Rise of the Runelords AE

Game Master Vuvu

Map of Sandpoint

Loot Sheet


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Status:
HP: 41/41; AC: 18, T: 17, FF: 14; CMD: 16; Fort: 5, Ref: 10, Will: 6 +1 vs Fear; Init +5; Perception +0, Low-light vision
Halfling Sorcerer (Crossblooded, Shaitan and Deep Earth) 6/ Arcane Savant 2

Fair enough, getting a wand of Shield for myself would be better than. I should look into my alchemist character for that matter as well then.


Skills:
Acrobatics +1, Climb +6, Diplomacy +21, Escape Artist +1, Fly +1, Ride +1, Sense Motive +2, Stealth +1, Swim +6
Suli (native outsider): Paladin (Oath of Vengeance)
Vital:
HP 136/136, AC 29 T 19 FF 26, Resist 7 (acid, cold, electricity, fire), Per +0 Init +2, F +14 R +9 W +10, CMB +14, CMD 29, Speed 30, Javelins: 3

I'm ready btw except for updating my sheet which I will try to do tonight. Choices are made though.


Unnamed

Sure just waiting for you folks to rp yourself back on the road. What time do you leave etc. also how do you hula up fully?


Unnamed

Heal


Skills:
Acrobatics : 11, Climb : 10, Disguise : 6, Knowledge (Religion) : 7, Perception : 6, Ride : 10, Survival : 6
Male, Half-Orc, Barbarian (Savage Barbarian) : 3, Oracle : 1
Aéron:
HP: 51/51; AC : 20, Touch : 15, F-F : 15, Init : 6; Fort : 6, Ref : 7, Will : 5; CMB : 5 ; CMD : 20
Konabos:
HP: 17/17; AC : 20, Touch : 11, F-F : 19, Fort : 6, Ref : 4, Will : 1, CMB : 4, CMD : 16

Well to Hula up I have to get one of those grass skirts, now that is an interesting image, Aéron wearing a grass skirt and doing the Hula down the road :P


Unnamed

Aeron you may have a free rank in perform hula dance


Skills:
Acrobatics : 11, Climb : 10, Disguise : 6, Knowledge (Religion) : 7, Perception : 6, Ride : 10, Survival : 6
Male, Half-Orc, Barbarian (Savage Barbarian) : 3, Oracle : 1
Aéron:
HP: 51/51; AC : 20, Touch : 15, F-F : 15, Init : 6; Fort : 6, Ref : 7, Will : 5; CMB : 5 ; CMD : 20
Konabos:
HP: 17/17; AC : 20, Touch : 11, F-F : 19, Fort : 6, Ref : 4, Will : 1, CMB : 4, CMD : 16

SWEET! Just what I always wanted, with that Aéron is complete! :P


Male Elf Diviner Scrollkeeper
defenses:
perecption +2 init +2 (always acts in surprise rd.) AC 11 FF 10 Touch 11 Fort+0 Ref+1 Will+3 HP 10/10

Sorry folks I haven't had time to lvl or look at how much gold I have to spend. Will be able to do stuff tomorrow night. Since this is my last night at my old job and I am working the new one in the mornings.


Skills:
Acrobatics +1, Climb +6, Diplomacy +21, Escape Artist +1, Fly +1, Ride +1, Sense Motive +2, Stealth +1, Swim +6
Suli (native outsider): Paladin (Oath of Vengeance)
Vital:
HP 136/136, AC 29 T 19 FF 26, Resist 7 (acid, cold, electricity, fire), Per +0 Init +2, F +14 R +9 W +10, CMB +14, CMD 29, Speed 30, Javelins: 3

Good luck with the first day at the new one! I'm not sure if we've worked out gold yet. Onto Thistletop without it?

EDIT: Ok, sheet is now worked out too.


stats:
HP: 35/35 _ AC: 17 _ T: 14 _ FF: 15, Perception +9, Sense Motive +8, Initiative: +2, F: +7_ R: +10 _ W: +10 _ CMB: +2, CMD: 14(18 vs Trip), Speed: 20 ft. Climb: 20 ft.
skills:
Acro +6, Appraise +8, Bluff +6, Climb +2, Diplomacy +7, Escape Artist +7, Fly +17, Heal +6, K Arc/Geo/His/Loc/Nat/Pla +7, Linguistics +15, Spellcraft +7, Stealth +18, Survival +5, Swim +2, Use Magic Device +9

Draken is all up for wand wielding.


