GM Blood's Age of Worms in Golarion #2

Game Master David James Olsen

Group 2 Map
Loot spreadsheet


4,001 to 4,050 of 7,002 << first < prev | 76 | 77 | 78 | 79 | 80 | 81 | 82 | 83 | 84 | 85 | 86 | next > last >>

Remember that you have to be within 30' for cackle to work and many of those hexes


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

If someone moves more than 30' from me, then they will lose the benefit of the Fortune. But, I cannot imagine that we will have many more chances to use the hex and since we are really in need of rest, I doubt that there will be many more chances to use the hex.

If the monster is more than 30' away, I can fly close on the first round. But hope to avoid being the prime target of whatever is out there. Unlike your animated sword and tagteam backstabbing birds, both of which seemed to take a liking to the harmless witch.

Oh, and CONGRATS ON 4000 POSTS!!!!!


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Are any of Kilthan's buffs still going?


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Enlarge Person would have been 5 minutes. Not sure how long the other ones would have been. The combat took about 1 minute. Taking the armor off the priest took at least a minute, and we had to do a bunch of climbing. My guess is that unless it was a 10 minutes/level buff, it probably ran out.

Theoretically, I could spend all day cackling and keep fortune going on all of you. But I think this becomes a bit unrealistic and makes the hex almost absurdly powerful.


HP 36 of 38 AC: 23 (19 Flat-footed / 12 Touch) w/ shield +2 defensive fighting Fort +5 , Ref +3, Will +9

Buffs and Questions::

The Circle of Protection from Evil would still be active on Dryn (duration when cast was 50 minutes) Remember it will stop a summoned evil creature from attack anyone within the circle (with it's natural attacks). I am not sure what happens if one person attacks, would it negate the protection for juts that person or the whole circle?

Magic Fang for Jutsin was 5 minute duration when cast. I am not sure if the spell is still active?

Magic Weapon for Kilthan was a 5 minute duration when cast. I am not sure if the spell is still active?

Bless for all was a 5 minute duration when cast. I am not sure if the spell is still active?

Another than that... Tohall has 1 2nd level spell left (Grace), Channel Energy 4 more times, and that is pretty much all from him save his bow and some Touch of Good (+1 sacred bonus to attack rolls, skill checks, ability checks, and saving throws for 2 rounds, 7 times.)

If you want/need healing... I am sure Tohall/Ingrid can use the wand as they travel back through the cavern to the surface. Just say so, and roll for the healing and let me know how many charges you use.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Justin asks "Heal Kilthan and buff us with luck--Iomedae will do the rest!!"
He then waves his wand.
umd : 1d20 + 14 ⇒ (12) + 14 = 26
And drinks a potion for 1d8 + 1 ⇒ (7) + 1 = 8

51/53 HP with shield


With even the quick searching and using the rope of climbing as much as possible, the uneven surfaces and all of the climbing up and down will take about a half hour, so any buffs shorter than that will be gone


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

What's your opinion on the Mutagen? I've had it for the last three(?) fights now, so that's about 3 mintues, plus 30 for the trekking. Also 50 minute duration.


The trek to the Lamashtu priest from the previous room is about a 5 minute hike, and the one before that was about 2 minutes (From the bridge), so I would say you have about 10 minutes or less on that which should still cover this fight.


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Cool! Wish I had Shield still. 27 AC would be fun :)


once someone attacked it, that protection would go away for that specific person, not the others


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

So, I could stay in the circle and hex all day, or are the hexes considered attacks?


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

If Dryn can use wand of shield, she can use a charge.


I guess it is the definition of what an attack is. If the hex would break invisibility I would also say it would break the broken offered by this spell.

Slumber Hex I would think is definitely an attack. Would Evil Eye or misfortune be one?

Invisbility wrote:


For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe.

I know this is a SU ability, but if it targets a foe I would lean towards it breaking


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Ok, then. Sadly, Kilth's out of spells and effects -- though, he does have 2 more adaptations today, and so he'll certainly be getting thick-skinned like Justin as we enter


GM Blood:

Initiative Kilthan Hammerstone 1d20 + 4 ⇒ (6) + 4 = 10 (Below Ground)
Initiative Aarakess Halcorn 1d20 + 3 ⇒ (10) + 3 = 13
Initiative Dryn'taka Devilschild 1d20 + 3 ⇒ (5) + 3 = 8
Initiative Ingrid Anika Nina Jones 1d20 + 2 ⇒ (20) + 2 = 22
Initiative Justin D'Rite 1d20 + 0 ⇒ (5) + 0 = 5
Initiative Tohall 1d20 + 2 ⇒ (7) + 2 = 9
Initiative Ebon Aspect 1d20 + 1 ⇒ (1) + 1 = 2

When ready you open the door and move down the hallway into the Dark Cathedral

The elevator, still sitting at the bottom of the shaft, has been completely destroyed. Standing near the strange black pool, you see the thing that likely did the work.

