Rise of the Runelords - Pathfinder Society (Inactive)

Game Master JCServant


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Scarred Witch Doctor 2/Cleric 1 AC:16 Tch:10 F/R/W:+5/+0/+6 HP:23 Perc:+1 Init: +0

Flank rules are different than expected and usual. This is because we do not use a map. The adaptation of Flanking is as follows: Any creature attacked in melee by two different enemies on any single turn is deemed 'flanked' on the next turn. Any creature that is 'flanked' can be Sneak Attacked, even if there is only one enemy near it on that turn.

It takes some getting used to.

Some adaptations of your usual tactics: Go last. Attack an enemy that has been attacked once already. That'll be by Brenton, maybe Megekki. You're two-weapons style, you can tag two. The next turn, anyone with two attackers will be flanked.

Your other big method will be getting them flat-footed, before they move.

Silver Crusade

(RETIRED) KA+9, KD+7, KH+8, KN+7, KP+8, KR+8, Dip+4, SC+9 Elf Conjurer 3 | HP 19 | AC 14 FF 13 T12 | Saves +2/+4/+4 | Init +5 | Percep +5

Ok, try this instead then...

Casts Daze on the goblin. Dc 13 will save or take no actions next round.


Male Human Rogue 4 || HP39 || AC 18 || Init +4 || Per +8 (+10 Traps) || F +5 / R +9 / W +3 ||

This is rather confusing...I attacked the past two rounds...didn't Brenton and Meg attack as well?


Scarred Witch Doctor 2/Cleric 1 AC:16 Tch:10 F/R/W:+5/+0/+6 HP:23 Perc:+1 Init: +0

1st round, Meg AoO'd one, and attacked another with the braced spear. Since then, Meg has used Intimidate and has not attacked with his spear. Best that you rely on Brenton as a flank-buddy, that way, the 2nd round, you'll get flank bonuses, unless the target is already dead. You might eventually rely on stealth, too. But the usual positioning method of running to the other side of the enemy from Brenton, to Flank on the first round, does not apply in this universe.


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

Ignore your allies, they are not there... Focus your mind on the foe. - the monk ponders to himself in a meditative state as he launches 2 more arrows at their foe in the back.

Flurry of Arrows 1: 1d20 + 7 ⇒ (7) + 7 = 14Damage: 1d8 + 6 ⇒ (7) + 6 = 13
Flurry of Arrows 2: 1d20 + 7 ⇒ (10) + 7 = 17Damage: 1d8 + 6 ⇒ (4) + 6 = 10

My dice rolls are picking up again. Or should I say down...?

Wait a second... If I target a flanked foe, do I get the +2 bonus to hit as per houserules? :D

Grand Lodge

Hardegon wrote:
GM-JCServant wrote:
There's no flanking on the cat yet because two characters haven't attacked him melee in a single round prior to this one. Brenton has been attacking the dog in the last round, IIRC.
Hardegon has already attacked the cat on two separate turns

The condition for flanking is that two separate characters must melee attack the same creature on the same round to give it the 'flanked' condition. I apologize if I don't have this spelled out properly in the house rules. I'll make myself a note to check/add it :)

Right now, you and Brenton aren't really coordinating. Check his last round action. He attacked the remaining Goblin dog. You are attacking the Druid's cat. So your attentions are divided. Very much like regular pathfinder, you don't get flanking unless at least two of you are focused and coordinated. As far as the others, Meg was intimidating, and the other two are ranged attacking.

Oh, and to clarify, you do NOT get flanking if you go last in a round and attack an enemy that has been attacked this round. Flanking in my Pbp's is a condition gained on the round following the one where an enemy/ally is the target of melee attacks from 2 or more characters. Therefore, the only sneak attack damage you get on round 1 is from them being flatfooted. On round 2, as long as two different heroes attacked the same guy, you will have an enemy with the 'flanked' condition. ANYONE attacking him (even if they did not attack him before, and even if only ONE person attacks him this round) gets +2 to hit with melee attacks and sneak attack if they have it. This rule insures that it doesn't matter what order you actually post in. it also reflects the fact that the majority of the time in grid play it's REALLY hard to get flanking on someone in the first round. You usually get it after you've had an opportunity or two to five foot step into position.