Skills:
Acrobatics : 11, Climb : 10, Disguise : 6, Knowledge (Religion) : 7, Perception : 6, Ride : 10, Survival : 6
Male, Half-Orc, Barbarian (Savage Barbarian) : 3, Oracle : 1
Aéron:
HP: 51/51; AC : 20, Touch : 15, F-F : 15, Init : 6; Fort : 6, Ref : 7, Will : 5; CMB : 5 ; CMD : 20
Konabos:
HP: 17/17; AC : 20, Touch : 11, F-F : 19, Fort : 6, Ref : 4, Will : 1, CMB : 4, CMD : 16

Cool, once I have the money then, I will havce to try and buy a Mage Armour wand. The only other things that I NEED to buy are Bracers of Armour, which I think everyone in the group needs apart from Unalaq.

If we manage to get enough money each and all go to a large town and buy them it will look very amusing all of us going into a shop and buying identical pairs of bracers, people might think we belong to a club! :P


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

I'll stick with magic armour. It's far more cost-effective. :)

Considering we think that Nualia's trying to turn herself into a demon, I'm thinking Protection from Evil potions/scrolls would be helpful, as would more holy water?


Skills:
Acrobatics : 11, Climb : 10, Disguise : 6, Knowledge (Religion) : 7, Perception : 6, Ride : 10, Survival : 6
Male, Half-Orc, Barbarian (Savage Barbarian) : 3, Oracle : 1
Aéron:
HP: 51/51; AC : 20, Touch : 15, F-F : 15, Init : 6; Fort : 6, Ref : 7, Will : 5; CMB : 5 ; CMD : 20
Konabos:
HP: 17/17; AC : 20, Touch : 11, F-F : 19, Fort : 6, Ref : 4, Will : 1, CMB : 4, CMD : 16

That sounds like a very good plan, anything to protect ourselves from her would be nice.

Bracers of Armour is actually less expensive as you only have to pay the Enhancement bonus, not the cost of the Armour and Masterworking it too. Also better for those with Spell Failure chances or a low Strength who can't carry much. Or in my case, who gains benefits from not wearing armour.


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

Except that bracers of armour +2 give you a +2 armour bonus, which doesn't stack with armour (because it's an armour bonus) -- and cost 4,000gp.

My chain shirt cost me 100gp, and is a +4 armour bonus, and for 1,150gp (masterwork transformation and +1 enchantment), it becomes +5. Heck, if I'm willing to pay just 250gp more than the bracers +2, I get a +2 chain shirt which is a +6 armour bonus.

For people who need to worry about spell failure (or class features), absolutely, bracers are your friend -- though mage armour's the better deal, especially as its duration continues to increase (because Bracers +4, which would be the equivalent, are 16,000gp -- and a level 1 pearl of power to recall your mage armour spell is only 1,000gp) -- and while Arcane Armour Training's just 1 feat, they don't have an amour proficiency, so (without dipping) it costs 'em 2 feats.... However, for people do have an armour proficiency, I'd say that the chain shirt seems the way better deal.


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

Mini -- in terms of healing, assuming we can find a healing kit, I think most of us would be ok if we get "treat deadly wounds" from someone (Tarin's got a +4, I would imagine Garrik is better) and then natural healing overnight -- also I believe that Unalaq's lay on hands are available to boost anyone who needs more than that.


Unnamed

yes you van get a healin kit for the usual cost

that will be fine, just making sure we are keeping all of that in mind!


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Male NG Half-Elf (“Ulfen”) Hunter 1 | HP: 10/10 | AC: 16 (13 Tch, 13 Fl) | CMB: +2, CMD: 15 | F: +4, R: +5, W: +2 | Init: +3 | Perc: +9, SM: +2 | Speed 30ft | Animal Focus: 1/1 | Spells: 1st 2/2 | Active conditions: None.

