GMTrex's PFS [CORE] 04-15 The Cyphermage Dilemma (Inactive)

Game Master Andrew Trexler

Briefing | Tactical Map


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Grand Lodge

HP: 46/74 | AC: 21, Touch: 11, FF: 20, CMD 22 | FORT: +9, REF: +4, WILL +4 (Dwarf Resistances, Bravery +1) | CMB: +12, CMD: 23 Fighter 7 (CORE) | Initiative: +1 | Perception +12 (Darkvision 60')

Did we take Mumbuckle's stuff?

-Posted with Wayfinder

Grand Lodge

Gnome Ranger 6 (CORE) | HP 54/58 (1 NL) | AC 22* | T 15* | FF 19 | CMD 23* | Fort +7 | Ref +8* | Will +6 | +2 vs. illusion, +1 vs. mind-affecting spells/SLA (+2 if psychic), +1 vs. disease, +1 vs. distraction of swarms | Init +2 (+4 urban) | Perception +10 (+12 urban) (low-light vision) | Sense Motive +5 | Reroll 0/1 | Active Conditions: Haste(*), Longstrider

"Sound like a plan to me Brak."

Before landing, Chip uses his Wand of Longstrider on himself and casts Longstrider on Zipper. He also lets someone use his Wand of Mage Armor on Zipper.

Grand Lodge

Male Gnome Sor5 | hp 37/37 | Init +6 | AC 17/13, T 13, FF 15/11 | CMB +0, CMD 12 | F +5 R +5 (+2) W +4 | Prcptn +4 |
Brak Thunderstriker wrote:

Did we take Mumbuckle's stuff?

-Posted with Wayfinder

If we didn't we should go back in time and do so. LOL


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Loot:

potion of CLW (x4)
potion of invisibility (x4) (this makes eight total you've found... hint hint)
+1 light crossbow
tanglefoot bags (x2)
+1 hook hand

"Ye want me to dock next te that 'un? Or ye be swimmin'?" Gultrock asks.

Once you get ashore, there are two routes inland. See map.

Grand Lodge

HP: 46/74 | AC: 21, Touch: 11, FF: 20, CMD 22 | FORT: +9, REF: +4, WILL +4 (Dwarf Resistances, Bravery +1) | CMB: +12, CMD: 23 Fighter 7 (CORE) | Initiative: +1 | Perception +12 (Darkvision 60')

"Oi! My armor is loud, but so is the surf. I say we do this invisibly. I'm good in a fight, but I'm also prudent. Let's dock, because swimming sucks. Then let's find this pirate lady."

-Posted with Wayfinder

Grand Lodge

Male Elf Wizard 5 / Fighter 1| HP: 33/33 | AC: 2019 (1514 Tch, 1615 Fl) | CMD: 1918 | F: +3+1, R: +4+1, W: +5+1 | Init: +3 | Perc: +11, SM: +1 | Active conditions: +1 Str. +4 Dex, Haste

Taerel prepares his daily spell compliment in the early morning under the morning twilight.

Liberty's Edge

Male Human Cleric 4 (HP: 35/35) | Init: +0 | AC: 19 T: 11, FF: 19 | Perception +3 | F: +6, R: +3, W: +8 | CMB: +6 | CMD: 17 | 3* reroll 1/1

Werner agrees with Brak. He points at the water and says, "That is not the drink I vish to be in."


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Gultrock docks the ship, and Brak hands out invisibility potions as the party heads ashore.

Where to, Pathfinders?

Grand Lodge

HP: 46/74 | AC: 21, Touch: 11, FF: 20, CMD 22 | FORT: +9, REF: +4, WILL +4 (Dwarf Resistances, Bravery +1) | CMB: +12, CMD: 23 Fighter 7 (CORE) | Initiative: +1 | Perception +12 (Darkvision 60')

I always go left, but will lead wherever someone tells Brak.

-Posted with Wayfinder

Liberty's Edge

Male Human Cleric 4 (HP: 35/35) | Init: +0 | AC: 19 T: 11, FF: 19 | Perception +3 | F: +6, R: +3, W: +8 | CMB: +6 | CMD: 17 | 3* reroll 1/1

Thinking that it could be a hidden passage further in that'll allow them the element of surprise, Werner points to the western passageway. "Lead the vay, Brak. Ve may not be the quietest, but ve can be the cleverest."


