GM Rednal's Legendary Planet AP (Inactive)

Game Master Rednal

Unused
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Trebelbet
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Current Goal: Find the Opus Aeterna and learn how to repair Gates


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(Note that you will need to have brought your own supplies for magical crafting, since this place doesn't have much. Mundane crafting is possible with what's on-hand, though.)


M Suli Aegis (Trailblazer) 5, Fighter (Unbreakable) 1/Medium (Spirit Dancer) 6/Mythic Trickster 1 | HP: 71/86, Stamina: 1/8 | AC: 19 / T: 12 / FF: 19 | Fort: +9, Ref: +4, Will: +6 | M. Touch: +9, R. Touch: +7 | CMB: +10, CMD: 21 | Init: +1/+3 favored, Perception: +9/+11 favored (LL) | Resist Fire 5, Electric 5, Acid 5, Cold 5, DR 3/-

Uhhhhhh never mind, then. I can learn any crafting skill, but it would take a day, so I guess I'm fine just skipping to tomorrow.


Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • I have invisibility on my spells known, so I'd suggest preparing something else. If you have any good idea for something to ground a flying creature that'd be good, in case we do run into our spine-tailed friend again.

    My mundane crafting is on a temporary hold due to not having crafter's fortune available. I ended up failing my check last time, and it might be some time before I can find a suitable source of mithral again.


    M Suli Aegis (Trailblazer) 5, Fighter (Unbreakable) 1/Medium (Spirit Dancer) 6/Mythic Trickster 1 | HP: 71/86, Stamina: 1/8 | AC: 19 / T: 12 / FF: 19 | Fort: +9, Ref: +4, Will: +6 | M. Touch: +9, R. Touch: +7 | CMB: +10, CMD: 21 | Init: +1/+3 favored, Perception: +9/+11 favored (LL) | Resist Fire 5, Electric 5, Acid 5, Cold 5, DR 3/-

    Hideous Laughter, Shadow Trap, and Glitterdust are my best bets to ground a flying creature. (Since it's a beast, I assume will saves are the best choice). Hideous Laughter is slightly harder to break out of, *but* Glitterdust is longer range.

    Tanglefoot Arrows might be good to craft, but I can't get Craft Alchemy very high until tomorrow. (I can also prepare Crafters Fortune tomorrow as my L1, if people think it would be beneficial).

    Also... does anyone have Mage Armor?


    Male Elf Rogue 5/Sorcerer 1 - Witch 4 - Trickster 1 | HP: 46/50 | AC: 22 / T: 17 / FF: 16 | Fort: +4-1, Ref: +8, Will: +7; +2 Vs Enchantment | CMB: +4, CMD: 19 | Init: +4, Perception: +10 | Immune (Sleep) | Spell Points: 13/16

    I have the Spheres equivalent from the Protection Sphere. I can also provide Shield bonuses, if folks don't have them.

    When we have the resources again, it might be worth working with Child to create a Staff for such things.


    (Context for those who aren't aware: Sphere Staves increase Caster Level, meaning longer durations and often more powerful effects for the associated spheres. They're generally considered one of the better items a Spherecaster can invest in.)


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • The spheres staves are actually fantastic since they're actually reasonably priced and give a valuable benefit.


    M Suli Aegis (Trailblazer) 5, Fighter (Unbreakable) 1/Medium (Spirit Dancer) 6/Mythic Trickster 1 | HP: 71/86, Stamina: 1/8 | AC: 19 / T: 12 / FF: 19 | Fort: +9, Ref: +4, Will: +6 | M. Touch: +9, R. Touch: +7 | CMB: +10, CMD: 21 | Init: +1/+3 favored, Perception: +9/+11 favored (LL) | Resist Fire 5, Electric 5, Acid 5, Cold 5, DR 3/-

    Potentially! If I switch mythic paths, though, I lose out on access to the "craft anything" mythic talent.

    Yeah sphere staves are neat; they're basically magic weapons for your spellcasting.


    M Suli Aegis (Trailblazer) 5, Fighter (Unbreakable) 1/Medium (Spirit Dancer) 6/Mythic Trickster 1 | HP: 71/86, Stamina: 1/8 | AC: 19 / T: 12 / FF: 19 | Fort: +9, Ref: +4, Will: +6 | M. Touch: +9, R. Touch: +7 | CMB: +10, CMD: 21 | Init: +1/+3 favored, Perception: +9/+11 favored (LL) | Resist Fire 5, Electric 5, Acid 5, Cold 5, DR 3/-

    So uhhhh the next time we see Shakes, are we planning to charge him or hang back? Because that affects whether I should be preparing Hideous Laughter or Glitterdust—the first one requires me to get close enough that he'll tear me apart if nobody else is there with me.


