Dungeon Master S's "Wardens of the Reborn Forge" (Inactive)

Game Master Dungeon Master S

Kargatt Mine | Tactical Map | Handouts

Initiative Quickpost:

[dice=Baddies]d20[/dice]
[dice=Aiuda]1d20+7[/dice]
[dice=Bill]1d20+11[/dice]
[dice=Sven]1d20+6[/dice]
[dice=Zelkin]1d20+6[/dice]

Perception Quickpost:

[dice=Aiuda]1d20+23[/dice] LLV (+4 v. Evil Outsiders/Aberrations, +2 Elves/Plants)
[dice=Bill]1d20+12[/dice]
[dice=Sven]1d20+28[/dice]
[dice=Whitestripe]d20+10[/dice] (LLV, DV, Scent)
[dice=Zelkin]1d20+27[/dice]


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Active Buffs:
Mage Armor: 24 hours; Overland Flight
Academic 14 HP: 39/93 | AC 19 | T 14 | FF 15 | Fort +8 | Ref +11 | Will +11 | CMD 21 | Initiative +11 | Perception +13 | Monster Kn./Spellcraft/Ling. +24 | Knowledge(History/Geography) +18 | Concentration +27
Resources:
Spells - See Spoiler | Staff of the Master - 8 charges | Extend Rod - 1/3 charges left | Wand of Stoneskin (7 charges)

Bill, content to stay in the mind fog summoned by his primal mishap, watches with amusement as his party butchers ogre and sabosan alike.

Delay


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Gotcha on the 5' step Zelkin.

Auida moves in as the enemy continues to fight. The lone ogrekin by Zelkin tries to hook him twice:
ATK 1: 1d20 + 16 ⇒ (12) + 16 = 28 DMG: 2d8 + 7 ⇒ (8, 8) + 7 = 23
ATK 2: 1d20 + 11 ⇒ (20) + 11 = 31 THREAT
ATK 2 Confirm: 1d20 + 11 ⇒ (14) + 11 = 25 DMG: 6d8 + 21 ⇒ (2, 1, 7, 3, 6, 1) + 21 = 41

The ogrekin roars in triumph at the violence he has wrought.

To the north a pair go after Whitestripe while a third joins, laughing at some unshared secret...
ATK 1: 1d20 + 16 ⇒ (6) + 16 = 22 MISS
ATK 2: 1d20 + 11 ⇒ (9) + 11 = 20 MISS
ATK 1: 1d20 + 16 ⇒ (20) + 16 = 36 THREAT
ATK 1 Confirm: 1d20 + 16 ⇒ (19) + 16 = 35 DMG: 2d8 + 7 ⇒ (2, 3) + 7 = 12
ATK 2: 1d20 + 11 ⇒ (17) + 11 = 28 MISS

A MASSIVE roar sounds from within the building. as another Ogrekin goes upstairs for something. Two new foes join the fray by the tiger. Powerful muscles ripple beneath the golden fur on two small yet fearsome eight-legged beasts.

Sven's arrows puncture time and again as the celebrating ogrekin's shouts are cut short with a final arrow in the throat. Finally Whitestripe cuts a foe to ribbons, leaving a corpse.

Round 6
Zelkin: Kills Blue
Aiuda: Go
Baddies: ATK
Sven: Kill
Bill: Go no or never

Round 7
Zelkin: Go
Aiuda: Go

Baddies: TBD
Sven: TBD
Bill: TBD

DM:

Black: Upstairs
Purple:
Orange:
AURUMVORAX Black:
AURUMVORAXES Red:


Male Half-Elf Inquisitor [14] | HP 136/143 | AC 24 (29) T 12 (17) FF 23 | F +14 R +7 W +14 (+2 vs enchant, Elven immunities) | CMD 26 CMB +14 | Init +6 | Perc +28 | SM +26 | Heal +20

Zelkin decides to get back into the battle quickly to aid Whitestripe but using Dimensional Hop to flank one of the enemies!

Attack: 1d20 + 14 + 2 ⇒ (12) + 14 + 2 = 28 for Damage: 1d10 + 22 ⇒ (9) + 22 = 31


Spells (Used):
Level 1 : 1/7 | Level 2 : 2/6 | Level 3 : 1/5 | Level 4 : 1/4 | Level 5 : 0/2
Human Divine Hunter AC29 T18 FF24 CMD31| HP 109/109| F +14 R +17 W +12 | Init +6, Perc +30 |

Seeing Zelkin been hit multiple time, Sven asks the inquisitor in elven Are you Ok Zelkin ? Do you need some healing ?


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Zelkin slides through folded space and appears with a blade ready for action as he cuts a deep grove into the ogrekin's back!

Round 6
Zelkin: Kills Blue
Aiuda: Move
Baddies: ATK
Sven: Kill
Bill: Go now or never

Round 7
Zelkin: Bampf and hit
Aiuda: Go
Baddies: TBD
Sven: TBD
Bill: TBD

DM:

Black: Upstairs
Purple: 31
Orange:
AURUMVORAX Black:
AURUMVORAXES Red:


Male Half-Elf Inquisitor [14] | HP 136/143 | AC 24 (29) T 12 (17) FF 23 | F +14 R +7 W +14 (+2 vs enchant, Elven immunities) | CMD 26 CMB +14 | Init +6 | Perc +28 | SM +26 | Heal +20

I've been better, so yes, that would be nice!

At 38/129 HP. In fact, that reminds me that I forgot to change one of my judgments to healing. If I can do that now I'd like to swap Destruction out for it.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

I'll allow it. :-)


Elf Ranger 5 / Lantern Bearer 8 | HP 65/95 | AC 27 T 18 FF 22 | CMD 3 | Fort +10 Ref +14 Will +6 | Init +7 | Perc +23 | SM +2 | Abberations +4, Elves +2, Plants +2, Evil Outsiders +4

Aiuda can't do much to help Zelkin except to take down the ogres as uickly as possible. Her bow is back in her hands and the arrows are flying.