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

I'm assuming everyone is drinking the invisibility potions... right?

3d20 ⇒ (16, 11, 5) = 32

An invisible Brak leads his invisible friends down the western passageway, which soon opens to a semi-exposed cavern with shafts of daybreak piercing through the natural rock ceiling. Three sets of wooden stocks hang from the western wall of this room, pitons chaining the devices to the rock. Light flickers into the room from the water out in the cavern’s main chamber to the south, and small holes in the ceiling act as skylights, ensuring that the room needs no torches to light it during the day. Several natural stone columns break up the center of the cavern, sending shafts of shadow across the dimly-lit chamber.

Two pirates rest against the columns, one with a flask of brandy and the other puffing on a pipe. A third, a woman in the dress of a Tien sailor, paces in front of an elderly Tian man chained to one of the stocks.

Grand Lodge

HP: 46/74 | AC: 21, Touch: 11, FF: 20, CMD 22 | FORT: +9, REF: +4, WILL +4 (Dwarf Resistances, Bravery +1) | CMB: +12, CMD: 23 Fighter 7 (CORE) | Initiative: +1 | Perception +12 (Darkvision 60')

Brak realizes that he can't talk to his teammates to formulate a plan. The simple dwarf decides that the logical play is to go for the HVT.

He'll sneak up as best he can and brain her with his axe.

-Posted with Wayfinder

Grand Lodge

Gnome Ranger 6 (CORE) | HP 54/58 (1 NL) | AC 22* | T 15* | FF 19 | CMD 23* | Fort +7 | Ref +8* | Will +6 | +2 vs. illusion, +1 vs. mind-affecting spells/SLA (+2 if psychic), +1 vs. disease, +1 vs. distraction of swarms | Init +2 (+4 urban) | Perception +10 (+12 urban) (low-light vision) | Sense Motive +5 | Reroll 0/1 | Active Conditions: Haste(*), Longstrider

Chip does the same, trying to sneak up on the lady stealthfully. Not sure how you want to handle Zipper being invisible, but Chip will try to lead him along by touch.

Grand Lodge

Male Elf Wizard 5 / Fighter 1| HP: 33/33 | AC: 2019 (1514 Tch, 1615 Fl) | CMD: 1918 | F: +3+1, R: +4+1, W: +5+1 | Init: +3 | Perc: +11, SM: +1 | Active conditions: +1 Str. +4 Dex, Haste

Taerel moves in and wonders where everyone else is. He finds a place to quietly listen and watch what the pirates may be up to.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

The wind whistles ominously through the cavern...

Chip~ wrote:
Not sure how you want to handle Zipper being invisible, but Chip will try to lead him along by touch.

You can feed a badger a potion too. I'll rule that you're carrying said invisible badger, because that's the most hilarious. You can set Zipper down before you attack.

Whoever posts an attack first gets the surprise round. Feel free to place yourselves.

Grand Lodge

HP: 46/74 | AC: 21, Touch: 11, FF: 20, CMD 22 | FORT: +9, REF: +4, WILL +4 (Dwarf Resistances, Bravery +1) | CMB: +12, CMD: 23 Fighter 7 (CORE) | Initiative: +1 | Perception +12 (Darkvision 60')

Tricky pirate! I'll show her what happens when you mess with goodly people!!!

And thus, Brak swings hard for her neck with a choked back grip: ATK!!!: 1d20 + 7 ⇒ (19) + 7 = 26 for DMG: 1d12 + 8 ⇒ (7) + 8 = 15

-Posted with Wayfinder

Grand Lodge

HP: 46/74 | AC: 21, Touch: 11, FF: 20, CMD 22 | FORT: +9, REF: +4, WILL +4 (Dwarf Resistances, Bravery +1) | CMB: +12, CMD: 23 Fighter 7 (CORE) | Initiative: +1 | Perception +12 (Darkvision 60')

As you can obviously tell, my attempt at moving Brak to stand directly right of her from my phone failed miserably.

-Posted with Wayfinder

Liberty's Edge

Male Human Cleric 4 (HP: 35/35) | Init: +0 | AC: 19 T: 11, FF: 19 | Perception +3 | F: +6, R: +3, W: +8 | CMB: +6 | CMD: 17 | 3* reroll 1/1

Werner places himself near a pirate (blue), ready to strike.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Might as well call this fight before it begins, lol.

