GM Clockwork's Ruins of Azlant Gestalt (Inactive)

Game Master Tiger Claw

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Welcome to our Discussion. I want to thank you both for joining a new PBP GM's game. I know it can be risky but I'll do my best to make this game as fun as I can for as long as I can.

I'm doing my best to figure out the intricacies of these boards. For example, if you are the GM making the first post in a discussion thread, and you do a 'stealth dot,' it locks you AND your players from the thread. I'm really open to your feedback, as I'm the least experienced out of our trio. Anything you want to throw out now or in the future, I'm always happy to consider any suggestion to improve our game.

With regard to your builds, I have do allow a period of adjustments in my home games for build details. I usually ban players from making changes after 3rd level, but a shorter time period may be more appropriate here, so we can play that by ear. Any adjustments you want to make at this time, after reviewing each other's sheets of course, is encouraged.

One thing for each of you I want to address before beginning our prologue:

Kari's Companion. My apologies for missing your question before your submission. This adventure gets pretty aquatic eventually, but I'm flexible as far as keeping Hrolf and using spells to get him aquatic, leaving him behind, or changing the companion altogether.

Fenna's martial half. If we stick with swashbuckler, I might need some suggestions on how to run parry/riposte.

I'm mostly a GM these days, and have some knowledge gaps with some classes (kineticist >< ), which works out fine usually since the player is the expert. I will review the options you pick, but promptly forget it, so apologies in advance for when I err.

I believe Fenna and Kari will end up with an interesting buddy dynamic: the pragmatic and passionate half-elf, and the whimsically wise gnome. I look forward to all the fun we'll have. Please offer suggestions and questions to your hearts' content.

Thank you again, and welcome!


Female Gnome Nature Oracle / Overwhelming Soul Kineticist Gestalt 4 | HP: 38/39 | AC: 22 (24 aquatic) T: 15 FF: 18 | Saves F:7 R:7 W:4 (8 vs charm/compulsion) | Init: 3 | Perc: 11 | CMB: 0 CMD:14 | Speed: 20 ft |Active spells: Barkskin

I look forward to the game! I'll post more later today, after I meet a work deadline.


Half-Elf Bard 5 | HP: 51/51 | AC: 20 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +4, R: +7, W: +7 (+9 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/15 | Hero Points 3

Thanks for choosing me Clockwork! I'm looking forward to this!

I'm happy to help out in whatever way you need. I've played PbP quite a lot, and have a little bit of GM experience as well.

The big unknown for me in this is using gestalt characters. I've built a couple in the past, but never used them. I've also never played with a swashbuckler before. I spent a lot of time trying to figure out the action economy consequences of bard/x martial pairings but eventually I gave up and chose swashbuckler because it doesn't seem like there would be issues (although immediate actions could get very tight eventually), and it seemed to meld well with the character idea.

Anyway, on the subject of which martial class, like I mentioned in my application post, I l also looked at the Freebooter Ranger, Slayer, and a few others. For both ranger and slayer I was thinking about a two-weapon fighting build, which would be SO much easier with the feat tax rules. If I went with two-weapon fighting, I'm thinking the Elven Thorn Blade and Leaf Blade would be nice. With feats freed up under these rules I could easily afford weapon focus x2, and both have 18-20/x2 ranges plus give a +2 to confirm critical hits.

I'd be happy for any advice or suggestions either of you would have on the subject. with a two person party there won't be much room for errors.


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I have someone at my home game in IG that uses TWF Leafblades, so I can speak to it's effectiveness.

My thoughts on running swashbuckler would be to roll Fenna's parry against the first attack made against her in a round on my own post, which you can parry in your post if you choose


Female Gnome Nature Oracle / Overwhelming Soul Kineticist Gestalt 4 | HP: 38/39 | AC: 22 (24 aquatic) T: 15 FF: 18 | Saves F:7 R:7 W:4 (8 vs charm/compulsion) | Init: 3 | Perc: 11 | CMB: 0 CMD:14 | Speed: 20 ft |Active spells: Barkskin

@Fenna: You'll run into some immediate action issues with parry/riposte, charmed life, saving finale, liberating command and arcane strike (arcane strike might not be worth taking, in fact).

