PFS 0-13 Prince of Augustana, Table A (Inactive)

Game Master DrGabe

A long lost prince has been found. Now the Pathfinders are called upon to figure out the mystery.


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Scarab Sages

Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 28, T 17, F 25 | CMB +18 (+26 with heavy blades), CMD 35 (38 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none

While they're waiting for the VC, Eadie goes to pull her whetstone out of her backpack, but remembers the blade already has a keen edge from the weeks she spent honing it on the way back from Razmir.

Note to Eadie: +1 whetstone damage to falchion’s first hit

Suddenly she stops and slaps her forehead as she remembers …

“Ru, I didn’t tell you how I got this bruise on my chin, did I? Do you still care?”

Eadie ploughs on regardless of the elven crypt-breaker’s response.

“Lore, I decided to take a leaf out of the complete book of gnomes and try something a little bit daring.”

“Has anyone got any tattoos?”

“I visited the Docks district to get one done on my back.”

Eadie holds up a sketch. “I did my own design – it’s a Razmiran mask, with a baby drake snaking through the eye holes. It’s got a falchion blade sticking down through the mouth like a tongue, dripping blood onto a demon skull, with the slogan:

NO RULES - NO LIMITS – NO FEAR

emblazoned across the mask.”

Eadie looks down and shuffles her feet a bit.

“But in the end I chickened out. I saw the tattooist’s needle and passed out, hitting the floor with my chin. I REALLY don’t like needles.”

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grimdoc raises an eyebrow as he listens to Eadie's dialog.

"Eadie, girl? Are you feelin ok? You seem a bit on edge. Are worried about them sewers or this man's story or somethin else buggin ya? . "

Grim half chuckles

"Everything will be ok. And you made a wise choice not to get the tattoo. Too much of that business goin on these days. First the Varisians, then cursed tattoos from Lissilan cultists and dead Runelords. Nope, dunno if we need more tattoos. We could use better shoes maybe. So save yer silver for new shoes. I am sure ours will be in bad shape after a trek in the sewers or I ain't...well I ain't somebody that knows shoes stink if they go into sewage.Harhhhh . "

Scarab Sages

Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 28, T 17, F 25 | CMB +18 (+26 with heavy blades), CMD 35 (38 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none
Brother Grimdoc wrote:
"Are worried about them sewers or this man's story or somethin else buggin ya?"

“Not really, Grim. I had a hunch (or more likely just wishful thinking) that the Prince might be some kind of time traveller OR the portal he mentioned leads to a parallel Golarion or something.”

The young woman looks a bit embarrassed.

“Pretty far-fetched I know. But I LOOOVE time travel stories, especially ones where the traveller is a doctor!”

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

holy tardis, batman! lol.. love the reference, eadie

"I could SO be a great companion for a doctor like that! I am after all a healer." Lore gives Eadie a mischievous wink.

"I'm not looking forward to trekking through sewers... after all, if it's deep, I'd have to swim when you folks are only waist deep in the stuff... not pleasant to contemplate. I hope we can all get 'prestidigitated' when we get out!"

Scarab Sages

Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 28, T 17, F 25 | CMB +18 (+26 with heavy blades), CMD 35 (38 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none

Eadie thinks over what the priestess of the Healing Flame has said. “Because you’re a healer – you could BE the doctor yourself, Lore! It might get cold on your travels though, so I’ll knit you a scarf. A long one!”

If I knew how to knit that is. Aunt Alix didn’t teach me too many practical skills.

Eadie taps her index finger against her lips as she thinks.

“You might get lonely on your travels, Lore. A companion who doubles as a bodyguard might be helpful! A young girl you could mentor … who’s wild … but good with blades.”

“What a pity we don’t know anyone like that!”

The Exchange

Half-Goblin

The Prince continues to just stare into the distance and past Eadie.

Yes you can apply silver to your weapon if you choose.

In your short time around the city, you can't help but hear about the Steel Wyverns. They were once the most powerful criminal organization in the city, but they have been in decline for decades. Now they are a rag-tag gang of thugs and petty crooks. The wyverns prefer to fight with spiked chains, which they call “Wyvern stings.”

One of the VC's aides hands you a map of where they think the Prince emerged from the sewers, near the docks.

Perception or Knowledge Local.

Scarab Sages

Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)

Perception 1d20 + 9 ⇒ (19) + 9 = 28

Ruprecht looks at the map, seeing if any landmarks jump out at him.

