Grymp's Way of the Wicked Campaign (Inactive)

Game Master Zahir ibn Mahmoud ibn Jothan

Cardinal Adrastus Thorn * Thiadora * Grumplejack * Silken veil * Talingarde * Lower Caverns * Main Levels

Party Loot Spreadsheet

no combat:

Combat!!

Round: 1

Malleck: UP!!
Xeram: UP!!
Meinhard:
Aleksand:
Gertrart:
Donnagin:
Mordecai:

Summary of Important Posts:
I wanted to take a quick timeout to link back to a couple important posts that have info in them that you are still working on.

First are the three large posts that describe the vast majority of the Horn

Lower Caverns

Levels 1 and 2

Much of level 3

Next is Cardinal Thorn’s post where he described the mission, which is essentially to get the Tears of Achlys from Vetra-Kali.

And then you had info on the ritual and the rebuilding of the alchemical golem.

The Ritual

The alchemical golem

Also recall the oozes that you were going to get back to.

You've still missed some rooms on level 3, although I think you've covered levels 1 and 2.


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M Devil-blooded Tiefling Cleric (Fiendish Vessel) 3 / Sorcerer 1 / Mystic Theurge 6 | HP 89/89 | AC 9/9/9 | Saves F:+8 R: +2 W: +15 | CMB +5 CMD 15 | Init -1 | Perception +13(15) SM: +15(17) | Darkvision 60ft Crime: Arson

I'm travelling for the weekend, so I don't know if I'm able to post


Ratfolk Alchemist(Grenadier) 4 **Grave Robbery** HP: 27/27 | AC: 18, T: 14, FF: 15 | Fort +5, Ref +7, Will +1 | CMB 2, CMD 15 | Init. +5 | Perception +9 | Darkvision 60ft.
Skills:
Craft(Alchemy) +18, Disable Device +10, Heal +5, K.(Arcana) +9, K.(Nat) +11, K.(Hist) +6, K.(Dung) +6, Perception +9, Slight of Hand +7, Spellcraft +12, UMD +14, Acrobatics +4, Escape Artist +4, Stealth +11

Spellbook Rules:
D20PFSRD - Wizard Spellbook feature wrote:


A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty.
D20PFSRD wrote:


Arcane Magical Writings

To record an arcane spell in written form, a character uses complex notation that describes the magical forces involved in the spell. The writer uses the same system no matter what her native language or culture. However, each character uses the system in his own way. Another person's magical writing remains incomprehensible to even the most powerful wizard until he takes time to study and decipher it.

To decipher an arcane magical writing (such as a single spell in another's spellbook or on a scroll), a character must make a Spellcraft check (DC 20 + the spell's level). If the skill check fails, the character cannot attempt to read that particular spell again until the next day. A read magic spell automatically deciphers magical writing without a skill check. If the person who created the magical writing is on hand to help the reader, success is also automatic.

Once a character deciphers a particular piece of magical writing, he does not need to decipher it again. Deciphering magical writing allows the reader to identify the spell and gives some idea of its effects (as explained in the spell description). If the magical writing is a scroll and the reader can cast arcane spells, he can attempt to use the scroll.

Wizard Spells and Borrowed Spellbooks

A wizard can use a borrowed spellbook to prepare a spell he already knows and has recorded in his own spellbook, but preparation success is not assured. First, the wizard must decipher the writing in the book (see Arcane Magical Writings, above). Once a spell from another spellcaster's book is deciphered, the reader must make a Spellcraft check (DC 15 + spell's level) to prepare the spell. If the check succeeds, the wizard can prepare the spell. He must repeat the check to prepare the spell again, no matter how many times he has prepared it before. If the check fails, he cannot try to prepare the spell from the same source again until the next day. However, as explained above, he does not need to repeat a check to decipher the writing.

D20PFSRD wrote:

Writing a New Spell into a Spellbook

Once a wizard understands a new spell, he can record it into his spellbook.

Time: The process takes 1 hour per spell level. Cantrips (0 levels spells) take 30 minutes to record.

Space in the Spellbook: A spell takes up one page of the spellbook per spell level. Even a 0-level spell (cantrip) takes one page. A spellbook has 100 pages.

Materials and Costs: The cost for writing a new spell into a spellbook depends on the level of the spell, as noted on Table: Spell Level and Writing Costs. Note that a wizard does not have to pay these costs in time or gold for spells he gains for free at each new level.

Replacing and Copying Spellbooks

A wizard can use the procedure for learning a spell to reconstruct a lost spellbook. If he already has a particular spell prepared, he can write it directly into a new book at the same cost required to write a spell into a spellbook. The process wipes the prepared spell from his mind, just as casting it would. If he does not have the spell prepared, he can prepare it from a borrowed spellbook and then write it into a new book.

