Kingmakers of the Everflame (Inactive)

Game Master McBugman

Kingdom Errata
Regional Map
Local Map
XP: 6594


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Grand Lodge

Male Dwarf Hunter 2 Male Dwarf Hunter 3 | HP 15/26 | Speed 20ft | AC 17 : T 13 : FF 14 | F +6 : R +6 : W +5 | Init +5 : Per +9 | CMB +4 : CMD +17 | Animal Focus 5/3 | Active Conditions: Animal Focus: Tiger (+2 Dex)
Info:
Composite Longbow +2 (+5(6)/1d8+2(3)/*3/100ft/P); Glaive (+4/1d10+2/*3/S/R) | HA +12; Heal +10; Kn(N) +6; Per +10; Ride +8; St +8; Su +10 | S 14; D 16; C 14; I 10; W 18; C 6

Wendell should be able to camouflage the cart and our camps pretty well.

And I'm not opposed to one wagon, we will be close to Oleg's post if we have to unload.


Inactive

One cart seems like the best choice with being so close to Oleg's. It's easier to hide one and if we have to ditch and run we're not losing as much. Bringing both guard dogs is a good idea.


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map
Aleksara wrote:
OK...this would be hilarious if there weren't enemy arrows raining down on us! =/ How hard would it be to get my horse combat-trained?

300gp for a heavy combat trained horse and 110gp for a light combat trained horse. It didn't come up before but it'd make sense if Kresten and his 3 men rode combat trained horses. They might sell some now that they're site bound with the right diplomacy.


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0
GM Shai Hulud wrote:
Aleksara wrote:
OK...this would be hilarious if there weren't enemy arrows raining down on us! =/ How hard would it be to get my horse combat-trained?
300gp for a heavy combat trained horse and 110gp for a light combat trained horse. It didn't come up before but it'd make sense if Kresten and his 3 men rode combat trained horses. They might sell some now that they're site bound with the right diplomacy.

Considering how many outdoor combats we have had... paired with lances... it would be well worth the cost.


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

Yeah I was thinking earlier today how awesome a campaign this is for a mounted class.


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

Just an FYI for those looking for more games to play:

*I'm in a current Hell's Rebel's game that is still going that needs
2 new players. If interested look here:
Hell's Rebels.

*I am trying to join a new Game of Iron Gods that is forming. The GM was
a fellow player in an Iron Gods game that went defunct earlier this
year. He was a good role player and should be good GM IMHO. If interested
in applying see here:
New Iron Gods PBP.

That's it!

Continue with your regularly scheduled discussion.
=)

Grand Lodge

Male Dwarf Hunter 2 Male Dwarf Hunter 3 | HP 15/26 | Speed 20ft | AC 17 : T 13 : FF 14 | F +6 : R +6 : W +5 | Init +5 : Per +9 | CMB +4 : CMD +17 | Animal Focus 5/3 | Active Conditions: Animal Focus: Tiger (+2 Dex)
Info:
Composite Longbow +2 (+5(6)/1d8+2(3)/*3/100ft/P); Glaive (+4/1d10+2/*3/S/R) | HA +12; Heal +10; Kn(N) +6; Per +10; Ride +8; St +8; Su +10 | S 14; D 16; C 14; I 10; W 18; C 6

I have a busy day tomorrow and may not be able to post. Hope you don't mind that I posted before the initiative turn.

Grand Lodge

Male Dwarf Hunter 2 Male Dwarf Hunter 3 | HP 15/26 | Speed 20ft | AC 17 : T 13 : FF 14 | F +6 : R +6 : W +5 | Init +5 : Per +9 | CMB +4 : CMD +17 | Animal Focus 5/3 | Active Conditions: Animal Focus: Tiger (+2 Dex)
Info:
Composite Longbow +2 (+5(6)/1d8+2(3)/*3/100ft/P); Glaive (+4/1d10+2/*3/S/R) | HA +12; Heal +10; Kn(N) +6; Per +10; Ride +8; St +8; Su +10 | S 14; D 16; C 14; I 10; W 18; C 6

Just to clarify, I have no issues as a player interrogating enemies for information.

Wendell is not wholly against torture either, but has a blurry and undefined line he will not cross.


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

Just a couple comments on recent developments...