Treat Deadly Wound is good once per 24 hour period. If I take 20 on a heal check and use no uses of a healer's kit I hit DC 25. Which would heal the recipient's HD + Garrik's WIS Bonus + 1d4 (from a trait) HP. So typically for us right now that's 6 + 1d4 HP.

We can use Resting under the care of a healer for 2 x Level hit points returning over night as well.


Unnamed

great.

I will handwaive the selling and purchasing of things, just remember that your sales windup losing 5% of the value.

Once someone posts that you are on the road I will do that next post


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

Well, though should do it for all of us, I'd think -- and seems way more reasonable than draining a wand of magic-healies.


Status:
HP: 41/41; AC: 18, T: 17, FF: 14; CMD: 16; Fort: 5, Ref: 10, Will: 6 +1 vs Fear; Init +5; Perception +0, Low-light vision
Halfling Sorcerer (Crossblooded, Shaitan and Deep Earth) 6/ Arcane Savant 2

I guess I'll take Magic Missile as a new spell then, at least I could do some damage ^^


Unnamed

dont forget guys that you boon items i gave you can be improved if you find places of power to imerse them in or whatnot


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

Mini, Tarinhil would have looked for more holy water before leaving -- and would there have been time to brew a potion last night before bed?


Unnamed

Yes to a potion and 1d3 ⇒ 2 holy waters available at the reg price


Status:
HP: 41/41; AC: 18, T: 17, FF: 14; CMD: 16; Fort: 5, Ref: 10, Will: 6 +1 vs Fear; Init +5; Perception +0, Low-light vision
Halfling Sorcerer (Crossblooded, Shaitan and Deep Earth) 6/ Arcane Savant 2

Anyone know how much money/gear we actually got? I lost track of it all.
Want to know what I could buy to increase my chances of surviving.


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

I think we sold the stuff from day 1 to make CLW potions -- but I don't recall if that was the *whole* value. However, since (and including) the witch, we've gotten:

5 Ranseurs
3-Armed-Goblin's +1 silver dagger
3-Armed-Goblin's +1 longsword
3-Armed-Goblin's +1 handaxe

Wand of Shocking Grasp
Prayer Book to Lamashtu
Bottle of Wine
Scroll (Burning Hands, CL3)
Scroll (Flaming Sphere, CL5)

13 doglsicers
13 small leather armour
potion CLW
compostie shortbow +1 STR
20 arrows,
Silver earrings
6 pouches of gold dust
8 pouches of silver dust
10 PP
Robe of Bones
Wand of Cause Fear (CL5, 8 charges)

There was also a Ring of Protection, which I believe Fernus took, an amulet of Natural Armour that I believe Aéron took, a MW ranseur that Zara grabbed, and MW Thieves tools which Tarinhil yoinked.

I wasn't clear as to what size the three-armed goblin's gear was, and whether there was a reward/bounty for the prayer book. Also, I think we didn't appraise the Silver Earrings and pouches.

Also, we were given 3 Holy Waters, of which Tarinhil used 2 so far in trying to kill the quasit.

-----

SO, based on that list, if we sell some of the stuff that probably isn't likely to be used by any of us:
- the 13 dogslicers and armour would normally be 117gp,
- the 5 ranseurs would normally be 25gp
- a robe of bones would normally be 1,200gp

Just those yields 1,343gp -- adding the 10 pp makes it 1,443gp.

If each of us takes 225gp from that, it leaves the "party" with 93gp for expenses (like CLW potion-making stuff and healing kits and meals at inns and the like).

It might be worth trying to trade the weapons for others that are more our speed -- or we could spend some of the cash to replace our healy-stick, which has used more than a few charges, and I never got a count of where it started -- especially since the witch offered to make stuff for us.


Skills:
Acrobatics +1, Climb +6, Diplomacy +21, Escape Artist +1, Fly +1, Ride +1, Sense Motive +2, Stealth +1, Swim +6
Suli (native outsider): Paladin (Oath of Vengeance)
Vital:
HP 136/136, AC 29 T 19 FF 26, Resist 7 (acid, cold, electricity, fire), Per +0 Init +2, F +14 R +9 W +10, CMB +14, CMD 29, Speed 30, Javelins: 3

I'm willing to put in some money for that. 225gp doesn't go too far toward the items Unalaq will eventually want to upgrade to.