Duplicating an existing spellbook uses the same procedure as replacing it, but the task is much easier. The time requirement and cost per page are halved.

So here's what I'm understanding, as I welcome all to correct me on poor assumptions. It seems like the crux of any problems here is that every magic user must write spells in a unique way, since using their notes appears to be more of the issue than the physical book. After all, "another person's magical writing remains incomprehensible to even the most powerful wizard until he takes time to study and decipher it."

So jumping ahead with the assumption that someone wanted to use this book, rather than just copy things out of it...

  • One could use it to memorize from the spells each day, provided the spells were something they recorded in one of their own books at some point (like, I know this spell... just the way so-and-so wrote it out is foreign). Doing so, however, will initially require a check at reading the magic (though it seems after this is done once, it wouldn't be necessary again) followed by a Spellcraft check (DC 15 + spell's level)every time he/she attempts to prepare it. *Any spells that caster hasn't recorded somewhere themselves though can't even be memorized this way.
  • One could also, presumably, utilize any of the blank pages to take their own notes. Doing so seems like it would work the same as transferring spells to your own spellbook. So you could add new spells, and even transcribe spells from the old notes to your own writing to avoid the complications listed above. Doing so would leave a spell recorded TWICE in the book: one in your own notes, and one in the previous owner's.

Does this line up with how you guys interpret it as well? In this manner, one could use this book more or less permanently, but the spells already in it are kind of wasted pages after initially being used, or present spells that will always be harder to prepare without your own copies.


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

I think the pages would not be wasted, but otherwise you have the crux of it. A wizard can make their own notes on the same page. They would have to spend the time & money to copy it as normal (with the appropriate rolls).


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Yes, but that's for wizards.
Sorcerers lack that luxury.


Ratfolk Alchemist(Grenadier) 4 **Grave Robbery** HP: 27/27 | AC: 18, T: 14, FF: 15 | Fort +5, Ref +7, Will +1 | CMB 2, CMD 15 | Init. +5 | Perception +9 | Darkvision 60ft.
Skills:
Craft(Alchemy) +18, Disable Device +10, Heal +5, K.(Arcana) +9, K.(Nat) +11, K.(Hist) +6, K.(Dung) +6, Perception +9, Slight of Hand +7, Spellcraft +12, UMD +14, Acrobatics +4, Escape Artist +4, Stealth +11

Indeed. And I'm assuming would work for Alchemists changing them to formulae... or would an alchemist need a Formula book instead of a spellbook?


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

I think Solomon is looking at it as an alchemist, not as a wizard or a sorcerer. Sorcerers don't even have to study ;)

EDIT: ninja'd and no, an alchemist can use a wizard's spellbook (wizards however, cannot use alchemist formulae book sadly).

FWIW Solomon you can also take ten to learn/copy a spell. My wizard keeps enough ranks in spellcraft to take 10 for one or two spell levels above her highest current spell level. A level 9 spell requires a DC 24 so +14 is all that is needed to spellcraft most spells (prohibited schools would need +16 ) Take 10+Int+class skill+ranks becomes 10+3+3+8. With an increased (at 4th) Int even I* wouldn't have to max spellcraft after level 7. At level 7 a wizard gets their first 4th level spell but can copy spell a 9th level conservatively often. :)

*I'm not a min/maxer. Many players will be able to take 10 & succeed by level 4 (10+7+3+4) (22 Int=18 base +2 racial +2 magic)


Ratfolk Alchemist(Grenadier) 4 **Grave Robbery** HP: 27/27 | AC: 18, T: 14, FF: 15 | Fort +5, Ref +7, Will +1 | CMB 2, CMD 15 | Init. +5 | Perception +9 | Darkvision 60ft.
Skills:
Craft(Alchemy) +18, Disable Device +10, Heal +5, K.(Arcana) +9, K.(Nat) +11, K.(Hist) +6, K.(Dung) +6, Perception +9, Slight of Hand +7, Spellcraft +12, UMD +14, Acrobatics +4, Escape Artist +4, Stealth +11

Wonderful! Thanks Gertrart!


I've never played a spellbook caster in Pathfinder, so I haven't delved into it, I just know you can borrow in some ways, somehow.

If you think you've figured it out, fine. If you want me to read up on it, I can.


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75
Malleck of Alerion wrote:

if shade grappled him, wont they share the same space?

-Posted with Wayfinder

one of the PFS changes to grapple was they grapplers being adjacent, not sharing. In 3.5 breaking the grapple put character in an adjacent square, room which he could 5 ft. adjust.

That is how I remember it anyway. :)


Right, they don't share a space.


