Rise of the Runelords AE

Game Master Vuvu

Map of Sandpoint

Loot Sheet


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Unnamed

So vinny opens the door then?


Unnamed

Fernus points out that the door says

The reinforced stone door is locked but has no visible hinges or keyhole, and
each of the abyssium plates bears a single rune that names
one of the seven kingdoms of Thassilon. Those runes
surrounding the handprint read, “Only those who bear
the life sign shall pass.”


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)

Tarinhil says, "I'm guessing one of these runes will give us a magical mark of passage... ", then starts to study the symbols, dissecting them with Fernus.

Knowledge (Arcana): 1d20 + 19 ⇒ (19) + 19 = 38

I'm assuming Fernus would aid Tarinhil, given the +19, rather than the opposite...


Unnamed

Tarin reasons that one must have the "sign of life" and he is able to identify that each of the runes on the door, with Fernus's help of course, that each of the runes identifies a Thassilonain Kingdom of old.

Fergus does know what the sign of life would be in thassilonian


Skills:
Diplomacy +8, Heal +14, Knowledge (arcana) +8, Knowledge (planes) +9, Knowledge (religion) +11, Perception +22 (+23 to determine if surprised), Sense Motive +13, Spellcraft +14
M Human (Chelaxian) Cleric of Cayden Cailean 10
Vitals:
HP 83/83 | AC 24 (27), T 12 (15), FF 24 | F 13 R 6 W 14 | CMB 10 CMD 22 | Init + 6 | Perc +22

So what do you think, magical item or just something painted on us?


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)

Tarinhil says, "I'm guessing the rubber will mark us.. If it doesn't then we can have Fernus paint us, I'd think."


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

"Yes, I could paint what they call 'the life sign' in Thassilonian on each of us. I'd need something to paint or draw though."


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)

Tarinhil asks, "Are any of these runes the right one, Fernus? Touching it may provide the protection."


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

Fernus tries his best to answer Tarin and points out the life sign to him and the rest of the group if its among the runes.


Unnamed
MiniGM wrote:

Tarin reasons that one must have the "sign of life" and he is able to identify that each of the runes on the door, with Fernus's help of course, that each of the runes identifies a Thassilonain Kingdom of old.

Fergus does know what the sign of life would be in thassilonian

So no none of those is the life sign


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

"Fernus, you're always writing in your book. Time to put a few pages to a different use. Let's move."


Unnamed

So want to have get is draw the sign of life in everyone? Who goes through the door first and who goes last?


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

Yes. Unalaq will go first.


Skills:
Diplomacy +8, Heal +14, Knowledge (arcana) +8, Knowledge (planes) +9, Knowledge (religion) +11, Perception +22 (+23 to determine if surprised), Sense Motive +13, Spellcraft +14
M Human (Chelaxian) Cleric of Cayden Cailean 10
Vitals:
HP 83/83 | AC 24 (27), T 12 (15), FF 24 | F 13 R 6 W 14 | CMB 10 CMD 22 | Init + 6 | Perc +22

Darin will go in the middle then


Unnamed

1d20 ⇒ 10 Unalaq pushes on the door confident with his facial drawing and promptly a hand reaches out and grabs his throat squeezing, in a flash it is gone but the door is open and Unalaq takes 10d6 ⇒ (2, 3, 4, 2, 6, 2, 3, 3, 4, 4) = 33+50% so 49 total damage


M
Vital:
60/60 HP; F +4 R +9 W +10; DR5/CI; init +7, AC 16/15/13
Goblin Cat Oracle of Life 7 Spells 1st: 7/7 2nd 7/7 3rd 5/5 Channel 5d6 6/6 Exclude 3, Energy Body 7/7 (1d6+7)

9d8 + 18 ⇒ (7, 2, 3, 2, 2, 6, 2, 5, 2) + 18 = 49 Phooka immediately heals unalq then turns into pure energy and tops him off

1d6 + 6 ⇒ (3) + 6 = 9


Skills:
Diplomacy +8, Heal +14, Knowledge (arcana) +8, Knowledge (planes) +9, Knowledge (religion) +11, Perception +22 (+23 to determine if surprised), Sense Motive +13, Spellcraft +14
M Human (Chelaxian) Cleric of Cayden Cailean 10
Vitals:
HP 83/83 | AC 24 (27), T 12 (15), FF 24 | F 13 R 6 W 14 | CMB 10 CMD 22 | Init + 6 | Perc +22

I hate this place and we've been here five minutes.