+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 15 + 2 ⇒ (15) + 15 + 2 = 32
damage: 1d8 + 13 ⇒ (1) + 13 = 14

+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 15 + 2 ⇒ (9) + 15 + 2 = 26
damage: 1d8 + 13 ⇒ (2) + 13 = 15

+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21
damage: 1d8 + 13 ⇒ (2) + 13 = 15

+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
damage: 1d8 + 13 ⇒ (7) + 13 = 20

Confirm:
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19
damage: 2d8 + 26 ⇒ (8, 5) + 26 = 39


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Aiuda opts to open fire, and lets his arrows make a statement. The ogrekin between the two other heroes drops from the wounds!

Round 6
Zelkin: Kills Blue
Aiuda: Move
Baddies: ATK
Sven: Kill
Bill: Go now or never

Round 7
Zelkin: Bampf and hit
Aiuda: ATK
Baddies: TBD
Sven: TBD
Bill: TBD

DM:

Black: Upstairs
Orange:
AURUMVORAX Black:
AURUMVORAXES Red:


Active Buffs:
Mage Armor: 24 hours; Overland Flight
Academic 14 HP: 39/93 | AC 19 | T 14 | FF 15 | Fort +8 | Ref +11 | Will +11 | CMD 21 | Initiative +11 | Perception +13 | Monster Kn./Spellcraft/Ling. +24 | Knowledge(History/Geography) +18 | Concentration +27
Resources:
Spells - See Spoiler | Staff of the Master - 8 charges | Extend Rod - 1/3 charges left | Wand of Stoneskin (7 charges)

Bill circles around the building, watching the carnage unfold. "Quite the display of prowess..." he comments approvingly.

Double Move


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Bill advances to the carnage as the ogrekin and newcomers attack savagely,

The new creatures:

Knowledge Arcana 22:

AURUMVORAX! Expert grapplers with supernaturally hardened hides. +1 question per 5 over.

The ogrekin continues to go after Whitestripe:
ATK: 1d20 + 17 ⇒ (9) + 17 = 26
ATK: 1d20 + 12 ⇒ (4) + 12 = 16

but continues to fail. The multi-legged creatures seem to be better equipped. One goes after Whitestripe, the other after Zelkin (drawing an AoO on the way.)
V. Whitestripe: 1d20 + 18 ⇒ (20) + 18 = 38
Confirm v. Whitestripe: 1d20 + 18 ⇒ (10) + 18 = 28 DMG: 1d6 + 5 ⇒ (3) + 5 = 8
Grab versus Whitestripe: 1d20 + 24 ⇒ (9) + 24 = 33 SO Close! but Whitestripe slithers out.

V. Zelkin: 1d20 + 18 ⇒ (6) + 18 = 24 for DMG: 1d6 + 5 ⇒ (6) + 5 = 11
Grab versus Zelkin: 1d20 + 24 ⇒ (4) + 24 = 28 and grabs hold of him!

Round 7
Zelkin: Bampf and hit AoO on Red
Aiuda: ATK
Baddies: ATK
Sven: Go
Bill: Go

DM:

Black: Back
Orange:
AURUMVORAX Black:
AURUMVORAX Red: Grappling Zelkin.


Spells (Used):
Level 1 : 1/7 | Level 2 : 2/6 | Level 3 : 1/5 | Level 4 : 1/4 | Level 5 : 0/2
Human Divine Hunter AC29 T18 FF24 CMD31| HP 109/109| F +14 R +17 W +12 | Init +6, Perc +30 |

Sven casts cure serious wounds as a 4th spell

May Erastil Power heals the wounds of my ally

Concentration: 1d20 + 19 ⇒ (10) + 19 = 29

Then fly over Zelkin to deliver the spell.

Cure Serious Wounds: 3d8 + 14 ⇒ (8, 3, 8) + 14 = 33


Small Animal | SR19 | DR10/evil | AC47 T27 FF31 CMD37| HP 130/138| F +14 R +23 W +7* | Init +15, Perc (low light, darkvision, scent) +10 | DR5/Adamantium

Whitestripe continues to attack the ogrekin as the creature claw haven't penetrate his celestial skin.

Rrrrh

Bite: 1d20 + 23 ⇒ (15) + 23 = 38
Damages: 1d4 + 22 ⇒ (4) + 22 = 26
Trip: 1d20 + 21 ⇒ (7) + 21 = 28
Claw 1: 1d20 + 23 ⇒ (20) + 23 = 43
Damages: 1d2 + 22 ⇒ (2) + 22 = 24
Claw 2: 1d20 + 23 ⇒ (5) + 23 = 28
Damages: 1d2 + 22 ⇒ (2) + 22 = 24

Crit Confirm Claw 1: 1d20 + 23 ⇒ (14) + 23 = 37
Damages: 1d2 + 22 ⇒ (2) + 22 = 24

if the ogrekin is killed, Whitestripe will continue on the creature who attacked him


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Sven delivers some much needed healing to Zelkin. Meanwhile Whitestripe brings more death to the ogrekins. It takes his full might, but the cat brings down yet another foe. By now the white fur is slick with crimson, no white shows.

All the while the storm rages overhead.

Round 7
Zelkin: Bampf and hit AoO on Red
Aiuda: ATK
Baddies: ATK
Sven: Aid and atk
Bill: Go

DM:

Black: Back
AURUMVORAX Black:
AURUMVORAX Red: Grappling Zelkin.


Male Half-Elf Inquisitor [14] | HP 136/143 | AC 24 (29) T 12 (17) FF 23 | F +14 R +7 W +14 (+2 vs enchant, Elven immunities) | CMD 26 CMB +14 | Init +6 | Perc +28 | SM +26 | Heal +20

With my judgment active both of those miss. For future reference, is the grab a second attack or only attempted after the attack hits?

Zelkin welcomes the warm light of healing. He then continues with battle against his new opponent!

AoO: 1d20 + 16 ⇒ (16) + 16 = 32 for Damage: 1d10 + 17 ⇒ (8) + 17 = 25
Confirm?: 1d20 + 16 ⇒ (6) + 16 = 22 for Damage: 1d10 + 17 ⇒ (7) + 17 = 24

With Exploit Weakness if that confirms the attack stops regeneration for a round and also bypasses DR.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Free if the bite hits. the attack does NOT confirm.