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

Was thinking. For future fights... just a thought. If our eidolon friend, if she takes trip or grapple feats, she and malleck will be able to handle the bbgs while the rest can focus on the minions?

Just a thought. While reading this combat it came as a possible combo

-Posted with Wayfinder


Female Eidolon 5 AC 21 [T 13 FF 18] | CMB +8 | CMD 21 | HP 32/32 | Fort +4 | Ref +5 | Will +3 (5) | Init +3 | Percep +7, Darkvision 60 ft
Skills/Abilities:
Acrobatics 9 | Sense Motive 7 | Stealth 9 | Link | Share Spells | Evasion | Pounce

Bite with trip/grab are very much in my future, my foresighted bloodsucking companion...


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

>:) will make things a lot more interesting then >:)


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

Sadly, at least to this rogue, '-4 to Dex' is not the same thing as 'denied a Dexterity bonus.'


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

if they dont share same space, just position yourself so you can flank :)


Female Eidolon 5 AC 21 [T 13 FF 18] | CMB +8 | CMD 21 | HP 32/32 | Fort +4 | Ref +5 | Will +3 (5) | Init +3 | Percep +7, Darkvision 60 ft
Skills/Abilities:
Acrobatics 9 | Sense Motive 7 | Stealth 9 | Link | Share Spells | Evasion | Pounce
Gertrart aka Blood Desecrator wrote:
Sadly, at least to this rogue, '-4 to Dex' is not the same thing as 'denied a Dexterity bonus.'

*cough* pinned condition *cough*


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

Sure but by time you have them pinned I could have attacked twice in a flank :) Not to worry though, I promise I will take every opportunity advantage, dirty or otherwise, offered. :)
Muwhaha!


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75
Grymp wrote:


Remind me to research the faerie fire vs darkness bit once this combat is over.
Faerie Fire wrote:

A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Creatures outlined by faerie fire take a –20 penalty on all Stealth checks. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.

faerie fire calls it out for you already. Though I suppose there is a question about darkness creating a MAGICAL darkness versus "This darkness causes the illumination level in the area to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness."

Darkness debates go on so long, I am ok with whatever ruling you (GM) want to make after spending 60 seconds debating the merits with yourself.


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

I am ok whichever way. The Darkness spell would not hamper people with Darkvision, so we are ok there.

If the warden had decided to cast invisibility before the darkness, he would have gotten no benefit, if he cast it after the darkness, he would glow once he left the darkness area.


Darkness is a 2nd level spell, so it seems to satisfy the special caveat to me.


Sorry my posts have been choppy and irregular folks. I've been on travel for work the last two weeks. Heading home tomorrow and then back next week. I'll keep the story moving though!


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75
Solomon "Bone-White" Skrivven wrote:

Gertrart is welcome to the scrolls, but Solomon would like to vie for the spellbook as he doesn't currently have a formulabook. So he has no way to create or record any formulas. There's only 4 of them that he can use, but we should be able to purchase a spellbook before you'll need one. Solomon would be happy to pitch in and help do so if it meant he had a place to record formulas now.

We can share in many ways. Mostly I didn't want it to be sold, if you carry it Gertart will be happy :)


If Grumplejack (and Shade) are helping haul loot, can someone add them to the loot spreadsheet.

Grumplejack normally has a 21 STR, but it is currently at 17, and being large his encumbrance is more as well.

Figure out how much junk you guys can haul, and let's get a move on! 2nd level awaits!


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

2nd lvl, a nice prospect.


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

i added everything i thought he would carry and can carry. he is on the heavy side now, but can still move

2lb less than max weight. So that's everything he can carry


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

Can we level so long or is there more stuff to do before lvl2?


Not level 2 quite yet.


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

Okay, so a few more things to go through. Got it :)


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Some guards probably need flavoring for Grumplejack's lunch and retrieving our pawns. Maybe some incriminating stuff or treasure too.


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

I added the scrolls to Taeral's list of items, just so they are not left behind. If someone else wants to carry them, let me know.


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

Gertrart has a little more space before he is encumbered. If anything else should go for gold's sake he will carry it, but I have not payed much attention to the stuff intended to be sold. Let me know what if anything he should grab.


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

If i take 6 shields and all the arrows in a single bag i can drop if we go into combat, that will leave 9 shields left.

If Gertrat takes the 9 shields. 135lbs. We have everything

-Posted with Wayfinder


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

OK, similarly to be dropped when needed.


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

Just keep running, just keep running, running, running!

-Posted with Wayfinder


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

Our theme music for this part


A couple admin things.

As soon as I get showered and my crap in this hotel room packed up, I'll be driving home, and spending a wonderful weekend with the wife and son. I will likely not be checking the game over the weekend (maybe Sunday night).

