Rd Sun's Reign of Winter

Game Master JankInTheTank

Reign of Winter AP, starting at level 1
Loot Sheet

Maps and Info


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Sorry for the confusion. tiny creatures add a bunch of exceptions ot normal rules.

the intention was for all 3 flying fey critters to be up in the air, but I didn't point that out clearly enough. so the thought was to have the Atomie go invisible partly just to have it fly up and be more clear about it. Since it was in the air i was going to have it just back off 5 feet and go invisible, but after looking at the rules again it appears that tiny creatures can't do a 5' step, which would apply to flight as well.

Luckily things were simplified by Ashling missing the AoO, so back to our normally scheduled programming. I will try to be both more clear with flying positioning and try to get better at resolving things with tiny creatures (since this is definitely not the last one in this campaign).


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on another note, Callix, are you still with us? I'll give her 'till tomorrow morning before botting her, but this will be the second time in a row. I haven't heard anything about her missing some time, hopefully everything is ok.


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Skills:
(Acro +11; Climb +5; Diplo: +1; Heal: +7; Know(Religion) +4; Sense Motive: +2; Spellcraft +6; Survival: +6)
Female Human (Ulfen) Warpriest 4
Vitals:
(HP: 31/31 AC: 18/13/15; Percep: +6; Init: +3; Fort +7, Ref: +4, Will: +6; CMD: 17; CMB +4; Speed: 30;Resist Cold: 2)

Apologies, the snowstorm that walloped us had some unfortunate repercussions (nothing serious or health-related, just with schedules). I'm here now and about to go post. ;)


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no worries! this weather has been disrupting stuff for lots of people. Glad you're still with us!


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wow, sprites are nasty if the saves don't work... I've been playing a lot of higher level Pathfinder lately, and I think I forgot just how brutal Color Spray is at low levels.


Female Human Oracle 2 / Lore warden Fighter 2 | HP 15/29 | AC:18 / T: 14 / FF: 14 /Resist: 2 Cold| Fort: +5, Ref: +4(+6 if winter), Will: +2 | CMB: +2, CMD: 16 | Init: +4 (+6 if winter), Perception: +1 (Snow Sight)

Yeah, color spray is early level tpk on both sides. More so against pcs as monster saves can get pretty high


HP: 26/26, AC 13 t:12 ff:11, f+2 r+3 w+4 Perc +10, init +2

Yeah, I'd have hoped Ashling would have attempted a coup de grace on the sprite -- if the auto-crit wouldn't have killed it outright, failing it's fort save would have.


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she had to move to get to it, coup de gras is a full round action.

she could have just moved this round and waited while the thing slept to get a coup de gras i suppose


HP: 26/26, AC 13 t:12 ff:11, f+2 r+3 w+4 Perc +10, init +2

Actually, I don't think she did. It was tiny, so it was "far away" but still within 5'. I deliberately targeted the one that was within reach. Maybe things shifted since I posted, but that was what my intention was.


HP 34/34 | AC 18 TAC 15 FF 13 | CMD 19 | F +7 R +9 W +5 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 2/3 Bravado: 1/1 Oath: 1/1 Bullets: 36 Cartridge: 10 Flare: 10 | Ini +7 | Senses +9
Skills:
Acrobatics+9,Bluff+6,Climb+2,Diplom-1,HandleAnimal+3,Heal+8,Intimidate-1,K. eng+6,K.Local+6,Ling+3,S.Motives+9,SoH+8,Stealth+2,Survival+9,Swim+2
Male Human Gunslinger (Musket Master) 4 | -

I do not like 'coup de jerk'. I would prefer if we reach a consensus were players do not use it, and the GM do not use it, unless there is a general consensus in a given situation it shall be used.

It is just not fun for me to see my character abused, and not much to see an enemy abused equally. I find enough punishment not being able to play my character for some rounds (days) and the same for the GM monsters. I suppose some would agree with me, some not. What you others think about it?

Similarly for the death from massive damage rule when you take 50 hp damage form the same source.


HP: 26/26, AC 13 t:12 ff:11, f+2 r+3 w+4 Perc +10, init +2

A nice compromise would be the coup de grace gives you a free crit, but otherwise no Fort-save insta-death.

The witch has a limited spell selection, and its hexes are more along the lines of the nuisance variety, rather than deadly. The oft-maligned Slumber hex is easily the most deadly -- assuming that the target isn't an elf, undead, a dragon, an ooze, a construct, a plant, vermin, or otherwise immune to mind-affecting effects or sleep. And then, it's only deadly if there's an ally that can hit it with a coup de grace attack before someone else wakes it up.