Kari will also learn liberating command — getting grappled in a 2 person party would be bad. RAW you can only use it on someone else, since it's an immediate action to cast, and an immediate action for the escape attempt.

@GM Clockwork: For running parry/riposte, I would suggest that one would post the intention to do so before the enemy's turn. Either Fenna could post the parry/riposte in a spoiler, or you could do the dice rolls as part of the monster's turn.

I suggest that the GM rolls initiative for everyone, since rolling our own checks slows things down. Kari will some times have an initiative bonus from Natural Divination; I could state ahead of time the conditions under which she would use the bonus.


Female Gnome Nature Oracle / Overwhelming Soul Kineticist Gestalt 4 | HP: 38/39 | AC: 22 (24 aquatic) T: 15 FF: 18 | Saves F:7 R:7 W:4 (8 vs charm/compulsion) | Init: 3 | Perc: 11 | CMB: 0 CMD:14 | Speed: 20 ft |Active spells: Barkskin

It looks like Kari's option for granting others underwater abilities are Water Breathing (3rd lvl spell) and Ride the Waves (4th lvl spell). Her own abilities will come from the waterdancer (available at 6th lvl) and greater waterdancer (available at 10th lvl) kineticist wild talents.


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Posted the first post of the short prologue while we get stuff nailed down.

@Kari: Those options are perfectly fine if you like them, a wolf should be fine until they are available to you and Swim checks work in the mean time. I imagine Hrolf is an exellent swimmer

I run my home games for some annoyingly experienced players, so I've grown pretty accustomed to thinking in terms of what common questions come up. I'm prepared to offer things like Perception, Knowledge, Sense Motive information under spoiler tags. I might actually roll such checks instead of setting a DC in some cases (higher DCs), but likely on a case-by-case basis. Rolling initiative myself would be a given, and I plan on making appropriate tweeks to the AP as written due to the dual nature of the group.

I make extensive use of Google Drive in my home game, although I never used Slides for battle, so gets a fun experiment so far. The link is going to be on the boards for you. Link here and on the Campaign info page.


Half-Elf Bard 5 | HP: 51/51 | AC: 20 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +4, R: +7, W: +7 (+9 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/15 | Hero Points 3

@Kari: Yeah, that's what I was thinking. Without much experience with higher level play or gestalt it's hard for me to get a handle on how much of a problem it is exactly.

Swashbuckler seems a good choice since bard limits Fenna to light armor and it's a good route to a frontline viable AC. I could get medium armor with Arcane Duelist bard, but it doesn't combine with Studious Librarian, which has some really useful stuff since Fenna will be the only arcane caster.

One weird possibility might actually be NG and Grey Paladin. It could weirdly fit Fenna's background and personality as established already. If she can't get her AC up then she can always hit harder. Any thoughts on the archetype?

I guess the bottom line is RP-wise Fenna learned to fight in the navy, so light to medium armor is as much as I'd want to go with anyway.

@Clockwork: If I go with swashbuckler that sounds fine to me. I hadn't thought about how opportune parry & riposte might be difficult in a PbP format.


Female Gnome Nature Oracle / Overwhelming Soul Kineticist Gestalt 4 | HP: 38/39 | AC: 22 (24 aquatic) T: 15 FF: 18 | Saves F:7 R:7 W:4 (8 vs charm/compulsion) | Init: 3 | Perc: 11 | CMB: 0 CMD:14 | Speed: 20 ft |Active spells: Barkskin

I'm presuming that we should buy a fair number of trail rations. Will there be other food supplies that we can draw on when we're at the colony, or should we be buying extra foodstuffs? BTW, Kari will have fishing gear.


Area P Map | Wiki

The Peregrine is loaded with a plethora of items. Across the ocean, goods are going to become more valuable, and gold isn't going to go very far. The company plans to send more ships back and fourth, so every few weeks, new supplies will arrive. Having a good idea of gear you want later is something to keep in mind.

A few extra rations are not a bad idea, but an effective fisher is probably even better. Extra fishing line would be a good example of something to take: light, very useful, and easy to get in a big city.