Scarab Sages

Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 28, T 17, F 25 | CMB +18 (+26 with heavy blades), CMD 35 (38 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none

Eadie hangs over Ruprecht's shoulder, looking at the map to see if there's anything the alchemist might have missed.

It doesn't take long for her to realize that he's got it under control.

Aid Ruprecht's Perception: 1d20 + 8 ⇒ (10) + 8 = 18

EDIT: Wow, we have some pretty good Perception modifiers in the group. Hopefully that means we won’t be taken by surprise. ;)

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

perc: 1d20 + 11 ⇒ (17) + 11 = 28

Lore examines the map as well, standing on tippy toes to see it, as it is held up by a tall one.

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Looks like perception covered.

KN;Local: 1d20 + 2 ⇒ (3) + 2 = 5 to recall anything about the city and the gang.

Dark Archive

Taking a last pull from the sour smelling twist, he uncerimoniously extinguishes it under his sandal. "I know a little about that area, I've spent some time on those docks. We can get that tattoo while we are there. I need to get this one finished as well." He rolls up his sleeve to show a partially completed tattoo of what appears to be two stray dogs fighting an eagle. A full color representation of a very lurid and very ugly woman appear to be filling the space needed to finish the piece. "I know a guy," he finishes with a wink.

Knowledge: Local: 1d20 + 5 ⇒ (3) + 5 = 8

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

"Seems you and I spent a lot of time in the same places, Lhug ." Grim says with a wry grin.

The Exchange

Half-Goblin

Ruprecht, Eadie, and Lore spend the rest of the morning arguing about who had the best rout to the sewer entrance. The trio nearly run to the end of the docks and jump into the water. They easily find the entrance to the sewers. Within seconds they each find a break in its grates, easily allowing the party to enter the sewers.

You can see some light some 200 feet up ahead. However, the tube is about ten feet wide with no walkway. In order to make some headway, you are going to have to enter the muck.

DC11 Fort save vs disease if you enter the water. No save needed if you somehow convince me you don't "emerge" yourself in the fetid water.

Liberty's Edge

Male Aasimar Cleric 4 | HP 35/35 | AC 18 | T 13/FF 11 | F+7/R+3/W+9 | Init +5 | Perc +4

eyeroll

"if we must, we must and I admit I am intrigued"

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

fort: 1d20 + 6 ⇒ (19) + 6 = 25

Liberty's Edge

Male Aasimar Cleric 4 | HP 35/35 | AC 18 | T 13/FF 11 | F+7/R+3/W+9 | Init +5 | Perc +4

Back into the muck. I do not like muck.

fortitude save: 1d20 + 4 ⇒ (20) + 4 = 24

Dark Archive

"I told you we should have gone the other way!"

fortitude save: 1d20 + 5 ⇒ (15) + 5 = 20

Scarab Sages

Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 28, T 17, F 25 | CMB +18 (+26 with heavy blades), CMD 35 (38 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none

The young warrior takes an interest in Lhug-mor’s tattoos, but the thought of watching a tattooist’s needle working under one of her companion’s skin makes her feel a bit queasy.

She tries to shift the conversation a little while looking at the scarred warrior’s body art. ”What’s the significance of that particular theme, Lhug-mor?”

Later …

Eadie stands directly opposite Ruprecht and holds her edge of the map down so Lore can see it too. She looks up sharply, because from her perspective ...

“You’ve drawn the map upside-down, Ruprecht! No wonder we keep getting lost.”

Once they finally arrive at the tube entrance, Eadie chugs her Antiplague, clips her Wayfinder to her belt, pinches her nose with her left thumb and forefinger and enters the water.

Fortitude + Antiplague: 1d20 + 6 + 5 ⇒ (6) + 6 + 5 = 17

Ugh. How deep is it?

In a high-pitched nasally voice. “I’ll need light from my Wayfinder to see, unless someone’s got a bright idea.”

Perception: 1d20 + 8 ⇒ (3) + 8 = 11

Dark Archive

"We should at least pretend to be quiet and check for hazards... After you..."

aid perception: 1d20 + 4 ⇒ (16) + 4 = 20

stealth: 1d20 + 0 ⇒ (15) + 0 = 15

Dark Archive

Eadie Navhelan wrote:

She tries to shift the conversation a little while looking at the scarred warrior’s body art. ”What’s the significance of that particular theme, Lhug-mor?”

