Hunger in the Darkness - Expedition to the Mines of Zolurket (Inactive)

Game Master Mark Sweetman

A desperate attempt to reclaim the ancestral Dwarvish mine of Tar-Urkatha from the darkness that has engulfed it....


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Male Dwarf Trapsmith Rogue

Love will disable the trap.Taking 10 on this one as it looks to be a simple trap. Disable device, trap finding, MW Tools: {10+11+2+2}=25. Have to fail by 10 to trigger the thing.

Love speaks quietly while he works. "Someone left a present. Tripwire. Looks like just a noisemaker but I'll take it apart to be on the safe side. Won't be a tic."

Re: the back door plan
"We will be a tad exposed moving down the central corridor but it is probably worth it."


Stats:
AC 20/10/20, HP 35/35, F+3 R+1 W+3, Init +0, Per -1

"Let's be sure they don't replace it with something nastier to catch us on the way out. Back of the two story building sounds like a plan."


Minor Crab-beast

The trap is easily dismantled and set aside by Love, and after a short time spent peering into the gloom he leads you along the main thoroughfare. The path is reasonably clear where you walk, but the buildings at each side are little more than rubble. After but a short distance the claustrophobic atmosphere intensifies in the air when you can no longer see any walls... nor the roof as the ceiling elevates as you step deeper and deeper.

It takes a tense few minutes, but you manage to reach roughly where you think you'll need to cut left without any incident. Between the rubble you find a thin alleyway, still choked with debris, but wide enough that you can stand two abreast. Looking at the run of the alley, you wager it will follow through and plant you behind where you intend to travel.


Male Dwarf Trapsmith Rogue

Amble agilely along the alley avoiding alerting anyone.

apparently there was extra something in Love's coffee this morning.


Female Elf Oracle (Life)/7 Swashbuckler (Inspired Blade)/1 HP 55/65 AC 20/T 14/FF 18 Init +3 Perc +14 Fort +4 Ref +7 Will +7/+9 vs. ench. effects

Absolutely. Additional "a's," apparently.


Minor Crab-beast

As all allies avoid any aggravation attributed against barricades brought belligerently beneath carefully contorted calves dextrously deployed delicately, Love leads you along the alley and towards the two storied building where the dark stalkers laid in wait yesterday.

Fickle Hand of Fate:
Stealth: 1d20 + 10 ⇒ (10) + 10 = 20
Perception: 1d20 + 8 ⇒ (5) + 8 = 13

The doughty dwarf picks a careful path and is able to guide even Khepri along a route that avoids too much chance of noise and discovery. The ruins of buildings alongside you begin to slowly gain more structure - a standing wall or more, even some retaining a first floor roof. It does not take long for you to recognize the building where the ambush was laid.

From your approach, you will need to cross into a mostly ruined structure that buts up against the rear of the other. It lacks a second story, but the walls are partially in place. You can see only the fringes of the ambush building, and cover from interceding obstacles makes it difficult to ken much of the internals - but you have yet to spot any inhabitants.


Stats:
AC 20/10/20, HP 35/35, F+3 R+1 W+3, Init +0, Per -1

Feigr moves in behind Love as quietly as he can. He peers into the buildings trying to make out anything in the ambush building. The dwarf fingers his holy symbol waiting for a signal that it is safe to speak or move forward.
1d20 - 1 ⇒ (16) - 1 = 15


Female Elf Oracle (Life)/7 Swashbuckler (Inspired Blade)/1 HP 55/65 AC 20/T 14/FF 18 Init +3 Perc +14 Fort +4 Ref +7 Will +7/+9 vs. ench. effects

Cynara follows, listening intently and taking care to step quietly.


Goliath Druid 17 | AC 29 w/Barkskin (32 v. Giants w/Barkskin)/14/24 | HP 212/212 | CMD 28 (32 v. Bull rush or trip) | F+18, R+10, W+19, (+2 v. Spells, SLAs, and poison) (+4 to saves v. SLA and SU abilities of giant)| Perc25, Init+4 | Darkvision 60’

The mage also follows behind as quietly as he could manage. He waits for Love's instructions as he sees the building ahead of him, knowing the unprotected area was ripe for an ambush.


|| AC 20/T12/FF18 | HP 45/45 | F +6 R +4 W +8 | Init +5 | Perception +12 | Sense Motive +6 | Darkvision 90' || Dwarf (Deep Delver) Inquisitor 6

Padrym follows as well.

Perception: 1d20 + 6 ⇒ (10) + 6 = 16


Male Human Paladin /4 ]Hps 36/36 AC 23 FF 21 T 11 CMD 18 Fort +10, Ref +6, Will +8 Init +1 Per +0

Khepri moves with the group slowly and as quietly as he can knowing stealth is the best option for now. If they stop for any time he uses his detect evil in the darkness in case he can be useful and warn the dwarves that something may be out there.


Male Dwarf Trapsmith Rogue

Love examines the abutting building. How far are we from it? It has to be within 60 for us to see it at all I suppose. How can we enter? Door? Gaps in the walls? Climbing over?

Low voice "Hold up. Let me get a look at that building."

Assuming to objections Love slips forward to outer wall of the abutting building and takes a look in and about.

Stealth +10. Perception +12 please add 2 for traps & odd stone work.


Minor Crab-beast

Love makes a quick recon before returning to the group.

The still intact wall blocks most of the abutting building so you couldn't get a great look at the ambush site - but you did get a clear view of the second floor and are confident that there isn't a sniper there. You'd need to make your approach via either rubble to one side (difficult terrain) or a 5ft doorway that is open at the wall's rough center.

Love didn't see anyone in the ambush building... but his thief's sense is tingling slightly.

Khepri does not get any auras with his evil divining sight.


Stats:
AC 20/10/20, HP 35/35, F+3 R+1 W+3, Init +0, Per -1

When Love returns and describes the situation, Feigr whispers "No one up top? So, think they have an outpost down below or have they already laid a trap for us? I don't have any fancy magic to burn them out, but I think I might be able to compel one of the spirits here to go pick up a stone or two and see if that draws anyone out."