I don't suppose a runewell might be a "place of power." Hmmm.


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

Well, we *could* do better -- we have 3 +1 weapons -- and this is one of the few parties where nobody wants a longsword. :) Plus, as I said, I don't have a cost on the earring and the pouches of gold.

I also didn't include the extra cold iron dagger we... "acquired". :)

I'm wondering if it's worth asking around town to trade the magic weapons -- Ameiko used to be an adventurer, I think, at least -- maybe she has a +1 weapon that we'd like better than what we have that she doesn't want.

If we have time to do that sort of thing, of course.


Unnamed

you did not appraise the pouch, earring, or the prayer book


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

Well, gold and silver, assuming they're pure, are valued by weight -- so we can probably figure that out -- in terms of the earring and prayer books, though... Does anyone have a good appraise skill? Draken, maybe?


Unnamed

2d20 ⇒ (9, 3) = 12 +9

Draken informs you that the silver is worth 50 gold, and the earing worth 5 gold.

Of course he might have made a mistake but he is pretty confident.


stats:
HP: 35/35 _ AC: 17 _ T: 14 _ FF: 15, Perception +9, Sense Motive +8, Initiative: +2, F: +7_ R: +10 _ W: +10 _ CMB: +2, CMD: 14(18 vs Trip), Speed: 20 ft. Climb: 20 ft.
skills:
Acro +6, Appraise +8, Bluff +6, Climb +2, Diplomacy +7, Escape Artist +7, Fly +17, Heal +6, K Arc/Geo/His/Loc/Nat/Pla +7, Linguistics +15, Spellcraft +7, Stealth +18, Survival +5, Swim +2, Use Magic Device +9

Draken giggles as he helps. :)


Skills:
Acrobatics +1, Climb +6, Diplomacy +21, Escape Artist +1, Fly +1, Ride +1, Sense Motive +2, Stealth +1, Swim +6
Suli (native outsider): Paladin (Oath of Vengeance)
Vital:
HP 136/136, AC 29 T 19 FF 26, Resist 7 (acid, cold, electricity, fire), Per +0 Init +2, F +14 R +9 W +10, CMB +14, CMD 29, Speed 30, Javelins: 3

Hey Tarin, how bout giving us an appraise and seeing if the ferret is right.


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

No ranks. But sure.

Appraise (untrained): 1d20 + 3 ⇒ (18) + 3 = 21
Appraise (untrained): 1d20 + 3 ⇒ (4) + 3 = 7
Appraise (untrained): 1d20 + 3 ⇒ (8) + 3 = 11


Unnamed

The pouches actually worth 60 gold Tarin says, but the earing he says is not actually silver so it is not worth anything


stats:
HP: 35/35 _ AC: 17 _ T: 14 _ FF: 15, Perception +9, Sense Motive +8, Initiative: +2, F: +7_ R: +10 _ W: +10 _ CMB: +2, CMD: 14(18 vs Trip), Speed: 20 ft. Climb: 20 ft.
skills:
Acro +6, Appraise +8, Bluff +6, Climb +2, Diplomacy +7, Escape Artist +7, Fly +17, Heal +6, K Arc/Geo/His/Loc/Nat/Pla +7, Linguistics +15, Spellcraft +7, Stealth +18, Survival +5, Swim +2, Use Magic Device +9

Draken shrugs, you never know.


A suggestion... Have them roll initiative and perception checks.

You determine if they can hear or see each other, or if the goblins can too.

Thus the rounds are passing, giving the goblins more chance to become aware.


Unnamed

Oh I know how I want to handle it. They have the opp to skip combat and route them I just need them to act is all


Ah, makes sense. I do like how that was managed with the stealth skill... :)


Unnamed

Tarin to snipe I need attack rolls though they did scatter all directions


Male Elf Diviner Scrollkeeper
defenses:
perecption +2 init +2 (always acts in surprise rd.) AC 11 FF 10 Touch 11 Fort+0 Ref+1 Will+3 HP 10/10

Guys I'm sorry but I just can't keep up and work the hours I'm working I'm sorry. Plus I have my own campaign I'm running and they have to come first. You can find another wizard they can't find another gm whi knows what all I have planned. Please forgive me.