"It's dogs...dogs fighting eagles. And this is...my sister. What else do you need? "

Scarab Sages

Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)

Ruprecht takes a dip in the fetid water as well.

Fort 1d20 + 4 ⇒ (14) + 4 = 18

He checks the grate for any traps.

Perception 1d20 + 10 ⇒ (2) + 10 = 12

If there is a trap, he takes a crack at springing it.

Disable device 1d20 + 10 ⇒ (20) + 10 = 30

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

fort : 1d20 + 6 ⇒ (8) + 6 = 14 +2 vs poison

"Wonderful muck we've discovered ."

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

Lore looks around, her low light vision not helping much since the nearest light is so far off, so she creates light on her holy symbol, illuminating the area around her.

She peers around the area, looking for any signs of danger.

perc: 1d20 + 11 ⇒ (12) + 11 = 23

The Exchange

Half-Goblin

As you all wade through the filth you finally find a ledge and pull yourself up. Quickly the more perceptive of the group notice some lights coming from just ahead. The smell of rot and waste are strong. You see a series of raised stone platforms that are loosely connected by a single wooden ladder laid on its side. On the platform is what looks to be a makeshift alchemist lab - beakers, glass vials, dirty bottles, and moldy buckets.
The alchemist is surrounded by two thugs who look up from fiddling with their knives and such- they stand their feet and demand that you go back the way you came... or else!

MAP

Scarab Sages

Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 28, T 17, F 25 | CMB +18 (+26 with heavy blades), CMD 35 (38 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none

Eadie keeps her hands away from her weapons, as she attempts to walk casually to the square 15’ to the north of Lhug-mor, her head bobbing from side-to-side as if in time to music only she can hear.

In her *clueless* voice. “Hey, are you guys, Steel Wyverns? They are sooooo cool! Can we join your gang?”

Aid Another Diplomacy: 1d20 - 1 ⇒ (9) - 1 = 8

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grim, not one to be told what to do, bites back the word "or else WHAT" and grips his crossbow, waiting for negotiations to start or breakdown before acting.

Dark Archive

The Dragon smirks at Eadie's ruse and slides to the left along the ledge, looking for enough room to start a leaping charge. He is "optimistic" that diplomacy will prevail.

The Exchange

Half-Goblin

Is there a diplomatic one in this group? /smirk

Scarab Sages

Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)

Im waiting on Lore. She's the talky one!

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

"Hi, I'm Lore, and we have no need for hostilities... Surely we can come to some accord. We didn't come here for a fight. We are merely passing through and have no desire to interrupt your activities here. After all, I'm sure none of us want to die today. Please just grant us freedom to pass."

diplomacy: 1d20 + 8 ⇒ (6) + 8 = 14

well, that roll certainly sucked... excuse my French

Scarab Sages

Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)

"She's right. Let's not have any bloodshed down here."

Aid another 1d20 ⇒ 3

Liberty's Edge

Male Aasimar Cleric 4 | HP 35/35 | AC 18 | T 13/FF 11 | F+7/R+3/W+9 | Init +5 | Perc +4

Piping up from behind our jostling troupe Fleetwood graciously adds:

Surely there need not be bloodshed in such a clean and cozy environment. Please listen to the little lady Gentlemen, let us move onward.

diplomacy: 1d20 + 3 ⇒ (18) + 3 = 21

Dark Archive

Lhug-mor notches his katana to emphasize the point.

Aid diplomacy: 1d20 - 1 ⇒ (5) - 1 = 4

The Exchange

Half-Goblin

While most of the pathfinder show their fangs in attempt to look diplomatic Fleetwood actually steps forward to be heard over the others. The alchemist looks at the Pathfinders, obviously realizing that he is out numbered, even if he does have the battlefield advantage.
Well I do not want to see my lab destroyed just to prove a point. However, I simply can't let you pass, the Alchemist adds after a few moments of though.

Diplomacy got you to Indifferent. If you'd like to progress further, its another Diplomacy check. This time, only Fleetwood to make the check, though others can Aid Another.

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grim keeps his mouth closed and crossbow lowered in a non-threatening manner.

I am sure this will go better now. Right.

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

"Perhaps we can come to some mutual accord, even if it involves some payment?"

diplo aid another, dc 10: 1d20 + 8 ⇒ (6) + 8 = 14

Scarab Sages

Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 28, T 17, F 25 | CMB +18 (+26 with heavy blades), CMD 35 (38 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none

“Yeah, we wouldn’t charge you much for our services.”