Female Gnome Nature Oracle / Overwhelming Soul Kineticist Gestalt 4 | HP: 38/39 | AC: 22 (24 aquatic) T: 15 FF: 18 | Saves F:7 R:7 W:4 (8 vs charm/compulsion) | Init: 3 | Perc: 11 | CMB: 0 CMD:14 | Speed: 20 ft |Active spells: Barkskin

I think I'm going to stick with Hrolf, in the end, rather than switch to a different animal.


Area P Map | Wiki

I have one more post for our prologue once everyone's sheet is finalized.

Where do folks download the little icons for Google Slide maps?


Female Gnome Nature Oracle / Overwhelming Soul Kineticist Gestalt 4 | HP: 38/39 | AC: 22 (24 aquatic) T: 15 FF: 18 | Saves F:7 R:7 W:4 (8 vs charm/compulsion) | Init: 3 | Perc: 11 | CMB: 0 CMD:14 | Speed: 20 ft |Active spells: Barkskin

There must be an easier way, but I can get at the images by doing the following in Chrome (Windows):

1. Right click on an avatar image and select Inspect
2. In the panel that opens up on the right, there will be a a section highlighted, starting with <div class>. Right click on the image link just above the highlighted section and select Open in new tab
5. Right click on the image in the new tab and select Save image as...


Female Gnome Nature Oracle / Overwhelming Soul Kineticist Gestalt 4 | HP: 38/39 | AC: 22 (24 aquatic) T: 15 FF: 18 | Saves F:7 R:7 W:4 (8 vs charm/compulsion) | Init: 3 | Perc: 11 | CMB: 0 CMD:14 | Speed: 20 ft |Active spells: Barkskin

Here is a link to download icons for Kari, Hrolf and Fenna.


Area P Map | Wiki

Awesome, thank you! I'm working on getting some maps setup ahead of time.


Half-Elf Bard 5 | HP: 51/51 | AC: 20 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +4, R: +7, W: +7 (+9 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/15 | Hero Points 3

Yeah, I use a slightly different method with a mac that takes a snapshot that can be uploaded as an icon. It might be a little more versatile but it's just as many steps.

I think I've sorted Fenna out and I'm going to switch out swashbuckler for either ranger or slayer and go with two-weapon fighting.

The question to decide it is how badly we want disable device and associated trap stuff. I can get that as a slayer at 2nd level. Let me know what you think Kari.

If ranger is the choice I'll probably take Skirmisher and Divine Marksman archetypes. I don't want to bring in another animal companion, or rejigger my ability scores for WIS spell casting.


Female Gnome Nature Oracle / Overwhelming Soul Kineticist Gestalt 4 | HP: 38/39 | AC: 22 (24 aquatic) T: 15 FF: 18 | Saves F:7 R:7 W:4 (8 vs charm/compulsion) | Init: 3 | Perc: 11 | CMB: 0 CMD:14 | Speed: 20 ft |Active spells: Barkskin

I don't have a strong opinion on ranger vs slayer. I don't think trapfinding is essential, although it's AP dependent (you want a trapfinder in Mummy's Mask, for example).


Area P Map | Wiki

IDK if it's Mummy's Mask level, but Trapfinding won't go unused in Ruins of Azlant


Female Gnome Nature Oracle / Overwhelming Soul Kineticist Gestalt 4 | HP: 38/39 | AC: 22 (24 aquatic) T: 15 FF: 18 | Saves F:7 R:7 W:4 (8 vs charm/compulsion) | Init: 3 | Perc: 11 | CMB: 0 CMD:14 | Speed: 20 ft |Active spells: Barkskin

Some notes on Kari's Overwhelming Soul archetype:

-She uses CHA as her damage stat, instead of CON.
-She can't voluntarily accept burn (which makes Elemental Defense weaker).
-Instead of elemental overflow, she gets a straight +1 per 3 lvls to attack and damage rolls with Kinetic Blast. She can never get the size bonus that elemental overflow gives at 6th lvl.

It's a weak archetype normally, but gives charisma synergy with her Oracle abilities.