Half the team heads straight for the dread pirate herself, and Brak's axe is fastest. Before she even knows there's company, a furious dwarf is pulling his axe from her blood-soaked back.

Initiative!:

Brak: 1d20 + 1 ⇒ (13) + 1 = 14
Chip: 1d20 + 2 ⇒ (1) + 2 = 3 +2 Urban
Garrick: 1d20 + 0 ⇒ (16) + 0 = 16
Hingle: 1d20 + 6 ⇒ (3) + 6 = 9
Taerel: 1d20 + 3 ⇒ (6) + 3 = 9
Werner: 1d20 + 0 ⇒ (16) + 0 = 16
Baddies: 1d20 + 6 ⇒ (7) + 6 = 13

Round I -- bold may act!
1. Werner, Garrick, Brak
2. Alejia (15 dmg), Pirates
3. Hingle, Taerel, Chip

Liberty's Edge

Male Human Cleric 4 (HP: 35/35) | Init: +0 | AC: 19 T: 11, FF: 19 | Perception +3 | F: +6, R: +3, W: +8 | CMB: +6 | CMD: 17 | 3* reroll 1/1

Werner follows the dwarf's lead, chopping with his greatsword.
Attack w/Greatsword: 1d20 + 6 ⇒ (5) + 6 = 11
... but his form is not up to par, and he misses.

Grand Lodge

HP: 46/74 | AC: 21, Touch: 11, FF: 20, CMD 22 | FORT: +9, REF: +4, WILL +4 (Dwarf Resistances, Bravery +1) | CMB: +12, CMD: 23 Fighter 7 (CORE) | Initiative: +1 | Perception +12 (Darkvision 60')

"Give Pharasma a message when ye see her soon. Tell 'er the Pathfinders will keeps sending her pirates for as long as Brak Thunderstriker can swing an axe!"

ATK: 1d20 + 7 ⇒ (9) + 7 = 16 for DMG: 1d12 + 8 ⇒ (3) + 8 = 11

Grand Lodge

Male Human (ulfin) Paladin 3(HP: 31/31) | Init: +0 | AC: 19 T: 10, FF: 19 | Perception +1 | F: +8, R: +4, W: +5 CMB: +5 | CMD: 19 | 1* reroll 1/1

Garrick moves as fast as he can in his heavy armor toward the red guy.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Werner gives Alejia a startle as he pops out of invisibility with a characteristic whiff. The distraction is enough for Brak to land another wallop on her spine, adding to her surprise!

She draws her cutlass with a hiss of aggravation and 1d2 ⇒ 1 bumps into the invisible Chip behind her! Snarling, she leaps forward with her blade, a terrible green sap forming along its edge!

Concentration: 1d20 + 7 ⇒ (10) + 7 = 17
Cutlass @ Brak: 1d20 + 7 ⇒ (8) + 7 = 15 MISS

Alejia's bewildered pirates drop their instruments of leisure and spring forth with steel! "Oy! Where'd these blokes come from?"

Cutlass @ Werner: 1d20 + 6 ⇒ (10) + 6 = 16 MISS
Cutlass @ Werner: 1d20 + 6 ⇒ (5) + 6 = 11 MISS

Round I -- bold may act!
1. Werner, Garrick, Brak
2. Alejia (26 dmg), Pirates
3. Hingle, Taerel, Chip

Liberty's Edge

Male Human Cleric 4 (HP: 35/35) | Init: +0 | AC: 19 T: 11, FF: 19 | Perception +3 | F: +6, R: +3, W: +8 | CMB: +6 | CMD: 17 | 3* reroll 1/1

Werner tries to put blade to piratess, swinging at Alejia.
Attack w/Greatsword: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 2d6 + 4 ⇒ (5, 4) + 4 = 13

Grand Lodge

Gnome Ranger 6 (CORE) | HP 54/58 (1 NL) | AC 22* | T 15* | FF 19 | CMD 23* | Fort +7 | Ref +8* | Will +6 | +2 vs. illusion, +1 vs. mind-affecting spells/SLA (+2 if psychic), +1 vs. disease, +1 vs. distraction of swarms | Init +2 (+4 urban) | Perception +10 (+12 urban) (low-light vision) | Sense Motive +5 | Reroll 0/1 | Active Conditions: Haste(*), Longstrider

The "traditional" duo of the gnome and badger combo continues.