Grand Lodge

Round 3, Party
The rogue attacks the cat and scratches it with his dagger. Brenton moves to distract the attack so Hardegon can get a better opportunity. Emrys attempts to daze the goblin.

Will Save: 1d20 + 8 ⇒ (2) + 8 = 10

And he is dazed for a round. Zeriax shoots at the goblin, but misses. It doesn't help that the cat seems to be reaching a paw up to block his shots. :P And, no, flanking condition gives melee attackers a +2 to hit, but not ranged attackers. By Definition, ranged attacks do not threaten or flank.

Enemy Turn.

The kitty turns his attention to the rogue who scratched him.

-2 for shaken.
Bite, Trip): 1d20 + 6 ⇒ (17) + 6 = 231d6 + 3 ⇒ (3) + 3 = 6 The cat grabs the rogue's leg with this teeth...
Trip attempt): 1d20 + 6 ⇒ (19) + 6 = 25... knocks him to the ground has he pulls his leg hard
2 Claws): 1d20 + 6 ⇒ (12) + 6 = 181d3 + 3 ⇒ (2) + 3 = 5 And with a +4 to hit him now (Since he is prone) hits even though he's sickened.
2 Claws): 1d20 + 6 ⇒ (8) + 6 = 141d3 + 3 ⇒ (1) + 3 = 4 Though this still barely misses.

The rogue takes 11 points from the cat's attacks and is prone.

The dog continues to attack Brandon.
Bite, Fort Save if Bitten): 1d20 + 2 ⇒ (13) + 2 = 151d6 + 3 ⇒ (5) + 3 = 8
And misses.

The goblin picks his nose.

Megekki, did you take a combat action this round? I don't see it?

Status
5' Zeriax (21/21 Armor), Emrys (19/19 ),
PFL Brenton (15/20 Shield), Meggeki (25/25 ), Hardegon (12/27 Prone),
EFL' Goblin Dog A (KO'd, ), Goblin Dog B (KO'd, ), Goblin Dog C (Perfect, ), Tangletooth (Perfect, Flanked),
25' Gogmurt (Good, Shaken 1),


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

Turning his attention to the immediate danger, Zeriax takes the opening offered by the large cat when he took Hardegon down, and shifts his shots to the feline.

Targeting Tangletooth

Flurry of Arrows 1: 1d20 + 7 ⇒ (4) + 7 = 11Damage: 1d8 + 6 ⇒ (6) + 6 = 12
Flurry of Arrows 2: 1d20 + 7 ⇒ (19) + 7 = 26Damage: 1d8 + 6 ⇒ (8) + 6 = 14


Male Human Rogue 4 || HP39 || AC 18 || Init +4 || Per +8 (+10 Traps) || F +5 / R +9 / W +3 ||

OK, how about YOU tell me when I am flanking and when it is my turn then...

Grand Lodge

I'll IM you :)


Scarred Witch Doctor 2/Cleric 1 AC:16 Tch:10 F/R/W:+5/+0/+6 HP:23 Perc:+1 Init: +0
GM-JCServant wrote:

Round 3, Party

Megekki, did you take a combat action this round? I don't see it?

Sorry, they've locked the city down, a little distracted, here.

Late action for previous round: StA: Evil Eye on Gogmurt, -2 on saves, Will save DC 14, Pass: lasts one round, Fail: lasts 6 rounds.

Action for this round, Spear +1 used to Aid Another on Hardegon's to-hit. Aid Another+1: 1d20 + 1 ⇒ (20) + 1 = 21

"You are under him! Now GUT HIM!", Megekki demands, taunting the cat with his spear.

Meg's Aid Another gives +4.


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

Which city are you in Meg? Boston? Been watching it on the news for the past days.


M Human Priest; 20AC w/shield, 20hp, Saves (4F/7R/8W); Perception +6; [3S1/0S2/3C]

Brenton continues his attack on the Cat.