Perception: 1d20 + 14 ⇒ (4) + 14 = 18 +1 vs surprised


Unnamed

The door opens into a fifteen-foot hallway that extends to the
northeast and northwest to create a heptagonal perimeter
around a central structure. Great stone plates inlaid with bluegreen
metal are built into alternating walls, each massive plate
inscribed with its own immense rune. Framing each rune is
a trio of extraplanar figures cast in stone, each one’s visage
twisted in anger, agony, or despair.
The only other visible door lies on the eastern side of the
central structure.

If you look at the map you will see that you are all in A3 and the runes it is talking about are the ones marked A3a, A3b etc.


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

"Well that was a second unpleasant welcome. Any of you that know something of magic able to make out anything about these runes?"


Unnamed

Arcana checks...there is another option that I can't recall at the moment...I want to say planes but I have to go back and look


Skills:
Diplomacy +8, Heal +14, Knowledge (arcana) +8, Knowledge (planes) +9, Knowledge (religion) +11, Perception +22 (+23 to determine if surprised), Sense Motive +13, Spellcraft +14
M Human (Chelaxian) Cleric of Cayden Cailean 10
Vitals:
HP 83/83 | AC 24 (27), T 12 (15), FF 24 | F 13 R 6 W 14 | CMB 10 CMD 22 | Init + 6 | Perc +22

I'll throw the gamut at it.

Well, I've traveled a fair bit and I think...

Knowledge (Arcana): 1d20 + 6 ⇒ (12) + 6 = 18
Knowledge (Planes): 1d20 + 7 ⇒ (18) + 7 = 25
Knowledge (Religion): 1d20 + 11 ⇒ (13) + 11 = 24
Spellcraft: 1d20 + 12 ⇒ (8) + 12 = 20


Unnamed

Religion. ill take the higher of the rolls

Arcana or religion folks.

1d2 ⇒ 1 1=moving west 2=east

Fernus identifies A3g as a Rune of Life, like the one painted on all your faces, Darin examines it and realizes that it can be disabled...though he doesn't know what that would actually do, if they are able to target the three statues around it with a stone to flesh spell or

A PC who identifies a rune of life understands that
subtle forces of death can disrupt and destroy the rune.
The following can disable the rune: dealing 20 points of negative energy; bestowing 2 or more negative levels; dealing 2 or
more points of ability damage to a single ability score by a
poison or disease in one round
or casting a spell at the rune of 3rd-level or higher with
the death descriptor


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

Mini, just so you know, Fernus can find rune-based or glyph-based or other writing based traps using his spellcraft to find them instead of Perception. So in this case Fernus will take 10 on looking around and finding any of those for a total of 25

"Well Unalaq... I'm fairly certain that certain forces of death magic or effects can remove those runes. Negative energy or poison might work, perhaps some spells that are death-related. I'm sorry to say I'm not really versed in those."


Unnamed

Oops that was Darin who got the info. No matter

Fernus you are not sure hit it is conceivable that failure to disable the tune my activate some kind of defense but you are not positive


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

"Not my area either Fernus. Anyone else with the ability to disable it? Otherwise, we'd best move on and see what the next one is."


Skills:
Diplomacy +8, Heal +14, Knowledge (arcana) +8, Knowledge (planes) +9, Knowledge (religion) +11, Perception +22 (+23 to determine if surprised), Sense Motive +13, Spellcraft +14
M Human (Chelaxian) Cleric of Cayden Cailean 10
Vitals:
HP 83/83 | AC 24 (27), T 12 (15), FF 24 | F 13 R 6 W 14 | CMB 10 CMD 22 | Init + 6 | Perc +22

I'm more of the cheery, helpful cleric instead of the blight spreading kind. Too bad we didn't bring a cleric of Urgathoa. Cheerful blokes too.


