Emerald Kingdoms (Inactive)

Game Master Kevin O'Rourke 440

Emerald Spire Second Floor-The Cellar
Accursed Halls
Loot Sheet
Side Jobs
Stolen Lands Encounters

***The Greenbelt***
Capital
Kingdom Stats/Log


351 to 400 of 1,285 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>

Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

We're starting to pick up some neat magic items. Definitely use or sell to my mind.


Male Human. Hunter 5. Hp 44. Init 3. AC 16. Touch 13. FF 13 (+3 armor, +3 Dex, ). Fort 6. Ref 7. Will 3. Perception + 11 (Scent).

I thinks it's down to either Barek or Johund for the battle axe. If he doesn't want it Barek will use it?


Male Human Level 3 Investigator

Seeing how invested as a Warpriest Johund is towards his chosen weapons I doubt he will go for them.

They're small size but even though you have two small size characters in the party lets just go with you guys can use it, wibbly wobbly magic, it's medium sized now.


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

Yep, I'll pass. Congrats Barek!

GM, would my travel blessing, allowing me to ignore difficult terrain, help out here?


Male Human Level 3 Investigator

Sure, seems like a reasonable application.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

Tik can only use simple weapons. If we run across any +1 simple weapons, he'll want one. But for now, martial weapons, even sized appropriately, he can't use.

Only problem with AP's is they always hand out junk your characters can't use.


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

Gotta love witches :)


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Yeah, I prefer my travelling companions less beat up!


Male Human Level 3 Investigator

@Tik'klik it can't be done mechanically but we can fudge things a little for making another Golem if Tik'klik takes leadership and makes it his cohort.

But there's more to his origins to be uncovered as you can tell. I had something in mind when you suggested a construct with a mysterious origin.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

Yep, I figured. :) And looking forward to it!

On the current Gem discussion, I'm less concerned about a cohort (although I could do that to!) than I am about our eventual kingdom. I was more thinking of him happily making a child NPC (Who could also end up being of use in one of the positions in the kingdom). We'll need a LOT of NPCs to fill out all our positions. I think we've all minorly forgotten this is still a king maker game, so the more trustworthy NPCs we can recruit (or build, or breed!) the better. :) Unlike everyone else, Tik's offspring start out ready to adventure/work in the government.

Along that line, if you prefer, I have no issue at all taking Craft Golem at 5th level so Tik can add golems to the kingdom as needed.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Yeah, I often forget about the whole "kingdom-building" aspect that we'll be doing. I've been enjoying our take on dungeon crawling, ye might tell!


Male Human Level 3 Investigator

Craft Construct also requires wondrous items and magic arms and armour... that's quite a few feats invested down that line if you want to go that far. I'd be wary.

We'll get there... though someone might want to pick a direction to go next.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

Hmm, what would you think of a level dip or two into Artisan. It would net him a creation feat to help with that cost, and lose a level of casting. Might be worth it if we want to do some crafting for the kingdom (which is a very good thing to have for Kingmaker. We'll have lots of down time with kingdom management.).


Male Human Level 3 Investigator

I'm not going to lie I stopped reading at 3rd Party.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

Worth asking. Not all 3rd party is crud. :P But it's your game, so your rules. No worries. I'll figure something out.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

Just a note, in case anyone read my post before I edited it. I apologize if I've been testy lately, I've been having issues with insomnia for the last 2 or 3 weeks. Quite a few times I've been getting by on 3-4 hours of sleep in 72 hours the last two weeks. And tonight I'm on trajectory to get 0 hours again. :( It makes it hard to think sometimes, and also throws my temper out of alignment (which is already testy due to the diabetes) so apologies in advance, and just tell me OOC to chill or something. I'll try to listen.


Male Human Level 3 Investigator

No worries, I made a mistake in reading the notes.

I was under the impression the 3d6 damage was for a few vials and beakers but that's for the entire table. I was thinking wait the WHOLE table... he's only small he wouldn't tip the entire thing so easily and if he did... kaboom!

