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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I added the Path of the Vampire. If you want to go that route, you can choose to be Bitten at the start, so you're not behind a level.

Do please make sure to note the drawbacks of being a Vampire. Daylight hurts. 0 CON means no buffer zone of hitpoints, etc. Double damage from first round Paladin smites hurt too!


Malleck:

Malleck
Moroi-Born Dhampir (Svetocher) Antipaladin 1 (Pathfinder RPG Advanced Player's Guide 118; Pathfinder RPG Advanced Race Guide 0)
LE Medium humanoid (dhampir)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +0
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 11 (1d10+1)
Fort +2, Ref +1, Will +2; +2 bonus vs. disease and mind-affecting, -1 vs positive energy damage
Defensive Abilities negative energy affinity; Resist undead resistance
Weakness weakness to positive energy
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks smite good
Spell-Like Abilities (CL 1st; concentration +5)
. . At will—detect good
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 11, Int 10, Wis 10, Cha 18
Base Atk +1; CMB +5; CMD 16
Feats Weapon Focus (greatsword)
Traits natural-born leader
Skills Bluff +8, Disguise +8, Handle Animal +8, Intimidate +10
Languages Common
SQ aura of evil, resist level drain, vampiric empathy
Other Gear 50 gp
--------------------
Special Abilities
--------------------
Aura of Evil (Ex) The antipaladin has an Aura of Evil with power equal to her class level.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Good (At will) (Sp) You can use Detect Good at will (as the spell).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Natural-Born Leader Your cohorts, followers, and summoned creatures gain +1 vs. Mind-affecting effects, +1 Leadership score if you have the Leadership feat.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Smite Good (1/day) (Su) +4 to hit, +1 to damage, +4 deflection bonus to AC when used.
Undead Resistance +2 save vs. disease, mind affecting effects.
Vampiric Empathy Speak with bats, rats, and wolves and +2 Diplomacy dealing with them.
Weakness to Positive Energy -1 to save vs. effects that deal positive energy damage.


Grymp wrote:

I added the Path of the Vampire. If you want to go that route, you can choose to be Bitten at the start, so you're not behind a level.

Do please make sure to note the drawbacks of being a Vampire. Daylight hurts. 0 CON means no buffer zone of hitpoints, etc. Double damage from first round Paladin smites hurt too!

How will this affect a Dhampir?

Since he's an AP he gets double damage anyway :P


Roll20 Maps Loot
Seth86 wrote:
Grymp wrote:

I added the Path of the Vampire. If you want to go that route, you can choose to be Bitten at the start, so you're not behind a level.

Do please make sure to note the drawbacks of being a Vampire. Daylight hurts. 0 CON means no buffer zone of hitpoints, etc. Double damage from first round Paladin smites hurt too!

How will this affect a Dhampir?

Since he's an AP he gets double damage anyway :P

I guess no double jeopardy for you then.


Grymp wrote:
Seth86 wrote:
Grymp wrote:

I added the Path of the Vampire. If you want to go that route, you can choose to be Bitten at the start, so you're not behind a level.

Do please make sure to note the drawbacks of being a Vampire. Daylight hurts. 0 CON means no buffer zone of hitpoints, etc. Double damage from first round Paladin smites hurt too!

How will this affect a Dhampir?

Since he's an AP he gets double damage anyway :P

I guess no double jeopardy for you then.

HAHA, no i ment how will the feats affect me, since im half way there?


Roll20 Maps Loot
Seth86 wrote:
Grymp wrote:
Seth86 wrote:
Grymp wrote:

I added the Path of the Vampire. If you want to go that route, you can choose to be Bitten at the start, so you're not behind a level.

Do please make sure to note the drawbacks of being a Vampire. Daylight hurts. 0 CON means no buffer zone of hitpoints, etc. Double damage from first round Paladin smites hurt too!

How will this affect a Dhampir?

Since he's an AP he gets double damage anyway :P

I guess no double jeopardy for you then.
HAHA, no i ment how will the feats affect me, since im half way there?