So, personally, I would appreciate that we can use CDG the few times that it comes up. Otherwise, a non-CDG'd enemy gets to wake up and color spray half the remaining party.

:-P


HP 27/30 AC 19, Touch 12, Flatfooted 17, CMD 21, Saves F +7, R +7, W +4 (+2 vs. divination; +8 vs. nonlethal from cold); Perception +8, Sense Motive +1; Init +2 | Status: Normal

I've never really had a problem with coup de grace. I've seen enough things die without it. I can appreciate the argument so I'll just go with the majority on this one.


Female Human Oracle 2 / Lore warden Fighter 2 | HP 15/29 | AC:18 / T: 14 / FF: 14 /Resist: 2 Cold| Fort: +5, Ref: +4(+6 if winter), Will: +2 | CMB: +2, CMD: 16 | Init: +4 (+6 if winter), Perception: +1 (Snow Sight)

i just forget coup de grace exists to be honest, i could go either way


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I like the idea of changing it to an auto hit critical without the fort save. I will play it however you as a group decide. If everyone agrees to remove or change CDG, I will change it. If not everyone agrees, we will keep it RaW.

I'll tell all of you what I told Letitia at the start of this campaign. This is the witch AP. If your winter witch can do it, you can bet that an enemy npc can do it.

I don't usually use CDG against my PCs, I tend to incapacitate and move on. I'm not against the party using it on my monsters. If it starts Hakeem to every other creature in the campaign I might more strongly consider using it back a few times


Skills:
(Acro +11; Climb +5; Diplo: +1; Heal: +7; Know(Religion) +4; Sense Motive: +2; Spellcraft +6; Survival: +6)
Female Human (Ulfen) Warpriest 4
Vitals:
(HP: 31/31 AC: 18/13/15; Percep: +6; Init: +3; Fort +7, Ref: +4, Will: +6; CMD: 17; CMB +4; Speed: 30;Resist Cold: 2)

Generally, the fact that it's a full-round action that provokes makes CdG hard to pull off against an adventuring party...

I'll abstain on the vote - though not risking an autokill fort save doesn't seem like a bad thing.


Skills:
(Acro +11; Climb +5; Diplo: +1; Heal: +7; Know(Religion) +4; Sense Motive: +2; Spellcraft +6; Survival: +6)
Female Human (Ulfen) Warpriest 4
Vitals:
(HP: 31/31 AC: 18/13/15; Percep: +6; Init: +3; Fort +7, Ref: +4, Will: +6; CMD: 17; CMB +4; Speed: 30;Resist Cold: 2)

Also: Wow, the atomie's got a weapon that hits for d6 when it's tiny? Must be a heavy crossbow, I assume?

That makes them a lot more powerful. The whole reason, I thought, Atomies were considered decent low-level things was the whole d2 weapon and the -2 strength. This one's bypassing that restriction, so, wow.

Given that Callix is after Letitia, her next action rather depends on whether the Atomie falls down and goes boom - especially since both the travel blessing and fervor are swifts.


HP: 26/26, AC 13 t:12 ff:11, f+2 r+3 w+4 Perc +10, init +2

(It's got sneak attack)


Skills:
(Acro +11; Climb +5; Diplo: +1; Heal: +7; Know(Religion) +4; Sense Motive: +2; Spellcraft +6; Survival: +6)
Female Human (Ulfen) Warpriest 4
Vitals:
(HP: 31/31 AC: 18/13/15; Percep: +6; Init: +3; Fort +7, Ref: +4, Will: +6; CMD: 17; CMB +4; Speed: 30;Resist Cold: 2)

That's the second d6, I assume. It's the first d6 and no strength penalty thing that surprised me.


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I don't want to give away too much, but I will happily answer your stat-related questions after any encounter where things don't feel like they add up!

For this one, just know it is not a typo, and this particular Atomie has class levels


HP 34/34 | AC 18 TAC 15 FF 13 | CMD 19 | F +7 R +9 W +5 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 2/3 Bravado: 1/1 Oath: 1/1 Bullets: 36 Cartridge: 10 Flare: 10 | Ini +7 | Senses +9
Skills:
Acrobatics+9,Bluff+6,Climb+2,Diplom-1,HandleAnimal+3,Heal+8,Intimidate-1,K. eng+6,K.Local+6,Ling+3,S.Motives+9,SoH+8,Stealth+2,Survival+9,Swim+2
Male Human Gunslinger (Musket Master) 4 | -

This one is going to become quite epic of a fight :)

Can you imagine yourselves in front of that beast of a creature and seeing how his injuries quickly disappear? Scary!