    M Suli Aegis (Trailblazer) 5, Fighter (Unbreakable) 1/Medium (Spirit Dancer) 6/Mythic Trickster 1 | HP: 71/86, Stamina: 1/8 | AC: 19 / T: 12 / FF: 19 | Fort: +9, Ref: +4, Will: +6 | M. Touch: +9, R. Touch: +7 | CMB: +10, CMD: 21 | Init: +1/+3 favored, Perception: +9/+11 favored (LL) | Resist Fire 5, Electric 5, Acid 5, Cold 5, DR 3/-

    Oh uhhh if there's no masterwork bows available, I could search for the reagents for Masterwork Transformation


    Masterwork bows - made from local materials - are within the bounds of what the fort sells.


    M Suli Aegis (Trailblazer) 5, Fighter (Unbreakable) 1/Medium (Spirit Dancer) 6/Mythic Trickster 1 | HP: 71/86, Stamina: 1/8 | AC: 19 / T: 12 / FF: 19 | Fort: +9, Ref: +4, Will: +6 | M. Touch: +9, R. Touch: +7 | CMB: +10, CMD: 21 | Init: +1/+3 favored, Perception: +9/+11 favored (LL) | Resist Fire 5, Electric 5, Acid 5, Cold 5, DR 3/-

    Excellent! I can continue my backstory trend of picking up one weapon in each plane I travel to.


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    Aye. Sphere's got Staffs right.
    Elegant, too. Not that clumsy embarassment that is charge-based vanilla staffs.


    M Suli Aegis (Trailblazer) 5, Fighter (Unbreakable) 1/Medium (Spirit Dancer) 6/Mythic Trickster 1 | HP: 71/86, Stamina: 1/8 | AC: 19 / T: 12 / FF: 19 | Fort: +9, Ref: +4, Will: +6 | M. Touch: +9, R. Touch: +7 | CMB: +10, CMD: 21 | Init: +1/+3 favored, Perception: +9/+11 favored (LL) | Resist Fire 5, Electric 5, Acid 5, Cold 5, DR 3/-

    On the other hand: Sphere Rings...


    Male Elf Rogue 5/Sorcerer 1 - Witch 4 - Trickster 1 | HP: 46/50 | AC: 22 / T: 17 / FF: 16 | Fort: +4-1, Ref: +8, Will: +7; +2 Vs Enchantment | CMB: +4, CMD: 19 | Init: +4, Perception: +10 | Immune (Sleep) | Spell Points: 13/16

    Can't win 'em all.


    *Pauses in the midst of sipping tea*

    What, making Craft Wondrous Item a little less incredible and Forge Ring a little more useful, complete with being able to craft for multiple different slots now? I dunno, I kinda like the change.


    M Suli Aegis (Trailblazer) 5, Fighter (Unbreakable) 1/Medium (Spirit Dancer) 6/Mythic Trickster 1 | HP: 71/86, Stamina: 1/8 | AC: 19 / T: 12 / FF: 19 | Fort: +9, Ref: +4, Will: +6 | M. Touch: +9, R. Touch: +7 | CMB: +10, CMD: 21 | Init: +1/+3 favored, Perception: +9/+11 favored (LL) | Resist Fire 5, Electric 5, Acid 5, Cold 5, DR 3/-

    Except Spheres gives Forge Ring almost exactly what Wondrous Item used to make, and vice-versa. Might as well have just switched the name too, or come up with a new feat.


    More specifically, Forge Ring is for constant ability enhancement bonuses, AC, energy resistance, save bonuses, skill bonuses, spell resistance, CMB, and CMD. And nothing else, really.

    ...

    Admittedly, that does cover a lot of the "Big" items that people normally want Craft Wondrous Item for. XD And Wondrous Items are more talent-based (for new ones, although you can still use it to craft normal Pathfinder gear if your game isn't exclusively Spherecasting).


    M Suli Aegis (Trailblazer) 5, Fighter (Unbreakable) 1/Medium (Spirit Dancer) 6/Mythic Trickster 1 | HP: 71/86, Stamina: 1/8 | AC: 19 / T: 12 / FF: 19 | Fort: +9, Ref: +4, Will: +6 | M. Touch: +9, R. Touch: +7 | CMB: +10, CMD: 21 | Init: +1/+3 favored, Perception: +9/+11 favored (LL) | Resist Fire 5, Electric 5, Acid 5, Cold 5, DR 3/-

    Err, any items that give a constant bonus are made with Forge Ring—including all the talent-based new ones. So in a Spheres Campaign, like 80% of the stuff you want is probably Forge Ring (if they had split off just ability-boosters, I feel like it would've been a bit more balanced).