On torture
Alfentinius is not a good person. He wants very much to make people like him and doesn't quibble as to whether he lies to them, tells the truth, or forces them to like him through magic. When it comes to torture he doesn't really think its a very efficient technique and doesn't make much sense to use when better methods are available. But if it has secondary purposes such as making one of his friends (i.e. Aleksara with bandits), feel better than he has no complaints... He thinks of people in much the same manner as he does animals in this. Ranchers don't feel bad when they brand cattle, or butcher cows. Besides if he supports her in this, won't Aleksara like him Alfentinius better in the long run?

Story line
Alfentinius is having a "plotgasm" right now. He thinks of himself more as a Fey than a humanoid in many ways and it's reflected strongly in his build.
1.Gnomes in Pathfinder are descendants of fey that came to the mortal plain long ago.
2.Fey Bloodline
3.Fey Foundling Feat
4.Fey-taken Drawback
5.Noble born (Medvyed) This house is known for its interactions with Fey

So between meeting the mites, Hearing about the Fey queen, and that the parties main adversary is a fey prince; the little gnome is very happy with these developments. Alfentinius is all about getting entangled with fairy politics.


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

Gooooood, I'm excited for it to unfold. This AP is quite loved and I've been able to read a lot of good discussion on it.


Inactive

My tablet died, my printer died, and I'm sick so my posting will be severely limited for the next few days.


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

Any chance our XP wandered up to the point of leveling to 3rd?

3rd level is kinda important to my character development!

=)


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

It did wander up! But not that far yet, I'll update the count tomorrow.


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

OK!

I hope everybody realizes Aleksara is kinda emotional now. All Decisions are still up to you as far as direction from here for each of you. She just thinks her suggestion is the better course right now. That doesn't mean it is.

Let me know what you think?

Personally...I would rather challenge a souped-up 'mystical' bear-thing right now than try to Mission Impossible ourselves past an army of alert bandits to challenge a possible Half-Fey king.

Once the lands around Oleg's are more in the hands of civilization (and we've earned a couple more levels) then we can try and do the Mission Impossible thing.


Stats:
CG Bloodrager(Shadow) 2 | HP: 32/32 | AC: 15 (T: 12, F: 13) | CMB: +6, CMD: 18 | F: +5, R: +3, W: +2* | Init: +2 | Perc: +5 | Speed 40ft | Effects:

Don't suppose you've read the Malazan book of the fallen Aleksara?

I agree we should deal with the immediate area first and the smaller threats around us. Then punch the stag lord in the face in a level or two.

For a start we can explore the last hex between us and Olegs and then nip back if we want?

On another note, what was the scale on the map? Would a..

Signal Horn:
Sounding a horn requires a DC 10 Perform (wind instruments) check and can convey concepts such as “Attack!”, “Help!”, “Advance!”, “Retreat!”, “Fire!”, and, “Alarm!” The report of a signal horn can be clearly heard (Perception DC 0) up to a half-mile distant. For each quarter-mile beyond, Perception checks to hear the horn suffer a –1 penalty.

... be a good shout at Oleg's?

Grand Lodge

Male Dwarf Hunter 2 Male Dwarf Hunter 3 | HP 15/26 | Speed 20ft | AC 17 : T 13 : FF 14 | F +6 : R +6 : W +5 | Init +5 : Per +9 | CMB +4 : CMD +17 | Animal Focus 5/3 | Active Conditions: Animal Focus: Tiger (+2 Dex)
Info:
Composite Longbow +2 (+5(6)/1d8+2(3)/*3/100ft/P); Glaive (+4/1d10+2/*3/S/R) | HA +12; Heal +10; Kn(N) +6; Per +10; Ride +8; St +8; Su +10 | S 14; D 16; C 14; I 10; W 18; C 6

As a player I think we should at least explore the hexes that we originally set out to explore. I also realize that we may not be powerful enough yet to take on the Stag Lord, and wouldn't want anyone to die because we confronted him too soon.

Once the immediate area is complete, we could explore our way down to the Stag Lord's area, or at least put ourselves between him and Oleg's. That way we would stand in defense of our outpost, be gaining experience as we moved, and be moving towards our foe all at once.

You know I'm up for whatever is decided.


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

As an ooc, you do get experience for clearing hexes in addition to whatever encounters happen along the way, so building the map itself is beneficial from a character development standpoint as well as for the story.