Zelkin moves quickly, taking the opening and making the most of it. He scores a solid hit on the creature, but there's a lot of fight left in it.

Round 7
Zelkin: Bampf
Aiuda: ATK
Baddies: ATK
Sven: Aid and atk
Bill: Go

DM:

Black: Back
AURUMVORAX Black:
AURUMVORAX Red: 25


Active Buffs:
Mage Armor: 24 hours; Overland Flight
Academic 14 HP: 39/93 | AC 19 | T 14 | FF 15 | Fort +8 | Ref +11 | Will +11 | CMD 21 | Initiative +11 | Perception +13 | Monster Kn./Spellcraft/Ling. +24 | Knowledge(History/Geography) +18 | Concentration +27
Resources:
Spells - See Spoiler | Staff of the Master - 8 charges | Extend Rod - 1/3 charges left | Wand of Stoneskin (7 charges)

Seeing that the monsters are having trouble and that his magic may have ill repercussions if the primal forces overtake his own ability, Bill holds back from casting any more spells. "I leave this to you lot!" he yells.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Bill reserves his power in the chaotic storm.

Round 8
Zelkin: Go
Aiuda: Go

Baddies: TBD
Sven: TBD
Bill: TBD

DM:

Black: Back
AURUMVORAX Black:
AURUMVORAX Red: 25


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Aiuda & Bill after DC 18 Perception check:

Back towards the entrance, you hear a door slam open.


Male Half-Elf Inquisitor [14] | HP 136/143 | AC 24 (29) T 12 (17) FF 23 | F +14 R +7 W +14 (+2 vs enchant, Elven immunities) | CMD 26 CMB +14 | Init +6 | Perc +28 | SM +26 | Heal +20

Zelkin's wounds heal a fraction more as his judgments continue. This battle is taking far too long! Zelkin concentrates on his current foe, making him his Bane! 1/14 used, HP now at 76

Attack with Bane!: 1d20 + 16 + 2 ⇒ (10) + 16 + 2 = 28 for Damage: 1d10 + 17 + 4d6 ⇒ (9) + 17 + (1, 2, 2, 1) = 32
Attack with Bane!: 1d20 + 11 + 2 ⇒ (2) + 11 + 2 = 15 for Damage: 1d10 + 17 + 4d6 ⇒ (8) + 17 + (4, 1, 5, 2) = 37


Elf Ranger 5 / Lantern Bearer 8 | HP 65/95 | AC 27 T 18 FF 22 | CMD 3 | Fort +10 Ref +14 Will +6 | Init +7 | Perc +23 | SM +2 | Abberations +4, Elves +2, Plants +2, Evil Outsiders +4

Auto success on Perception.

Zelkin hears Aiuda's invisible voice answer from nearby, "Agreed. And I hate to be the bearer of bad news, but it sounds like more are coming our way back from the entrance."

Her arrows continue to fly from nowhere at the remaining baddies, focusing on the most injured first.

+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 15 + 2 ⇒ (4) + 15 + 2 = 21
damage: 1d8 + 13 ⇒ (8) + 13 = 21

+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 15 + 2 ⇒ (7) + 15 + 2 = 24
damage: 1d8 + 13 ⇒ (1) + 13 = 14

+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21
damage: 1d8 + 13 ⇒ (8) + 13 = 21

+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19
damage: 1d8 + 13 ⇒ (8) + 13 = 21


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Zelkin slashes hard, connecting once, with a wicked blow. Most of Aiuda's arrows fail to connect, only one finding its mark.

Finally a howl erupts from the entrance as a horse sized scorpion emerges from the second story and skitters down to the ground. Upon it is a rider weaving a very complex spell!

The ogrekin and aurumvoraxes keep up the fight, knowing this is likely it for them.

Versus Whitestripe:
Ogre hook 1: 1d20 + 17 ⇒ (2) + 17 = 19
Ogre hook 2: 1d20 + 12 ⇒ (5) + 12 = 17
Bite: 1d20 + 18 ⇒ (15) + 18 = 33
Claw 1: 1d20 + 18 ⇒ (11) + 18 = 29
Claw 2: 1d20 + 18 ⇒ (6) + 18 = 24
Claw 3: 1d20 + 18 ⇒ (12) + 18 = 30
Claw 3: 1d20 + 18 ⇒ (19) + 18 = 37

But shockingly, they ALL miss

Verus Zelkin:

Ogre hook 1: 1d20 + 17 ⇒ (18) + 17 = 35 DMG: 2d8 + 7 ⇒ (6, 3) + 7 = 16
Ogre hook 2: 1d20 + 12 ⇒ (7) + 12 = 19 MISS
Bite: 1d20 + 18 ⇒ (20) + 18 = 38 THREAT
Bite Confirm: 1d20 + 18 ⇒ (2) + 18 = 20 DMG: 1d6 + 5 ⇒ (2) + 5 = 7
Claw 1: 1d20 + 18 ⇒ (17) + 18 = 35 DMG: 1d4 + 5 ⇒ (3) + 5 = 8
Claw 2: 1d20 + 18 ⇒ (18) + 18 = 36 DMG: 1d4 + 5 ⇒ (4) + 5 = 9
Claw 3: 1d20 + 18 ⇒ (16) + 18 = 34 DMG: 1d4 + 5 ⇒ (4) + 5 = 9
Claw 3: 1d20 + 18 ⇒ (13) + 18 = 31 DMG: 1d4 + 5 ⇒ (2) + 5 = 7
And it then digs in to try to wrestle the man down:
Grab Attempt 1: 1d20 + 24 ⇒ (3) + 24 = 27
Grab Attempt 2: 1d20 + 24 ⇒ (19) + 24 = 43
Grab Attempt 3: 1d20 + 24 ⇒ (8) + 24 = 32
Grab Attempt 4: 1d20 + 24 ⇒ (1) + 24 = 25

...And manages to get a hold of him!

Round 8
Zelkin: ATK (Grappled)
Aiuda: ATK
Baddies: Various
Sven: Go
Bill: Go

Yeah this very easily becomes a massive fight. Sorry guys. Map is updated to include the new foe.