    But Staves are the new weapons, and also a high-level feat, so I'll probably just a few levels' wealth into a +1 Bludgeoning Staff or whatever the telekinesis one is called.


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    Yeah, well, Rings of Power. Sauron called, he wants his Master Ring back.

    Gandalf and Saruman can keep their Staffs, TYVM -

    Just kidding.


    M Suli Aegis (Trailblazer) 5, Fighter (Unbreakable) 1/Medium (Spirit Dancer) 6/Mythic Trickster 1 | HP: 71/86, Stamina: 1/8 | AC: 19 / T: 12 / FF: 19 | Fort: +9, Ref: +4, Will: +6 | M. Touch: +9, R. Touch: +7 | CMB: +10, CMD: 21 | Init: +1/+3 favored, Perception: +9/+11 favored (LL) | Resist Fire 5, Electric 5, Acid 5, Cold 5, DR 3/-

    What about Gandalf's ring? o.O


    Forge Ring notes "To forge a piece of wearable equipment, the crafter must decide on a single enhancement to place within, chosen from those on Table: Equipment Bonuses."

    Not every constant bonus falls under one of the table's categories.

    (In fairness, it IS different than what most of us are used to, so it really does help to read each description carefully... XD)


    M Suli Aegis (Trailblazer) 5, Fighter (Unbreakable) 1/Medium (Spirit Dancer) 6/Mythic Trickster 1 | HP: 71/86, Stamina: 1/8 | AC: 19 / T: 12 / FF: 19 | Fort: +9, Ref: +4, Will: +6 | M. Touch: +9, R. Touch: +7 | CMB: +10, CMD: 21 | Init: +1/+3 favored, Perception: +9/+11 favored (LL) | Resist Fire 5, Electric 5, Acid 5, Cold 5, DR 3/-

    Yeah... except all of the new wondrous items in SoP, i.e. any constant bonus that gives or affects a sphere power, also requires Forge Ring (except for the ones that require "Craft Ring")


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    Gandalf is welcome to keep his ring, same as Galadriel and Elrond - just as long as the Master Ring is returned properly.
    In fact, Sauron will throw in a free Palantir(12 months of Netflix included!).
    And an amazing Technicolor Dreamcoat of Many Colors(as advertised by the White Council Leadership).


    M Suli Aegis (Trailblazer) 5, Fighter (Unbreakable) 1/Medium (Spirit Dancer) 6/Mythic Trickster 1 | HP: 71/86, Stamina: 1/8 | AC: 19 / T: 12 / FF: 19 | Fort: +9, Ref: +4, Will: +6 | M. Touch: +9, R. Touch: +7 | CMB: +10, CMD: 21 | Init: +1/+3 favored, Perception: +9/+11 favored (LL) | Resist Fire 5, Electric 5, Acid 5, Cold 5, DR 3/-

    IIRC, the film *does* end with Sauron's property getting returned to the Mordor Lost & Found...


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • Does anyone have (or does the town have) tanglefoot bags?

    Also, just checking, but it's not possible to "trip" a flying creature with bolas right?


    1) Yes.

    2) Bolas follow the normal rules for tripping (aside from inherently allowing you to do so at range).


    M Suli Aegis (Trailblazer) 5, Fighter (Unbreakable) 1/Medium (Spirit Dancer) 6/Mythic Trickster 1 | HP: 71/86, Stamina: 1/8 | AC: 19 / T: 12 / FF: 19 | Fort: +9, Ref: +4, Will: +6 | M. Touch: +9, R. Touch: +7 | CMB: +10, CMD: 21 | Init: +1/+3 favored, Perception: +9/+11 favored (LL) | Resist Fire 5, Electric 5, Acid 5, Cold 5, DR 3/-

    What about Tangleshot Arrows? (Increased range tends to make them more useful IMO).

    Also I'll be taking net proficiency for the day, if nets are available...


    Broadly speaking, mundane gear of 100 GP or less is available.