Free Actions
"You're gonna get it, lady! Gettir, Zipper!" Chip then Quick Draws his longsword and short sword.

Full Attack
He goes to town. First attack benefits from invisibility but not second one. Attacking the lady.
Longsword Attack (TWF, Power Attack, Flank, Invisibility): 1d20 + 11 - 2 - 2 + 2 + 2 ⇒ (1) + 11 - 2 - 2 + 2 + 2 = 12 - vs. Flatfooted
Longsword Damage (Power Attack): 1d6 + 5 + 4 ⇒ (3) + 5 + 4 = 12

Short Sword Attack (TWF, Power Attack, Flank): 1d20 + 11 - 2 - 2 + 2 ⇒ (12) + 11 - 2 - 2 + 2 = 21
Short Sword Damage (Power Attack): 1d4 + 2 + 2 ⇒ (3) + 2 + 2 = 7


Badger (RAGE(!)) | HD 4 | HP 38/42 (1 NL) | AC 20*#! | T 12*! (16 incorporeal)# | FF 15*! | CMD 20* (24 vs. trip) | Fort +7^! | Ref +5#^ (Evasion) | Will +3^! | Init +0^ (+2^ urban) | Perception +4^ (+6^ urban) (low-light vision, scent) | Rage 4/7 | Active Conditions: Endure Elements, Haste(*), Longstrider, Mage Armor(#), Sickened(^)

Free Action
Zipper starts feeling it in him that the time of rage is nigh. Start Rage.

Full Attack
Bite Attack (Invisibility): 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11 - vs. Flatfooted
Bite Damage (Rage): 1d4 + 2 ⇒ (4) + 2 = 6

Claw Attack 1: 1d20 + 6 ⇒ (2) + 6 = 8
Claw Damage 1 (Rage): 1d3 + 2 ⇒ (1) + 2 = 3

Claw Attack 2: 1d20 + 6 ⇒ (3) + 6 = 9
Claw Damage 2 (Rage): 1d3 + 2 ⇒ (1) + 2 = 3

Grand Lodge

HP: 46/74 | AC: 21, Touch: 11, FF: 20, CMD 22 | FORT: +9, REF: +4, WILL +4 (Dwarf Resistances, Bravery +1) | CMB: +12, CMD: 23 Fighter 7 (CORE) | Initiative: +1 | Perception +12 (Darkvision 60')

I suppose I should wit for a GM update, but no matter what Brak does, it's going to involve swinging his axe. If she's down he'll move to the closest crony.

Eschewing the repartee this time, the dwarf swings for the kill. The poison doesn't scare him overly much, but best not to take chances.

ATK: 1d20 + 6 ⇒ (5) + 6 = 11, but this time he can't connect.

Grand Lodge

Male Elf Wizard 5 / Fighter 1| HP: 33/33 | AC: 2019 (1514 Tch, 1615 Fl) | CMD: 1918 | F: +3+1, R: +4+1, W: +5+1 | Init: +3 | Perc: +11, SM: +1 | Active conditions: +1 Str. +4 Dex, Haste

Taerel casts shocking grasp, and then moves into the fray, sword held high.

Holding the charge for next round.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

The fates are not with the Pathfinders this time. Chip pops out of invisibility with a mighty miss, and at least follows it up with a pretty thrust of his shortsword. Werner cleaves a terrible swing that Alejia just manages to duck.

Round I -- bold may act!
1. Werner, Garrick, Brak
2. Alejia (33 dmg), Pirates
3. Hingle, Taerel, Chip

Grand Lodge

Male Gnome Sor5 | hp 37/37 | Init +6 | AC 17/13, T 13, FF 15/11 | CMB +0, CMD 12 | F +5 R +5 (+2) W +4 | Prcptn +4 |

Hingle is probably a little too excited about the whole invisibility thing, and considers all manner of things while he is under the potion's effect. Ultimately, however, he decides that tactical advantage is the best use (though he adds several things to a list he wants to try NEXT time).