stats:
HP: 35/35 _ AC: 17 _ T: 14 _ FF: 15, Perception +9, Sense Motive +8, Initiative: +2, F: +7_ R: +10 _ W: +10 _ CMB: +2, CMD: 14(18 vs Trip), Speed: 20 ft. Climb: 20 ft.
skills:
Acro +6, Appraise +8, Bluff +6, Climb +2, Diplomacy +7, Escape Artist +7, Fly +17, Heal +6, K Arc/Geo/His/Loc/Nat/Pla +7, Linguistics +15, Spellcraft +7, Stealth +18, Survival +5, Swim +2, Use Magic Device +9

:( Tiazara is leaving... noooo!


Unnamed

:(


Status:
HP: 41/41; AC: 18, T: 17, FF: 14; CMD: 16; Fort: 5, Ref: 10, Will: 6 +1 vs Fear; Init +5; Perception +0, Low-light vision
Halfling Sorcerer (Crossblooded, Shaitan and Deep Earth) 6/ Arcane Savant 2

That's a real shame, but understandable. So much for the wizard tag team of Fernus and Zara.


Unnamed

well folks do you want to bring in another player or just move on as we are?


Skills:
Acrobatics : 11, Climb : 10, Disguise : 6, Knowledge (Religion) : 7, Perception : 6, Ride : 10, Survival : 6
Male, Half-Orc, Barbarian (Savage Barbarian) : 3, Oracle : 1
Aéron:
HP: 51/51; AC : 20, Touch : 15, F-F : 15, Init : 6; Fort : 6, Ref : 7, Will : 5; CMB : 5 ; CMD : 20
Konabos:
HP: 17/17; AC : 20, Touch : 11, F-F : 19, Fort : 6, Ref : 4, Will : 1, CMB : 4, CMD : 16

Sorry to see you go Zara, you're the reason I even got into this game. I look forward to another game where we will be able to play together in the future.

I figure we should try to recruit another Arcane user, better to be safe than sorry.


Skills:
Acrobatics +1, Climb +6, Diplomacy +21, Escape Artist +1, Fly +1, Ride +1, Sense Motive +2, Stealth +1, Swim +6
Suli (native outsider): Paladin (Oath of Vengeance)
Vital:
HP 136/136, AC 29 T 19 FF 26, Resist 7 (acid, cold, electricity, fire), Per +0 Init +2, F +14 R +9 W +10, CMB +14, CMD 29, Speed 30, Javelins: 3

Good luck Tara! I've enjoyed playing with you here and in Absalom and will miss you! I hope we get to play together again.


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

I'd say we should bring in another caster -- though with Fernus, it doesn't necessarily need to be full caster.


Male Elf Diviner Scrollkeeper
defenses:
perecption +2 init +2 (always acts in surprise rd.) AC 11 FF 10 Touch 11 Fort+0 Ref+1 Will+3 HP 10/10

Like I said sorry guys since tuesday I have logged 80hrs as of clock out at my new job. Until business settles out and schedules stabilize I just barely have time to breathe lol. Though if your ever in Spartanburg let me know I will buy you lunch here.


stats:
HP: 35/35 _ AC: 17 _ T: 14 _ FF: 15, Perception +9, Sense Motive +8, Initiative: +2, F: +7_ R: +10 _ W: +10 _ CMB: +2, CMD: 14(18 vs Trip), Speed: 20 ft. Climb: 20 ft.
skills:
Acro +6, Appraise +8, Bluff +6, Climb +2, Diplomacy +7, Escape Artist +7, Fly +17, Heal +6, K Arc/Geo/His/Loc/Nat/Pla +7, Linguistics +15, Spellcraft +7, Stealth +18, Survival +5, Swim +2, Use Magic Device +9

We understand, good luck and good travels. Spartanburg?


Status:
HP: 41/41; AC: 18, T: 17, FF: 14; CMD: 16; Fort: 5, Ref: 10, Will: 6 +1 vs Fear; Init +5; Perception +0, Low-light vision
Halfling Sorcerer (Crossblooded, Shaitan and Deep Earth) 6/ Arcane Savant 2

Good luck and good travels Zara. Hope everything goes as planned.

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