DM:

Black: Back
AURUMVORAX Black:
AURUMVORAX Red: 71


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

It's been a couple of days. I don't mind someone botting.


Active Buffs:
Mage Armor: 24 hours; Overland Flight
Academic 14 HP: 39/93 | AC 19 | T 14 | FF 15 | Fort +8 | Ref +11 | Will +11 | CMD 21 | Initiative +11 | Perception +13 | Monster Kn./Spellcraft/Ling. +24 | Knowledge(History/Geography) +18 | Concentration +27
Resources:
Spells - See Spoiler | Staff of the Master - 8 charges | Extend Rod - 1/3 charges left | Wand of Stoneskin (7 charges)

Looks like my post got eaten.

Bill flits south and analyzes the newcomer.

Knowledge: 1d20 + 23 ⇒ (2) + 23 = 25

If he senses there is danger, then he calls on the power of the primal storm to power his magic.

Primal Magic Ability-DC 32: 1d20 + 25 ⇒ (10) + 25 = 35

Damage - DC 25 Fort: 28d6 ⇒ (3, 3, 1, 5, 4, 5, 2, 4, 1, 6, 2, 6, 6, 3, 2, 6, 3, 2, 2, 1, 6, 3, 2, 1, 6, 1, 6, 6) = 98
Damage if save is made: 5d6 ⇒ (5, 4, 2, 5, 1) = 17
Disintegrate Attack Roll: 1d20 + 12 ⇒ (18) + 12 = 30
Primal Magic Concentration: 1d20 + 25 ⇒ (18) + 25 = 43

-Posted with Wayfinder


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Assuming you're going for the rider and not the scorpion.

Bill shoots forth a green ray that ignores the turbulent air and drives right into the chest of the riding sabosan! FORT: 1d20 + 13 ⇒ (3) + 13 = 16. A MASSIVE wound opens up in the creature's ribcage. Shockingly he doesn't fall. The look on his face says it all though. He intends to flee...

Round 8
Zelkin: ATK (Grappled)
Aiuda: ATK
Baddies: Various
Sven: Go
Bill: Disintegrate

Round 9
Zelkin: Go
Aiuda: Go

DM:

Syckar: 98
Scorpion:
Black:
AURUMVORAX Black: Grappled
AURUMVORAX Red: 71


Elf Ranger 5 / Lantern Bearer 8 | HP 65/95 | AC 27 T 18 FF 22 | CMD 3 | Fort +10 Ref +14 Will +6 | Init +7 | Perc +23 | SM +2 | Abberations +4, Elves +2, Plants +2, Evil Outsiders +4

Aiuda asks Bill, "What is it up there? Do you have it under control?" She then keeps peppering the ogres with arrows, trying to help the others before they are bloodied up too much more.

+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 15 + 2 ⇒ (17) + 15 + 2 = 34
damage: 1d8 + 13 ⇒ (6) + 13 = 19

+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 15 + 2 ⇒ (13) + 15 + 2 = 30
damage: 1d8 + 13 ⇒ (5) + 13 = 18

+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30
damage: 1d8 + 13 ⇒ (2) + 13 = 15

+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23
damage: 1d8 + 13 ⇒ (6) + 13 = 19


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Aiuda nearly drops the remaining ogrekin. No other back up seems to be coming, and the tide is firmly in the heroes' favor!

Round 8
Zelkin: ATK (Grappled)
Aiuda: ATK
Baddies: Various
Sven: Go
Bill: Disintegrate

Round 9
Zelkin: Go
Aiuda: ATK

DM:

Syckar: 98
Scorpion:
Black: 71
AURUMVORAX Black: Grappled
AURUMVORAX Red: 71


Male Half-Elf Inquisitor [14] | HP 136/143 | AC 24 (29) T 12 (17) FF 23 | F +14 R +7 W +14 (+2 vs enchant, Elven immunities) | CMD 26 CMB +14 | Init +6 | Perc +28 | SM +26 | Heal +20

Zelkin winces from the pain of the attack! He uses Dimensional Hop to escape the grab and then heals himself!

Cure Critical Wounds: 4d8 + 14 ⇒ (4, 7, 2, 1) + 14 = 28

After the spell and the judgment Zelkin is now at 53/129, AC 27

EDIT : Hmm, to use Dimensional Hop here, do I have to actually cast? I know the movement itself doesn't provoke but I'm not sure otherwise.


Spells (Used):
Level 1 : 1/7 | Level 2 : 2/6 | Level 3 : 1/5 | Level 4 : 1/4 | Level 5 : 0/2
Human Divine Hunter AC29 T18 FF24 CMD31| HP 109/109| F +14 R +17 W +12 | Init +6, Perc +30 |

@GM sorry for the delay !
@Zelkin Dimensional Hop is a Spell Like, you need to make a concentration check to use it while grapple.

Sven shoots at the newcomer after bill's powerful spell.

+3 longbow: 1d20 + 17 ⇒ (18) + 17 = 35
damages: 1d8 + 12 ⇒ (8) + 12 = 20

if it hits, Aidua has an immediate attack


Small Animal | SR19 | DR10/evil | AC47 T27 FF31 CMD37| HP 130/138| F +14 R +23 W +7* | Init +15, Perc (low light, darkvision, scent) +10 | DR5/Adamantium

Whitestripe continues to tears appart the creature in front of him.

RRRrrrh

Bite: 1d20 + 23 ⇒ (4) + 23 = 27
Damages: 1d4 + 22 ⇒ (2) + 22 = 24
Claw 1: 1d20 + 23 ⇒ (15) + 23 = 38
Damages: 1d2 + 22 ⇒ (1) + 22 = 23
Claw 2: 1d20 + 23 ⇒ (2) + 23 = 25
Damages: 1d2 + 22 ⇒ (2) + 22 = 24


Male Half-Elf Inquisitor [14] | HP 136/143 | AC 24 (29) T 12 (17) FF 23 | F +14 R +7 W +14 (+2 vs enchant, Elven immunities) | CMD 26 CMB +14 | Init +6 | Perc +28 | SM +26 | Heal +20

Ah I see. Wow, I don't think I have a chance to get out of this on my own, I don't think I can hit the DC with a 20.

