1. GM Edwin's Zeitgeist Campaign

Game Master Insnare

When the people and King of Risur have internal or external enemies but won't or can't call in the military... They Call in the RHC(Royal Homeland Constabulary)

Act 1: The Investigation Begins!
Chapter 1: The Island at the Axis of the World
Chapter 2: The Dying Skyseer
Chapter 3: Digging for Lies
Chapter 4: Always on Time
Chapter 5: Cauldron Born
RHC HQ
FLINT CITY
Zeigeist World Map
Avery Coast Train
Lantern

Act 2: The Grand Design

Chapter 6: Revelations From the Mouth of a Mad Man

Ber


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male Human Code name: "Black out" (soon to be Lasombra 9th generation)

Morgrym will first grab the real artifact as it floats from the case and secure it and then go after a second one showin real effort to secure it.


Shot Putter Funkmeister

Falko already has the real artifact but you can dive for another one if you wish. Acrobatic Roll please.


Claude Waithe M Human Sorcerer (6) AC 15+2/14t/13+2ff, HP 53/53, Fort+6, Ref+5, Will+6, Init+7, Perc+4

Johnathan flinches from the powerful psychic blow, focuses, and retaliates, trying to cut through Xambria's Fortitude.

Charisma Check: 1d20 + 4 ⇒ (9) + 4 = 13

DC 16 Fort save. "If the save is failed, the creature loses incorporeal until the start of the PC’s next turn. If it’s flying, it must land on its turn or fall."

I have no idea what that will do to it in Xambria's body, but Johnathan would try.


male Human Code name: "Black out" (soon to be Lasombra 9th generation)

acrobatics: 1d20 + 4 ⇒ (12) + 4 = 16


Shot Putter Funkmeister

Asher double moves towards where Meredith is.

Thames Grimesly double moves to where Rock is.

Morgrym dives to grab the Sword of the Ancients barely avoiding being cut by its obsidian blades and grabs it by the hilt.

Xambria slams her Pick in his direction 1d20 + 5 ⇒ (10) + 5 = 15 as an AOO, miss

Johnathan thinks at Xambria trying to force the extra planar part of herself to stay corporeal Fort 1d20 + 6 ⇒ (9) + 6 = 15 fail.

Angus, Cretien


Stephan DeWir (Black Market Arms Dealer) Hp 53/53 AC 25 (+7 Perc; +1 Init; Fort +2, Ref +3, Will +4)

Round 1

Angus will cast Magic Missile: 3d4 + 3 ⇒ (3, 4, 3) + 3 = 13 at her and move 20 ft toward Xambria and drawing his weapon along the way

You have no chance at Success. he shouts at her


Shot Putter Funkmeister

You can move 20 feet and then cast magic missile, because you are behind a closed door and you do not have line of sight. But ok


Stephan DeWir (Black Market Arms Dealer) Hp 53/53 AC 25 (+7 Perc; +1 Init; Fort +2, Ref +3, Will +4)

i thought the door was opened and therefore had LoS there for for my other move instead of the spell i Will simply open the door. So that i can be effective next turn


Shot Putter Funkmeister

The loading dock's door would be closed during a gala


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

Cretien draws his gun but attacks Xambria with his towering intellect.

INT DC 10: 1d20 + 4 ⇒ (5) + 4 = 9 vs her fort


Shot Putter Funkmeister

Angus opens the door and Cretien goes through the door to try and manipulate Xambria to no avail.

From the ceiling thirteen free-floating thought-forms of multicolored worm like creatures flow in through the skylight and descend on the heads of the guests. One lands on Falko. Another lands on Morgrym. Another lands on Johnathan. Another lands on Another lands on Thames Grimsley, the docker leader. And three more land on a the dispersed husband, wife and only child. In addition to others landing on people in the crowd and other blocking the exits.

Behind these comes a massive creature, half in this world and half outside it. It is nothing more than a ring of flesh and bone, with teeth pointed inward, and lashing tentacles extending outward. It looks like it could swallow a man whole, though it has no throat, just a gaping maw.

The crowd panics. Only Rock is totally unfazed
Up to this point people have been interested in watching how the RHC handles the rappelling woman now people are starting to be frightened.