Cast grease under the pirate twins as shown on the map (DC 15 Refl), then move into the cavern.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

2d20 ⇒ (4, 10) = 14

One pirates slips with a splash!

Garrick hesitates.

Alejia, eyes filled with fury, puts her back to the cavern wall. "Meddlers! Schemers! I'll kill you all!" She means what she says, too, and hacks her cutlass into Brak's exposed neck. The blow itself is brutal, but it's the explosion of vitriolic acid attached to the blade that puts the dwarf down. Alejia wastes no time turning to the next foe, swiping for Chip.

Spellstrike @ Brak: 1d20 + 7 - 2 ⇒ (18) + 7 - 2 = 23 THREAT Confirm: 1d20 + 7 - 2 ⇒ (18) + 7 - 2 = 23 CONFIRMED Damage: 2d6 + 6 ⇒ (1, 4) + 6 = 11 plus Acid: 10d4 ⇒ (3, 1, 3, 3, 3, 4, 3, 1, 4, 2) = 27
Cutlass @ Chip: 1d20 + 7 - 2 ⇒ (12) + 7 - 2 = 17 MISS

Her mates harry the back of the party as best they can. One climbs unsteadily to his feet while the other hops behind Werner. Both swing for the Caydenite as best they can.

Acrobatics: 1d20 + 9 ⇒ (7) + 9 = 16 SUCCESS

Cutlass @ Werner: 1d20 + 6 ⇒ (3) + 6 = 9 MISS
Cutlass @ Werner: 1d20 + 6 ⇒ (11) + 6 = 17 MISS

Round II -- bold may act!
1. Werner, Garrick, Brak (-4/34 hp, bleeding out, unconscious)
2. Alejia (33 dmg), Pirates
3. Hingle, Taerel, Chip

Grand Lodge

Male Human (ulfin) Paladin 3(HP: 31/31) | Init: +0 | AC: 19 T: 10, FF: 19 | Perception +1 | F: +8, R: +4, W: +5 CMB: +5 | CMD: 19 | 1* reroll 1/1

Garrick moves to get into range. He looks at Werner and gives him a knowing look(go heal. I got this) as he slashing at blue.

power attack!: 1d20 + 7 ⇒ (17) + 7 = 24
damage: 2d4 + 7 ⇒ (3, 1) + 7 = 11

Grand Lodge

Gnome Ranger 6 (CORE) | HP 54/58 (1 NL) | AC 22* | T 15* | FF 19 | CMD 23* | Fort +7 | Ref +8* | Will +6 | +2 vs. illusion, +1 vs. mind-affecting spells/SLA (+2 if psychic), +1 vs. disease, +1 vs. distraction of swarms | Init +2 (+4 urban) | Perception +10 (+12 urban) (low-light vision) | Sense Motive +5 | Reroll 0/1 | Active Conditions: Haste(*), Longstrider

"Hey, don't mess with us lady!"

Full Attack
Chip slices and dices the best he can.
Longsword Attack (TWF, Power Attack): 1d20 + 11 - 2 - 2 ⇒ (7) + 11 - 2 - 2 = 14
Longsword Damage (Power Attack): 1d6 + 5 + 4 ⇒ (1) + 5 + 4 = 10

Short Sword Attack (TWF, Power Attack): 1d20 + 11 - 2 - 2 ⇒ (11) + 11 - 2 - 2 = 18
Short Sword Damage (Power Attack): 1d4 + 2 + 2 ⇒ (2) + 2 + 2 = 6

All Chip's and Zipper's attacks on her.


Badger (RAGE(!)) | HD 4 | HP 38/42 (1 NL) | AC 20*#! | T 12*! (16 incorporeal)# | FF 15*! | CMD 20* (24 vs. trip) | Fort +7^! | Ref +5#^ (Evasion) | Will +3^! | Init +0^ (+2^ urban) | Perception +4^ (+6^ urban) (low-light vision, scent) | Rage 4/7 | Active Conditions: Endure Elements, Haste(*), Longstrider, Mage Armor(#), Sickened(^)

Free Action
Zipper rages for one last time before tiring.

Non Action
He steps up.