The creature is a bizarre looking creature. It is a ten-foot tall, powerfully built monster with six arms. It has smooth, dull gray skin and bulging muscles that pulse with arcane power. Three of its arms, two on its left and one on its right, are missing hands. It has a gaunt, skeletal face and massive fangs. It growls like a beast or a savage animal.


Alchemists can use spell Trigger items which is what a wand is, so if she wants it she can use it!

Quote:

Round 1

Initiative Order - Ingrid (Delay), Aarakess, Kilthan, Tohall, Dryn'taka, Justin

Ebon Aspect Stats AC ???


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Round 1 planned
Looking at the huge creature, Justin is impressed. He talks tactics quickly.

"I don't think we close immediately, or it can bring all its arms to bear. I advise caution."

Justin's default plan is to move to H8 and ready an attack. I don't think running into a full attack is a good idea. He definitely can't charge given the current setup. Consider Dryn to have used the wand I am marking two charges off.


By the way I forgot to put the Ebon Apect on there....it goes last


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

If I 5' foot move, is it within 30' of me?


HP 36 of 38 AC: 23 (19 Flat-footed / 12 Touch) w/ shield +2 defensive fighting Fort +5 , Ref +3, Will +9

Tohall calls upon the beasts once again and is able to quickly move into the room. Seeing the creature the man is taken aback... He shakes his head to clear his mind and concentrates, "Erastil, let me strike true."

He pulls back the arrow and lets it loose at the large ebon creature.

Predetor's Grace (swift action),
Move to G-7
Attack Ebon Aspect with Compostite Longbow (point blank)1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27 (Threat!)
Confirmation Roll1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14
Damage (str+point blank) 1d8 + 1 + 1 ⇒ (1) + 1 + 1 = 3
+ Critical Damage if Confirmed 2d8 + 2 + 2 ⇒ (8, 8) + 2 + 2 = 20


Aarakess no you have to get to at least H5 which is a 15' move

Tohall moves in and fires hitting the large monstrosity. However, the arrow does not seem to do any damage to it.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Tohall, you can make a reroll on that Crit confirm if the DM will allow it. You should be under the Fortune Hex as long as I keep cackling and you stay within 30' of me.

While she continues to Cackle, Aarakess moves to F6.

Move: Cackle
Standard: Move to F6


I will allow a re-roll

Aarakess moves forward and as well Ingrid who readies an attack


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Actually, can I 5' move to G4 and ready an action to Evil Eye Hex the monstrosity to reduce his Saves by -2?

I would have changed this on my last post, but you already updated the map.


Nope he'll be 35', just out of your range


HP 36 of 38 AC: 23 (19 Flat-footed / 12 Touch) w/ shield +2 defensive fighting Fort +5 , Ref +3, Will +9

I got so excited by an actual 20 on a bow attack I had forgotten about the Fortune Hex. Thanks for the reminder!
Reroll to Confirm Critical 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Round 1

Kilthan grunts an, "Aye." to Justin's plan, and takes a deep breath before rushing forward to the flank of the many-armed thing, drawing his waraxe and willing his adaptation to thicken his skin as he rushes.

Waraxe: 1d20 + 8 ⇒ (2) + 8 = 10 for 1d10 + 3 ⇒ (1) + 3 = 4 Really, diceroller? We're doing this *now*?

He curses as his axe passes harmlessly past the creature and calls out, "Take the other flank!"

Status:

Move Action: Move to L7 (30' movement)
AC: 20/12/18 {includes +2 natural due to Adaptation};
HP: 36/58
Active Effects:
Adaptation (+2 Natural AC, included above): 100 rounds remain


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

My thought was that if the fighters are setting a battle line that this monstrosity will have to approach, then a 5' move, to G4, should put me with 30' once the creature moves and where I will be able to see it to hex it. I should be able to ready an action to use a hex on the monster if it moves within 30' of me. Since it does not know the range of my hexes, I would assume that it will move to engage Justin and/or Kilthan bringing it within 30' at which (witch) point I would use the hex and not lose my action this round to moving.