EDIT : Using a swift action to change my Healing judgment to Piercing, that gives me a bonus to concentration checks. Maybe it'll be enough...

Conc Check: 1d20 + 22 ⇒ (7) + 22 = 29 Maybe not. If its not I still have a standard action to try and cast the CCW, right?

Conc Check: 1d20 + 22 ⇒ (5) + 22 = 27 I might be dead, LOL.

Portfolio Reroll? I got one with the Humble Bundle. If I need it...: 1d20 + 22 ⇒ (14) + 22 = 36 Maybe...


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

I'm going to call the combat here anyway. With the mounted rider so grievously injured and most of the enemy fallen, the others flee, including the 8-legged weasel-monsters.

Out of combat!

The storm rages as the party cleans their weapons of gore.


Male Half-Elf Inquisitor [14] | HP 136/143 | AC 24 (29) T 12 (17) FF 23 | F +14 R +7 W +14 (+2 vs enchant, Elven immunities) | CMD 26 CMB +14 | Init +6 | Perc +28 | SM +26 | Heal +20

So did I need the reroll? If so that's fine, I just want to know if I still have it for later.

Zelkin casts the healing spell on himself in order to begin the recovery process. Using the previous roll. He then takes out his wand to continue the process.

CLW Wand, now expended: 10d8 + 10 ⇒ (4, 8, 2, 5, 3, 2, 7, 3, 8, 7) + 10 = 59

Well, so much for that resource. Zelkin sticks the now exhausted wand back into his pack. That was some welcoming committee.

Back to 112/129 HP


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Save the reroll!


Elf Ranger 5 / Lantern Bearer 8 | HP 65/95 | AC 27 T 18 FF 22 | CMD 3 | Fort +10 Ref +14 Will +6 | Init +7 | Perc +23 | SM +2 | Abberations +4, Elves +2, Plants +2, Evil Outsiders +4

"Quick, let's get inside and hope that was all of them. Now, before the storm gets worse!" Aiuda leads the others into the main room. After looking around this chamber, she quickly checks the others.

Take 20 or 10 as the time allows now that we're safe (?).


Male Half-Elf Inquisitor [14] | HP 136/143 | AC 24 (29) T 12 (17) FF 23 | F +14 R +7 W +14 (+2 vs enchant, Elven immunities) | CMD 26 CMB +14 | Init +6 | Perc +28 | SM +26 | Heal +20

Right, inside. Good idea, Aiuda. Zelkin will also take a good look around if the time permits, not worried about his remaining injuries.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Aiuda steps into the building out of the storm and away from any reinforcements. A sizable ore mill takes up the center of this room. A staircase to the south winds upward, while doors to the north, east, and west exit the room. The mill is currently going, and would likely kill anything pushed into its grinding gears. A hall to the west reveals three more doors. Unfortunately, there's little of note in this room.

Forward and to the left you smell the room before entering it. Splintered bed frames and marred decorations fill this heavily abused living space. Paintings on the wall once depicted soaring landscapes of the Mana Wastes, but vandalism and time have taken their toll on the old pieces of art. In the mess Aiuda finds a sack of platnimum in it. There are 431 coins. There is also a strange jacket with tubing in it and a dozen masterfully crafted bullets.

The room to the north contains 3 large silos of ore. Aiuda checks them all, but the one to the right seems to be jammed on something.

The tower to the left is mostly empty, though a rack contains a bow that looks like it's got enough pull to give the strongest of men trouble. Additionally there is a trio of potions on a rack. Two are dark blue and the other looks clear.

That describes the entirety of the first floor of the main building. Do more here, go upstairs, check the other building out? Any of the above just say the word!


Male Half-Elf Inquisitor [14] | HP 136/143 | AC 24 (29) T 12 (17) FF 23 | F +14 R +7 W +14 (+2 vs enchant, Elven immunities) | CMD 26 CMB +14 | Init +6 | Perc +28 | SM +26 | Heal +20

Zelkin will check out the items of interest more closely to see if any of them could be of use. Detect Magic, et al. Maybe Bill would be a better choice to figure this stuff out.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Unless it's super weird, I'll assume passing the spellcraft to identify

The jacket is worn, but it's a functioning Sipping jacket. The bullets are all tracer bullets


Male Half-Elf Inquisitor [14] | HP 136/143 | AC 24 (29) T 12 (17) FF 23 | F +14 R +7 W +14 (+2 vs enchant, Elven immunities) | CMD 26 CMB +14 | Init +6 | Perc +28 | SM +26 | Heal +20

Any ideas on the potions?


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Oops. Two of Cure Serious, one of invisibility.


Elf Ranger 5 / Lantern Bearer 8 | HP 65/95 | AC 27 T 18 FF 22 | CMD 3 | Fort +10 Ref +14 Will +6 | Init +7 | Perc +23 | SM +2 | Abberations +4, Elves +2, Plants +2, Evil Outsiders +4

Aiuda takes the potion of invisibility, finding that Bill's trick of turning her invisible was quite handy.

Aiuda suggests checking the other building before heading upstairs. She leads the way herself.


Active Buffs:
Mage Armor: 24 hours; Overland Flight
Academic 14 HP: 39/93 | AC 19 | T 14 | FF 15 | Fort +8 | Ref +11 | Will +11 | CMD 21 | Initiative +11 | Perception +13 | Monster Kn./Spellcraft/Ling. +24 | Knowledge(History/Geography) +18 | Concentration +27
Resources:
Spells - See Spoiler | Staff of the Master - 8 charges | Extend Rod - 1/3 charges left | Wand of Stoneskin (7 charges)

"I'm quite pleased with that." Bill says as he floats down to join the party. His wounds are apparent, but it doesn't seem to phase his spirit.

He conjures a cup of steaming earl grey that he sips on in between sentences. "I wasn't quite sure that would work. *sip* But I should be able to cast Disintegrate one more time today since it was powered by the primal forces in the area. *sip* It was quite cool to see it blast a hole in that sabosan's chest. *siiiiiiiiiip*" he says with a wry grin on his face.