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)

Tarinhil asks, "Is there sareason we'd want to remove the runes? Are they suffering?"


Skills:
Diplomacy +8, Heal +14, Knowledge (arcana) +8, Knowledge (planes) +9, Knowledge (religion) +11, Perception +22 (+23 to determine if surprised), Sense Motive +13, Spellcraft +14
M Human (Chelaxian) Cleric of Cayden Cailean 10
Vitals:
HP 83/83 | AC 24 (27), T 12 (15), FF 24 | F 13 R 6 W 14 | CMB 10 CMD 22 | Init + 6 | Perc +22

Well, wizards tend to love their little puzzles. And empowering magical items. And rituals. And robes.


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 agree with Tarin on this, tales are full of wizards about these sorts of traps. And Tarin, seeing that the last rune tried to grip and choke unalaq to death it's safe to say they might be some sort of warding against intruders."


Unnamed

Make me an Arcana check or a spell craft check, you can use the identify spell if you have it to assist in this


Skills:
Diplomacy +8, Heal +14, Knowledge (arcana) +8, Knowledge (planes) +9, Knowledge (religion) +11, Perception +22 (+23 to determine if surprised), Sense Motive +13, Spellcraft +14
M Human (Chelaxian) Cleric of Cayden Cailean 10
Vitals:
HP 83/83 | AC 24 (27), T 12 (15), FF 24 | F 13 R 6 W 14 | CMB 10 CMD 22 | Init + 6 | Perc +22

Spellcraft: 1d20 + 12 ⇒ (10) + 12 = 22
Knowledge (Arcana): 1d20 + 6 ⇒ (18) + 6 = 24


Acrobatics +17 | Appraise +8 | Bluff +21 | Climb +10 | Disable Device +20 (+3 vs Traps) | Know: Local +13 | Perception +20 (+3 vs Traps) | Prof (merchant) +7 | Sense Motive +13 | Sleight of Hand +10 | Swim +5 | Stealth +16 AC: 26/T: 17/FF: 21 F: +9/ R: +12/W: +7 HP: 92/92 Init +5 Percept: +16 Polearm Master Fighter 5th/Scout Unchained Rogue 5th

Vinny is a level 6 rogue...and if people told him to check for traps (because at the moment, he isn't likely to be cautious enough to do so!) then he would do it, and while he currently has a -5 from his usual, he's still pretty good at it. Also, I'm in the middle of a 40 hour weekend's worth of work that is in the midst of 9 straight 10+ hour days...so I'm really slow at the moment.


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)

Spellcraft: 1d20 + 13 ⇒ (18) + 13 = 31
Knowledge (Arcana): 1d20 + 19 ⇒ (9) + 19 = 28
Perception: 1d20 + 12 ⇒ (13) + 12 = 25


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

Spellcraft: 1d20 + 15 ⇒ (8) + 15 = 23
Knowledge Arcana: 1d20 + 16 ⇒ (9) + 16 = 25

Fernus will use a Detect Magic spell to be more certain of it.

"If this is a sign of things to come we might be best to be on the lookout for more of these writing based traps. I'm not sure if any of us are trained to recognize traps, I'm only fairly sure about writing though."


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)

Tarinhil says, "I know how to find traps... anyone can do it, really. I can even disarm mechanical ones... magical ones, well, that's why I learned to make dispelling bombs."


Unnamed

With your powers combined you think these runes might be connected to the runelord. Each one that is active makes him stronger


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

"We should deactivate these. Because these are liferunes, they are probably tied to the resurrection of the runelord in question and his power with it. The more we can disable the better."