Full Attack
Bite Attack: 1d20 + 6 ⇒ (4) + 6 = 10
Bite Damage (Rage): 1d4 + 2 ⇒ (2) + 2 = 4

Claw Attack 1: 1d20 + 6 ⇒ (5) + 6 = 11
Claw Damage 1 (Rage): 1d3 + 2 ⇒ (3) + 2 = 5

Claw Attack 2: 1d20 + 6 ⇒ (18) + 6 = 24
Claw Damage 2 (Rage): 1d3 + 2 ⇒ (1) + 2 = 3

Grand Lodge

HP: 46/74 | AC: 21, Touch: 11, FF: 20, CMD 22 | FORT: +9, REF: +4, WILL +4 (Dwarf Resistances, Bravery +1) | CMB: +12, CMD: 23 Fighter 7 (CORE) | Initiative: +1 | Perception +12 (Darkvision 60')

10d4? What does 10d4? Oh a crit with a Corrosive Touch. Well that sucks. Was she threatened when she cast it?

Gurgle Gurle: 1d20 + 3 - 4 ⇒ (3) + 3 - 4 = 2 Ha! Nope.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Yes, but she made her concentration check. Last round.

Garrick guts one of the scallywags accompanying Alejia, the blade coming away in a wash of blood. In the desperate fight in the corner, Chip slashes with verve and scores another wound -- and the angry badger claws her just enough to do her in!

Her comrades soon surrender and the party can tend to poor Brak.

The Tian man is in fact Gurukaza, confirmed by both the captured pirates and the man himself. He professes his immense thanks for saving his life, and offers assistance any time in Riddleport. The short half day trip back to port is smooth and, with Alejia dead, the attacks on the Order of the Cyphers ceases. Business returns to normal rather quickly for Tammerhawk and his academic associates, and the political tension between the crimelord and Cromarcky wanes. Word spreads quickly through Riddleport of the Pathfinders' defeat of Alejia’s gang, and the Society develops a reputation as a formidable force within the town!

That's a wrap, folks! Thanks for playing! Chronicles are HERE!

Grand Lodge

2 people marked this as a favorite.
HP: 46/74 | AC: 21, Touch: 11, FF: 20, CMD 22 | FORT: +9, REF: +4, WILL +4 (Dwarf Resistances, Bravery +1) | CMB: +12, CMD: 23 Fighter 7 (CORE) | Initiative: +1 | Perception +12 (Darkvision 60')

Brak wakes up, "Did we win?!"

Thank you sir!

-Posted with Wayfinder


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Something I neglected on the Chronicles -- you owe 20gp total to Gultrock for the piloting. Not sure how you want to divvy that.

Liberty's Edge

Male Human Cleric 4 (HP: 35/35) | Init: +0 | AC: 19 T: 11, FF: 19 | Perception +3 | F: +6, R: +3, W: +8 | CMB: +6 | CMD: 17 | 3* reroll 1/1

Can Werner just pay the 20 gp? Consider it an apology for bringing a level 2 character :)

Thanks for running!

Grand Lodge

Male Gnome Sor5 | hp 37/37 | Init +6 | AC 17/13, T 13, FF 15/11 | CMB +0, CMD 12 | F +5 R +5 (+2) W +4 | Prcptn +4 |

w00t! Thanks for running, Trex!

Grand Lodge

HP: 46/74 | AC: 21, Touch: 11, FF: 20, CMD 22 | FORT: +9, REF: +4, WILL +4 (Dwarf Resistances, Bravery +1) | CMB: +12, CMD: 23 Fighter 7 (CORE) | Initiative: +1 | Perception +12 (Darkvision 60')

Thanks again Trex. Chronicle looks good, and thank you Jeff for footing the bill ;-)


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Lol sounds good, Werner. Just mark it on your chronicle. Thanks all!

Grand Lodge

Gnome Ranger 6 (CORE) | HP 54/58 (1 NL) | AC 22* | T 15* | FF 19 | CMD 23* | Fort +7 | Ref +8* | Will +6 | +2 vs. illusion, +1 vs. mind-affecting spells/SLA (+2 if psychic), +1 vs. disease, +1 vs. distraction of swarms | Init +2 (+4 urban) | Perception +10 (+12 urban) (low-light vision) | Sense Motive +5 | Reroll 0/1 | Active Conditions: Haste(*), Longstrider

Thanks for running, and everyone else too for being good teammates! Had a blast! :)

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