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Trolls make a great challenging fight at low levels. huge lumbering creatures that do a bunch of damage and keep regenerating are scary!

the group I ran this for IRL had a fire sorcerer though, and this fight was less than memorable...


Skills:
(Acro +11; Climb +5; Diplo: +1; Heal: +7; Know(Religion) +4; Sense Motive: +2; Spellcraft +6; Survival: +6)
Female Human (Ulfen) Warpriest 4
Vitals:
(HP: 31/31 AC: 18/13/15; Percep: +6; Init: +3; Fort +7, Ref: +4, Will: +6; CMD: 17; CMB +4; Speed: 30;Resist Cold: 2)

Had a similar experience GMing something when the party had an alchemist. It, uh, didn't go well for the trolls.


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My RL Crimson Throne game had an alchemist in it for a while. built well those things just murder anything that doesn't have elemental immunities.


Skills:
(Acro +11; Climb +5; Diplo: +1; Heal: +7; Know(Religion) +4; Sense Motive: +2; Spellcraft +6; Survival: +6)
Female Human (Ulfen) Warpriest 4
Vitals:
(HP: 31/31 AC: 18/13/15; Percep: +6; Init: +3; Fort +7, Ref: +4, Will: +6; CMD: 17; CMB +4; Speed: 30;Resist Cold: 2)

I will be out of town and away from a computer for 8 days starting Wednesday (the 6th), until the following Thursday (the 14th). Feel free to bot Callix as needed.

She has Bless left uncast, and 1 use of her blessings left -- and it otherwise a slightly inferior fighter. ;)


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I just want to say real quick, I am really loving this game with you all. I ran this game in real life for a group who were all new to the Pathfinder universe and lore, but it is so much more fun to play with people who have done a good job of making interesting backstories and with some members of the party having some knowledge about Irrisen and what is going on.

Keep up to good work on the Roleplay and the character development. this is the most fun I've had playing pathfinder in a while. hope you all are enjoying it too


HP 34/34 | AC 18 TAC 15 FF 13 | CMD 19 | F +7 R +9 W +5 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 2/3 Bravado: 1/1 Oath: 1/1 Bullets: 36 Cartridge: 10 Flare: 10 | Ini +7 | Senses +9
Skills:
Acrobatics+9,Bluff+6,Climb+2,Diplom-1,HandleAnimal+3,Heal+8,Intimidate-1,K. eng+6,K.Local+6,Ling+3,S.Motives+9,SoH+8,Stealth+2,Survival+9,Swim+2
Male Human Gunslinger (Musket Master) 4 | -

Yes, and I really like PbP because you can go more in-depth on these topics :)

Some people do not want to know anything beforehand about the AP, but I do really think they should give much more information in the player guide about the key NPCs and locations being visited, along with much more clear hooks to add to the character backstories to bind them together strengthening your motivation for the plot and cast. As you say it helps for much more memorable characters and play :)


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Apologies for the massive post. this part has a lot of exposition to set up the rest of the adventure. it is a common complaint about this AP that you get a major info dump here and have to try to remember what is going on.

For PbP it makes it tougher because all of the party has questions at the same time and I tried to answer those along with giving the key info you needed to receive here.


HP 34/34 | AC 18 TAC 15 FF 13 | CMD 19 | F +7 R +9 W +5 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 2/3 Bravado: 1/1 Oath: 1/1 Bullets: 36 Cartridge: 10 Flare: 10 | Ini +7 | Senses +9
Skills:
Acrobatics+9,Bluff+6,Climb+2,Diplom-1,HandleAnimal+3,Heal+8,Intimidate-1,K. eng+6,K.Local+6,Ling+3,S.Motives+9,SoH+8,Stealth+2,Survival+9,Swim+2
Male Human Gunslinger (Musket Master) 4 | -

Yes, complex plots are tough to follow, because pieces come together after many months, when you have often forgot.

I try to keep some kind of plot guide at a "Plot" spoiler at the bottom of Samuel's alias. It might be of use to you.

If you wish I could open a Word document and give you permissions to write, so we can keep the plot line updated.


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Please try to post your opinions on rest vs push on quickly. I know it has been an ongoing debate and unlikely to have a consensus this time either. in the interest of moving the game along, I will raise the GM screen slightly and tell you that for this particular day it really won't matter much which option you choose from a game standpoint, and the discussion has been role-played well so far.