Skills:
Diplomacy +8, Heal +14, Knowledge (arcana) +8, Knowledge (planes) +9, Knowledge (religion) +11, Perception +22 (+23 to determine if surprised), Sense Motive +13, Spellcraft +14
M Human (Chelaxian) Cleric of Cayden Cailean 10
Vitals:
HP 83/83 | AC 24 (27), T 12 (15), FF 24 | F 13 R 6 W 14 | CMB 10 CMD 22 | Init + 6 | Perc +22

Are they all liferunes or only this one? And I still can't curse people I'm afraid.


Unnamed

Which way do you want to move. To the west or the east?


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)

Tarinhil says, "Given a minute, I can mix something up to take on undead traits, but not enough to drain the runes. Never thought I'd wish we had an inflict wounds wand..... Could they be disabled like a magical glyph? Maybe Vinnie could manage that."

He shrugs, "Or... I could try vomiting a swarm of spiders or wasps and hope their venom would be enough to kill the runes.. "


Unnamed

they cannot, only way is to destroy the statues, and that has to be done with a stone to flesh type spell. you could go check more runes...


Skills:
Diplomacy +8, Heal +14, Knowledge (arcana) +8, Knowledge (planes) +9, Knowledge (religion) +11, Perception +22 (+23 to determine if surprised), Sense Motive +13, Spellcraft +14
M Human (Chelaxian) Cleric of Cayden Cailean 10
Vitals:
HP 83/83 | AC 24 (27), T 12 (15), FF 24 | F 13 R 6 W 14 | CMB 10 CMD 22 | Init + 6 | Perc +22

It's the charming company on the road that makes the life of an itinerant cleric worth living.

I say we go right, because Cayden was right-handed. And that reason makes as much sense as any other.


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

"Right is fine with me. Let's see about the next rune and see if we can find the Runelord himself."


Skills:
Diplomacy +8, Heal +14, Knowledge (arcana) +8, Knowledge (planes) +9, Knowledge (religion) +11, Perception +22 (+23 to determine if surprised), Sense Motive +13, Spellcraft +14
M Human (Chelaxian) Cleric of Cayden Cailean 10
Vitals:
HP 83/83 | AC 24 (27), T 12 (15), FF 24 | F 13 R 6 W 14 | CMB 10 CMD 22 | Init + 6 | Perc +22

Oh we're off to kill the Runelord, the Terrible Runelord of Sloth!

Because, because, because, because, because

Because of the terrible things he does!


Male Human Druid (Domain-Ferocity Sub-Domain) 8
Stats:
AC 23/26 w BS T:13 FF:21/24 HP: 81/81 Perc.: +15 Saves: F:+9 R:+4 W:+11 Init: +2

The large grizzly beside you suddenly shifts back into Bear.

I can summon an ally who can poison the statue if you think that would help but I have no allies who have death powers.


Unnamed

Unalaq takes Fernus to the Rune to the right side of the map and finds that it is the same as the first rune they are looking at.

I am marking that on the map for you guys


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

"Let's keep looking Fernus. Bear, let's find all of these life runes before you summon something to destroy them."


Unnamed

The next rune is different

Roll religion, arcana, spell craft or linguistics


Skills:
Diplomacy +8, Heal +14, Knowledge (arcana) +8, Knowledge (planes) +9, Knowledge (religion) +11, Perception +22 (+23 to determine if surprised), Sense Motive +13, Spellcraft +14
M Human (Chelaxian) Cleric of Cayden Cailean 10
Vitals:
HP 83/83 | AC 24 (27), T 12 (15), FF 24 | F 13 R 6 W 14 | CMB 10 CMD 22 | Init + 6 | Perc +22

Knowledge (Arcana): 1d20 + 6 ⇒ (3) + 6 = 9
Knowledge (Religion): 1d20 + 11 ⇒ (9) + 11 = 20
Knowledge Spellcraft: 1d20 + 12 ⇒ (1) + 12 = 13

Oh yeah, nailed it on the rolls.


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)

Arcana: 1d20 + 19 ⇒ (10) + 19 = 29
Spellcraft: 1d20 + 13 ⇒ (19) + 13 = 32

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