Basically unseen servant. Definitely open to other ideas too.


|| AC 20/T12/FF18 | HP 45/45 | F +6 R +4 W +8 | Init +5 | Perception +12 | Sense Motive +6 | Darkvision 90' || Dwarf (Deep Delver) Inquisitor 6

"If they have an alarm trap set up they must be close enough to hear it and respond. They're probably in another building, assuming we would return to the one they attacked us from before. What's the best building around here to ambush people hoping to ambush people who ambushed people before?"

Female: What?
It makes sense.
Female: To which people?


Minor Crab-beast

The buildings to the left and right of the two story one both have a partially complete first floor. Out of the two you think the left most would provide a better vantage. The other nearby buildings are more rubble than structure.


Male Dwarf Trapsmith Rogue
Steelribs wrote:
"If they have an alarm trap set up they must be close enough to hear it and respond. They're probably in another building, assuming we would return to the one they attacked us from before. What's the best building around here to ambush people hoping to ambush people who ambushed people before?"

Low voiced:"Good thinking but keep your voice down, sounds carry. I'll check the building on the right."

Feigr wrote:
"...compel one of the spirits here to go pick up a stone or two...."

Low Voiced: "No need to bother the dead, do this the old fashioned way."

(Voice: same stealth and perception mods and earlier. Checking the building on the right and then the left if the right comes up empty.)


Stats:
AC 20/10/20, HP 35/35, F+3 R+1 W+3, Init +0, Per -1

Feigr watches Love move forward once more. He readies himself to rush to the dwarf's aid if the enemies spy him.


Minor Crab-beast

Fickle Hand:
Stealth: 1d20 + 10 ⇒ (19) + 10 = 29
Perception: 1d20 + 12 ⇒ (8) + 12 = 20

Love ghosts towards the buildings either side of the original ambush site and finds that the buildings lie uninhabited. Again the mostly intact walls hide many of the nooks and crannies within the central building - but your diligence opens up the potential for approaching the building from either of three sides.

You can come upon the back, left or right of the original ambush site - up to you. Or even stealth out and walk along the original path if you desire to?


Male Dwarf Trapsmith Rogue

Stealth in from the right for a look round.

A shadow among shadows Love slips in unseen


|| AC 20/T12/FF18 | HP 45/45 | F +6 R +4 W +8 | Init +5 | Perception +12 | Sense Motive +6 | Darkvision 90' || Dwarf (Deep Delver) Inquisitor 6

Taking Love's admonishment to heart Padrym holds his position, waiting for the scout to return and signal a clear path.


Minor Crab-beast

Fickle Hand:
1d20 + 8 ⇒ (2) + 8 = 10
1d20 + 10 ⇒ (17) + 10 = 27

Love stalks just within the ambush site and finds the floor relatively clear of clutter. It does not take him long to spot a well concealed Dark Stalker watching the path that the group travelled the day before. He does not yet appear to have noticed you, and is crouched in front of a low wall that stands between you and he.


Male Dwarf Trapsmith Rogue

Oh for a even a small keg of blasting powder.....sigh.

Love flits back to the group.

Assuming safe arrival

low voiced. "The side buildings are clear. Saw one stalker in the actual building. It appears to be alone. Likely a sentry to alert the others. If you lot keep canny I should be able to get you close before it notices."

Assuming agreement.

Love leads the silent band to the rear of the ambush building.


Stats:
AC 20/10/20, HP 35/35, F+3 R+1 W+3, Init +0, Per -1

"We better do everything we can to take it out before it can get a warning off or use that nasty darkness ability. I don't have any spells that will help, but if you get us close, I can charge in and help attack." Feigr creeps up under Love's guidance.


|| AC 20/T12/FF18 | HP 45/45 | F +6 R +4 W +8 | Init +5 | Perception +12 | Sense Motive +6 | Darkvision 90' || Dwarf (Deep Delver) Inquisitor 6

Padrym nods silently and does his best to follow Love's lead.


Goliath Druid 17 | AC 29 w/Barkskin (32 v. Giants w/Barkskin)/14/24 | HP 212/212 | CMD 28 (32 v. Bull rush or trip) | F+18, R+10, W+19, (+2 v. Spells, SLAs, and poison) (+4 to saves v. SLA and SU abilities of giant)| Perc25, Init+4 | Darkvision 60’

"I can blast it, but I don't have enough power to finish it in one bolt. It'd get a warning off," the mage explains to the others.


Minor Crab-beast

Fickle Hand of Fate:
2d20 ⇒ (10, 18) = 28
2d20 ⇒ (1, 12) = 13

Love manages to get the party in close, but just as you round the barricade and bring eyes unto the dark stalker it happens to get up and stretch... and lays eye on the stealthily approaching dwarf. However you are the quicker to react by far and are able to set mind to motion before it puts voice to a cry...

You are roughly 20ft from it - but behind a short wall, so can't charge - but could move into melee. You all get a surprise round action (standard only) before the stalker can. I won't bother with a map at this time.


|| AC 20/T12/FF18 | HP 45/45 | F +6 R +4 W +8 | Init +5 | Perception +12 | Sense Motive +6 | Darkvision 90' || Dwarf (Deep Delver) Inquisitor 6

Quietly vaulting the wall Padrym moves next to the stalker, Magatha held low and ready.

Status:

HP = 39/39
AC = 16/12/15
Speed = 20'
Weapon Equipped = Magatha
Arrows = 20/20
Arcane Pool = 3/3
Magus (Bladebound) Spells(CL 4, 7 melee touch, 4 ranged touch):
2 Mirror Image (DC 14), Glitterdust (DC 14)
1 Shocking Grasp (x2), Shield (DC 13), Enlarge Person (DC 13)
0 Acid Splash, Detect Magic, Prestidigitation (DC 12), Light
Status Effects = None


Goliath Druid 17 | AC 29 w/Barkskin (32 v. Giants w/Barkskin)/14/24 | HP 212/212 | CMD 28 (32 v. Bull rush or trip) | F+18, R+10, W+19, (+2 v. Spells, SLAs, and poison) (+4 to saves v. SLA and SU abilities of giant)| Perc25, Init+4 | Darkvision 60’

"Well, I guess it was meant to be," Dolgrym mutters and fires a blast of arcane force at the stalker, hoping to take its feet out from under it, before the fight started in full.

Magic Missle damage 2d4 + 2 ⇒ (2, 2) + 2 = 6

Topple check 1d20 + 8 ⇒ (19) + 8 = 27


Minor Crab-beast

The stalker is knocked painfully to the ground by Dolgrym's missive.