I would like to move the action forward tomorrow, so I will post either describing the party sleeping then moving through the gate or just moving through the gate based on the majority of posts since the last GM post.


HP 34/34 | AC 18 TAC 15 FF 13 | CMD 19 | F +7 R +9 W +5 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 2/3 Bravado: 1/1 Oath: 1/1 Bullets: 36 Cartridge: 10 Flare: 10 | Ini +7 | Senses +9
Skills:
Acrobatics+9,Bluff+6,Climb+2,Diplom-1,HandleAnimal+3,Heal+8,Intimidate-1,K. eng+6,K.Local+6,Ling+3,S.Motives+9,SoH+8,Stealth+2,Survival+9,Swim+2
Male Human Gunslinger (Musket Master) 4 | -

Thanks a lot for the open and frequent communication. This is greatly helping the game to move smoothly and build up inertia.

Pale Tower, there we go! :D


HP: 26/26, AC 13 t:12 ff:11, f+2 r+3 w+4 Perc +10, init +2

Woohoo! Level 3! Hello second level spells!

I get:

+1 fort
+1 reflex
6 skill points +1 human
5 hit points (half +1 +Con)
FCB: hp

Lazlo gets +1 Nat. armor, +1 Int, and can deliver touch spells.

Spells selected:

Lipstitch and Blindness/deafness.

Skills:
Intimidate
Knowledge (arcana)
Knowledge (local)
Knowledge (nature)
Perception
Spellcraft
Use magic device

Feat: tbd


Female Human Oracle 2 / Lore warden Fighter 2 | HP 15/29 | AC:18 / T: 14 / FF: 14 /Resist: 2 Cold| Fort: +5, Ref: +4(+6 if winter), Will: +2 | CMB: +2, CMD: 16 | Init: +4 (+6 if winter), Perception: +1 (Snow Sight)

i'll be able to update my level tomorrow, works been killer lately


Female Human Oracle 2 / Lore warden Fighter 2 | HP 15/29 | AC:18 / T: 14 / FF: 14 /Resist: 2 Cold| Fort: +5, Ref: +4(+6 if winter), Will: +2 | CMB: +2, CMD: 16 | Init: +4 (+6 if winter), Perception: +1 (Snow Sight)

Level 3

+1 Fort and BAB

Skill points : 5 (2 Level + 2 Scholastic + 1 Skilled)

Nature
Linguistics
Sense Motive
Perception

Languages:

Sylvan and Aklo

Hp 7 : (Half+ FCB+ Con )

Feats

Combat expertise - Bonus feat

Fighter Bonus feat : weapon focus Scimitar

Level 3 Feat: extra Revelation: Snow Sight

Snow Sight:

Snow Sight (Su): You can see through falling snow and sleet without taking any penalties on Perception checks as long as there is enough light to allow you to see normally. At 11th level, in cold conditions or in icy or snowy terrain, you can learn about your surroundings as if using the commune with nature spell. You can use the commune with nature ability once per day at 11th level, and twice per day at 15th level.

Question for the Gm while im thinking about it

The Armor class bonus from the Black riders Mantle, does that stack with my normal Armor class from my Chain shirt?


HP 27/30 AC 19, Touch 12, Flatfooted 17, CMD 21, Saves F +7, R +7, W +4 (+2 vs. divination; +8 vs. nonlethal from cold); Perception +8, Sense Motive +1; Init +2 | Status: Normal

Level 3 Ranger
+1 BAB
+1 Will save
+8 Hps (5 + 1 + 2 con)
+1 perception
+1 disable device
+1 stealth
+1 climb
+1 survival
Endurance
Shield Focus
Favored Terrain - Cold


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no, any typed bonuses don't stack. so it would only increase your armor if you weren't wearing armor that gave that much of a bonus already. most characters wouldn't get much use out of that benefit, but spellcasters like it


Skills:
(Acro +11; Climb +5; Diplo: +1; Heal: +7; Know(Religion) +4; Sense Motive: +2; Spellcraft +6; Survival: +6)
Female Human (Ulfen) Warpriest 4
Vitals:
(HP: 31/31 AC: 18/13/15; Percep: +6; Init: +3; Fort +7, Ref: +4, Will: +6; CMD: 17; CMB +4; Speed: 30;Resist Cold: 2)

I'm back -- and starting to read what I missed.

And will level up right away. Warpriest 3 for sure.