"Let's check the upper floor?"


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

We've got one for the other building and one for upstairs...

-Posted with Wayfinder


Male Half-Elf Inquisitor [14] | HP 136/143 | AC 24 (29) T 12 (17) FF 23 | F +14 R +7 W +14 (+2 vs enchant, Elven immunities) | CMD 26 CMB +14 | Init +6 | Perc +28 | SM +26 | Heal +20

Coin Flip action: 1d2 ⇒ 2

I must agree with Bill. I believe we should head upstairs here before moving on to another building.


Spells (Used):
Level 1 : 1/7 | Level 2 : 2/6 | Level 3 : 1/5 | Level 4 : 1/4 | Level 5 : 0/2
Human Divine Hunter AC29 T18 FF24 CMD31| HP 109/109| F +14 R +17 W +12 | Init +6, Perc +30 |

Somebody needs healing ? I have my wand

While his comrades answer him, he asks Whitestripe to lower his magical resistance to be able to heal him.

Handle Animal DC25: 1d20 + 16 + 2 + 4 ⇒ (13) + 16 + 2 + 4 = 35
CLW: 1d8 + 1 ⇒ (8) + 1 = 9

After healing his friends he says to his comrades.

May be we can go where the most tracks lead us ?

Tracks: 1d20 + 22 + 7 ⇒ (12) + 22 + 7 = 41


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

There are tracks in the dust EVERYWHERE. will post in a bit.

Sounds like upstairs

-Posted with Wayfinder


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Taking the stairs in the ore room, you come to the second floor where the silos finally reach their peak. Little is left in this room. The howl of the storm outside is muted a bit, and a hall to the left makes the area look similar to the first floor.

To the west is a door which seems safe enough. Floor-to-ceiling bookshelves line the western wall of this room. A small wooden stool is the only other furnishing in the chamber. Wooden doors allow egress from the southwest and northeast. There's a lot to digest in here. As legendary adventurers, you know it's time to slow down...

Feel free to make Perception checks.


Male Half-Elf Inquisitor [14] | HP 136/143 | AC 24 (29) T 12 (17) FF 23 | F +14 R +7 W +14 (+2 vs enchant, Elven immunities) | CMD 26 CMB +14 | Init +6 | Perc +28 | SM +26 | Heal +20

Zelkin takes a breath as he accepts the offer of healing.

CLW Wand: 3d8 + 3 ⇒ (5, 1, 8) + 3 = 17 3 charges, thanks.

The inquisitor then starts to examine the area.

Perception: 1d20 + 28 ⇒ (4) + 28 = 32


Spells (Used):
Level 1 : 1/7 | Level 2 : 2/6 | Level 3 : 1/5 | Level 4 : 1/4 | Level 5 : 0/2
Human Divine Hunter AC29 T18 FF24 CMD31| HP 109/109| F +14 R +17 W +12 | Init +6, Perc +30 |

Sven begins to look everywhere to find any sign of danger.

Perception: 1d20 + 30 ⇒ (18) + 30 = 48

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Check in and discuss.

Assuming campaign mode, PC's start at level 12.

- 20pt buy
- Any race, archetype, ect...
- 120,000 starting cash
- Still thinking about the rest..

This module incorporates dead magic areas and the primal magic rules from Inner Sea Magic, so keep that in mind


The Flaxseed Pathfinder Lodge

Checking in! Still haven't decided what I want to play. I'm leaning towards an elven ranger/Lantern Bearer at the moment; an idea I've had for a long time but haven't gotten around to playing yet. So they'll be an archer mostly with a few utility spells and such thanks to the PrC. Unless I think of something better, that is....


Reporting for duty! No idea of what I'd like to play, I'll think about it in the days to come.

Have we got any idea when it's going to be sanctioned?


The Flaxseed Pathfinder Lodge

Word on the street is some time soon (hopefully next week). Then again it was supposed to be sanctioned almost a year ago so I'm not holding my breath on sanctioning promises any more.


Male Human Suel Arcane Duelist 1

Checking in. No idea what I want to play either.


LITHRAC!

I'm thinking a druidy type.


I might be playing an inquisitor. I had one for PFS, but he died early (first scenario), so I'd like to see that build come to fruition.

He's an oread inquisitor of Groetus by the way (dwarf if oreads are off the list).

"The End Times are near! Repent, sinners!"


Any race is legal, including Oreads.

This is set in the Mana Wastes and Alkenstar, if that helps anyone decide, and didn't know that already.


Lithrac wrote:

Reporting for duty! No idea of what I'd like to play, I'll think about it in the days to come.

Have we got any idea when it's going to be sanctioned?

An additional resources update is due and I suspect it will come through with the next update.


The Flaxseed Pathfinder Lodge

I think I will go with the Ranger/Lantern Bearer build but with a change to make them a switch-hitter with Quick Draw, some of the archery feats, and Weapon Finesse/TWF. Buying gear will probably take the longest.


Great! My inquisitor or Groetus will be focused on melee and tripping by the way.


Elf Ranger 5 / Lantern Bearer 8 | HP 65/95 | AC 27 T 18 FF 22 | CMD 3 | Fort +10 Ref +14 Will +6 | Init +7 | Perc +23 | SM +2 | Abberations +4, Elves +2, Plants +2, Evil Outsiders +4

@Lithrac: Cool! I love inquisitors, probably one of my favorite classes overall. I haven't played my PFS dhampir inquisitor in a long time....

---

I had nothing else to do this afternoon so here's my first attempt at a character. I actually like the way she turned out after I got rid of a few archery feats and gave her Quick Draw, TWF, and Weapon Finesse. She's probably still more powerful with her bow but I like having the option of dropping the bow and wading into melee in cramped quarters. Also, it allowed me to get lots of fitting bane weapons to match her favored enemies, which I styled off of what a Lantern Bearer would probably be fighting. . . let's hope they're actually relevant to this module! I own it but only glanced through it when I first got it because I had a feeling I'd play it before I ran it. I don't really remember anything about it except Mana Wastes and lots of weird monsters.

Anyways, she's still got about 5000 gp if anyone has a suggestion or if you have any other build suggestions for her.