Other Kineticist notes:

She can make melee attacks with Kinetic Blade. Before 5th lvl, she will need to Gather Power (as a move action) to use Kinetic Blade. The Kinetic Blade disappears at the end of her turn, but she has brass knuckles so she can still threaten (and thus be able to provide a flank).


Half-Elf Bard 5 | HP: 51/51 | AC: 20 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +4, R: +7, W: +7 (+9 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/15 | Hero Points 3

I think I'll go with Slayer and grab trapfinding as Fenna's level 2 talent. It's solid and useful. I was looking at ranger archetypes that traded out core ranger abilities anyway.

I'll get my character page squared away tonight and a post up. Thanks.


Female Gnome Nature Oracle / Overwhelming Soul Kineticist Gestalt 4 | HP: 38/39 | AC: 22 (24 aquatic) T: 15 FF: 18 | Saves F:7 R:7 W:4 (8 vs charm/compulsion) | Init: 3 | Perc: 11 | CMB: 0 CMD:14 | Speed: 20 ft |Active spells: Barkskin

Here's Kari's shopping list.

There's no listing for fishing line in the rules, so I'll need a GM ruling on that item.

Most of this stuff will stay at the colony, given the weight.

[code] # cost[/code]
[code]bag, waterproof 1 0.5[/code]
[code]buoy 2 1[/code]
[code]fishing line ??[/code]
[code]fishing net 2 8[/code]
[code]fishing tackle 1 5[/code]
[code]hammock 1 0.1[/code]
[code]hot weather outfit 1 8[/code]
[code]kit, grooming 1 1[/code]
[code]kit, mess 1 0.2[/code]
[code]playing cards 1 0.1[/code]
[code]pot, iron 1 8[/code]
[code]rope, silk 1 10[/code]
[code]signal whistle 1 0.8[/code]
[code]soap 20 0.2[/code]
[code]trail rations 10 5[/code]
[code]twine (50 ft) 10 0.1[/code]
[code] 48.0[/code]

Note: The table was created using Oladon's browser extension and the code tag. Without the browser extension, it doesn't display properly.


Area P Map | Wiki

Call it part of the "tackle" , no cost


Area P Map | Wiki

Vanilla Slayer for Fen? no archetype?


Female Gnome Nature Oracle / Overwhelming Soul Kineticist Gestalt 4 | HP: 38/39 | AC: 22 (24 aquatic) T: 15 FF: 18 | Saves F:7 R:7 W:4 (8 vs charm/compulsion) | Init: 3 | Perc: 11 | CMB: 0 CMD:14 | Speed: 20 ft |Active spells: Barkskin

Made a couple of minor adjustments.

Kari: moved background skill point from Craft carpentry to Handle Animal. She still has masterwork carpentry tools, but is a novice using them :)

Hrolf: moved skill point from Stealth to Swim


Half-Elf Bard 5 | HP: 51/51 | AC: 20 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +4, R: +7, W: +7 (+9 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/15 | Hero Points 3

Yep, vanilla. Aside from Vanguard, which is excellent, there aren't any Slayer archetypes that particularly good. Besides, most of them trade out the 2nd level talent, which I plan to use for trapfinding.

It's gotten late now, so I'll get my post up tomorrow morning.


Female Gnome Nature Oracle / Overwhelming Soul Kineticist Gestalt 4 | HP: 38/39 | AC: 22 (24 aquatic) T: 15 FF: 18 | Saves F:7 R:7 W:4 (8 vs charm/compulsion) | Init: 3 | Perc: 11 | CMB: 0 CMD:14 | Speed: 20 ft |Active spells: Barkskin
prd wrote:
Natural Divination (Ex): You can read the entrails of a freshly killed animal or humanoid to gain an insight bonus equal to your Charisma modifier on one saving throw. Alternatively, by observing and interpreting the flights of birds, you may apply a +10 competence bonus on any one skill check. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) once per day plus one additional time per day for every four oracle levels you have attained.

The description doesn't say if you need to declare a specific skill when you perform the divination. How do you want to handle that?


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I think it's fine if you choose the skill before you roll it instead of having to choose as you read the birds.