HP: 26/26, AC 13 t:12 ff:11, f+2 r+3 w+4 Perc +10, init +2

I think my feat for this level is going to have to be Extra Hex, and then I'll take Misfortune.


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Welcome back Callix. sorry I didn't see your post here before writing a GM post so you got botted one more time.


Skills:
(Acro +11; Climb +5; Diplo: +1; Heal: +7; Know(Religion) +4; Sense Motive: +2; Spellcraft +6; Survival: +6)
Female Human (Ulfen) Warpriest 4
Vitals:
(HP: 31/31 AC: 18/13/15; Percep: +6; Init: +3; Fort +7, Ref: +4, Will: +6; CMD: 17; CMB +4; Speed: 30;Resist Cold: 2)

All good. Gives me time to bump the level. ;)

So, Warpriest 3 grants +1 BAB, +1 Reflex, +7 hp [5+2], 4 skill points (including FC) and 1 additional level 1 spell prepared.

- Acrobatics, Heal, Perception, Spellcraft.

Feat: Additional Traits
New Traits: - Weapon Trained (Racial, Ulfen) ; - Fate's Favoured (Faith)

Before I pick my bonus combat feat, I'm wondering if there's been a clarification on Slashing Grace, which allows a buckler (and I'm not currently using one, but planned to) -- and the Upsetting Shield Style -- which would allow the buckler to be used to bash (without dex to damage, obviously).

If it's allowed, I'd be looking at going that route.

If not, then I guess either Piranha Strike, Combat Reflexes or Weapon Versatility.

- Also, since we rested, Callix would have used her last spell to CLW herself beforehand - so, with the hp bump, she should be at 24/24 (unless I missed a minor hit since we rested)


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it looks like the FAQ stated that you could use slashing grace with a buckler since it doesn't take up the other hand. seems fine to me


HP: 26/26, AC 13 t:12 ff:11, f+2 r+3 w+4 Perc +10, init +2

I'm moving, and it's become very demanding of my free time. Things will get to normal in a few days. Please stand by.


HP 34/34 | AC 18 TAC 15 FF 13 | CMD 19 | F +7 R +9 W +5 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 2/3 Bravado: 1/1 Oath: 1/1 Bullets: 36 Cartridge: 10 Flare: 10 | Ini +7 | Senses +9
Skills:
Acrobatics+9,Bluff+6,Climb+2,Diplom-1,HandleAnimal+3,Heal+8,Intimidate-1,K. eng+6,K.Local+6,Ling+3,S.Motives+9,SoH+8,Stealth+2,Survival+9,Swim+2
Male Human Gunslinger (Musket Master) 4 | -

Level 3

HP +1d10 + 1 ⇒ (6) + 1 = 7
New class features
Pistol whip deed
fast musket deed: Samuel can now reload as a move action!!!
Gunslinger initiative deed
New feat
Additional Traits:
- Oathbound Samuel has just made a solemn Oath to the Black Rider.
- Black Powder Bravado Samuel is feeling particularly brave and lucky after surviving the Border Woods winter.
Skills
Acrobatics
Bluff
Perception
Sense motive
Survival
Swim
Handle Animal


HP 27/30 AC 19, Touch 12, Flatfooted 17, CMD 21, Saves F +7, R +7, W +4 (+2 vs. divination; +8 vs. nonlethal from cold); Perception +8, Sense Motive +1; Init +2 | Status: Normal

My apologies for the lack of posting. I've been sick the last few days. I'll be catching up shortly.


HP 34/34 | AC 18 TAC 15 FF 13 | CMD 19 | F +7 R +9 W +5 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 2/3 Bravado: 1/1 Oath: 1/1 Bullets: 36 Cartridge: 10 Flare: 10 | Ini +7 | Senses +9
Skills:
Acrobatics+9,Bluff+6,Climb+2,Diplom-1,HandleAnimal+3,Heal+8,Intimidate-1,K. eng+6,K.Local+6,Ling+3,S.Motives+9,SoH+8,Stealth+2,Survival+9,Swim+2
Male Human Gunslinger (Musket Master) 4 | -

Ok people! So before we decide what we buy in Watsby we first have to decide what we sell, and that requires us to figure out what items we do have and what each of us take from the pile.

We have been a bit chaotic handling loot, so let's see if we can figure out what we do with them.