Screams move through the room.
Round 2

Initiative: Implanters 1d20 + 3 ⇒ (6) + 3 = 9, Worm Maw 1d20 ⇒ 8

Order: Dr. Meredith, Falko, Rock, Asher, Thames, Inplanters, Morgym, Angus, John, Worm Maw, Cretien

Dr. Meredith takes 5 ft step towards Johnathan and attacks him with her pick 1d20 + 5 ⇒ (11) + 5 = 16 hit doing 1d6 ⇒ 6 damage

Simultaneously she is able to whip at Morgrym's mind with he psychotelepathic powers 1d20 + 7 ⇒ (11) + 7 = 18 ranged touch attack hit doing 2d6 ⇒ (2, 6) = 8 damage Will DC 17 1d20 + 4 ⇒ (8) + 4 = 12 fail

Morgrym you are stunned for 1 round.

Falko


Falko, glad to be invisible, winces as a thought-form singles him out, unfazed by his illusion.

"They can only see you if you let them! Distract them with everyday stuff! Think about shopping!?" he shouts, hoping it will help, as he tries to shake off the thought-form, blocking it from sensing him.

I wish they'd put salmon on the canapes...

MvA for Charisma check vs Will to become invisible to the creature. Charisma with Luck: 1d20 + 3 + 3 ⇒ (11) + 3 + 3 = 17


Implanter on Falko Will Save 1d20 + 4 ⇒ (18) + 4 = 22 pass

Rock 5 ft steps to shoot the implanter on Falko 1d20 + 6 - 4 ⇒ (3) + 6 - 4 = 5 and misses

AOO, touch 1d20 + 4 ⇒ (17) + 4 = 21 success
On the implanter an ovipositor materializes
solidly and burrows into the Rock’s ear.

Rocks screams, "I try to write earworms but dag this is mad literal yo!"

Asher


Nice earworm... Was the Will save Falko's or the creature's?
Also, I completely forgot my standard action. Is it too late to post something? What he will depends on whether Falko got visible or not, given his harsh thoughts...


male Human Code name: "Black out" (soon to be Lasombra 9th generation)

With Morgrym stunned the sword drops to the ground and his familiar reaches out of the ground and grips Morgrym by the foot and drags him out od the area as fast as possible. The group sees a small armored man appear out of the ground with a painted mask of a face and a word in ignan written on his armor "Earth".


HP: 17/34, |AC: 20; T: 15, FF: 15(+2 against non-magic ranged)| Fort: 4, Ref: 8, Will: 3| Resist 5 elec| Init: +6*| Perc: +9 (DV 60), Se Mo: +3| Grit 3/4

Asher loads his weapon and fires it at the materialized earworm on Rock.

deadly aim, point blank, touch AC (I think?)
Attack: 1d20 + 10 + 1 - 2 ⇒ (8) + 10 + 1 - 2 = 17
Damage: 1d12 + 10 ⇒ (6) + 10 = 16


Shot Putter Funkmeister

It is its will save not yours. You could use your standard action. morgrym, I would hate to dampen your fun but the floor is made of wood not ground.

Asher's shot hits the ear worm but does less damage than you think it should.

Earworm 1 takes down a civilian docker

Earworm 2 attacks Morgrym 1d20 + 4 ⇒ (20) + 4 = 24 success the ovipositor goes into Morgrym's ear

Earworm 3 takes down another civilian.

Earworm 4 goes after Johnathan 1d20 + 4 ⇒ (19) + 4 = 23 touch and burrows an ovipositor in his ear

Earworm 5 Maintains grapple on Rock 1d20 + 8 ⇒ (14) + 8 = 22, Rock Will Save DC14 1d20 + 4 ⇒ (8) + 4 = 12 fail, DC 16 1d20 + 2 ⇒ (12) + 2 = 14 fail
Rock drops his gun and kicks it away.

The implanter then psychically explodes in rock's ear causing 1d6 ⇒ 6 damage to both Rock and Falko and the other civilian lies on the floor. DC12 Reflex for 1/2 Rock 1d20 + 4 ⇒ (6) + 4 = 10 fail, Falko 1d20 + 6 ⇒ (7) + 6 = 13 takes 3 pts of damage.

Earworm 6 on Thames 1d20 + 4 ⇒ (14) + 4 = 18 success the ovipositor goes into his ear

Earworm 7 floats to grapple Angus 1d20 + 4 ⇒ (13) + 4 = 17 touch success an Ovipositor goes into Angus' ear.

Earworm 8, 9, 10 take down civilians... 11,12, 13 guard the exits.

