RotRL: The Alkenstar Expedition (Inactive)

Game Master drbuzzard

Guns vs. Magic in Rise of the Runelords.

Current map

Xin Shalast Map

Loot List


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You can appraise any of it if you like, but without knowing whether or not it is magic or mundane means you could just be gauging the basic value and as such be dead wrong.


Unnamed

right, we are going to get a wand of detect magic, I just don't want to waste my time and your time on the loot list with things that are going to change. once we get it.

Unless we don't get to head back to base to rest and return survivors, in which case I take itt all back


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

I posted some ways to handle it in an OOC, let me know.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Im considering going the Shieldmarshal Prc, but i have a question..

The pre-reqs require the Gunsmithing Feat, but since we t urned that over in the advanced firearm world would that still be a pre-req?

Edit: So we're not completely restricted from spellcasting classes?


You start in a place where they are simply not an option. Picking one up later is viable, but likely not optimal, however it's your character. I'm more curious to see if a mostly mundane party can pull this off, but I'm not enough of a control freak to enforce anything of the sort.

And yes, the gunsmithing feat is needed. You did get something decent in it's place after all.


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

Making Narissa's spellcraft checks over here to identify magical items.

Only 2 on the first day, since she'll have to identify which are the magical items first.
Day 1 :

Identify 1: 1d20 + 10 + 6 + 1d6 ⇒ (16) + 10 + 6 + (2) = 34 CL 19
Identify 2: 1d20 + 10 + 6 + 1d6 ⇒ (8) + 10 + 6 + (3) = 27 CL 12

Day 2 :
Identify 1: 1d20 + 10 + 6 + 1d6 ⇒ (17) + 10 + 6 + (6) = 39 CL 24
Identify 2: 1d20 + 10 + 6 + 1d6 ⇒ (12) + 10 + 6 + (5) = 33 CL 18
Identify 3: 1d20 + 10 + 6 + 1d6 ⇒ (6) + 10 + 6 + (3) = 25 CL 10

Day 3 :
Identify 1: 1d20 + 10 + 6 + 1d6 ⇒ (2) + 10 + 6 + (5) = 23 CL 8
Identify 2: 1d20 + 10 + 6 + 1d6 ⇒ (18) + 10 + 6 + (6) = 40 CL 25
Identify 3: 1d20 + 10 + 6 + 1d6 ⇒ (13) + 10 + 6 + (4) = 33 CL 18


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

I don't think the gunsmithing feat actually exists for advanced firearms though. It says you use craft instead. Would Craft(Firearms) work as a pre-req with say 5 ranks or something like that?


Yeah, that would be fine.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

With spellcasting open i would have prob went inquis or cleric last level.. Anyway i can retcon my 7th level? I was not aware we could take casting classes later.. Its cool if no though as i still plan on going at 12th level pally..


I would prefer no retconning, and spellcasting should only be taken up after you start playing, not before.

I gave out a lot of freebies to compensate for the no casting classes, if someone were to make a casting class the point buy would drop and bonus teamwork feat would have to go.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Inquisitor has nerded spellcasting and at most i would do 5 levels.. It was more for the judgement fluff/bane than the spells..

But i would not kill everyones stats to have the levels so ill pass if that what itll cause..


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Im gonna wait to buy the adv class guide pdf tm before i decide what to do..


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

I really wand the Inquisitor abilities, but not so much the spells, although using my cure wand would be nice.. Anyway we could modify the class and remove the spells entirely?


I wish there were more classes without spells. It would give more options here. I'm not exactly sure how we could balance the class while taking away the spells though. I am of the understanding that ACG has information on class design. Once I have that in my grubby little mitts (in a virtual pdf form, so grubby little virtual mitts) we'll see about it.


Unnamed

Just take away all spells and give full bab and hp

Now you are a fighter but you get judgement and bane instead if bonus feats


Judgement and bane are more powerful than bonus feats, so no. (IMO of course). I'd just as soon see their take on it.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Id be ok with leaving the hps at d8 and swap the full bab for spells.. It be cool if I could keep spell trigger for inquis though, so i could use wands but.. But yea i can wait till tm to the see what ACG says..

IMO 10 bonus feats more than override bane/ greater bane and judgement..


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

If there's something specific in it you're looking for, I can post the specific bits.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Nah.. Im gonna buy the pdf tm..


I don't know if I was clear- there will be no respeccing. Narissa just redid the 8th level that she was not yet at. You can go forward as an inquisitor if you wish from this point forward.