Male Oread Inquisitor (Preacher) of Groetus 13 | HP 120/120 | AC:27 T:15 FF:25 CMD: 31+ | F+14 R+9 W+16 | Init +7 | Perc +21 (darkvision)

Here is Grûhk!

It's the first time I'll be playing an inquisitor past level 1, so any advice on build/spells/how to play it/... is welcome!


Elf Ranger 5 / Lantern Bearer 8 | HP 65/95 | AC 27 T 18 FF 22 | CMD 3 | Fort +10 Ref +14 Will +6 | Init +7 | Perc +23 | SM +2 | Abberations +4, Elves +2, Plants +2, Evil Outsiders +4

You really can't go wrong with the inquisitor. The strongest build is an archer (adding bane damage to every arrow is insanely powerful), probably followed by TWF with Double Bane for the same reason. But mine is a dervish dancer and still does a lot of damage, so being a one- or two-handed melee inquisitor is not gimping by any stretch. Spells are mostly useful to buff yourself since the inquisitor is a bit of a glass canon and it looks like you've got most of the good buff spells. You'll be starved for swift actions so I'd avoid spells that are swift or immediate; you'll spend your first two rounds putting up judgements (the fast healing and DR judgements are my favorite) and bane, the order depending on how hurt you are: if you are hurt, put judgements up first to start protecting yourself. If you're not hurt, probably start with bane. Since most fights don't go longer than 2-3 rounds, you would rarely get the chance to do anything else with your swift action.

So overall, it looks good. I think Grukh will work out great how he is!

My inquisitor, being a dhampir, has the added problem of only being healed by inflict spells, which usually means he has to provide his own healing. And due to some RP choices of not wanting anyone to know he is a dhampir, he tells everyone else not to heal him (for religious reasons) so he can't even provide wands to other people to use on him. So I made a glass canon even more fragile, lol. But he hasn't died yet!


Or you know, you could look at Grimm's (Darius?) OP rage Inquisitor. That dude was a monster....


Elf Ranger 5 / Lantern Bearer 8 | HP 65/95 | AC 27 T 18 FF 22 | CMD 3 | Fort +10 Ref +14 Will +6 | Init +7 | Perc +23 | SM +2 | Abberations +4, Elves +2, Plants +2, Evil Outsiders +4

Lol. Yeah, that's probably the most OP melee inquisitor I've ever seen.


Male Oread Inquisitor (Preacher) of Groetus 13 | HP 120/120 | AC:27 T:15 FF:25 CMD: 31+ | F+14 R+9 W+16 | Init +7 | Perc +21 (darkvision)

Ah yes, I do remember him from the Furnace of Forgotten Koor game. He was a beast, maybe even more OP than his magus, if that's even possible.

You make an excellent point about swift action, I'll have to consider not taking Felling Smash then, since the feat also uses a swift action.


Building a character with Favored Enemy who has spent the last couple centuries in the Mana Wastes.

Could you give me a rundown of creatures he would have encountered and have a hatred of? (He hates anyone who is trying to stop his efforts to restore the Mana Wastes to its luscious, natural beginnings.)

If not, that's fine. I can wing it.


Elf Ranger 5 / Lantern Bearer 8 | HP 65/95 | AC 27 T 18 FF 22 | CMD 3 | Fort +10 Ref +14 Will +6 | Init +7 | Perc +23 | SM +2 | Abberations +4, Elves +2, Plants +2, Evil Outsiders +4

@Bold Strider: According to the Pathfinder Wiki page,

Quote:
The Mana Wastes is effectively a narrow strip of desert between Nex and Geb. Outside of the civilised environs of the Grand Duchy, monstrous inhabitants include sand krakens, elementals, barghests[4], mutants, hill giants, ogres, ettins and calikangs.[1]


Good find.


Male Human Suel Arcane Duelist 1

So we have an archer ranger, a melee inquisitor, and another ranger(?) of unknown type?


Not a ranger.

Barbarian (Hateful Rager) who was around in the Mana Wastes before it became the Mana Wastes. Was the tribe's shaman's apprentice. Killed along with the rest of his tribe from the overloads of magic. Reincarnated and now follows the Green Faith, trying to restore the Mana Wastes to their pre-Mana Wastes glory.

Hateful Rage Barbarian 2 / Reincarnated Druid 7 / Green Faith Acolyte 3

Focus on shapeshifting over spells (Shaping Focus feat)
Keeps Animal Companion relevant (Boon Companion feat)
Can cast spells while shapeshifting (Natural Spell feat)
Green Faith Acolyte (Pre-req feat)

He can scout, tank, damage, etc. Has trouble with diplomacy and generally hates most of the local people and fauna that are out to destroy the region or utilize the primal magic in a way that doesn't restore the plains. Has died and reincarnated many times.

Good with buff spells and long duration spells (Barkskin/GMW/etc.), not good with spells that require DCs as his Wisdom isn't super high. Vulnerable to Touch Attacks, thus he hasn't declared war on the dwarves quite yet.

Will not kill plants (even magical ones) and may take action against those who do, depending on how egregious the violation. Reticent to kill native fauna, but abhors fiendish or celestially-tinged animals. Will attack summoners on sight who summon non-neutral animals as he sees that as going against the natural order.

This is my general concept.

Thoughts?


Male Human Suel Arcane Duelist 1

Cool concept, though just remember that you can't cast spells while raging so I'm not sure if you planned on raging every combat.

So 2 melee and 1 ranged so far and our inquisitor is the diplomat. Is there a niche we don't have covered?


Two levels of barbarian only gets me 9 rounds of rage per day, thus I won't be raging very much. I like the Shapeshifting Hunter feat, so I figured either Hateful Rager or Ranger, but Barbarian seemed to fit the concept better.


I am the law! I mean I will be playing this Sheriff/Grand Marshal of Alkenstar. He can shoot things or punch them in the face as needed. Just need to final up languages and maybe a consumable or two.


And...it's sanctioned!


Bishop Jerro wrote:
I am the law! I mean I will be playing this Sheriff/Grand Marshal of Alkenstar. He can shoot things or punch them in the face as needed. Just need to final up languages and maybe a consumable or two.