Female Elf Oracle (Life)/7 Swashbuckler (Inspired Blade)/1 HP 55/65 AC 20/T 14/FF 18 Init +3 Perc +14 Fort +4 Ref +7 Will +7/+9 vs. ench. effects

As Padrym advances and Dolgrym casts his spell, Cynara throws a dagger at the stalker.

Thrown dagger: 1d20 + 5 ⇒ (12) + 5 = 17
Dagger damage: 1d4 ⇒ 1


Male Dwarf Trapsmith Rogue

"...Bugger!"

Love vaults the wall and charges the stalker.

Acrobatics to vault wall as part of charge. Assuming wall is at most 4' tall as it was described as "low" to a dwarf. This makes it DC 16. Acrobatics check 1d20 + 11 ⇒ (15) + 11 = 26. Note may not need to check as we were described as "rounding the barricade" not sure if this barricade is the low wall. Attack dagger, charge, prone target: 1d20 + 3 + 2 + 4 ⇒ (3) + 3 + 2 + 4 = 12. Possible hit vs. flat footed AC so damage, sneak attack: 1d4 + 2d6 ⇒ (4) + (6, 1) = 11. Not bad, but I fear not good enough. Dagger may not be the best choice for a weapon.


Minor Crab-beast

Cynara's thrown dagger nicks the stalker before it drops while the others move up and Love barely misses a dagger thrust.

Just Khepri and Feigr to go.


Male Dwarf Trapsmith Rogue

Well Love never was much of a fighter.


Male Human Paladin /4 ]Hps 36/36 AC 23 FF 21 T 11 CMD 18 Fort +10, Ref +6, Will +8 Init +1 Per +0

Can Khepri even see it?


Minor Crab-beast

Not yet - but you can still get a standard action reaction.


Male Human Paladin /4 ]Hps 36/36 AC 23 FF 21 T 11 CMD 18 Fort +10, Ref +6, Will +8 Init +1 Per +0

Khepri will advance as much as I can in the dark toward him


Stats:
AC 20/10/20, HP 35/35, F+3 R+1 W+3, Init +0, Per -1

Surprise Round

No time to get close...but, there is time to... Feigr fingers his holy symbol of Magrim and breathes "Magrim, we have come to Tar-Urkatha to free the souls of my ancestors. Will you now bring me the hammer of one of your priests of old to smite this intruder on our home." Casts spiritual weapon A shimmering ghostly hammer appears in the air and whistles at the dark stalker, but misses him completely.
Attack 1d20 + 3 - 1 ⇒ (1) + 3 - 1 = 3
Damage 1d8 + 1 ⇒ (5) + 1 = 6
So much for that idea, at least it sticks around two more rounds...


Minor Crab-beast

Khepri shuffles forward as Feigr summons a weapon of force to strike beside the stalker.

The dark one seems to weigh up his options before loosing a keening wail that pierces the black... before doing something you might not have expected. It's hands go up and it lies still, passively prone and at your mercy.

Back to you guys.


Female Elf Oracle (Life)/7 Swashbuckler (Inspired Blade)/1 HP 55/65 AC 20/T 14/FF 18 Init +3 Perc +14 Fort +4 Ref +7 Will +7/+9 vs. ench. effects

Clarification: did it or didn't it make any noise?


Male Dwarf Trapsmith Rogue
Cynara wrote:
Clarification: did it or didn't it make any noise?
Voice wrote:
....before loosing a keening wail that pierces the black...

So yes I think.

"Shut it.."
Love swings his left hand the black leather sap seeming to grow from nowhere as his arm decends. Attack, sap, prone, helpless, flanked target: 1d20 + 3 + 4 + 2 ⇒ (7) + 3 + 4 + 2 = 16 vs ff ac -9 if target counts as helpless.
Damage, sneak: 1d6 + 2d6 ⇒ (4) + (1, 6) = 11 nonlethal.


Minor Crab-beast

It definitely made noise - a high pitched wail.
No need to reroll Love, but the target is prone and flanked - but not helpless.


Female Elf Oracle (Life)/7 Swashbuckler (Inspired Blade)/1 HP 55/65 AC 20/T 14/FF 18 Init +3 Perc +14 Fort +4 Ref +7 Will +7/+9 vs. ench. effects

"Let's get moving. Take him back with us!"


Stats:
AC 20/10/20, HP 35/35, F+3 R+1 W+3, Init +0, Per -1

"I agree, let's get him out of here before they descend on us again." Can I attack with non-lethal with the usual penalty with the spiritual weapon or only lethal? If only lethal, I'll dismiss the spell and go to help Love. If I can attack non-lethal, I'll try to help knock him out. 1d20 + 3 - 1 - 4 ⇒ (9) + 3 - 1 - 4 = 7 for 1d8 + 1 ⇒ (3) + 1 = 4 non-lethal damage.


Minor Crab-beast

I don't see any reason as to why you couldn't get the spiritual weapon to go non-lethal.

The group descends upon the surrendered stalker with sap and flat of blade - bludgeoning it into unconsciousness in relatively short order. Ears bent to the black do not yet pick up any sign or sound of pursuers or rescue party.

Where to from here? - back along the Transept wall to the entrance?


Goliath Druid 17 | AC 29 w/Barkskin (32 v. Giants w/Barkskin)/14/24 | HP 212/212 | CMD 28 (32 v. Bull rush or trip) | F+18, R+10, W+19, (+2 v. Spells, SLAs, and poison) (+4 to saves v. SLA and SU abilities of giant)| Perc25, Init+4 | Darkvision 60’

"We could tie him up and still attempt to take the building we were going for, unless we just want to take him back to the others for questioning."


Stats:
AC 20/10/20, HP 35/35, F+3 R+1 W+3, Init +0, Per -1

"Well, this could be a trap, but I'm willing to help clear the building if the rest of you want to continue."


Male Human Paladin /4 ]Hps 36/36 AC 23 FF 21 T 11 CMD 18 Fort +10, Ref +6, Will +8 Init +1 Per +0

Let's clear it


Minor Crab-beast

For clarity - is this the two storied building in the Stockade?
I'm assuming you'll hogtie the stalker and leave him behind?