Well, as Dhampir's are technically humanoid, I don't see any reason (especially for balance reasons) to rule that they'd affect you any differently. The first would grant Alertness and screw your CON by 2, but it wouldn't reduce your Darkvision.

I'd say you travel the usual path to true Vampirism.


Okay, understand. Only reason i asked is if you look at the the traits etc of a dhampir they have a few undead traits and a few vampire traits allready.

I am not arguing, just having a discussion :)


Roll20 Maps Loot

It's certainly a valid question.

Also, nothing stopping someone from going part way along the path and stopping.


Well, will just have to see, will maybe do the whole vampire thing after level 9 :)

What do you think of Malleck's build? Does it seem okay? He will go for rulership. Since he does have the Lord of Darkness archetype =^^=

Will make a profile for him now


Roll20 Maps Loot

Yep, I'm good with it.

Now to find three more players. Stephnyan is bowing out due to time constraints.


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 46/46 (DR 6/-); F:6 R:4, W:5 CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
Fighter 7
SKILLS:
Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

Heeeeeeeeere's Malleck!!


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'

Here is the intial look at Taeral (Jokum/Sir Bastion).

I'll work on backstory, motivation, and hopeful development over the next couple of days.

As this is not a normal campiagn, I welcome feedback from other players


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 46/46 (DR 6/-); F:6 R:4, W:5 CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
Fighter 7
SKILLS:
Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

Promising.

2 charasmatic characters. But i believe our focus are different.
We both seem to get +1 to leadership :P


Roll20 Maps Loot

If the invites I have out now don't get us the players we need, I'll go with an open recruitment, so Chyrone what did you want to play? If we know what we have, we can let folks know what we're recruiting for.

Any of you know reliable folks who might want in?


Human Bard 2 | HP 14/14 | AC: 14, t:12, ff:12 | Fort 0, Ref 5, Will 3 | Init +2, Perc +3

Using Diego's avatar at the moment since it's the one you'd recognize.

Alright, I wasn't sure it would happen, but I've been hooked by a character so I'll jump in. Here's my thoughts so far, I'd love feedback from the others on what might be more beneficial/effective.

I want to play an alchemist rat. Desperately. I'm kind of giddy about it. But there's a couple routes that I could take this:

  • One is a straight up bomber. He could wear a gas mask and lob like it's independence day. It's a strong damage build which caters well to high dex and combat maneuverability.
  • The other is a vivisectionist of sorts. Maybe a poisoner... which I suppose could be in the Rogue path instead. But something stealthy, with Sneak Attack damage, and nasty stuff coating his weapons.

There's also something wonderful about the Preservationist archetype and having little animals in bottles. Where can I fit that in eh? It could prove quite handy with a vivisectionist perhaps, providing a flanking partner.

All of this said, I've never played an Alchemist before, so I'm intrigued but naïve. Any thoughts?


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 46/46 (DR 6/-); F:6 R:4, W:5 CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
Fighter 7
SKILLS:
Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

Well. The healer archetype( Chirurgeon ) might work well and u can still focus on bombs. And group gets a healer from level 2. And potions. If GM allows u to make inflict potions and extracts same as cure ones.
Thats my opinion. Not sure if other archetypes can be taken with that one


Human Bard 2 | HP 14/14 | AC: 14, t:12, ff:12 | Fort 0, Ref 5, Will 3 | Init +2, Perc +3

There seems to be a lot of synergy with Alchemist archetypes. Chirurgeon's a good one as the character would only lose poison use, so as a bomber it's an incredibly simple switch. I'm good with healing options.

Also, Grymp, what's your philosophy on reflavoring stuff? For instance: could I describe the bombs as small taxidermied animals, or little skulls with powder/components packed in the mouth, etc.? Likewise, if he goes the Chirurgeon route than I might describe his healing infusions as something really unpalatable.


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'

While this does not have all the source books, it is a really good starting point for the core books.

Archetype Compatiblities

I have 11th level Alchemist (no archetype) and the three most important aspects for the character are the discoveries Infusion and Sticky Poison, and the extract Alchemical Allocation.
He can apply a single dose of posion to a weapon and is able to make 8 successful attacks with that weapon before the poison is no longer on the weapon.
He can use the Infusion discovery on the alchemical allocation extract to pass the extract out to his party members. Then they can get share a single potion amongst themselves. He aquired a potion of Stone Skin (CL15) (yes... DR 10/adamantine for 150Hp). He has drank that potion atleast a doze times.