    M Suli Aegis (Trailblazer) 5, Fighter (Unbreakable) 1/Medium (Spirit Dancer) 6/Mythic Trickster 1 | HP: 71/86, Stamina: 1/8 | AC: 19 / T: 12 / FF: 19 | Fort: +9, Ref: +4, Will: +6 | M. Touch: +9, R. Touch: +7 | CMB: +10, CMD: 21 | Init: +1/+3 favored, Perception: +9/+11 favored (LL) | Resist Fire 5, Electric 5, Acid 5, Cold 5, DR 3/-

    Cool! I guess that gives me options.


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    I was considering those...but how high is the chance Shakes does not manage to break the Strenght Check on a very low roll?

    I figured we may be better off trying to go for an alpha strike than trying to catch him, but I'm willing to try either.

    Shall we purchase a beetle? One we can let "wander off" from the herd? Preferably in a location completely unfit for an ambush(ignoring, of course, that being invisible on demand does make most locations into prime ambush locations - mainly I was thinking a location that does not scream "TRAP" to any aerial observer)?


    M Suli Aegis (Trailblazer) 5, Fighter (Unbreakable) 1/Medium (Spirit Dancer) 6/Mythic Trickster 1 | HP: 71/86, Stamina: 1/8 | AC: 19 / T: 12 / FF: 19 | Fort: +9, Ref: +4, Will: +6 | M. Touch: +9, R. Touch: +7 | CMB: +10, CMD: 21 | Init: +1/+3 favored, Perception: +9/+11 favored (LL) | Resist Fire 5, Electric 5, Acid 5, Cold 5, DR 3/-

    Because the strength check is an action, and then we get more turns to trap him.


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    Unless of course if he's huge, in which case he's unaffected by default.
    Interesting though, we always played it as trying to scrape off the goo being an action, but simply pulling free with raw strenght not being one(rather the strenght check being part of whatever action you decided to do).

    In your interpretation, anything not huge or larger could decide to either be permanently stunlocked with tanglefoot bags(as per only having a move action), or accept -2 AC, -4 ranged combat, and halved speed meaning people with a bow can run circles around the target peppering it with projectiles.)
    It is an interesting thought, but it also seems like a FOOR - cheese tactic.


    Manticores are natively Large creatures.


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • How much are tanglefoot arrows/what book are they from? I'm not a terrible shot, despite what my rolls in the last encounter might indicate.


    Tangleshot/Tanglefoot Arrows are from Elves of Golarion, and are 20 GP each.


    Male Elf Rogue 5/Sorcerer 1 - Witch 4 - Trickster 1 | HP: 46/50 | AC: 22 / T: 17 / FF: 16 | Fort: +4-1, Ref: +8, Will: +7; +2 Vs Enchantment | CMB: +4, CMD: 19 | Init: +4, Perception: +10 | Immune (Sleep) | Spell Points: 13/16

    Can you use Disable Device to rig simply traps?


    Yes, Disable Device can be used to rig traps. The difficult does depend on what you're trying to do, of course. A normal trap is DC 20, a complex one is DC 25.


    M Suli Aegis (Trailblazer) 5, Fighter (Unbreakable) 1/Medium (Spirit Dancer) 6/Mythic Trickster 1 | HP: 71/86, Stamina: 1/8 | AC: 19 / T: 12 / FF: 19 | Fort: +9, Ref: +4, Will: +6 | M. Touch: +9, R. Touch: +7 | CMB: +10, CMD: 21 | Init: +1/+3 favored, Perception: +9/+11 favored (LL) | Resist Fire 5, Electric 5, Acid 5, Cold 5, DR 3/-
    Phai Kareen wrote:
    In your interpretation, anything not huge or larger could decide to either be permanently stunlocked with tanglefoot bags(as per only having a move action), or accept -2 AC, -4 ranged combat, and halved speed meaning people with a bow can run circles around the target peppering it with projectiles.)

    Isn't this basically what the Klaven did to our party like two days ago? I figured that's where the idea is coming from...


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    Oh, I am just pointing out that it feels cheesey/gamey.
    Plus those nets meant that they could not do something else. What I am worried about it not the functionality, it's action economy.

    Shutting down 4 characters by such mechanics reliably takes a lot of actions, leaving few others to take advantage.
    Shutting down a single character(aka any boss smaller than huge) with a ranged touch attack will usually take one, at most 2 characters, leaving the others to take advantage of the disabler.