I would probably say the opposite at a table, but I think this will be fine for this game.


Half-Elf Bard 5 | HP: 51/51 | AC: 20 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +4, R: +7, W: +7 (+9 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/15 | Hero Points 3

I've split up the items in my gear section into "carried" for the items Fenna currently has on her, and "stored" for the items that are still on the ship.

Also note that I did pick up a buckler for Fenna. Depending on circumstances she might fight sword and board some at the beginning. For the first level or two hitting is the bigger challenge than damage and I may not want to be taking the TWF penalties in some cases.


Area P Map | Wiki

Duelly noted. heheheh


Female Gnome Nature Oracle / Overwhelming Soul Kineticist Gestalt 4 | HP: 38/39 | AC: 22 (24 aquatic) T: 15 FF: 18 | Saves F:7 R:7 W:4 (8 vs charm/compulsion) | Init: 3 | Perc: 11 | CMB: 0 CMD:14 | Speed: 20 ft |Active spells: Barkskin

Prior to 5th lvl, Kari needs to spend a move action to Gather Power before making a melee attack.

Her Water Blast is a physical blast, so it targets regular AC. Cold Blast (energy blast), would attack touch AC.

Another thing to note is that Kinetic Blasts do full damage against swarms.


Female Gnome Nature Oracle / Overwhelming Soul Kineticist Gestalt 4 | HP: 38/39 | AC: 22 (24 aquatic) T: 15 FF: 18 | Saves F:7 R:7 W:4 (8 vs charm/compulsion) | Init: 3 | Perc: 11 | CMB: 0 CMD:14 | Speed: 20 ft |Active spells: Barkskin

I think I misunderstood. I thought that we were being dropped off at E, and had to make our way down to the colony. I take it that the ship is letting us off at the colony, then sailing to E to wait for us?


Area P Map | Wiki

Yes, you were dropped off at A, and the ship sails to E. They expect you to assess the level of danger for the colonists, and meet them at E when you determine it's safe.


Female Gnome Nature Oracle / Overwhelming Soul Kineticist Gestalt 4 | HP: 38/39 | AC: 22 (24 aquatic) T: 15 FF: 18 | Saves F:7 R:7 W:4 (8 vs charm/compulsion) | Init: 3 | Perc: 11 | CMB: 0 CMD:14 | Speed: 20 ft |Active spells: Barkskin

I know it's not optimal to try to talk to the goblins, but Kari isn't the type to shoot first and ask questions later. She really wants to give them a chance to be peaceful.


Area P Map | Wiki

I appreciate very much that you would take sub-optimal actions to be true to your character. The goblins may not appreciate it as much as I do.


Female Gnome Nature Oracle / Overwhelming Soul Kineticist Gestalt 4 | HP: 38/39 | AC: 22 (24 aquatic) T: 15 FF: 18 | Saves F:7 R:7 W:4 (8 vs charm/compulsion) | Init: 3 | Perc: 11 | CMB: 0 CMD:14 | Speed: 20 ft |Active spells: Barkskin

I think Kari and Fenna are thinking along the same lines about how to deal with the GhostHaters. Who knows whether it would work, but worth a shot. They certainly know more about the island than we do.


Area P Map | Wiki

For that Goblin situation, there is Handle Animal trick from Ultimate Wilderness:

Menace (DC 20): A menacing animal attempts to keep a creature you indicate from moving. It does its best to dissuade the target, but it attacks only if the target attempts to move from its present location or take any significant action (particularly a hostile-seeming action). As soon as the target stops moving, the animal ceases attacking but it continues to menace.


Female Gnome Nature Oracle / Overwhelming Soul Kineticist Gestalt 4 | HP: 38/39 | AC: 22 (24 aquatic) T: 15 FF: 18 | Saves F:7 R:7 W:4 (8 vs charm/compulsion) | Init: 3 | Perc: 11 | CMB: 0 CMD:14 | Speed: 20 ft |Active spells: Barkskin

That'll be something to keep in mind when Hrolf gets another trick at 3rd lvl.