Attack Defensively: 1d20 + 3 - 4 + 2 ⇒ (5) + 3 - 4 + 2 = 6

"Stay still damn it!"

AC 23

Silver Crusade

(RETIRED) KA+9, KD+7, KH+8, KN+7, KP+8, KR+8, Dip+4, SC+9 Elf Conjurer 3 | HP 19 | AC 14 FF 13 T12 | Saves +2/+4/+4 | Init +5 | Percep +5

Me too, on this side of the pond. Everyone is really nervous for the London marathon this Sunday :S

Ha!

Since the goblin is dazed he takes a pot-shot at him with his crossbow.

1d20 + 4 ⇒ (1) + 4 = 5

But misses badly.

Dammit!

So he reloads to try again.


Male Human Rogue 4 || HP39 || AC 18 || Init +4 || Per +8 (+10 Traps) || F +5 / R +9 / W +3 ||

Hardegon thrusts at the cat from below

Main Hand: 1d20 + 5 - 4 + 4 ⇒ (5) + 5 - 4 + 4 = 101d6 + 2d6 ⇒ (3) + (2, 6) = 11

Off Hand: 1d20 + 5 - 4 + 4 ⇒ (18) + 5 - 4 + 4 = 231d6 + 2d6 ⇒ (5) + (4, 1) = 10

Grand Lodge

Round 4, Party
Zeriak pierces the cat with his arrow, causing crimson blood to seep out and mix in with the otherwise vibrant and beautiful mix of purple and orange.

Gogmurt's Save: 1d20 + 8 - 2 ⇒ (12) + 8 - 2 = 18

Megekki Evil eyes the goblin as he helps the rogue. Brenton and Emrys miss, but destract the cat long enough for Hardegon to get under him and finish him off.

Enemy Turn
The goblin screams, You longshanks come to kill us! Come to get revenge! We be ready!

He disappears into the bramble behind him, walking through the dense, thick vegetation with thorns as easily as if it were not there.

You kill the last dog in your way.

Battle over.

Status
5' Zeriax (21/21 Armor), Emrys (19/19 ),
PFL Brenton (15/20 Shield), Meggeki (25/25 ), Hardegon (12/27 Prone),
EFL' Goblin Dog A (KO'd, ), Goblin Dog B (KO'd, ), Goblin Dog C (Perfect, ), Tangletooth (KO'd, Flanked),


M Human Priest; 20AC w/shield, 20hp, Saves (4F/7R/8W); Perception +6; [3S1/0S2/3C]

Brenton gives a hand to Hardegon. When Hardegon grabs it; a spell is cast.

CLW: 1d10 + 4 ⇒ (3) + 4 = 7

Brenton pulls the rogue to his feet and then channels.

Channel: 2d8 ⇒ (8, 1) = 9

He checks his surroundings.

Perception: 1d20 + 6 ⇒ (19) + 6 = 25

Where to next? Continue along this east path or is there more?

Grand Lodge

Got quiet here. Is Brenton the only one posting after combat? LOL. Anywho, Map has been updated. You can head north which you believe will bring you to Thornkeep, or you can explore the other areas of this forest that you have not been to. You can see the map...but there's an area to the south as well as several to the west which have not been investigated.


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

"I have a feeling we are going to regret having let that one escape..." - Zeriax comments as he approaches the area through which the creature has escaped, keeping watch for a few moments.

Perception: 1d20 + 10 ⇒ (3) + 10 = 13


Scarred Witch Doctor 2/Cleric 1 AC:16 Tch:10 F/R/W:+5/+0/+6 HP:23 Perc:+1 Init: +0

"We do now. How to keep him next time? Maybe do that first time, next time. Even first time, every time.", Megekki muses.

Silver Crusade

(RETIRED) KA+9, KD+7, KH+8, KN+7, KP+8, KR+8, Dip+4, SC+9 Elf Conjurer 3 | HP 19 | AC 14 FF 13 T12 | Saves +2/+4/+4 | Init +5 | Percep +5

He was the clear threat. Emrys agrees thoughtfully. Next time we should work to eliminate the spellcasters first. Ha! I hope the enemy don't think like that! he claps Meg on the shoulder as he goes past.