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

Since someone with his background won't be picked soon, i'm going with Xeram.
He's used to rule, so this sudden lack of arcane and social power should be fun.

If, for any unlucky reason Xeram perishes indefinitely, i have the oracle as a possible backup. :)

Receiving a kiss from her when she has firebreath as a power is....unpleasant, if not lethal.


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 46/46 (DR 6/-); F:6 R:4, W:5 CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
Fighter 7
SKILLS:
Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

So:
Bard
Sorcerer
Alchemist
Anti-Paladin

Not too bad spread


Roll20 Maps Loot

Diego, I'm all good with reflavoring/reskinning. You could be a professional candy maker and your potions could be caramel cordials for all I care. Just don't change the mechanics.

Malleck, I did mention allowing you to swift action inflict/heal yourself with lay in hands right?

Could use another strong tank probably. Great mix if the alchemist goes Chirurgeon, for sure.


Roll20 Maps Loot

Diego,

I've asked Rogar and Alessandra to join us, so cross fingers. Rogar likely has some alchemist advice for you.


Human Bard 2 | HP 14/14 | AC: 14, t:12, ff:12 | Fort 0, Ref 5, Will 3 | Init +2, Perc +3

Alright, as I'm building this the front runner is a ratfolk alchemist/grenadier. The bombs route looks like it has a lot of potential and should be fun to play around with. But going with the Grenadier archetype adds a significant amount of combat potential at the cost of going Chirurgeon. My intention is getting Infusion at lvl 2 anyway, so there would be no benefit from getting Chirurgeon until lvl 10. At that point, I miss out on a strong healing extract. That's it.

I know the group doesn't have a devoted healer, so would that lvl 10 extract (Breath of Life) be worth sacrificing combat prowess for? Instead, he could get the cure critical wounds extract at that level, which heals only 1d8 less (but can't bring someone back from the dead).

That would be great!


Roll20 Maps Loot

By 10th level it may not matter with a Dhampir and a Vampire, so your route could be great.


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

Xeram's going for lichdom.

He's of the arcane bloodline.


Human Bard 2 | HP 14/14 | AC: 14, t:12, ff:12 | Fort 0, Ref 5, Will 3 | Init +2, Perc +3

Hmm, now for the question of attempting Focus and Foible or going for a strong build already. What are your thoughts on min-maxing stats (which is a dumb question when you're already given 25 points to work with)? Do you prefer that only one be below 10? Do you prefer to keep them 18 or below, 8 and above after racials?


Roll20 Maps Loot

Feel free to min max.

I'll feel free to use it against you, haha.


Human Bard 2 | HP 14/14 | AC: 14, t:12, ff:12 | Fort 0, Ref 5, Will 3 | Init +2, Perc +3

Good call.


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I believe Alessandra will be joining you as a Wayang Shadow Summoner.


So 5 now.
Shadow summoner? Or did i miss something and we are only 4


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'

Off to DragonCon in a few hours... will ahev a laptop with me and will ppost once or twice a day as needed.


M Draco Electricus author 2, herper 4, canine exerciser 9,

Thanks for the invite. :) I will take a look at the chargen rules to see what inspires me, & if you still have room will go for it. I will have to read the download part later though.
EDIT: Still not sure what to play, but this picked my interest:

Quote:
Crafting - I believe in a law of conservation of magic (to some extent). If you find a +1 short sword, but you want a +1 longsword. I will allow a character with the appropriate Item Creation Feat to transfer the magic with a 10% loss that needs to be supplemented with gp.

If that could instead be supplemented with XP, I have a concept brewing. More specifically if the character can supplement it with someone else's XP. Most specifically supplement with deluded but willing thralls or in a pinch unwilling... recruits.

EDIT EDIT: Ok downloaded the players guide. I will start with Foibles thing, as I like random. :) Goodbye sleep....