Morgrym? Angus, John


Stephan DeWir (Black Market Arms Dealer) Hp 53/53 AC 25 (+7 Perc; +1 Init; Fort +2, Ref +3, Will +4)

the remake of alien the movie !!!!

Angus will focus his magic inward Concentration: 1d20 + 6 ⇒ (12) + 6 = 18 to cast defensively a Magic Weapon spell on his sword. There was nothing he could do about the creature inside his ear anyway

I am going to try and hold the big thing in the center, after i get rid of that floaty thing in front of me he shouts at the other constable


male Human Code name: "Black out" (soon to be Lasombra 9th generation)

no fun ruined at all!

Morgrym grits his teeth when the thing gets into his ear and will attempt to cast ghost touch defensively if required.

cast defensive: 1d20 + 5 ⇒ (18) + 5 = 23


Shot Putter Funkmeister

Morg @ Aren't you stunned? I was thinking Star Trek 2... That is where I got the pictures :)


Stephan DeWir (Black Market Arms Dealer) Hp 53/53 AC 25 (+7 Perc; +1 Init; Fort +2, Ref +3, Will +4)

haaa khan first "living" weapon... i forgot about those :)


Two things: Am I invisible still? Can I use my standard to make another MvA against the earworm?

If I can attack again:
Charisma with Luck: 1d20 + 3 + 3 ⇒ (18) + 3 + 3 = 24


Shot Putter Funkmeister

1)Yes and 2) no, because you wouldn't know if you were successful or not until it either attacked you or not but since it was in Rock's ear it would be a moot point, anyway


male Human Code name: "Black out" (soon to be Lasombra 9th generation)

yes but I thought you said I could take a standard action, and the spell is chill touch... my fault


Shot Putter Funkmeister

I was answering Falko's question.


Ok, in that case: Falko remains in isible and moves further away from Meredith.


Shot Putter Funkmeister

Morgrym, roll your rolls. Which enemy are you targeting?


male Human Code name: "Black out" (soon to be Lasombra 9th generation)

targeting the closest one, unless I can get flank.

punch touch attack: 1d20 + 7 ⇒ (9) + 7 = 16

punch: 1d6 + 4 ⇒ (6) + 4 = 10

sneak attack: 2d6 ⇒ (3, 1) = 4

Swift action arcane strike +1 damage and weapon treated as magic for overcoming damage reduction.

If not undead: fort save dc 13
chill touch damage: 1d6 ⇒ 2

If undead will save or panicked for 1d4+1 rounds.


Shot Putter Funkmeister

Morgrym, you cannot cast a spell,defensively, do a touch attack and combine it with an unarmed strike or an attack with a weapon. There is no flank available to you, at the current time

Fort 1d20 + 2 ⇒ (14) + 2 = 16 pass.

Johnathan


Shot Putter Funkmeister

Johnathan, 5ft steps back Charisma check vs. Xambria 1d20 + 4 ⇒ (18) + 4 = 22 Fort save DC16 1d20 + 2 ⇒ (9) + 2 = 11 fail

Then he casts Magic Missile at her 3d4 + 3 ⇒ (2, 1, 4) + 3 = 10

The worm maw devours 4 civilians and eats their mind into its tentacled grasp.

Cretien


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

where were the real artifacts again?


Shot Putter Funkmeister

falko has one and the restare in the royal vault on the governor's island


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

Cretien draws his gun but attacks the big blob with his towering intellect.

INT DC 10: 1d20 + 4 ⇒ (8) + 4 = 12 vs fort


Shot Putter Funkmeister

Fort DC 16 1d20 + 3 ⇒ (13) + 3 = 16 pass

The people scared start to run towards the exits.

Round 3

Order: Dr. Meredith, Falko, Rock, Asher, Thames, Inplanters, Morgym, Angus, John, Worm Maw, Cretien

Dr. Meredith takes 5 ft step towards Johnathan and attacks him with her pick 1d20 + 5 ⇒ (15) + 5 = 20 hit doing 1d6 ⇒ 6 damage

Simultaneously she is able to whip at Morgrym's mind with he psychotelepathic powers 1d20 + 7 ⇒ (18) + 7 = 25 ranged touch attack hit doing 2d6 ⇒ (5, 5) = 10 Will DC 17 1d20 + 4 ⇒ (9) + 4 = 13 fail Morgrym continues to be stunned.