I say we head into Thornkeep directly.


Scarred Witch Doctor 2/Cleric 1 AC:16 Tch:10 F/R/W:+5/+0/+6 HP:23 Perc:+1 Init: +0

"If cat is dead, we take skin. Good skin. Make Gothmug mad, less smart."

Grand Lodge

survival check to skin cat. And let me know where you want to go next. I am out all day at an event.


M Human Priest; 20AC w/shield, 20hp, Saves (4F/7R/8W); Perception +6; [3S1/0S2/3C]

Brenton will skin the cat or aid someone who wants to do it. He casts guidance on the other and himself before doing so.

"Who wants to help me skin it?"

Survival (aid?): 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20


Male Human Rogue 4 || HP39 || AC 18 || Init +4 || Per +8 (+10 Traps) || F +5 / R +9 / W +3 ||

I think we should head towards the rope bridge as well.


Scarred Witch Doctor 2/Cleric 1 AC:16 Tch:10 F/R/W:+5/+0/+6 HP:23 Perc:+1 Init: +0

"Hunters bring food to orc, butchers make skins for hobbits. Megekki does not know this, but will help..."

Aid Another Survival+1: 1d20 + 1 ⇒ (6) + 1 = 7

Megekki is full of helpful useless wisdom...

"Close the eyes. So he does not watch."

"Cut sides of belly, save in one piece?"

But he eventually goes away so real skill can prevail.

:)


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

Finding no real use in skinning the poor creature, Zeriax stands to the side during the gruesome task. He keeps watch over his companions, surveying the surrounding areas.

Silver Crusade

(RETIRED) KA+9, KD+7, KH+8, KN+7, KP+8, KR+8, Dip+4, SC+9 Elf Conjurer 3 | HP 19 | AC 14 FF 13 T12 | Saves +2/+4/+4 | Init +5 | Percep +5

I don't think this is helping us accomplish anything. Let's move on before he warns the entire place we're coming.

Grand Lodge

Skinning an animal properly takes time. So, do you want to take the time to skin it properly here? If not, do you take it to skin later? Otherwise, I guess you leave the carcass here? Also, I need to know what direction you are going.

Silver Crusade

(RETIRED) KA+9, KD+7, KH+8, KN+7, KP+8, KR+8, Dip+4, SC+9 Elf Conjurer 3 | HP 19 | AC 14 FF 13 T12 | Saves +2/+4/+4 | Init +5 | Percep +5

I say we continue north. Thornkeep can't be too far ahead.


M Human Priest; 20AC w/shield, 20hp, Saves (4F/7R/8W); Perception +6; [3S1/0S2/3C]

We leave the animal and head to the bridge.

Grand Lodge

You head North. A rope bridge spans the gulf between the cliff and a roundish, flat-topped island sixty-some feet to the north. Thick patches of nettles and briars grow here and there atop the island, but its most impressive feature is a wooden one-story stockade. Two thirty-foot-tall watchtowers guard the stockade’s southern facade. The rope bridge itself is made of hairy rope and thick wooden planks; the whole thing creaks and sways in the wind above the churning surf eighty feet below.

Silver Crusade

(RETIRED) KA+9, KD+7, KH+8, KN+7, KP+8, KR+8, Dip+4, SC+9 Elf Conjurer 3 | HP 19 | AC 14 FF 13 T12 | Saves +2/+4/+4 | Init +5 | Percep +5

A difficult approach. Emrys says, trying to duck out of the sight line of the stockade.

The briars will give us cover but there doesn't seem to be a stealthy means of entry.


Male Human Rogue 4 || HP39 || AC 18 || Init +4 || Per +8 (+10 Traps) || F +5 / R +9 / W +3 ||

Perhaps some sort of distraction could be made? Or we try to cross in the dark?