Female Elf Oracle (Life)/7 Swashbuckler (Inspired Blade)/1 HP 55/65 AC 20/T 14/FF 18 Init +3 Perc +14 Fort +4 Ref +7 Will +7/+9 vs. ench. effects

If we're clearing out the building, yes. Cynara will want to bring the captive outside when the party leaves, though.

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Minor Crab-beast

Ok folks - please check in and take a seat. The malevolent eyeball will be with you shortly.

First order of the day will be to resolve the mechanical part of the build. Please put up any burning questions that yet remain and I shall respond.

Otherwise - let me know when your crunch is ready for review and I shall have a look. For those that haven't yet - please start posting under your campaign alias.

The confirmed list is as follows:
Balodek - Dwarf Magus (Bladebound) - Ninth Battalion / Sentient Weapon
Ernst "Love" Lowfield - Dwarf Rogue (Trapsmith) - Pathfinder Society
David James Olsen - Human Paladin (Undead Scourge / Warrior of the Holy Light) - Church of Sarenrae
Dolgrym Sharpaxe - Dwarf Transmuter - Highhelm Council
John Woodford - Elven Oracle - Lantern Bearers
Feigr Roarrgun – Dwarf Oracle – Soul Guides

If anyone would like to massage builds or options now that you see the actual make-up, please let me know.

Once we've got the crunchy bits sorted out, we can work together on the background and fluff and make sure that you have a good idea of what your characters know, etc.

Feigr - in answer to your questions in the recruitment thread:
1. Could you please put up the full text for the Drunken curse? I don't have the book so will need to know what the later implications are before properly assessing it.
2. Let me have a closer look at the ability and I'll get back to you. I like the idea, just need to figure out how I'd like to apply it in game.
3. and 4. Are both fine.
5. Yep, I'd be happy for Ancestral Weapon to summon those weapons.


Goliath Druid 17 | AC 29 w/Barkskin (32 v. Giants w/Barkskin)/14/24 | HP 212/212 | CMD 28 (32 v. Bull rush or trip) | F+18, R+10, W+19, (+2 v. Spells, SLAs, and poison) (+4 to saves v. SLA and SU abilities of giant)| Perc25, Init+4 | Darkvision 60’

Woo hoo! Glad to be selected, dm. Here is my sheet. I will update with equipment and any other changes you deem necessary. Can't wait!


Minor Crab-beast

Reposted Build Guidelines for Reference:
1. 3rd Level start
2. 20 point buy
3. Good to Neutral alignment – no Evil
4. HP Max @ 1st, then your choice of roll or average +1
5. Core Races – though I will be taking at least a couple of dwarves
6. Classes - no restrictions
7. Standard WBL
8. Two traits
9. All Paizo content is fine (just give me a book reference), and 3PP may be considered.

In general for equipment - you can assume that anything you can make is at 50% cost for WBL purposes. eg. scrolls, etc.


Stats:
AC 20/10/20, HP 35/35, F+3 R+1 W+3, Init +0, Per -1

Thanks DM VoV! This looks like a great campaign. I'm really looking forward to it.

Answers in Spoiler

DM VoV:

#1
Drunkard
You have a weakness for alcohol in all its forms. At the start of each day, you are staggered until you consume at least one alcoholic drink. If you do not consume at least one drink per hour, you become shaken until you drink again. As long as you are not staggered or shaken, you gain a +2 bonus to saving throws against fear and temporary hit points equal to your oracle level. You cannot regain temporary hit points that you have lost until 24 hours have passed. Once per day, you can consume an alcoholic drink as a swift action to grant yourself a saving throw against an enchantment or fear effect.

That's all there is. The only part that scales by level is the temporary hit points. Unlike some of the other oracle curses, it does not add abilities or weaken the curse as he progresses in level.

#2 - sounds good. The spell itself is on page 346 of the Core Rulebook. The relevant Oracle ability is on page 54 of the APG (Voice of the Grave).

Thank you on #3, 4 and 5.

Liberty's Edge

Cynara checking in; I'll get the alias together and the character sheet finalized tomorrow. Thanks for picking me!


|| AC 20/T12/FF18 | HP 45/45 | F +6 R +4 W +8 | Init +5 | Perception +12 | Sense Motive +6 | Darkvision 90' || Dwarf (Deep Delver) Inquisitor 6

Reporting for duty and happy to be selected. Thank you for the opportunity, this campaign looks awesome! I have everything in my sheet, still checking up on the Magus FAQ for if I need to cast defensively when using Spell Combat or not.

I've looked through your other games, and I have a question. Will you be rolling initiative in a block for all of us or have us roll individually? I've noticed it goes much faster when the GM rolls all initiatives so I just wanted to put forth my vote for that method if possible.


Minor Crab-beast

I'll definitely be rolling initiatives for everyone as a block when we hit combat. A good example of how I run combat is here

I'll roll for all, then put up an 'action tracker' that shows when you'll be acting and then its a bit freeform moving along that tracker (ie. you can act out of order and I'll collate and update as appropriate).

My big failing is a lack of maps at the moment, and while I am looking into map-tools - it wouldn't be for a while. I'm pondering some ways of making it easier for this campaign - as obviously maps will play a large role once you start reclaiming the hold.


Minor Crab-beast

Thanks for the kind words thus far on your expectations, I can only hope that I live up to them...

Feigr:
The Drunkard curse looks interesting and I'm willing to give it a go to start with. If it doesn't work out for any reason then we can always re-build with a different curse.

It will mean that you'll need to be pretty careful with the tracking of your liquor, and for the most part I'd apply the honor system for that. Do you intend to be continually drunk? - or just take the first drink to get over staggered and live with being shaken until you need to take a competent action?

Speak with Dead Answer:
The answer here is a bit dependent on how you see your ancestor's mystery playing out. I can see the speak with dead as more communing with the latent souls that have not yet moved on to the boneyard.
For your Ancestor's mystery how do you interpret it? - do you channel their power only, or are you able to communicate to a degree?
If you can communicate - have you named the ancestors?
Oh and after reading - I hope that Storm of Souls is on your build list somewhere ;)

Padrym:
I think the answer is yes (based on UM wording) - that you have to cast defensively if you want to avoid any AoOs. It has a reference to being able to take an additional attack penalty to get a circ bonus on the casting.