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

On a personal NOTE: I just realized Wayfinder #16 has finally come out!

LINK: Wayfinder #16! (Numeria!).

See if you can detect MY writing! (NOTE they split my Article into 2 different parts and combined them with some other writers' work, however the 'meat' of what I wrote is still there. Enjoy!


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

Unless one of us has/gets the feeling we are missing something here, I think it's time to keep moving?

I say let's mark this hex as the "Alchemist's" territory for now and move on to the next area.

What do the rest of you think?


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

Unless you guys are dying to RP some conversations, all this has is meeting an important NPC who can brew any lvl 2 or lower potions for you.

Grand Lodge

Male Dwarf Hunter 2 Male Dwarf Hunter 3 | HP 15/26 | Speed 20ft | AC 17 : T 13 : FF 14 | F +6 : R +6 : W +5 | Init +5 : Per +9 | CMB +4 : CMD +17 | Animal Focus 5/3 | Active Conditions: Animal Focus: Tiger (+2 Dex)
Info:
Composite Longbow +2 (+5(6)/1d8+2(3)/*3/100ft/P); Glaive (+4/1d10+2/*3/S/R) | HA +12; Heal +10; Kn(N) +6; Per +10; Ride +8; St +8; Su +10 | S 14; D 16; C 14; I 10; W 18; C 6

If anything, Wendell is dying to avoid further conversation.


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

Welcome to Hexploration! (sigh)

Kinda like an advent calendar. I get that there's only so much role play you can do with waking up, riding a horse, having lunch, going to bed... This is one of the two complaints I've been able to find for this AP so if it's feeling like a trudge for you guys too we can progress differently once you check back in at Oleg's, the 4 remaining that you planned to charter when you set out won't take too long.

You've mentioned interest in the Temple, so we could drive towards that more traditionally and check off the stuff that's on the way while passing through rather than simulating exhaustive research. I'd much rather run an engaging game over a by-the-book game.


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

Either way is fine by me.

=)


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

Alright! Looks like we have a plan, if there isn't any other work people want to do in these three days you can start heading out.


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

Guessing you'll go E > L > R > Y to get to the Mites first?


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

I think that works for me?
=)

Grand Lodge

Male Dwarf Hunter 2 Male Dwarf Hunter 3 | HP 15/26 | Speed 20ft | AC 17 : T 13 : FF 14 | F +6 : R +6 : W +5 | Init +5 : Per +9 | CMB +4 : CMD +17 | Animal Focus 5/3 | Active Conditions: Animal Focus: Tiger (+2 Dex)
Info:
Composite Longbow +2 (+5(6)/1d8+2(3)/*3/100ft/P); Glaive (+4/1d10+2/*3/S/R) | HA +12; Heal +10; Kn(N) +6; Per +10; Ride +8; St +8; Su +10 | S 14; D 16; C 14; I 10; W 18; C 6

I really like the repeated references to the "human scourge" and wonder what our draconic-speaking ulfen paladin thinks about it. There is something nefarious about Alfentinius' fey charm.


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

Does that make me half a scourge? A scourglette? Psudo-Scourge?


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

While Alfentinius doesn't have any problems with humans, it's pretty easy to pass the party off as being nonhuman. Jerrik is part dragon although Alfentinius may at some point try to "explain" to someone somewhere that Ulfen are actually part giant. Arim is part shadow, Aleksara part Elf, and Wendell is of course dwarf. The mixture of races makes it easy to characterize us as being friendly to other races. Especially with our new tagger alongers.


Inactive

As I player I'm enjoying it very much. As a character, Jerrik struggles with it a little bit. Mostly from knowing his kind is the bigger threat in a lot of cases. He also doesn't really see himself as attached to other humans as he tries to stand apart from them. Years of seeing men's failures and follies have pushed him to be better than the rest. Or that might be the gold dragon side of him pushing through. The trick to dealing with lessers isn't to lower your expectations, it's to raise them. That's the basic philosophy that drives Jerrik.


Inactive

Also, now is probably a good time to bring up my plans for Jerrik. Next level will be Oracle for the Life mystery and the Life link power. The real question is the Curse. I'm not sure a third party curse would be acceptable but if so I'm leaning towards Merciful. Otherwise I'm open to suggestions. There are a couple that would fit but I'm having g a hard time choosing so opinions are welcome.