But that's not the case my bad sorry.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

No problems at all, like I said, insomnnia makes Tik Testy Golem. :P

But yeah, he is small, but strong. He's about at strong as the average triathelete. He can carry a 100 lb rucksack all day (literally, since he's immune to exhaustion). So even a heavy table should be tippable as a move action. :P But yeah, I can understand the whole 'woah, you really wanna do that' if it was 3d6 x 30. :) I would absolutely want my GM to say 'woah, you really want to do that?' on 90d6 damage. :P


Male Human Level 3 Investigator

So when we get to the Kingdom building part of the adventure... after we you know start that bit of the adventure path, I've been thinking.

What I am probably going to do is rotate having a PCs taking turns doing the Kingdom building, round robin rather than comittee though of course you can strategise. We do this in discussion with me giving some feedback, informing ye of events etc... for some events we may be switching to RP.

...meanwhile in the main thread you guys can be RPing, doing the Emerald Spire or Accursed halls. This is mostly for between the books. We can be vague about when ye are going to the Spire so if an event crops up or a new book starts then we can wrap up the tower for a bit.

If any PC doesn't like the Kingdom building aspect they can just opt out of doing turns and enjoy the adventure.

How does that sound?


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

Hmm, kind of confusing on first pass. I'd have to see it play out. Honestly, I played a bit of the first book of Kingmaker before, and I did enjoy the RP of riding around the countryside, solving issues, hammering out stuff in character, etc. We did the kingdom building bit in OOC discussion and then posted a synopsis in the game thread. That may be what you're suggesting? If so, then that works fine for me.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

I like the sound of hashing out general kingdom actions in OOC.

Major decisions should be discussed IC, but not for every last thing.

Adventuring between kingdom building is a-okay with me.


Male Human Level 3 Investigator

That can be tried took. But I was thinking more Tik'klik turn 1, Barek turn 2, Jorin turn 3, Amadeen turn 4, Johund turn 5, Tik'klik turn 6... we can try a few things to see what works.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

You mean in the actual spending of capital and such? Mm, not sure that would work too well, the way the kingdom building rules work, if I remember correctly, it often requires a lot of planning out 2-3 turns ahead, to build up to adding things. So if everyone is doing something different every round, then that ends up trying to build things by shotgun effect, and person 3 might use the resources person 2 was building for a prison and spend it on an inn instead.

My own thought is that it'd be better to hash out 6 turns worth of kingdom building OOC and then you can have one person do each turns rolls all at once to save time. I don't really like the idea of each person deciding what the priorities are for this turn, then someone else changing them next turn. I just feel like the kingdom building will devolve into more arguments that way.

Just my $0.02 worth though, if everyone else wants to try it that way, I'll go along of course.


Male Human. Hunter 5. Hp 44. Init 3. AC 16. Touch 13. FF 13 (+3 armor, +3 Dex, ). Fort 6. Ref 7. Will 3. Perception + 11 (Scent).

I was wondering how we could join these mercenaries when we're already going to working for Restov if we take the charter?


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

I imagined that we could take jobs in between sorting out kingdom matters. IIRC we only need to devote about a week or so per month to that, and have the rest of the time free for adventuring.


Male Human Level 3 Investigator

@Tik'klik...but significant to others
We'll definitely start with a few communal turns, as long as they don't take huge lengths of time to do... but you can have a lot of rounds to get through sometimes.

I think my one experience of Kingmaker from the game I am currently running is a bit skewed. Lots of people in threads go on about stability being something you need to bring up early on. The game I ran since none of us had used the Kingdom rules the players invested in economy and did get some good rolls. I think that party might have gotten very lucky and snow balled. They send multiple build points a turn in donations to the Worldwound. Wars of attrition aren't going to work against them.