You could always choose to not cast defensively, draw the AoO and hope it misses though.


|| AC 20/T12/FF18 | HP 45/45 | F +6 R +4 W +8 | Init +5 | Perception +12 | Sense Motive +6 | Darkvision 90' || Dwarf (Deep Delver) Inquisitor 6

That combat tracker is perfect, thank you.

I did some more poking, it looks like I need to cast defensively to avoid the AoO, but that I can use Spell Combat and not cast defensively if I'm not in reach. For example, cast Shocking Grasp while 10' away from an opponent. Take a 5' step towards them (you can take a 5' as part of a Full Action, which Spell Combat is).

At this point the rules comes into question. At my level instead of making a touch attack with Shocking Grasp, I can make that attack through my weapon as a free action as part of the casting. The question is, does this mean I get a weapon attack after the 5' step, or my Shocking Grasp is channeled through my next weapon attack that hits and I just get my base number of attacks? I'm inclined to say that I only get my base number of attacks and not the free attack from the casting since I took the 5' step but I've seen it ruled both ways.

If I am only 5' away and cast defensively (or take the Lunge Feat), then I do get the free attack of course.


Goliath Druid 17 | AC 29 w/Barkskin (32 v. Giants w/Barkskin)/14/24 | HP 212/212 | CMD 28 (32 v. Bull rush or trip) | F+18, R+10, W+19, (+2 v. Spells, SLAs, and poison) (+4 to saves v. SLA and SU abilities of giant)| Perc25, Init+4 | Darkvision 60’

DM, would it be possible to spend some of my gold on magical scrolls to try and add them to my spellbook with Spellcraft rolls? If so, I'd buy 10 or so first and second level scrolls and do the rolls in this thread.


Minor Crab-beast

Padrym - are we talking about Spellstrike or Spell Combat?

For Spell Combat if you started 10' away, then yes - it looks like RAW you can avoid needing to cast defensively by taking the 5' step during your action. In this case you would:
Cast - 5' step - make a melee attack and deliver touch spell as per Spell Combat.

Similarly, for Spellstrike if you started 10' away and did not do any other movement - looks like you can avoid needing to cast defensively. Here you would:
Cast - 5' step - make a melee attack which has the damage augmented by the spell cast - have a move action free.

But you can't use both together in the same round.

Does that answer the question or did I mis-understand what the question was?


Minor Crab-beast
Dolgrym Sharpaxe wrote:
DM, would it be possible to spend some of my gold on magical scrolls to try and add them to my spellbook with Spellcraft rolls?

Perfectly happy for you to spend gold on scrolls to add to the spellbook - and no need to roll, just assume success. Obviously the scroll to gain the spell would be at full list price.

I'll cast an eye over the final list by means of review, but shouldn't be any issues.


Goliath Druid 17 | AC 29 w/Barkskin (32 v. Giants w/Barkskin)/14/24 | HP 212/212 | CMD 28 (32 v. Bull rush or trip) | F+18, R+10, W+19, (+2 v. Spells, SLAs, and poison) (+4 to saves v. SLA and SU abilities of giant)| Perc25, Init+4 | Darkvision 60’
DM - Voice of the Voiceless wrote:
Dolgrym Sharpaxe wrote:
DM, would it be possible to spend some of my gold on magical scrolls to try and add them to my spellbook with Spellcraft rolls?

Perfectly happy for you to spend gold on scrolls to add to the spellbook - and no need to roll, just assume success. Obviously the scroll to gain the spell would be at full list price.

I'll cast an eye over the final list by means of review, but shouldn't be any issues.

Excellent. I will be sure to pay full price and will have the final equipment list up this evening.


|| AC 20/T12/FF18 | HP 45/45 | F +6 R +4 W +8 | Init +5 | Perception +12 | Sense Motive +6 | Darkvision 90' || Dwarf (Deep Delver) Inquisitor 6
DM - Voice of the Voiceless wrote:

Padrym - are we talking about Spellstrike or Spell Combat?

But you can't use both together in the same round.

Does that answer the question or did I mis-understand what the question was?

You understood the question correctly, it was based on using Spell Strike and Spell Combat together as a Full Attack action. According to the rule:

Spellstrike (Su):
At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

I've bolded the relevant text. This was a change from the Playtest in which you could not use them together. Normally with Spell Combat I would make a touch attack with the spell, but at second level I can instead make that attack with my weapon. Essentially this becomes two-weapon fighting with a spell and my battleaxe.

Most builds then use a large crit range weapon (scimitar) to take advantage of this, but I have specifically avoided that in order to stay true to my character's background. I also have no intention of using Arcane Mark (cantrip) to get a free attack every round because it's pure cheese IMO.


Minor Crab-beast

Aaah - gotcha. Brain tired after getting to sleep at 2 AM and son waking up at 3AM.

Spellstrike + Spell Combat = two separate weapon attacks against full AC (one with boosted damage).

Spell Combat alone = one weapon attack on AC and one touch attack for spell.

Back to your original question - I would say no difference to if you were standing adjacent to start. Take the five foot step as part of the cast, then take the two attacks (2 x weapon or 1 x weapon and 1 x touch).


|| AC 20/T12/FF18 | HP 45/45 | F +6 R +4 W +8 | Init +5 | Perception +12 | Sense Motive +6 | Darkvision 90' || Dwarf (Deep Delver) Inquisitor 6

Excellent thank you. This is my first Magus so I wanted to get those out of the way before our first combat. When I get home I'll add a section for Magatha's stats and my spellbook contents, then I should be good to go.


Female Elf Oracle (Life)/7 Swashbuckler (Inspired Blade)/1 HP 55/65 AC 20/T 14/FF 18 Init +3 Perc +14 Fort +4 Ref +7 Will +7/+9 vs. ench. effects

I had a couple of questions and comments before moving on to buying equipment. First, re HP, you said roll or take average +1--for a d8, that means 6/die (4.5 average, round up to 5, add 1) or 5/die (same, except round down)? Second, even though the clouded vision curse doesn't specify, I'm playing her as not having good fine resolution, even within 30'.


Male Human Paladin /4 ]Hps 36/36 AC 23 FF 21 T 11 CMD 18 Fort +10, Ref +6, Will +8 Init +1 Per +0

Posting as my Paladin of Sarenrae. Have a few tweaks remaining, but I think I have most of the crunch done.


Male Dwarf Trapsmith Rogue

Thank you for the nod DM eyeball. I'll get love up to third level and equiped ASAP.