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

A Paladin/Oracle?

Interesting.

Curse...?

How about a unique one?

Dragon-Blooded! (A new Oracle Curse for Jerrik!)

Those Oracles cursed with dragon-blood must now live up to their ancestor's intrinsic greedy nature. They must maintain a unique hoard of coins and gems! They must keep it secret and hidden as much as possible, however they need not maintain the hoard on their person if they feel it is safe. The hoard is used to meditate with to help regain the oracle's spells and other abilities each day. The value of the hoard must be maintained to at least at 100gp per caster level of the Oracle. This hoard cannot be spent, traded from, or used as a bank in any way. If the Oracle looses even 1 copper of his hoard, he cannot regain spells or abilities each day until what was lost is found and returned to his hoard. If a hoard (or part of it) is destroyed, it can be replaced normally, but the Oracle is considered to have an automatic negative level for at least a month afterward.

Effect

At 5th level, you gain the Scent special ability and a +2 racial bonus to Knowledge (Arcana) and Spellcraft checks.

At 10th level, you gain some of your ancestor's resistance to energy (Pick one: Fire, Acid, Cold, or Electricity) with a total resistance of 10.

At 15th level, you can add the 'Dragon Breath' spell to your list of spells known. You can ignore the material component of this spell for your chosen energy type.

Ok... Take it or leave it. But let me know what you think!
=)


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

Intriguing, ya know I'll actually consider it. Jerrik, up to you. The negative level is brutal in a "GM likes it" way. Also if Jerrik persues the ruler position... dragon blooded Oracle/Paladin king with a secret horde of treasure... would be so juicy!

And Oracle Paladin is equally intriguing, are you thinking only the two level paladin dip or a small oracle dip or mixing it more 50-50?


Inactive

The idea is to take the Scaled Disciple feat which allows me to qualify for the Dragon Disciple prestige class with divine spells. That combined with the Eldritch Heritage feats (orc) will boost his Strength pretty high. The big picture is high strength, lots of natural attacks, and Life link with swift healing. If I can pull off the Ulfen Guard prestige class as well, he'll add rage and more natural attacks through rage powers.


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

I'm just curious Jerrik, did you ever consider just doing going the Dragonheir Scion (Fighter Archetype)?

It's pretty straightforward and you don't lose a bunch of BAB to get it. No spell-casting really, but you don't need to gain the Oracle's curse or do the Dragon Disciple Prestige class either. You can still do the Eldritch Heritage Feat too if you wanted.

You could have also (like me) taken a Variable Multiclass (VMC) and gained your Drcaonic abilities as your 3rd, 7th, and 11th level feats from the sorcerer's Dragon bloodline.


Inactive

It was more of a I saw a particular build I wanted to mess around with moment than anything else.


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

AH! Yes...I do understand that. That's basically where Aleksara comes from!
=)


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

Throw Splash Weapon
A splash weapon is a ranged weapon that breaks on impact, splashing or scattering its contents over its target and nearby creatures or objects. To attack with a splash weapon, make a ranged touch attack against the target. Thrown splash weapons require no weapon proficiency, so you don't take the –4 nonproficiency penalty. A hit deals direct hit damage to the target, and splash damage to all creatures within 5 feet of the target. If the target is Large or larger, you choose one of its squares and the splash damage affects creatures within 5 feet of that square. Splash weapons cannot deal precision-based damage (such as sneak attack).

You can instead target a specific grid intersection. Treat this as a ranged attack against AC 5. However, if you target a grid intersection, creatures in all adjacent squares are dealt the splash damage, and the direct hit damage is not dealt to any creature. You can't target a grid intersection occupied by a creature, such as a Large or larger creature; in this case, you're aiming at the creature.

If you miss the target (whether aiming at a creature or a grid intersection), roll 1d8. This determines the misdirection of the throw, with 1 falling short (off-target in a straight line toward the thrower), and 2 through 8 rotating around the target creature or grid intersection in a clockwise direction. Then, count a number of squares in the indicated direction equal to the range increment of the throw. After you determine where the weapon landed, it deals splash damage to all creatures in that square and in all adjacent squares.


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

Yeah...I should have figured I was wrong.


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

So fun.. side note... in our last shipment we received 10 acid flasks... (Alfentinius had suggested Acid because it was less likely to start forest fires). So each of us should be carrying 2 of those. At the very least there would be a case of them sitting in the wagon.