    If we mean to go that way, I can also fetch Toppling Spell for Spiritual Weapon and take things further.
    Go with Cloak and Dagger Style for fun, and we can turn any boss fight into a slapstick-show stacking on disablers. -_-


    Male Elf Rogue 5/Sorcerer 1 - Witch 4 - Trickster 1 | HP: 46/50 | AC: 22 / T: 17 / FF: 16 | Fort: +4-1, Ref: +8, Will: +7; +2 Vs Enchantment | CMB: +4, CMD: 19 | Init: +4, Perception: +10 | Immune (Sleep) | Spell Points: 13/16

    We could, but I'd suggest holding such tactics in reserve for situations where we can't allow runners or we're going to die horribly if we don't. Otherwise we'll find that every boss - and their minion - just happens to have the Alteration Sphere and Size Change at caster level 5. Fighting nothing but Huge enemies for the rest of the game doesn't sound like my favourite thing.


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • Doing a thing once to combat a specific weakness (we can't reliably fly) isn't the same as going full force one trick pony with dazing spell or something...


    To say nothing of this campaign's fondness for different kinds of environments, which means you can't guarantee your one trick would always be workable. XD Flexibility is your friend.


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    @Isen: I was not advocating use of such cheese. The opposite, I am very much opposed to that sort of thing.

    @Vincent: 2 of us can basically fly at will. 3 of us have full bab and can use ranged weapons. all of us have casting, including things like invisibility when we need to lure it to us anyway. If the majority opinion is that we have a weakness we need to overcome, so be it, but to me it still feels like gaming the system to take advantage of action economy/a mechanical aspect - I feel like I'm getting bad karma just thinking about it.

    That said, it seems to be the majority decision, and I'll not cause more drama over that and go along with it. I'll try and come up with a reason not to abuse it in the future.

    @Rednal: Flexibility is good, but e.g. the mentioned combo is one Metamagic Feat to go with a spell I know anyway. It's not like toppling spiritual weapon makes one a one-trick pony. Hardly so, I simply tend to avoid that kind of thing because it does not feel right.
    Regarding Tanglefoot bags: Even less so, as they are cheap enough to make ourselves, and they would work in most environments.


    M Suli Aegis (Trailblazer) 5, Fighter (Unbreakable) 1/Medium (Spirit Dancer) 6/Mythic Trickster 1 | HP: 71/86, Stamina: 1/8 | AC: 19 / T: 12 / FF: 19 | Fort: +9, Ref: +4, Will: +6 | M. Touch: +9, R. Touch: +7 | CMB: +10, CMD: 21 | Init: +1/+3 favored, Perception: +9/+11 favored (LL) | Resist Fire 5, Electric 5, Acid 5, Cold 5, DR 3/-

    Hey guys, I'm going to be at an astrobiology conference until friday and can't bring my portable keyboard with me (laptop keyboard is functioning only intermittently). Feel free to bot me as necessary.


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    Once again, plans in real-life simply don't work out.
    I was to attent a training workshop most of this week, and expected to have plenty of time to post during the nights at the hotel, so was a bit lazy last weekend and spend time preparing for the trip.

    Little did I know that we only met up at the hotel, then moved by bus to a cabin in the mountains for teambuilding purposes. No phone, no Wi-Fi, and even if we had, no time to post.
    It was a very interesting experience, but yeah, sorry for going MIA/AWOL, I'm back and will make sure to catch up on all my games and post ASAP.


    Is fine. o wo/ These things happen.


    M Suli Aegis (Trailblazer) 5, Fighter (Unbreakable) 1/Medium (Spirit Dancer) 6/Mythic Trickster 1 | HP: 71/86, Stamina: 1/8 | AC: 19 / T: 12 / FF: 19 | Fort: +9, Ref: +4, Will: +6 | M. Touch: +9, R. Touch: +7 | CMB: +10, CMD: 21 | Init: +1/+3 favored, Perception: +9/+11 favored (LL) | Resist Fire 5, Electric 5, Acid 5, Cold 5, DR 3/-

    Update: computer is now significantly more broken, as the power button is malfunctioning such that the computer shuts down after 30 seconds of use. I'll be offline for a few more days...


    M Suli Aegis (Trailblazer) 5, Fighter (Unbreakable) 1/Medium (Spirit Dancer) 6/Mythic Trickster 1 | HP: 71/86, Stamina: 1/8 | AC: 19 / T: 12 / FF: 19 | Fort: +9, Ref: +4, Will: +6 | M. Touch: +9, R. Touch: +7 | CMB: +10, CMD: 21 | Init: +1/+3 favored, Perception: +9/+11 favored (LL) | Resist Fire 5, Electric 5, Acid 5, Cold 5, DR 3/-

    ...bump?


    I thought we were still waiting on one more post...?

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