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 46/46 (DR 6/-); F:6 R:4, W:5 CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
Fighter 7
SKILLS:
Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

im still here if you need to talk :P

Now i believe we have a full party :)


M Draco Electricus author 2, herper 4, canine exerciser 9,

I think attempted murder, murder or [defiler] traits work for my budding idea. don't know what class yet, but something where the victims are 'stored' into an item for magic. Black Blade? Animal Focus? Ferral hunter? Forge domain? Crafting spec'd wizard? Mastercrafting assassin/slayer? What is the take on ACG additions or golarion prC (red mantis assassin?)


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 46/46 (DR 6/-); F:6 R:4, W:5 CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
Fighter 7
SKILLS:
Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

My AP has ties to an RMA ;) if you wish to play a female catfolk rogue ;)


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

Catfolk? Ratfolk?
This world is strange indeed.
The only animals back home were dire or sewer rats and house cats.


Roll20 Maps Loot

  • Seth86 - Malleck - Aldrea (Malleck the Antipaladin)
  • Chyrone - Beads (Xeram the Sorcerer)
  • Jokum - Sir Bastion/Jokum (Taeral the Bard)
  • Diego - (Ratfolk Alchemist?)
  • Curaigh -(Debating?)
  • Alessandra - (Shadow Summoner?)

    A couple folks I invited never responded. We only need 6 of course.


  • 1 person marked this as a favorite.
    Roll20 Maps Loot
    Curaigh wrote:
    If that could instead be supplemented with XP, I have a concept brewing. More specifically if the character can supplement it with someone else's XP. Most specifically supplement with deluded but willing thralls or in a pinch unwilling... recruits.

    I find this to be a decent example of this rule "If it is thematic and cool, I may rule for it"

    How about this:

  • Supplemental gp value can be made up with the sacrifice of unwilling victims at a rate of 100gp per HD
  • This can only be done for supplemental gp. You can't sacrifice 20 1HD people to make a +1 sword.
  • Non-sentient or willing creatures cannot be used for this purpose
  • The process takes the usual length of time, so 2 days for a +1 sword, so you can't break into a place, do the deed in 20 minutes, and leave with a +1 weapon, You need to have a place ready for the transfer.
  • If I believe the rule is being abused, I'll nix it. Evilness like this should be used judiciously. Make sense? At higher levels, prisoners will have more HD, or you can sacrifice a church full of parishioners in a blazing fire, so I intend to be liberal with this.


  • Roll20 Maps Loot
    Malleck of Alerion wrote:
    My AP has ties to an RMA ;) if you wish to play a female catfolk rogue ;)

    You want him to play your wench?


    Roll20 Maps Loot
    Curaigh wrote:
    I think attempted murder, murder or [defiler] traits work for my budding idea. don't know what class yet, but something where the victims are 'stored' into an item for magic. Black Blade? Animal Focus? Ferral hunter? Forge domain? Crafting spec'd wizard? Mastercrafting assassin/slayer? What is the take on ACG additions or golarion prC (red mantis assassin?)

    I haven't looked at the final ACG classes, but sure.

    If interested in Golarion themed stuff, ask away. We can reskin most things (like the Sable Company Marine example I gave.)

    Make sure you guys end up with a viable party when all is said and done. It's looking good actually. Summoner and AP can tank. Seems like decent caster support.

    Not sure what the plan for healing is, wands I guess?


    Male
    VITALS:
    AC: 23(31), T: 17, FF: 30; HP: 46/46 (DR 6/-); F:6 R:4, W:5 CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
    Fighter 7
    SKILLS:
    Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1
    Grymp wrote:
    Malleck of Alerion wrote:
    My AP has ties to an RMA ;) if you wish to play a female catfolk rogue ;)
    You want him to play your wench?

    Was just an option! =^^=

    The Exchange

    Male N Dwarf Alchemist (Toxicant) 10 | HP: 93/93 | AC: 2520 (14 Tch, 2217 FF) | CMB: +7, CMD: 21 | F: +12/16, R: +12/16, W: +7/11 F: +14/18, R: +14/18, W: +9/13 | Init: +3 | Perc: +15, SM: +2, Darkvision 60' | Speed 20ft | Bombs: 9/16 | Active conditions:

    Hi, just got your message. I'm definitely interested, just need a little time to go through the Player's Guide, and coming up with a character idea...


