free action instead of a move action. I'll invest skill points into a Craft or profession of your choice (or make one up) or buy a homebrew kit to do this. Similar to the tinkering skill and kit from Critical Role. If you're not familiar with the show you should check it out.

I just really want Keve to be an inventor of sorts. If it's appropriate with the story you have prepared.


Female Tiefling Vigilante | HP: 38/38| AC: 20 | CMB: 4 CMD: 19 | F: +2, R: +8, W: +5 | Init: +5 | Ling/KnEn +4, KnNo +8, Per +11, Blf +12[16], Dip +12, Dsg +14 [34+], Sth +16, SM +12[16] |Koriana's Blade +10, d?+5+3d4/8 |Active conditions:

Mechanically Cyrene is a Lashunta, an alien race from Venus somewhere in the galaxy. I'm running her from the First World since it makes sense and the First World is cool as heck!

Also I'll go for the restat - Kurt looks way more effective than I'm likely to be and psychic just makes sense for Cyrene - also means I'll be able to actually contribute to combats etc even while locked in chains!


I do have a plan to start getting you all together, but I like the jail break idea too.

I like the idea of making random gadgets. I don't mind statting up some new gear, especially since magic tends to overshadow a lot of the usual stuff. What craft skill are you thinking of using?


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield
Cyrene wrote:
Mechanically Cyrene is a Lashunta, an alien race from Venus somewhere in the galaxy. I'm running her from the First World since it makes sense and the First World is cool as heck! Also I'll go for the restat - Kurt looks way more effective than I'm likely to be and psychic just makes sense for Cyrene - also means I'll be able to actually contribute to combats etc even while locked in chains!

Then I'll stick to magus, with Armor of the Pit, crazy dex rolls and chain shirt he's already got an impressive AC, once my spells get going he'll be a fine front liner.

-Posted with Wayfinder


Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)

I wasn't sure what skill it would fall under exactly. I'm already taking Craft Alchemy for gunslinger, but there isn't really a Craft or profession skill that covers miscellaneous. Would you prefer me take ranks in a certain skill or should we create a skill for the purpose of the game?


Male Human Brawler (Snakebite Striker) 1 Init +3 | Per +3 | AC 16, T 13, F 13 | CMD 18 | HP -3/11 | Fort +3, Ref +5, Will -1

Just a suggestion, but we could homebrew a Craft(gadgets) or something along the lines of that, or maybe just an Intelligence check.


Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)

I like the homebrew or Intelligence check. Either one works for me. An actual skill may help show him getting better at it with increases in level.

Would it be possible to jump ahead a bit soon to let the slaves have a chance to get involved? Maybe assume we have gathered info as far as where they are staying, how many guards there are, etc. Just to the point we are about to attempt to free them? If no one has a problem with it, of course.


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

Kurt would be all about helping create gadgets.

And I'm good with pushing forward to get everyone involved.

-Posted with Wayfinder


Male N Half-elf Watersinger 1st HP: 15/15 AC: 14/12/12 CMD: 14 ; F/R/W: +1/+5/+3 ; Init + 4, Perception +7 ; 30' ; Know(any) +3

Making the skill would save a lot of headaches down the line, such as how long will this take, which feats apply, etc.

Sorry for the typos. I'd be more precise were I not doing these all from my phone on vacation. I return on Saturday.

Good to proceed as per Keve's plan.


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield
Jasper Krail wrote:
Making the skill would save a lot of headaches down the line, such as how long will this take, which feats apply, etc. Sorry for the typos. I'd be more precise were I not doing these all from my phone on vacation. I return on Saturday. Good to proceed as per Keve's plan.

Most of my posts are via phone, one handed, while corraling a toddler.

So I feel your pain.

-Posted with Wayfinder


Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)

I think a skill would make things more simple. I could do a knowledge engineering for drawing up schematics then a Craft for completion. That there are two checks involved at the least since creating something from scratch doesn't seem like a simple thing to do.


I am okay with having a homebrew skill for Craft (gadgets). Knowledge (engineering) sounds appropriate for designing new devices too.

Time skip poat coming tomorrow probably. Count me among the ones who do most posting from phone.


Male N Half-elf Watersinger 1st HP: 15/15 AC: 14/12/12 CMD: 14 ; F/R/W: +1/+5/+3 ; Init + 4, Perception +7 ; 30' ; Know(any) +3
Kurt Iron wrote:

Most of my posts are via phone, one handed, while corraling a toddler.

So I feel your pain.

I don't know how parents with young kids manage sometimes. I work as a teacher with some difficult high schoolers, but kindergarten would be harder in my book! Seems like the little ones are always escaping or getting into something, and you need 360 drgree vision :)


Female Tiefling Vigilante | HP: 38/38| AC: 20 | CMB: 4 CMD: 19 | F: +2, R: +8, W: +5 | Init: +5 | Ling/KnEn +4, KnNo +8, Per +11, Blf +12[16], Dip +12, Dsg +14 [34+], Sth +16, SM +12[16] |Koriana's Blade +10, d?+5+3d4/8 |Active conditions:

Cyrene is all redone in her full casting glory!

Question for everyone. As part of my class features I get to pick another spellcasting class and add a spell from it to my spells known for the day - has to be one level lower than the highest I can cast.

The question is: shall I use that to pick up cures etc and be party healer or is Jasper/someone else already on that?


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

Kurt has no healing spelld save infernal healing, but I doubt you good characters want him using that on ya.

If you do pick up a cure spell we'd have 2 who can do the wand healing thing, plus Kurt will have UMD in an emergency

-Posted with Wayfinder


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

I will be travelling to my inlaws this weekend so I need everyone to post a ton so I have something interesting to do and I'm not bored to death.

I'm counting on you all, you're my only hope ;P

-Posted with Wayfinder


I'd say protection from and circle against spells would ve of high priority since you'll be the only one who can get access to them I believe. Don't think bards or Magi can get them.


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

I'm still going back and forth for the occultist. I feel it would fit my idea for Kurts lust for knowledge and new things better I think, and he would have access to circles as a class skill, plus healing if needed.

On the other hand Magus would certainly have better damage potential. Pretty much a coin flip in my mind

-Posted with Wayfinder


Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)

Would it make sense if Keve, Kurt, and Jasper pooled what extra Gear they had and brought it with them to give to Cyrene and Agrimar? I assume they'd want to bring something so they could defend themselves. And just use what they have on their list.


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

I guesd we'll have to see what the GM has in store for us today. Spare armor doesn't really make sense for us to be cartying, but Kurt does have a dagger, which I believe is what Agrimar uses.

Then again, there could be the classic confiscated items chest with all their gear in it.

-Posted with Wayfinder


Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)

It was hard for me to find justification as well. Other than what Keve's father may have had accrued over the years. I just didn't want them naked when we busted them out. DM, you definitely have your hands full with this and I'm hoping we haven't thrown a wrench into your plans so far.


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

True, but among things to discuss would be how many of the slaves we were planning on attempting to free? Can't bring gear foe them all, that said, I'm fine with whatever.

When the GM says "I like the jailbreak idea", jailbreak it is!

Actually we got a little lucky as bith Cyrene and Agrimar seem to be built to function with minimal gear. I don't see that Cyrene has any weapons or armor listed (is that correct?) And Agrimar really has a dagger and hide shirt. Presumably he could be wearing the shirt.

Kurt has a couple spare daggers and a light crossbow he can lend out.

-Posted with Wayfinder

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