Eadie keeps boppin' and jiggin' her way north and nearly falls from the ledge.

♪♫ Don’t push me, ‘cos I’m close to the edge ♪♫

“What are your gang colors? Hope I’ve got some clothes that match.”

Aid Fleetwood's Diplomacy: 1d20 - 1 ⇒ (18) - 1 = 17

Lorelendral Teklet wrote:
well, that roll certainly sucked... excuse my French

Bien sûr! :)

Scarab Sages

Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)

"I have to admit, your alchemical equipment is nice. It would be a shame to much that all up."

Diplomacy Aid Another 1d20 ⇒ 11

Dark Archive

"and we certainly have no interest in the affairs of the Steel Wyvrens. Perhaps we can pay you for information? I have this fresh gallon of ale... "

aid diplomacy?: 1d20 - 1 ⇒ (17) - 1 = 16

Liberty's Edge

Male Aasimar Cleric 4 | HP 35/35 | AC 18 | T 13/FF 11 | F+7/R+3/W+9 | Init +5 | Perc +4

I really want to yell in my best Gandalf voice: "WE SHALL PASS!" But shan't.

Fleetwood forcefully yet calmly states "Can not or should not?"

diplomacy: 1d20 + 3 ⇒ (8) + 3 = 11

The Exchange

Half-Goblin

You should not pass the man says after a few moments of consideration. The sewers are filled with bad and evil men. Some of those men I work for. But there is not a need in destroying my lab when I can simply let you pass. But I will take that gallon of ale sir!

Assuming you stick to your plan...[/occ] The Alchemist accepts the ale offered and lets the Pathfinder's pass without any further issue.
You continue to make your way through the sewers for another hour or so. Along the way you see small tunnels from the north and south, but the main sewer tunnel continues east.
Stopping you see a junction where a smaller sewer line once joined the main passage. The ceiling of the smaller passage partially collapsed, filling most of that tunnel with rubble. The surface of the rubble pile seems to shift strangely and closer examination reveals thousands of tiny vermin fleeing into cracks and shadows.

[ooc]Knowledge: Dungeoneering/Engineering

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grim mumbles...

Well that worked out better than I expected.

Looking at tunnels and vermin.

1d20 + 4 ⇒ (16) + 4 = 20 kn dungeoneer +2 vs monster lore

Scarab Sages

Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 28, T 17, F 25 | CMB +18 (+26 with heavy blades), CMD 35 (38 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none

Eadie is a little miffed that she hasn’t had the chance to hit someone … yet!

Still, it makes sense to save our resources for later. Fleetwood did rather well.

She walks up beside the inquisitor, draws her falchion and takes a look. “What do you make of it, Grim?”

Aid Another Knowledge (Dungeoneering): 1d20 + 1 ⇒ (12) + 1 = 13
Perception: 1d20 + 8 ⇒ (6) + 8 = 14

The Exchange

Half-Goblin

Grim can easily see that the cave in has already done its worst damage. This part of the sewer is safe, but it will some time to climb over the debris.

However, the swarm of rats are quickly closing in on you!

You get a move or standard action before the swarm reaches you!

MAP

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

"Umm, Ruprecht, thars a lot of rats headin our way!"

Grim will use a move action to pull a flask of acid from his pack and hold it where Ruprecht can grab and throw it if he wants. Otherwise will throw next round if he can.

Dark Archive

Lhug-nor pulls an acid flask from his saddlebags, the missing ale making it much more accessible. "We can tell them it was were-rats when we are in the pub later," he hisses. Taking a cue from the seasoned dwarf he holds it out for another to hurl.

Scarab Sages

Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 28, T 17, F 25 | CMB +18 (+26 with heavy blades), CMD 35 (38 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none

Eadie drops her falchion (free action) and draws an alkali flask.

“Ahh, Ru? I’m thinking this problem falls within your area of expertise.”

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

something tells me Lore is too far back in the party order to cast a quick burning hands on them, so no action from me unless she can do so

Scarab Sages

Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)

Ruprecht pulls one of his acidic bombs. "Duck and cover, guys. It's going to get messy!"

Liberty's Edge

Male Aasimar Cleric 4 | HP 35/35 | AC 18 | T 13/FF 11 | F+7/R+3/W+9 | Init +5 | Perc +4

[b}"Muck and rats, my oh my"[/b]

Fleetwood holds

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