So, for anyone that chooses to join Cardinal Thorn's holy quest, go ahead and 2nd level yourself.

Also, if your class is one that woyuld have normally granted you a specific item (spellbooks come to mind) as a class feature, then you will receive it, with whatever would have been appropriate to be in it at 1st level.

Finally, Thiadora will accept shopping lists from each of you, up to a limit of 200gp. She will be able to get just about anything you might want within your 200gp limits.

You will not get change back if you "spend" less than 200gp, so feel free to help buy stuff for one another. This includes Grumplejack. He was NOT brought to see Cardinal Thorn, but he'll be able to accompany you, so at the very least armor and a weapon might be nice for him if you guys want to pay for it from your 200gps somehow.

You can keep wearing the gear you acquired escaping Brandescar, but Thiadora has no interest in taking your loot to market and selling it for you. In fact, for most of it, she cautions you against that, due to it (weapons and armor type stuff) having markings on it clearly identifying them as coming from Branderscar prison. However, don't feel the need to stop wearing it yourself, as, well, reasons, which will be made clear when I get back and Cardinal Thorn accepts you and has you sign a contract.

So when I get back, I'll make a big post from the Cardinal, there can be some Q&A, and you'll be off on your next task.

Have a great weekend, and congratulations on being the first to escape from Branderscar!

So, the short story is:

Level up to level 2
Gain any class gifted items for free
Get Thiadora to spend 200gp for you


hitpoints are 1/2HD +1


M Devil-blooded Tiefling Cleric (Fiendish Vessel) 3 / Sorcerer 1 / Mystic Theurge 6 | HP 89/89 | AC 9/9/9 | Saves F:+8 R: +2 W: +15 | CMB +5 CMD 15 | Init -1 | Perception +13(15) SM: +15(17) | Darkvision 60ft Crime: Arson

woo, level 2 here I come!
I'll be taking a sorcerer level next, but I'll have to think how to do it... Empyreal bloodline would be ûber for high WIS -character, but it's not very evil, quite the opposite... Infernal bloodline is more to the theme, but it's quite meh.

Sorry, just thinking aloud here.. Carry on! :)


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Malleck, seems our pawns are a lost cause.
But...as a good villain, one will have to look for new ones.

Gains from lvl:

+1 BaB
+1 will
+1 lvl 1 a/day

+5 hp
+1 cantrip (lvl) Message
+1 cantrip (fcb) Ghost Sound

1 rank Bluff
1 rank Intimidate
1 rank Kn. Arcana
1 rank Sense Motive
1 rank UMD

Will post the "shopping list" later tonight.


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

Proficiency of grumblejack?

I have well geared atm, so i will equip the ogre with my full 200. well, armor at the least.

if he is with martial weapons and medium armor, we can get him a 4+ armor and a greatsword for 200gp.

will post what i get for him when i have the answer

Enjoy weekend GM

Lastly, I finally have 2 of the most important things for a "Paladin"
I can heal myself as a swift action, and CHA bonus to all my saves! :P


Male Ogre

We'll assume Grumplejack has Fighter proficiencies.

No need for everyone to post what you buy, but whatever goes to Grumplejack do let me know, and I'll update him in Hero Lab.


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

Scale maile = 100gp for large
Greatsword = 100gp for large

Malleck will have that for our ogre friend

Im saving 1 skill point for later. dunno what to do with it atm. Will maybe spend it after we hear what we have to do for this cardinal or after we do the thing for the cardinal. Will see :)


Somehow the PC/NPC list got all jacked up. I believe I have it fixed.


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

Ding! How nice. Will update later, once I'm not posting from phone

Hmmm... Shade, my darling, what evolution(s) would you like to have?


Female Eidolon 5 AC 21 [T 13 FF 18] | CMB +8 | CMD 21 | HP 32/32 | Fort +4 | Ref +5 | Will +3 (5) | Init +3 | Percep +7, Darkvision 60 ft
Skills/Abilities:
Acrobatics 9 | Sense Motive 7 | Stealth 9 | Link | Share Spells | Evasion | Pounce

Oooh, something to make me killier please, Vosil...

.

Do you think they'd notice if I ate one of those servants? Cooked, obviously, I'm not an animal


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

How about having shade's natural weapon count as 1 size category bigger?
Or make said attack magical to bypass DR.


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

STICKY (1) gives her +4 to grapple? ;)


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Grappling....a succubus by any chance?


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

Not yet... at level 11 i will have one

-Posted with Wayfinder


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

GM, you also mentioned a familiar to go with the bloodline.
Will it be introduced or will i randomly find/reunite with it?

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