Falko


As the situation clearly turns sour and his friends' ears start exploding, Falko decides to switch tactics and face the threat. He tucks away the artifact in his shirt and, reappearing, starts to heckle at the Ancients, letting his thoughts more than his words carry his threats:

"The Gidims will fail, as they have failed in the past, for the people of this world will always find the means to defeat you and send your sorry asses BACK WHERE THEY CAME FROM!!!"

Casting Blistering Invective: Intimidate with Luck: 1d20 + 10 + 3 ⇒ (19) + 10 + 3 = 32; if demoralized: Fire damage: 1d10 ⇒ 9 Ref save DC 15 to avoid catching fire.


Claude Waithe M Human Sorcerer (6) AC 15+2/14t/13+2ff, HP 53/53, Fort+6, Ref+5, Will+6, Init+7, Perc+4

Johnathan will 5' step away and cast mirror image.

1d4 + 1 ⇒ (2) + 1 = 3


male Human Code name: "Black out" (soon to be Lasombra 9th generation)

Not able to take much more of this Morgrym will cast vanish.


Shot Putter Funkmeister

Reflex Saves:

Earworm on Morgrym1d20 + 3 ⇒ (1) + 3 = 4 fail... Morgrym take 1 pt fire damage
Earworm on John 1d20 + 3 ⇒ (17) + 3 = 20 pass
Earworm on Grimesly 1d20 + 3 ⇒ (1) + 3 = 4 fail he takes 1 pt of damage
Xambria 1d20 + 6 ⇒ (5) + 6 = 11 fail
Wormmaw 1d20 + 2 ⇒ (8) + 2 = 10 fail

Rock still reeling from the exploded implanter's mind attack runs full speed into the wall taking 1d3 ⇒ 2 and he falls to the ground.

Asher


just to be sure: The save is not to avoid damage, but to avoid catching on fire, which will mean continuous damage. Also, they're now all shaken.


Stephan DeWir (Black Market Arms Dealer) Hp 53/53 AC 25 (+7 Perc; +1 Init; Fort +2, Ref +3, Will +4)

and big mayhem ensure :) Alien phew good thing we are RHC...


HP: 17/34, |AC: 20; T: 15, FF: 15(+2 against non-magic ranged)| Fort: 4, Ref: 8, Will: 3| Resist 5 elec| Init: +6*| Perc: +9 (DV 60), Se Mo: +3| Grit 3/4

Asher swears seeing the room turn into chaos. Trying to do what he can to save civilians, he turns his gun on the maw-thing.

"EVERYONE AWAY FROM IT!" he shouts, reloading and fires upon it.

point blank, touch ac, deadly aim
attack: 1d20 + 10 + 1 - 2 ⇒ (17) + 10 + 1 - 2 = 26
damage: 1d12 + 10 ⇒ (7) + 10 = 17


Shot Putter Funkmeister

Asher hits the blob but since the beast isn't fully there it does less than normal damage.

Grimsly tries to tear the implanter out of his ear 1d20 + 2 ⇒ (4) + 2 = 6 fail

Earworm 1 takes down a civilian.

Earworm 2 maintains grapple, touch, Morgrym 1d20 + 8 ⇒ (6) + 8 = 14
Will Save DC14 1d20 + 4 ⇒ (11) + 4 = 15 pass

Earworm 3 takes down another civilian.

Earworm 4 maintains touch grapple against Johnathan 1d20 + 8 ⇒ (7) + 8 = 15 fail, Will DC 14 1d20 + 5 ⇒ (20) + 5 = 25 pass

Earworm 6 maintains grapple on Thames 1d20 + 8 ⇒ (4) + 8 = 12 yes, Will DC 14 1d20 + 4 ⇒ (8) + 4 = 12 fail, Thames starts to scream wildly trying to pull his hair out.

The implanter then psychically explodes in Grimesly's ear causing 1d6 ⇒ 6 to him, Cretien and Asher DC12 Reflex for 1/2 Grimesly 1d20 + 1 ⇒ (15) + 1 = 16 pass, Cretien 1d20 + 5 ⇒ (19) + 5 = 24 pass, and Asher 1d20 + 8 ⇒ (12) + 8 = 20 pass... all three taking 3 pts of damage.