Scarred Witch Doctor 2/Cleric 1 AC:16 Tch:10 F/R/W:+5/+0/+6 HP:23 Perc:+1 Init: +0

"Can make a horse. They hate horse, yes?"

Kn:Local+6: 1d20 + 6 ⇒ (11) + 6 = 17

Grand Lodge

Goblins hate horses with a passion. And dogs, except Goblin dogs.


Scarred Witch Doctor 2/Cleric 1 AC:16 Tch:10 F/R/W:+5/+0/+6 HP:23 Perc:+1 Init: +0

"We leave horse by bridge, when some come, shoot them. And laugh. But that is no surprise. Or Megekki becomes Gothmug, and takes prisoners and horse? Small surprise. Or, we climb. Big surprise, surprise that Megekki can climb."


M Human Priest; 20AC w/shield, 20hp, Saves (4F/7R/8W); Perception +6; [3S1/0S2/3C]

Brenton checks the bridge for safety. 'I don't even know if this goblin bridge can hold our weight.'

Engineering: 1d20 + 6 ⇒ (6) + 6 = 12

Grand Lodge

It looks sturdy enough. Though, the drop below sure is scary!

Silver Crusade

(RETIRED) KA+9, KD+7, KH+8, KN+7, KP+8, KR+8, Dip+4, SC+9 Elf Conjurer 3 | HP 19 | AC 14 FF 13 T12 | Saves +2/+4/+4 | Init +5 | Percep +5

I can create an illusion of some considerable size, it wont give provide sound nor smell but I can move it and it will look real enough. A fire in among the briars should be enough to get them running, either in fear or to extinguish it. Either way we could sneak in under cover of the distraction or assault them in force while they are grouped together.

He thinks for a moment.

Of course it would be interesting to see what they make of a pack of dogs running through their village. Albeit silently. Or one massive horse perhaps.


Scarred Witch Doctor 2/Cleric 1 AC:16 Tch:10 F/R/W:+5/+0/+6 HP:23 Perc:+1 Init: +0

"Goblin like fire.", Megekki says. "If not wet ocean, probably no village, burned down. So fire, maybe not afraid of."


Male Human Rogue 4 || HP39 || AC 18 || Init +4 || Per +8 (+10 Traps) || F +5 / R +9 / W +3 ||

I like the horse idea a lot! I had no idea that they didn't like them...

Grand Lodge

However, they LOVE horsemeat. Go figure. What do you all do next?


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

Does Zeriax spot anyone on watch in the stockades?

Perception: 1d20 + 10 ⇒ (14) + 10 = 24

Grand Lodge

Nope


Scarred Witch Doctor 2/Cleric 1 AC:16 Tch:10 F/R/W:+5/+0/+6 HP:23 Perc:+1 Init: +0

"If we go back, and hide where we can see, and shoot arrows, and our horse is where they can see it, maybe they will follow it into the briars. Where Two-Swords hides."

Megekki suggests an ambush with a hated horse as bait.

edit: of course, if they aren't even watching baiting them won't work


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

"I see no one in the stockades, though its hard to believe they would be unmanned... Perhaps rush across the bridge while I and Emrys keep the area secured from this end with ranged fire?"


M Human Priest; 20AC w/shield, 20hp, Saves (4F/7R/8W); Perception +6; [3S1/0S2/3C]

"I'm up for running across. Just let me know when."

Silver Crusade

(RETIRED) KA+9, KD+7, KH+8, KN+7, KP+8, KR+8, Dip+4, SC+9 Elf Conjurer 3 | HP 19 | AC 14 FF 13 T12 | Saves +2/+4/+4 | Init +5 | Percep +5

I'll drop a pit or two to try and snare any groups that mass on you. I'm still working on the mechanics of the gesture on that one. I feel like if I got the finger position just right I could drop it further but they should still be plenty difficult for any goblins to clamber out of. Should buy you some time to thin the ranks.

He also pulls out a wand.

Even if we're staying at the back I'd want a little protection. Here you go Zeriax.

Casts mage armor on himself and Z. 47 charges remaining.


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

Zeriax checks his bow and arrows, and nods to his companions - "I am ready"

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