This looks like a fun group!


Male Dwarf Trapsmith Rogue
DM - Voice of the Voiceless wrote:


My big failing is a lack of maps at the moment, and while I am looking into map-tools - it wouldn't be for a while. I'm pondering some ways of making it easier for this campaign - as obviously maps will play a large role once you start reclaiming the hold.

We can manage w/o maps if we need to. We'll play this old school! It just means you will have to be obsessive in your descriptions so we can keep everything clear.


Female Elf Oracle (Life)/7 Swashbuckler (Inspired Blade)/1 HP 55/65 AC 20/T 14/FF 18 Init +3 Perc +14 Fort +4 Ref +7 Will +7/+9 vs. ench. effects

I've had reasonable luck with using Google spreadsheets, shrinking the column width to match the row height, and coloring cells to match what the characters see. Here's an EXAMPLE. It can be kind of tedious, though.


Minor Crab-beast

Just popping in with a quick note, weekends I pretty much can only get online in the evenings so answers, crunch review and fluff questions will come then.

For HP, taking average means 5 for a d8, 6 for d10, etc.


Stats:
AC 20/10/20, HP 35/35, F+3 R+1 W+3, Init +0, Per -1

DM VoV

Drunkard:

Severe rationing depends on whether you will allow Enhance Water from Faiths of Purity. I have visions of the other party members trying to sober up Feigr, by hiding or dumping out his alcohol, and having him surreptitiously cast Enhance Water on his water ration in the dead of the night.

Whether you allow it or not, I definitely think he'd be likely to take his drink in the morning and then drink more when the spirits trouble him, especially when he knows he's going to have to call them. If he's constantly drinking, he winds up becoming sickened eventually according to the GMG rules (which is a little worse than shaken):

In general, a character can consume a number of alcoholic drinks equal to 1 plus double his Con modifier (which would be a total of 5 for Feigr) before being sickened for 1 hour equal to the number of drinks above this maximum.

School transmutation; Level bard 1, cleric 1, paladin 1
Casting Time 1 round
Components V, S
Range touch
Target 1 pint of water/level
Duration instantaneous
Saving Throw Fortitude negates (object); [b]Spell Resistance yes
(object)
This spell transforms water into an alcoholic beverage, typically
ale, beer, mead, or wine. The alcohol is of middling quality but
drinkable. The spell also serves to remove poisons, disease,
minerals, and other toxins from the water as it transforms. The
more contaminants exist in the water, the darker the ale and the
more full-bodied the wine. The alcohol content does not change.

This spell does not work on unholy water, potions, or other liquids
with magical power.

Speak with Dead:

I'd been thinking more of the classic Speak with the Dead and either the ancestors' souls would bring (drag?) the appropriate soul or simply that Feigr could draw the appropriate soul back to the body - perhaps even to release it to Magrim once it has answered his questions.

The only way I see Feigr being able to communicate with the ancestors is the Wisdom of the Ancestors revelation. There would be some spells that work this way too - Ancestral Communion, Augury, Divination, Discern Location, etc. Mostly, I see the spirits whispering terrifying things, pleading with him to release them, etc. They might temporarily be helpful (for a spell like Guidance or Ancestral Memory or when you want to use them for a roleplaying moment), but mostly they are not helpful (and drive him to drink).

I would be happy to name a few and come up with some personalities if you'd like to have some playthings.

Storm of Souls:

C'mon 7th level baby!


Minor Crab-beast

I mentioned in the recruitment thread that there would need to be a few minor changes to backgrounds - this is mainly to tally up with what I'd like your characters to know at the start of the campaign, as well as the status of Sangvit within dwarven society.

Most of the dwarven hierarchy consider him a desperate fool. There have been many attempts to reclaim Tar-Urkatha by those better respected and better equipped. They don't want to waste precious dwarven lives on a fools errand - and have therefore refused to openly provide any support.

After Sangvit presented at the Elder-Moot, he proceeded south from Highhelm and boarded a ship in Almas (Andoran) that sailed from there to Absalom, then on to Katapesh. From Katapesh he struck West to Solku - where the campaign will start.

Going over the characters with a rough brush - here is a suggested timeline for when you joined the expedition and why. I know that some of it is repetition of what is already in your profiles, but I wanted to re-confirm.

This is purely a starting point - so please respond with a revised suggestion if you think it fits better.

Cynara:
In line with your already stated background, Indriel sent word to attach yourself to the expedition.
The impetus for them was a battle against some drow that deployed a golem infused with a strange blue crystal. Many elves died under the golem's fists even though the battle was won, and the only word they could force from their foes was Zolurket. Concerned about this potentially new source of strength to their enemy - you have been sent to investigate.
While Sangvit was initially reluctant for an elf to join, the fact that his funds were running low and the Lantern Bearers could provide some funding swayed him sufficiently.
Sangvit doesn't trust you to start with.

Feigr Roarrgun:
Based on your background, I'm assuming the battle of Red Hail was the genesis for both your Oracle mystery as well as your curse? -so since the battle you've felt your ancestors call.
In my mind I see it as you saw your kin cut down one by one, and as the sadness and rage grew you called out to Magrim and became as a lightning rod to the souls surrounding you. This gave you the strength to fight through the battle, though the souls have not gone away.
You can feel your kin close, but also a strong and evil malevolent presence that is growing in intensity and fills your thoughts. The only way to shut out the whispers is through alcoholic oblivion.
Bleyn Blackshield has become your sole confidant of the dark whispers that fill your mind. As they grow to a crescendo and threaten to overcome, Bleyn has told that the only way to quell them is to face them - and challenged you to join Sangvit. Go to Tar-Urkatha and face the darkness.
You joined the expedition in Solku and are considered a closer confidant than the others by Sangvit due to your ties in the region. Up to you whether he knows of the whispers in your head.

Ernst Lowfield:
After your most recent job, Eidelbrecht approached you with a proposition. He heard through the Absalom grapevine of the expedition to Zolurket. He's requested that you join with it and acquire some items from the mines for him. He has told you it is under official auspice of the Pathfinder Society, but you are not convinced. He is interested in some dwarven texts and samples of a dark blue crystal known as Marrowstone.
Sangvit has allowed you to join in Katapesh, but you are not sure if he trusts you or not. Occasionally he has covered up notes or hushed his words when he sees you approach.