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

Everybody OK? There seems to be a slow-down. Problems? The web-site seems MOSTLY stable now.


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

New HPs: 1d8 + 1 ⇒ (2) + 1 = 3

OK...I guess I'm taking the second option this time around:

HD d8= 4+ 1 + 1 = +6 HPs.

Leveled.
Details later.


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

HP: 1d6 + 4 ⇒ (6) + 4 = 10 Very Nice...

+1 Fort and Relfex

Special Abilities
Woodland Stride (Ex): At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

Wild Empathy: At 3rd level, gain wild empathy, treating character level as effective druid level.

Spells
1st level spells/day goes to six

Identify and Sleeps get added to Spells Known

Skills
+1 Bluff
+1 Diplomacy
+1 Knowledge Nature
+1 Spellcraft
+1 Handle Animal Background Skill
+1 Linguistics Background Skill


Stats:
CG Bloodrager(Shadow) 2 | HP: 32/32 | AC: 15 (T: 12, F: 13) | CMB: +6, CMD: 18 | F: +5, R: +3, W: +2* | Init: +2 | Perc: +5 | Speed 40ft | Effects:

"Wahoo, level up!"

Goes to check Bloodrager Lvl 3

"Oh..."

I'll update with my oh so exciting level 3 this evening


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

Don't forget your 3rd level feat! Unless you are a VMC like me and Al.

=)

Grand Lodge

Male Dwarf Hunter 2 Male Dwarf Hunter 3 | HP 15/26 | Speed 20ft | AC 17 : T 13 : FF 14 | F +6 : R +6 : W +5 | Init +5 : Per +9 | CMB +4 : CMD +17 | Animal Focus 5/3 | Active Conditions: Animal Focus: Tiger (+2 Dex)
Info:
Composite Longbow +2 (+5(6)/1d8+2(3)/*3/100ft/P); Glaive (+4/1d10+2/*3/S/R) | HA +12; Heal +10; Kn(N) +6; Per +10; Ride +8; St +8; Su +10 | S 14; D 16; C 14; I 10; W 18; C 6

HP: 1d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8 (Includes favored class)

BAB +1, Will +1

Skill points: 6 (+1 Climb, Heal, Knowledge (Nature), Perception, Ride, Survival)

Background skill points: 2 (+1 Handle Animal, Traps)

Spells: +1 1st level spell/day

Feat: Weapon Focus (Longbow)

Class Features: Hunter Tactics, Teamwork Feat: Lookout


Stats:
CG Bloodrager(Shadow) 2 | HP: 32/32 | AC: 15 (T: 12, F: 13) | CMB: +6, CMD: 18 | F: +5, R: +3, W: +2* | Init: +2 | Perc: +5 | Speed 40ft | Effects:

HP: 1d10 + 2 ⇒ (5) + 2 = 7

Feat= Furious Focus

+1 BAB, +1 Ref, +1 Will, Blood Sanctuary,

Ride x2,
Perception,
Climb,

Craft: Jewelry x2,

FCB: +1HP


Inactive

HP: 1d8 + 2 ⇒ (8) + 2 = 10

[Warsighted/Inerrant Voice] Oracle 1

Knowledge (arcana) 2
Knowledge (nobility) 2 {background skills}
Sense Motive 2

+2 Will

Martial Flexibility

Curse: Merciful

Mystery: Life

Oracle Spells
1 - cure light wounds, remove fear, shield of faith
0 - create water, enhanced diplomacy, light, mending, stabilize


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

You left the glade with 23 functional traps and 2 broken. Aleksara started smelting the broken ones down but the functional traps were simply stored.

Grand Lodge

Male Chett the Tiger | HP 4/22 | Speed 40ft | AC 19 : FF 13: T 13 | F +4 : Ref +7 : Will +2 | Init +4 : Per +2 | CMB +3: CMD +17 | Active Conditions: None
Info:
Bite (+4/1d6+2); 2 Claws (+4/1d6+2) | Acrobatics +8; Stealth +8; Survival +6 | S 14; D 18; C 13; I 2; W 15; C 10

HP: 1d8 + 1 ⇒ (4) + 1 = 5

+2 Natural Armor bonus to AC

+1 Str/Dex bonus

+1 bonus Trick

Special: Evasion

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