Sorry for the confusion. I was planning on adjusting my post last night, but you read my post and updated within minutes of me posting, before I was able to edit it.


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Round 8

Stats:

HP 48/48
AC 25 FF19 T15 CMD19 (+2 if evil)
F/R/W 6/9/0
Bombs 0/9
Mutagen None
Extracts
1st - 1 open
2nd - 1 open
Effects
Dexterity Mutagen
Magic Circle Against Evil
Shield 8/10

Dryn moves in, feeling the effects of the magic protecting her, and lobs an alchemist's fire at the Ebon Aspect. "HAHAHA!"

Move to H5, Alchemist's fire to L8.
EDIT: I meant move to G5, as Kilthan will have moved after I move.
DOUBLE EDIT: Kilthan will have moved before I move I mean.

Attack + PBS - Range: 1d20 + 9 + 1 - 4 ⇒ (5) + 9 + 1 - 4 = 11 Touch AC
Attack (fortune reroll) + PBS - Range: 1d20 + 9 + 1 - 4 ⇒ (14) + 9 + 1 - 4 = 20 Touch AC

Damage + PBS: 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9

And Justin, thanks for the charge on the wand! Dryn is INVINCIBLE!! What could go wrong now? (oh crap, I said it, damn)


Kilthan did you mean to move to attack it rather than wait for it like Justin's plan was?


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Wow, read a plan before coffee, and you think it says "get it now before it gets a chance to react". Missed the don't. Well, lose the attack and put me in line with Justin. Actually, put me in line with Justin and have Kilth uselessly lob a not-gonna-hit handaxe at the beast instead.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Kilthan, readied attack.


Going to do a little revisionist history here....

Kilthan and Justin move into the room and ready for the creature to come at them. Ingrid and Tohall move next to them, Ingrid ready with the whip or wand and Tohall firing an amazing shot wounding the Ebon Aspect (though not as much as you would have expected.) Dryn'take moves and and lobs one of her alchemist fires, hitting the large creature yet the fire does no damage.

Justin, Ingrid, and Kilthan attack the creature

Whip 1d20 + 5 ⇒ (17) + 5 = 22
Damage 1d3 + 2 ⇒ (1) + 2 = 3 *No Damage*


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Noting the thing's resiliance, Kilthan asks, "Anyone know what that blasted thing is and how we kill it?


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Knowledge: 1d20 ⇒ 11
21 - religion
22 - history, local, nature
23 - planes, arcana
18 - dungeoneering, engineering, geography

--> do I have any clue what this is?


Paizo crashed on me and wasn't able to finish my last post

Aarakess you have no idea what this is, other than an evil outsider.

After the creature moves up it attacks Justin but misses In the last post which didn't fully take Justin was hit and Kilthan cleaved but was missed....you lucky dog A black flail made of force appears above Dryn'taka's head and begins to attack her but she avoids easily

Bite Justin 1d20 + 12 ⇒ (5) + 12 = 17
Damage 1d8 + 11 ⇒ (5) + 11 = 16

Ebon Flail Dryn'taka 1d20 + 13 ⇒ (4) + 13 = 17
Damage 1d8 + 3 ⇒ (8) + 3 = 11


Justin still has his round 1 readied attack. In the future, just post it in a spoiler in the same post.

Quote:

Round 2

Initiative Order - Kilthan, Justin Aarakess, Tohall, Dryn'taka, Ingrid, Ebon Aspect

Ebon Aspect Stats AC ???


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Aarakess stares at the creature hoping to make it realize that this plane is for mortals, something that it is about to become. The doubt created by these images makes the creature unable to concentrate on defending itself from magic.

Evil Eye Hex: -2 to Saves for 9 rounds, DC18 Will reduces to 1 round.

Move: Cackle

5' Step back to E6.

I had wanted to get this hex off as a readied action in Round 1 from G4. If the creature is already hexed, then I will cast Ray of Exhaustion this round.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Justin hits with power as the hexopod approaches.
hit/damage: 1d20 + 11 ⇒ (13) + 11 = 241d12 + 14 ⇒ (9) + 14 = 23


Aarakess, that is round 1 action

Justin slams his magic axe (You have that right?) into the creature giving it a heavy wound. The weapon slices into it normal, unlike the resistance to Tohall's arrow.

Top of round 2!


HP 36 of 38 AC: 23 (19 Flat-footed / 12 Touch) w/ shield +2 defensive fighting Fort +5 , Ref +3, Will +9

Round 2

Tohall watches events unfold and knows that he might help beyond his bow, which is dropped to the ground... He calls to his God, "Erastil, grant me the power to move unhindered!" and casts a spell and is on the move to the side and up behind the creature taking up his shield and the new morningstar that the group received from the priest of Lantasuas.