    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

    Wands it seems, but bards can pick cure spells, anti paladins have somewhat of a healing too.


    Male
    VITALS:
    AC: 23(31), T: 17, FF: 30; HP: 46/46 (DR 6/-); F:6 R:4, W:5 CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
    Fighter 7
    SKILLS:
    Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1
    Grymp wrote:
    Curaigh wrote:
    If that could instead be supplemented with XP, I have a concept brewing. More specifically if the character can supplement it with someone else's XP. Most specifically supplement with deluded but willing thralls or in a pinch unwilling... recruits.

    I find this to be a decent example of this rule "If it is thematic and cool, I may rule for it"

    How about this:

  • Supplemental gp value can be made up with the sacrifice of unwilling victims at a rate of 100gp per HD
  • This can only be done for supplemental gp. You can't sacrifice 20 1HD people to make a +1 sword.
  • Non-sentient or willing creatures cannot be used for this purpose
  • The process takes the usual length of time, so 2 days for a +1 sword, so you can't break into a place, do the deed in 20 minutes, and leave with a +1 weapon, You need to have a place ready for the transfer.
  • If I believe the rule is being abused, I'll nix it. Evilness like this should be used judiciously. Make sense? At higher levels, prisoners will have more HD, or you can sacrifice a church full of parishioners in a blazing fire, so I intend to be liberal with this.
  • I had something similar in one of my own games. Players had to use weapon desecrated/consecrated by deity. In a area to the deity. Altar etc. 50xp per HD. So just helping a bit i hope :)


    Roll20 Maps Loot
    Rogar "Doc" Ironsail wrote:
    Hi, just got your message. I'm definitely interested, just need a little time to go through the Player's Guide, and coming up with a character idea...

    Excellent, I'm not opposed to a 7 person party!


    Roll20 Maps Loot

    It is my intent to try and do this game largely via posting pictures of persons, maps, scenes, etc. via google drive. I have a process figured out for putting .jpgs up on there, but my particular IT situation is such that placing files up there able to be manipulated is a bit beyond my abilities.

    If any of you are experts at such things, your assistance would be welcomed. Once such is posted, I even have trouble manipulating things from my iphone and such. My work has google drive blocked, although curiously not gmail. Small blessings I suppose.

    We'll make it work!


    Roll20 Maps Loot

    Current list:

  • Seth86 - Aldrea (Malleck the Antipaladin)
  • Chyrone - Beads (Xeram the Sorcerer)
  • Jokum - Sir Bastion/Jokum (Taeral the Bard)
  • Diego - (Ratfolk Alchemist?)
  • Curaigh -(Debating?)
  • Alessandra - (Wayang Shadow Summoner?)
  • Rogar - (Debating?)

    Apologies to folks for keeping track of your alternate names for now, it helps me to keep everyone straight by keeping track of where we first met in this virtual space.

    I'm very pleased with the group of 7 that look to play. I have played PBP's with each of you, and have been impressed with the quality and quantity of your posts.

    AP, Sorc, Bard, and Summoner? Looks like a very charismatic group to me. Evil usually is charismatic, so that's nice to see.

    I have thoughts on the healing subject, but you guys can do with it what you want: Infernal Healing doesn't care if you like positive or negative energy. Neither does a Life Oracle's life link.


  • Male
    VITALS:
    AC: 23(31), T: 17, FF: 30; HP: 46/46 (DR 6/-); F:6 R:4, W:5 CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
    Fighter 7
    SKILLS:
    Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

    Thats 4 "?" tsk tsk :P =^^=


    Roll20 Maps Loot

    Yeah, well, I'm the good guy here, so I can't whip people!


    Male
    VITALS:
    AC: 23(31), T: 17, FF: 30; HP: 46/46 (DR 6/-); F:6 R:4, W:5 CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
    Fighter 7
    SKILLS:
    Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

    For once the GM plays the good guys :P wow, what a turn around

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