Female Gnome Nature Oracle / Overwhelming Soul Kineticist Gestalt 4 | HP: 38/39 | AC: 22 (24 aquatic) T: 15 FF: 18 | Saves F:7 R:7 W:4 (8 vs charm/compulsion) | Init: 3 | Perc: 11 | CMB: 0 CMD:14 | Speed: 20 ft |Active spells: Barkskin

I had initially imagined that we would return to the ship for the night, but I see, from the scale on the island map, that that's not going to work.


Half-Elf Bard 5 | HP: 51/51 | AC: 20 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +4, R: +7, W: +7 (+9 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/15 | Hero Points 3

Yeah, also a few posts back Clockwork mentioned about 3 hours of daylight remaining.


Area P Map | Wiki

Yeah the ship sailed out of the bay and north to a whole nother section of the island. You guys are going to be figuring out sleeping arrangements >:)

There's likely time to finish the interior of the palisade before dark.

I have a nice spellbook tool that I used for the spellbook if you guys want in.


Half-Elf Bard 5 | HP: 51/51 | AC: 20 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +4, R: +7, W: +7 (+9 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/15 | Hero Points 3

A spellbook tool? What does it do? I tend to play spontaneous casters, but Fenna will be wanting a spellbook eventually.


Area P Map | Wiki

It's really just a spreadsheet containing all the spell lists. It combines the pfsrd and archivesofnethys, and has links to the website version of the spell. I still find it useful for spontaneous casters. You can copy/paste it into a known spell list, and have handy links.

Spellbook Folder


Half-Elf Bard 5 | HP: 51/51 | AC: 20 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +4, R: +7, W: +7 (+9 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/15 | Hero Points 3

Cool! Thanks!


Area P Map | Wiki

So doing a bit of auditing, turns out An animal may learn 3 additional tricks per point of Intelligence above 2

So Hrolf should acutally know 19 tricks...


Female Gnome Nature Oracle / Overwhelming Soul Kineticist Gestalt 4 | HP: 38/39 | AC: 22 (24 aquatic) T: 15 FF: 18 | Saves F:7 R:7 W:4 (8 vs charm/compulsion) | Init: 3 | Perc: 11 | CMB: 0 CMD:14 | Speed: 20 ft |Active spells: Barkskin

Thanks; I was lazily relying on Hero Lab to tell me the number of tricks. I'll update Hrolf.


Area P Map | Wiki

Well a 1 druid with a wolf, he would have 7 tricks, because a wolf normally has a 2 Int, and 1 bonus trick.

Hrolf is from the Nature Oracle mystery, and is a bonded mount like a paladin, bringing his base Int to 6. The CRB rules are vague on the Animal companion and Handle Animal entries, and the rule is hidden away on an obscure PFS FAQ....but it does make sense.


Female Gnome Nature Oracle / Overwhelming Soul Kineticist Gestalt 4 | HP: 38/39 | AC: 22 (24 aquatic) T: 15 FF: 18 | Saves F:7 R:7 W:4 (8 vs charm/compulsion) | Init: 3 | Perc: 11 | CMB: 0 CMD:14 | Speed: 20 ft |Active spells: Barkskin

Are you wanting to follow the construct, Fenna?


Half-Elf Bard 5 | HP: 51/51 | AC: 20 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +4, R: +7, W: +7 (+9 vs Enchantments) | Init: +6 | Perc: +9, SM: +9 | Speed 30' | Performance:15/15 | Hero Points 3

I would if it weren't so close to dark. I doubt it's a great idea to wander too far away at the moment.


Female Gnome Nature Oracle / Overwhelming Soul Kineticist Gestalt 4 | HP: 38/39 | AC: 22 (24 aquatic) T: 15 FF: 18 | Saves F:7 R:7 W:4 (8 vs charm/compulsion) | Init: 3 | Perc: 11 | CMB: 0 CMD:14 | Speed: 20 ft |Active spells: Barkskin

That's what I was thinking too.


Area P Map | Wiki

To be honest, I arbitrarily made up the time of day because arriving conveniently at dawn seemed silly. I didn't think it would create a tough decision like this, but I like the turn it took.

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