Cast Grace (swift action)
Move to K-6 (drawing weapon/shield) (no AoO's due to Grace)
Attack (Fighting Defensively) Ebon-Man with Morningstar +1 1d20 + 9 ⇒ (2) + 9 = 11
(fortune reroll)1d20 + 1 ⇒ (19) + 1 = 20
Damage 1d8 + 2 ⇒ (2) + 2 = 4

(Justin now has a Flank. Would Kilthan?)

Status:
HP: 36/38 remaining
AC: 19 (17 Flat-footed / 12 Touch) w/o shield, 21 (19 Flat-footed / 12 Touch) w/ shield
In Hand: Darkwood Composite Long Bow (Str +1) +6 (1d8+1, piercing, /x3)
Conditions: Bless (70 rounds remaining)
Spells (0-level, DC 14, at will) Create Water, Detect Magic, Light, Guidance;
(1st level, DC 15) bless©, bless© , magic weapon©, magic fang©(d)
(2nd level, DC 16) bull's strength©, bull's strength©, Grace, Hold Animal(d)
(3rd level, DC 17) Nap Stack©, Prayer©, Circle of Protection from Evil(d)©
Channel Energy (3d6, DC 14) 4 of 7 remaining
Predator’s Grace 2 of 7 remaining (+10 ft movement, low-light vision for 1 round)
Touch of Good 7 of 7 remaining (+1 sacred bonus to attack rolls, skill checks, ability checks, and saving throws)
Wand of Cure lights wounds charges remaining 21 of 50


Tohall, I think you need to get to K7 for flanking for both

Tohall moves around the Ebon Aspect finding good fortune when striking at the creature, scoring a light hit.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Round 2
"Take more."

PA hit/dam: 1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 281d12 + 14 ⇒ (7) + 14 = 21

PA bite hit/dam: 1d20 + 10 - 5 - 2 + 2 ⇒ (2) + 10 - 5 - 2 + 2 = 71d3 + 9 ⇒ (2) + 9 = 11

Justin steps left to avoid giving the creature future to'fers.

Full attack then step left (which is right on the map) to H9 51/53hp and shielded (26AC) In hands=+1 greataxe


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Aarakess looks at the horrible beast and a dark look comes across her usually peaceful friendly face.

I hate doing this, but evil such as you does not belong in this world.

Cast Ray of Exhaustion:
Ranged Touch: 1d20 + 5 ⇒ (18) + 5 = 23

If hits, creature is Exhausted. DC19 Fortitude reduces to Fatigued.

She then throws back her head and resumes the maniacal cackling which the party has become used to, but which continues to disconcert enemies.


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Round 2

Stats:

HP 48/48
AC 25 FF19 T15 CMD19 (+2 if evil)
F/R/W 6/9/0
Bombs 0/9
Mutagen None
Extracts
1st - 1 open
2nd - 1 open
Effects
Dexterity Mutagen
Magic Circle Against Evil
Shield 7/10

"Gwah, get this stupid thing off me!" Dryn bats away the Ebon Flail, pulling out a flask of acid, hoping for different results as she throws it towards the beast. Her throw is true, striking the ground near the creature to splash up at him.

Move to draw flask, standard to throw. Target is the intersection at I/J, 6/7. It will deal 5 acid damage to the creature (outside of resistances, the jerk resisting my alchy fire).

Attack: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26 Against AC 5


aaarakess, make a SR check


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

I assume I'm not so lucky that this thing is undead or an aberration?

Kilthan winces as the thing shrugs off the worst of the attacks against it, save from Justin's axe. Wish I had my father's axe right now... Or his spells... But it was Cultists like this that killed them all....

He snarls at that thought and plants his foot, screaming a challenge to the beast, "Angradd!"

Waraxe (PA): 1d20 + 4 ⇒ (9) + 4 = 13 for 1d10 + 7 ⇒ (3) + 7 = 10
Klar (PA): 1d20 + 4 ⇒ (15) + 4 = 19 for 1d6 + 3 ⇒ (3) + 3 = 6


Will update tomorrow after the results of the SR check.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

SR check: 1d20 + 7 ⇒ (9) + 7 = 16 <-- hope it has SR15 and not 20.

1 to 50 of 7,002 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Blood's Age Of Worms (Group 2) All Messageboards

Want to post a reply? Sign in.