Padrym Steelribs:
The Ninth Battalion is not supportive of Sangvit - seeing his quest as a waste of resources that could be put to better use against the orcish threats to the Five Mountains.
However your recently acquired weapon has put a hunger in your mind to seek out Tar-Urkatha. I see Magatha as a mostly empathic weapon at present - she doesn't speak in language yet, more in needs.
Seeing that you would have absconded from duty, you were instead given personal leave to follow your longing by Rockhammer. He is disapproving, but would prefer to see you work out your folly and return than be discharged from the Battalion without honor.
Sangvit appreciates your help, though is suspicious of your axe.

Dolgrym Sharpaxe:
Your father is sympathetic to Sangvit, and considers him a friend. He attempted to speak out in support of the expedition behind closed doors - but could not show open support due to politics. He sent you to help, as he does not want to see Sangvit die.
You were sent after Sangvit after he departed and caught up with him in Almas.
Sangvit is still bitter over the failure of Kaztor to openly support him. However he has allowed you to accompany as he needs all the help he can get.

Khepri of the Dawn:
After the expedition arrived in Solku, they sought an appointment with the Lambent Citadel to see if they would assist Sangvit's mission. You were assigned as a token attache, though the Citadel is clearly not keen on the venture. Although there is great evil, it stays ensconced in its hole and away from the surface. The church sees the gnoll as the more pressing threat.
The church has tasked you with assessing gnoll activity and dealing it a blow if you can.
Sangvit respects you as a Paladin of the Dawnflower - despite the fact you are a human. You are not in his inner circle, but he does consider your opinion important.

Crunch feedback and answers to Feigr to follow in separate post.


Minor Crab-beast

Crunchyness:

General Points:
For all - can I have a summary of your expendable daily resources at the top of the sheet? - something like this
Somewhere in the sheet I'd like an explicit statement of which skills have ranks and how many. (I know some of you have this already)
For XP - I prefer to organically level rather than track individual points. Is that ok with everyone? - I'll basically instruct you when it is appropriate to level.

Padrym:
Noticed you've got 500gp left unspent. For railroad reasons (so the expedition starts underfunded) I'm stating that you can't spend that on resources for anyone but yourself. Hope that's ok?

Cynara:
No issues with you downgrading your vision within 30ft. In some cases I'll give you an extra chance to pick out specific details that 'pop' to you in your vision. Like a religious symbol, or a person that sets off your senses.

Feigr:
I see the 'drink' requirement of the mystery to mean roughly equivalent to a 'standard drink' - so a shot of hard liquor or a mug of ale. So a skin of whiskey would last you a while.
I'm happy with the spell as written, since it's a pretty big drain on resources if you use is at this level.
Before it comes up in play - you'll note that Khepri's mercy is to remove sickened. This works on you, but wouldn't lower your alcohol level - so if the condition is due to drink, having another drink would reassert it. Is that a fair cop?

For speak with dead - I'm keen to allow it in a lot of cases as it opens up some pretty good RP opportunities. As you say - I'd like it to be a 'release' of the tortured soul in question. So it could potentially work on haunts (after you've cured the source) or undead as a means of mercy release of the spirit to Magrim.

For the ancestors, lets play them as a sussurant chorus, where it is difficult to pick out a single voice. You can get inklings and nudges from their general reaction, and then the more advanced abilities can reflect being able to focus your mind on the soulstream better. One of the main reasons I chose you was to be able to play with your ancestral connection - especially in the deeper levels of the mines where there are a lot of tortured voices in need of release.

Whether you give them individual names and personalities is up to you - though I'd suggest we keep it to two or three 'prime' voices to stop it getting too out of hand. If you choose a benevolent ancestor, I can choose the other two ones that will be less so...


Goliath Druid 17 | AC 29 w/Barkskin (32 v. Giants w/Barkskin)/14/24 | HP 212/212 | CMD 28 (32 v. Bull rush or trip) | F+18, R+10, W+19, (+2 v. Spells, SLAs, and poison) (+4 to saves v. SLA and SU abilities of giant)| Perc25, Init+4 | Darkvision 60’

Dm, the history is fine for me. It makes a lot of sense for Dolgrym. I am okay with you awarding XP as you see fit. You'll know when we need to level, I'm sure.

Adding the changes to the sheet now.


Minor Crab-beast

One other item - I've put up a placeholder game thread, mainly so I can get the boards to consider the campaign 'active' and track it on my profile.

For it to do the same for your good selves, you should probably throw up a dot in the game thread. Doesn't need any content as I'll be doing a proper RP'd introduction for you later on, just thought it would be useful to have the campaign show up on your ticker so you don't have to search it out separately.


|| AC 20/T12/FF18 | HP 45/45 | F +6 R +4 W +8 | Init +5 | Perception +12 | Sense Motive +6 | Darkvision 90' || Dwarf (Deep Delver) Inquisitor 6

Everything sounds good, as far as XP and money goes that's fine, I'm trying to figure out what I want to spend my last 500 on, leaning towards a masterwork buckler but I want to hold out for mithral so I'll probably look through my spellbook and see if there are any other 1st level scrolls I want to pick up.


Stats:
AC 20/10/20, HP 35/35, F+3 R+1 W+3, Init +0, Per -1

+1 on leveling when you're ready to have us level. I GM the same way and think its a great way to tie better to the overall story.

Expendable Resources/Temporary Conditions: Added

Ranks: Added

DM VoV:

Background Voices did start in his youth. Otherwise, you have it great. I don't think Feigr will keep the voices secret. In fact, others might even hear voices or feel brushes with them when he uses spells or powers. Some will undoubtedly think him nuts at first. All of which is a long way of saying that I think Sangvit would know. He may not be sure if they are benevolent, malevolent, or both.

Enhance Water That's what I thought too (drain of resources). I agree with your thinking on Khepri's mercy.

Speak with Dead I think that sounds great so I will rework my revelations to work that one in.

Sussurant Chorus We're in agreement here too. I should only be able to assert control through use of resources. You, of course, can use them however you please.

If I get to individuals, I'll put them up for you. I wouldn't have it any other way than a mix of benevolent and not so much...


Male Dwarf Trapsmith Rogue

DM Eyeball.

No problem with organic leveling, prefer it in fact.