I was wondering if anyone play a gunslinger, given the content. I'very already, halfway built my slinger/Shield Marshal, for when I play it.


I looked for a niche and boomstick wielding law-man was not taken. And for those wanting to know about being able to Bodyguard from range or against ranged attacks. Covering Fire

Edit: About that 4th chronicle though.


Elf Ranger 5 / Lantern Bearer 8 | HP 65/95 | AC 27 T 18 FF 22 | CMD 3 | Fort +10 Ref +14 Will +6 | Init +7 | Perc +23 | SM +2 | Abberations +4, Elves +2, Plants +2, Evil Outsiders +4

Darn! So the only way to get the fourth chronicle sheet is to play a 12th level PFS character. I've got a couple at 13 (and a 17!) but none at 12 right now. Well, I actually do have one at exactly 12 but after playing him a few times I decided he wasn't fun and I just used him to soak up GM credit for a while. So I don't ever intend to play him again.

I guess I'll just have to GM it one of these days....


I wonder if I should play Karu...


I have 2 PCs at exactly 12. I am seriously considering running this as well.


Yeah, I was going to post the text about the fourth chronicle, but got called away.

Relevant Text:
Seeker Arc Option In addition to the legal ways to play described above, Wardens of the Reborn Forge can be played as a special challenge for Seeker characters—12th-level characters with 33–35.5 XP. The PCs play through the entirety of the module, observing all the rules of Pathfinder Society Organized Play; however, the PCs earn the module’s Chronicle sheets as they complete those parts of the adventure. When the PCs complete the entire module, they receive the fourth Chronicle sheet in addition to their other rewards. This is the only way to receive this fourth Chronicle sheet, though a GM who runs the entire module and applies all three of the first Chronicle sheets to the same character may also apply the fourth sheet to that PC. If a PC receives credit for a different adventure before completing Wardens of the Reborn Forge using this option, he forfeits the opportunity to earn the fourth sheet.

That is a bit of a twist.

I've got Ezrek in EotT and Shin just finished Ruby Phoenix and is 36 xp. I guess I'll have to bank credit to another PC, and try to get another to 33 before someone runs it.


Elf Ranger 5 / Lantern Bearer 8 | HP 65/95 | AC 27 T 18 FF 22 | CMD 3 | Fort +10 Ref +14 Will +6 | Init +7 | Perc +23 | SM +2 | Abberations +4, Elves +2, Plants +2, Evil Outsiders +4

With GM credit you can still get the 4th chronicle no matter what and put it on Shin though, right? As for playing it, yeah, I guess you'll have to get someone up quick. If I had two more XP to give to Atum to get him to 12 I would totally play him. But that won't happen for a while so I'll probably just play this character and forgo the fourth sheet I guess.


Male Oread Inquisitor (Preacher) of Groetus 13 | HP 120/120 | AC:27 T:15 FF:25 CMD: 31+ | F+14 R+9 W+16 | Init +7 | Perc +21 (darkvision)

Unfortunately I have no character at 33+ xp now...


All right, so are we going to run in campaign mode (non PFS)?

I checked on the VO boards, and we can't run a mixed group of PFS legal, and non PFS PCS, so we either need to run all PFS PCS, and everyone gets the fourth chronicle, or we need to run non PFS PCs and no one get the extra chronicle.


I heard that running a Paladin through for the Seeker boon isn't the best idea. Truth to this claim?


Likely not.


Yea looks that way.


Ok, just making sure. I understand if people wanted to play one way or the other.

If we are all good, I'll get the intro post up in just a little bit.


Male Oread Inquisitor (Preacher) of Groetus 13 | HP 120/120 | AC:27 T:15 FF:25 CMD: 31+ | F+14 R+9 W+16 | Init +7 | Perc +21 (darkvision)

I'd prefer campaign mode, otherwise I won't be able to play.


Yeah, I understand. I just wanted to make sure where everyone stood, before I kicked us off.


I think I'll drop out and try to get a table of PFS PCs together for this one instead.


Campaign sounds great! Karu would be my only option and he is a Champion of Irori... so... there's that. I'll get my alias created ASAP.


Elf Ranger 5 / Lantern Bearer 8 | HP 65/95 | AC 27 T 18 FF 22 | CMD 3 | Fort +10 Ref +14 Will +6 | Init +7 | Perc +23 | SM +2 | Abberations +4, Elves +2, Plants +2, Evil Outsiders +4

Yeah, I prefer campaign mode. I have a level 12 character available but I'd actually rather play this character than have to play him just to get the fourth chronicle, lol. I'd love to get the fourth chronicle someday so maybe I'll use some replays when Atum gets to 12 (which should be soon-only two more games).


I am willing to play in campaign mode.

I have two PFS level 12 characters I could bring. I'll still use the same characters though for continuity, even in campaign mode.

I have a archivist bard (nerd bard) and self abusing monk for Cheliax.


I see, there is a campaign and regular PFS version of this now. I should probably support the PFS one if I'm going to use a PFS character.


Male Oread Inquisitor (Preacher) of Groetus 13 | HP 120/120 | AC:27 T:15 FF:25 CMD: 31+ | F+14 R+9 W+16 | Init +7 | Perc +21 (darkvision)

If you prefer to play it PFS-style, no worries for me, I'll bow out.


Elf Ranger 5 / Lantern Bearer 8 | HP 65/95 | AC 27 T 18 FF 22 | CMD 3 | Fort +10 Ref +14 Will +6 | Init +7 | Perc +23 | SM +2 | Abberations +4, Elves +2, Plants +2, Evil Outsiders +4

Man! They need to hurry up and release some 7-11 scenarios so I can get Atum up to 12. Then I'd be willing to switch over to PFS mode.


No, no. No need Lithrac. I should have a fourth for this table, soon. EF and BS don't have PCS in range either.

I've got another, PFS legal, group mustering for a potential second table.


Looking at the make-up of the party and the realization that there is primal magic, I have decided to change up my character to a Primalist Wizard.

This should cover the lack of arcane magic in the party and be fun when dealing with the primal magic! I'll have the character ready by the time we find a fourth.

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