Earworm 7 maintain grapple Angus 1d20 + 8 ⇒ (8) + 8 = 16 yes, DC 14 will 1d20 + 3 ⇒ (6) + 3 = 9 fail... You feel compelled to throw your shield against the wall and are afraid that it is cursed. (You have distance sickness)
The implanter then psychically explodes in Angus' ear causing 1d6 ⇒ 2 to him, DC12 Reflex for 1/2 1d20 + 2 ⇒ (11) + 2 = 13 taking only 1 pt of damage.

Earworm 8 floats to take down another civilian

Earworm 9 -13 take down civilians

Angus


Stephan DeWir (Black Market Arms Dealer) Hp 53/53 AC 25 (+7 Perc; +1 Init; Fort +2, Ref +3, Will +4)

Angus Will trow down his shield
you are not going to truck me Ghidm créature. See how i deal with the Curse you place on my shield ?? he shouts at it as he does.

move action
And attack the créature grappling him

magic PA longsword: 1d20 + 9 - 1 ⇒ (1) + 9 - 1 = 91d8 + 7 ⇒ (3) + 7 = 10 but the psychic blast trow his tempo off

Current AC 22


Shot Putter Funkmeister

Johnathan DC24 Concentration check 1d20 + 5 + 4 ⇒ (19) + 5 + 4 = 28 success

Morgrym DC22 Concentration check 1d20 + 2 + 1 ⇒ (15) + 2 + 1 = 18 fail, and he loses a spell.

Angus thinks he destroyed the implanter although it had already exploded.

Worm maw floats over to Asher and attacks with two of its tentacles 1 1d20 + 4 ⇒ (11) + 4 = 15 miss
2 1d20 + 4 ⇒ (14) + 4 = 18 miss

The other two after Grimesly 1d20 + 4 ⇒ (15) + 4 = 19 success 1d6 + 2 ⇒ (3) + 2 = 5
1d20 + 4 ⇒ (7) + 4 = 11 fail

Grab 1d20 + 11 ⇒ (14) + 11 = 25 Grimesly is grapples

Cretien


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

who are those two individuals near me with the top hats? if they are enemies i will 5ft step away from them.

also, what kind of damage was that explosion?

Cretien attacks the big blob with his towering intellect.

INT DC 10: 1d20 + 4 ⇒ (13) + 4 = 17 vs fort


Shot Putter Funkmeister

They are civilians and the damage was psychological damage

Fort save 1d20 + 3 ⇒ (17) + 3 = 20 pass

The civilian make their way to the exits as fast as they can.

Round 4

With a puff of smoke and a flash of light, something happens to Xambria. Xambria drops her weapon, falls to her knees, and screams. She yanks and tears off one of her leather sleeves, revealing three human eyes poking out of her skin. All these eyes twitch and look in every direction, then stare straight back at Xambria. She reels in horror for a moment, then shakes her head.
“That is bloody strange.”
She looks away from her mutated limb at the madness in the gala, as if seeing it
for the first time. Then she looks to you and leans forward, desperate.
“Don’t kill me! I’m fighting it back. I can stop it. But cuff me, just in case. Lock me
up somewhere it can’t escape. I know things it knew, and that you need to know!”

There are plenty of monsters

Falko


What a pain she is!!! thinks Falko as he considers how his life would be simpler if they would just kill her and begone with her and her invader.

But he shrugs the thought away, steeling himself for what's next. Eyeing Asher struggling with the beast, but knowing better than to just walk in from the few times he almost dies doing so, he casts a protective incantation first.

Cast Mirror Image 1d4 + 1 ⇒ (1) + 1 = 2 images.


HP: 17/34, |AC: 20; T: 15, FF: 15(+2 against non-magic ranged)| Fort: 4, Ref: 8, Will: 3| Resist 5 elec| Init: +6*| Perc: +9 (DV 60), Se Mo: +3| Grit 3/4

"Someone make this thing solid for me so I can kill the wretched beast! I can't focus on that, and reloading at the same time. This is tricky work, loading this thing quickly!"

Asher growls, mid-reload.


Shot Putter Funkmeister

Rock slowly stands up and unsheathes his sword.

Asher


Claude Waithe M Human Sorcerer (6) AC 15+2/14t/13+2ff, HP 53/53, Fort+6, Ref+5, Will+6, Init+7, Perc+4

Next action Johnathan will help Asher by focusing on the beast he's targeting. Rolls so I dont hold things up:

Cha Check vs. Fort: 1d20 + 4 ⇒ (12) + 4 = 16

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