Will make sure daily resources are clearly indicated but I don't think Love will have many at the moment.

Intro bit is fine but you changed my contact's gender. No biggie just surprising.

Character leveling and gearing continues.


Minor Crab-beast

Mr Love - gender reassignment surgery was unintended. Eidelbrecht is perfectly fine as the fairer sex.


Goliath Druid 17 | AC 29 w/Barkskin (32 v. Giants w/Barkskin)/14/24 | HP 212/212 | CMD 28 (32 v. Bull rush or trip) | F+18, R+10, W+19, (+2 v. Spells, SLAs, and poison) (+4 to saves v. SLA and SU abilities of giant)| Perc25, Init+4 | Darkvision 60’

DM, Dorgrym is ready for inspection. One note: I bought a half full wand of Mage Armor for half value, if that is acceptable. If not, let me know and I'll sub it out for something. Thanks...


Female Elf Oracle (Life)/7 Swashbuckler (Inspired Blade)/1 HP 55/65 AC 20/T 14/FF 18 Init +3 Perc +14 Fort +4 Ref +7 Will +7/+9 vs. ench. effects

DM Voice--I was actually thinking along those lines as well. Basically, Cynara is the attached string :-). I also (as you may have noticed from our mutual sea voyage) have no problems with organic leveling.


Minor Crab-beast

Dolgrym - half price wand is ok. Will check over the rest of the sheet later.

Given that we're mostly in agreement on the plot thus far I'll aim to get the lead in post up tonight so you can start interacting in character.


Minor Crab-beast

Just a note to let you know that I haven't forgotten about reviewing the crunch on your characters. I will get to that within the next couple of days and before you encounter any enemies of note.

Sangvit will make his appearance once you've all checked into the game thread.


Male Dwarf Trapsmith Rogue
DM - Voice of the Voiceless wrote:

Just a note to let you know that I haven't forgotten about reviewing the crunch on your characters. I will get to that within the next couple of days and before you encounter any enemies of note.

Sangvit will make his appearance once you've all checked into the game thread.

Apoligies for the delay. Home comp having issues. So crunch will be slightly delayed. Did not want to hop in w/o having that done. Current estimate 7-8 pm pacific unless something else blows up.


Minor Crab-beast

No problems Mr Lowfield - I figured that something of the like would be the cause.

Will just reinforce Sangvit's lack of trust :P


Male Dwarf Trapsmith Rogue
DM - Voice of the Voiceless wrote:

No problems Mr Lowfield - I figured that something of the like would be the cause.

Will just reinforce Sangvit's lack of trust :P

Great, don't trust the guy whose job it is to keep the poison darts in the walls and the ceiling away from the floor. Oh this is going to go well.

:7)


Female Elf Oracle (Life)/7 Swashbuckler (Inspired Blade)/1 HP 55/65 AC 20/T 14/FF 18 Init +3 Perc +14 Fort +4 Ref +7 Will +7/+9 vs. ench. effects

He doesn't trust the party's main healer, either ;-).


Male Human Paladin /4 ]Hps 36/36 AC 23 FF 21 T 11 CMD 18 Fort +10, Ref +6, Will +8 Init +1 Per +0
Cynara wrote:
He doesn't trust the party's main healer, either ;-).

Khepri has faith in everyone, that should take the sting off ;)


|| AC 20/T12/FF18 | HP 45/45 | F +6 R +4 W +8 | Init +5 | Perception +12 | Sense Motive +6 | Darkvision 90' || Dwarf (Deep Delver) Inquisitor 6

I trust my axe...


Minor Crab-beast

Don't be too rough on the guy - he trusts the guy that hears voices....


|| AC 20/T12/FF18 | HP 45/45 | F +6 R +4 W +8 | Init +5 | Perception +12 | Sense Motive +6 | Darkvision 90' || Dwarf (Deep Delver) Inquisitor 6

But the voices are real! :D


Male Dwarf Trapsmith Rogue

I give us about a day and a half once we find the entrance.


Minor Crab-beast
Ernst "Love" Lowfield wrote:
I give us about a day and a half once we find the entrance.

Come come now - I'd toy with you for a bit longer than that before putting you out of your misery ;)


Male Dwarf Trapsmith Rogue

To Cynara. Was that "Subtle Love..." meant as sarcasm? It reads either way. No prob as it was an internal statement but I'm wondering.

Mr. Eyeball. I just made up the stuff about the gambling but it might be fun to run with. Go with it or drop it as a distraction?
I was thinking of maybe forming a syndicate with the other players and spreading a number of bets among the larger cartells so no one gets spooked. Might manage a decent return and add a criminal subplot if you want one.

What do you think? 5 to 8 the Eyeball gives it the kibosh?


Female Elf Oracle (Life)/7 Swashbuckler (Inspired Blade)/1 HP 55/65 AC 20/T 14/FF 18 Init +3 Perc +14 Fort +4 Ref +7 Will +7/+9 vs. ench. effects

A bit of sarcasm, yes.

WRT your gambling idea, that'll be the last fight of the campaign: the party, fresh from having cleaned out the mines and reestablished the dwarven city, is on its way back to Solku. And every bookie in the town realizes that the payout will bankrupt them, so they hire a mercenary army to stop the party in the mountains....


|| AC 20/T12/FF18 | HP 45/45 | F +6 R +4 W +8 | Init +5 | Perception +12 | Sense Motive +6 | Darkvision 90' || Dwarf (Deep Delver) Inquisitor 6

We clean out this dungeon and turn it into a new (old) dwarven stronghold I don't think any little army is going to stop us. :D


Female Elf Oracle (Life)/7 Swashbuckler (Inspired Blade)/1 HP 55/65 AC 20/T 14/FF 18 Init +3 Perc +14 Fort +4 Ref +7 Will +7/+9 vs. ench. effects

OK, so it'd probably look like the Axe Gang fight in Kung Fu Hustle. As long as the bookies didn't hire someone really tough.


Goliath Druid 17 | AC 29 w/Barkskin (32 v. Giants w/Barkskin)/14/24 | HP 212/212 | CMD 28 (32 v. Bull rush or trip) | F+18, R+10, W+19, (+2 v. Spells, SLAs, and poison) (+4 to saves v. SLA and SU abilities of giant)| Perc25, Init+4 | Darkvision 60’

Love that flick, Cynara...

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