@Barek but significant to others
The mercenary leader doesn't know your current mission. They don't necessarily clash though your charter from Restov includes no mention of the Blue Bassilisks. Right now Captain Ariane Redderfin is far more powerful than any of the PCs (she's a level 7 Fighter!) but you guys are rising stars both personal power wise and soon politically so the dynamics would change. As you know a party needs competent NPCs to help them run the Kingdom, she's likely make a very good General or Warden for example... or if you guys decide to take over Thornkeep she could be a Viceroy-well Vicereine for it.

I have no huge road map or cunning scheme, just having the NPC react how they would react. You can decline the offer, accept it etc as ye wish. You've attracted her notice so she's trying to get that talent in house.


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

I've never played Kingmaker and I'm open to trying anything. PbP is a really unique formatand sometimes bending the rules helps with speed. I gotta say I love the way Kevin keeps the speed up in his games. It makes for a very fun campaign!


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

The drive to push things along is good for keeping up momentum and interest. I've been on pbp a little over a year and it's grim when a fun game dies out.


Male Human Level 3 Investigator

Thanks Johund. A lot of picking up things in other games that GMs do... and ultimately just learning for situations where it's turn east, west or south at the junction if it's not a hugely important decision just go with the first PC to pipe up... letting everyone talk it out adds little and takes a while.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)
Kevin O'Rourke 440 wrote:

No worries, I made a mistake in reading the notes.

I was under the impression the 3d6 damage was for a few vials and beakers but that's for the entire table. I was thinking wait the WHOLE table... he's only small he wouldn't tip the entire thing so easily and if he did... kaboom!

But that's not the case my bad sorry.

Quick question, does the above mean that (A) the table did tip over and did 3d6 to the goblins, but not to Tik and Johund? Or that it didn't tip over, but did 3d6 to everyone anyway? Sorry, we kind of moved past that in game and I'm not sure if Tik is heavily damaged or undamaged or what...


Male Human Level 3 Investigator

A)

...a little awkwardly worded in the book but only the goblins.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

Yay! :P

Honestly I'm surprised they actually noted how much damage it would do. Unless the goblins planned on doing it. :P


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

What potential crit? I rolled a 13!


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

Sorry, I've had 3 hours of sleep in the last 50 hours, and my mind is playing tricks on me.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

@GM - How did the Magic Missiles not damage the golem? The only thing that stops MM is a Force Effect armor (like Shield). Even Mage Armor doesn't stop them. DR (Even DR/--) doesn't affect MM.


Male Human Level 3 Investigator

Spell Resistance, that's what I rolled the dice for. I should have made that clearer.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

Thank you! I was wondering.


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

Hey guys, ultra busy day today, please bot me as needed, thank you!


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

I'm in a seminar all day. I'll seek to catch up tonight or this weekend. Thanks!


Male Human Level 3 Investigator

Ye can come back here for Tik'klik to experiment later if the rest of ye would rather progress.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Fine by me either way. But sure, we can push on.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

Sorry, Tik's done for now. No reason to mess with them just yet, we can pick them up on the way out.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

No worries. Amadeen's pretty chilled about Tik mucking around.


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

I forgot my mwk dagger, so my primary attack should be +6 (+8 if not two weapon fighting), though it doesn't make a difference this round :(


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Good to remember it though. One of the downsides I find with Pathfinder is the sheer amount of numbers to keep track of. I do love the sheer variety of character options though.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

Don't ever play HERO or GURPS then.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Agreed! I love GURPS books for source material. Not so much for mechanics.


Male Human Level 3 Investigator

...so this fight isn't much of a challenge for you guys at this point but due to it's defenses this could eat up several days of real life in what is becoming a very grindy boring fight. Unless you guys really having a riveting time, shall we call the fight?


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

I'm cool with calling it in our favour.


2 people marked this as a favorite.
Male Human Level 3 Investigator

Nah I'm trying to trick you into agreeing to a TPK.

351 to 400 of 1,285 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Emerald Kingdoms Discussion All Messageboards

Want to post a reply? Sign in.