There are two major items no one is using (or it is not noted in the sheet at least):
- Cloak of the Yeti, 4000 gp, gotten from Rohkar
- Spear of Manhunting, 3925 gp, from the troll

Then, we have some unidentified magical items:
- 2x oils
- 2x arrows
- potion
- 4x potions

And finally, we have this necromancer spellbook (which I believe it's same as Rokhar's) that we can probably also get some nice bucks from someone. Given the spells on it I have calculated its worth in 115 gp (6*10+1*40+15).

We have a considerable amount of gems and coin. After selling we can make a split share of >1900 gp.


Skills:
(Acro +11; Climb +5; Diplo: +1; Heal: +7; Know(Religion) +4; Sense Motive: +2; Spellcraft +6; Survival: +6)
Female Human (Ulfen) Warpriest 4
Vitals:
(HP: 31/31 AC: 18/13/15; Percep: +6; Init: +3; Fort +7, Ref: +4, Will: +6; CMD: 17; CMB +4; Speed: 30;Resist Cold: 2)

We'll want to take a moment to see about IDing that stuff, never a good idea to sell useful consumables.

Our wand has seen heavy use -- I've used 9 charges healing myself or others, and I think it's been used once or twice by people who aren't me -- not saying that because it's empty and needing to be replaced so much as a status update -- we may have to have a different conversation about it next split, but for now, it's holding on.

Also, Callix gave back the mwork handaxe from before, because it's not a throwing axe.

So... in terms of purchases and splits...

Given the vulnerability most cold-using creatures have to fire, I'm thinking ensuring we all have one or two Alchies is a good idea... And those of us without endure elements (even those that resist cold) should get a cold-weather outfit (and I'd forgotten that we had a cold-weather outfit - so that's one).

I'm fine with Letitia taking the cloak -- and I'll work out my own purchases once we know the split, but I'll be searching for masterwork versions of my own gear (or finding a caster for Mwork transformation), and picking up that buckler I was talking about.


HP 27/30 AC 19, Touch 12, Flatfooted 17, CMD 21, Saves F +7, R +7, W +4 (+2 vs. divination; +8 vs. nonlethal from cold); Perception +8, Sense Motive +1; Init +2 | Status: Normal

I'd like to hang on to the Spear of Manhunting. The next feat I take will be Shield Brace.


HP 34/34 | AC 18 TAC 15 FF 13 | CMD 19 | F +7 R +9 W +5 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 2/3 Bravado: 1/1 Oath: 1/1 Bullets: 36 Cartridge: 10 Flare: 10 | Ini +7 | Senses +9
Skills:
Acrobatics+9,Bluff+6,Climb+2,Diplom-1,HandleAnimal+3,Heal+8,Intimidate-1,K. eng+6,K.Local+6,Ling+3,S.Motives+9,SoH+8,Stealth+2,Survival+9,Swim+2
Male Human Gunslinger (Musket Master) 4 | -

Great! Can you mark the items as taken by you at the F column please? :)

I will try to identify the potions, but can someone help with the arrows?


HP 27/30 AC 19, Touch 12, Flatfooted 17, CMD 21, Saves F +7, R +7, W +4 (+2 vs. divination; +8 vs. nonlethal from cold); Perception +8, Sense Motive +1; Init +2 | Status: Normal
Samuel Soulkeeper wrote:

Great! Can you mark the items as taken by you at the F column please? :)

I will try to identify the potions, but can someone help with the arrows?

Done.


HP 34/34 | AC 18 TAC 15 FF 13 | CMD 19 | F +7 R +9 W +5 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 2/3 Bravado: 1/1 Oath: 1/1 Bullets: 36 Cartridge: 10 Flare: 10 | Ini +7 | Senses +9
Skills:
Acrobatics+9,Bluff+6,Climb+2,Diplom-1,HandleAnimal+3,Heal+8,Intimidate-1,K. eng+6,K.Local+6,Ling+3,S.Motives+9,SoH+8,Stealth+2,Survival+9,Swim+2
Male Human Gunslinger (Musket Master) 4 | -
Alec Fuornkiln wrote:
Done.

Thanks!

Ok, identified items added to the sheet!!!

@GM what kind of items can we assume to find for sell at Waldsby?


Skills:
(Acro +11; Climb +5; Diplo: +1; Heal: +7; Know(Religion) +4; Sense Motive: +2; Spellcraft +6; Survival: +6)
Female Human (Ulfen) Warpriest 4
Vitals:
(HP: 31/31 AC: 18/13/15; Percep: +6; Init: +3; Fort +7, Ref: +4, Will: +6; CMD: 17; CMB +4; Speed: 30;Resist Cold: 2)

With the claimed items out of the pool, what do we end up with in terms of spending?

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