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

aw man I had already finished my respect as a level 8 Sorcerer/Arcanist/Bard Gestalt...and Tirion as a Arcanist/Bard/Sorcerer


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

I got that, but im not doing normal inquisitor if its gonna cause us to lose point buy/feats.. Ill just wait and see what the ACG offers and if nothing jumps out ill just continue paladin..


I guess I put in confusion with that comment. What I meant was that if someone wanted to play a character who was a caster, that character would have lower point buy and no bonus feat. Anything from here forward is peachy with your build. Nothing gets taken away.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Ok so if i take a level of inquisitor would i be penalized or not? I understand playing a brand new caster would get u nerfed..


'Anything from here forward is peachy with your build. Nothing gets taken away.'

if that needs translation, you can take levels in whatever you like from this point on without penalty.

I can see if monosyllables are possible if that wasn't clear.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Yea i was confused in to thinking it was a no go.. Ill still check out the acg tm before deciding though..


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

My internet is out at work today so i hadnt had a chance to buy the pdf and update.. Hopefully it will be fixed soon..


Just got the pdf. Some neat stuff in there. There's actually an unarmed clustered shot now (Pummeling Style).

Still reading it of course, but a goodly amount of interesting stuff in there. Also got the Herolab package.


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

Quite a few new non-caster options as well. Brawler, Investigator, Swashbuckler. A few archetypes that give up spellcasting/alchemy.

Investigator (Spiritualist) gives up Alchemy and get's the ability to commune with spirits (Narissa's new level). Although with Bo going Inquisitor, seems like that was not needed now.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Not sure what im doing yet.. Im still reading through all the new stuff..


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Ok i got Bo ready.. Ended up just going with reggie Inquisitor with the Illumination inquisition..


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

Ok, not sure if there's any reason for Narissa to go Investigator then.

I'll look over things and see if I want to put her into a different thing or go back to gunslinger or stick with investigator


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

While i can detect magic, i will be no good at identifying it.. Spellcraft is at +5 with guidance..


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1
Narissa Sandstone wrote:

Ok, not sure if there's any reason for Narissa to go Investigator then.

I'll look over things and see if I want to put her into a different thing or go back to gunslinger or stick with investigator

Actually, looking at it, Slayer (Sniper) looks REALLY nice. Halve my range penalties (from -1 per range increment to -1 per two range increments), 6 skill points, D10 hit die, and +1 hit/damage by spending a move action to study a target. And a second level, adding another 10 ft to my sneak attack range, bringing it to 50 ft, and the ability to immediately gain the +1 hit/damage if I do sneak attack damage.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Only problem there is u cant take a hybrid class if you already have levels in one of the base classes.. Having 3 levels in rogue screws you there..


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

Nope, that restriction was removed. Reread the released book. You can, but things don't stack unless they say they do. Sneak attack for example explicitly states it stacks. As does trapfinding on several classes.

Parent Classes wrote:
Each one of the following classes lists two classes that it draws upon to form the basis of its theme. While a character can multiclass with these parent classes, this usually results in redundant abilities. Such abilities don’t stack unless specified. If a class feature allows the character to make a one-time choice (such as a bloodline), that choice must match similar choices made by the parent classes and vice-versa (such as selecting the same bloodline).


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Oh cool.. Im still stuck on the last 8 months of rules.. I suppose if you wanna do that we can buy a wand of id and hope we get it to work when we need it too lol..


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

Me and tirion Re maxing umd


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

Uhm, if you're going Inquisitor, you can do the identification. Inquisitor's get Detect Magic at will.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

It still requires a spellcraft check, in which i have a +5 mod..


Unnamed

Just take identify with your level 1 spell or we get a wand


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

True enough, you suck at it. :)

I guess I'll keep Narissa the way she is. She get's 3 identifies a day, and get's +16+1d6 on each check.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Identify is unfort not an Inquisitor spell.. I suggested a wand and umd fo id.. I think that could work just fine if Narissa wants to do something else class wise..


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

Nah, that's fine, Narissa's pretty eclectic, she picks up things as she needs them (see her build), so it works out fine. I can always take a level or two of slayer going forward. :)


dude halfling

Tirion is level'd up to 8: he now has the Sniper's Eye Bleeding Attack Rogue Talent.

Tirion is pleased to be up and about!

He's still down a few hit points (I did recover 8 overnight): did we already have a wand of CLW? If not, can we find one?


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Bo will tap you once.. Considering we mae it to town and you'll get another nights rest there..

1d8 + 1 ⇒ (4) + 1 = 5


I will be pretty much netless until Sunday or Monday, so we'll be off this weekend.


Tiefling HP (104/104)
Stats:
AC/FF/T 34/29/19 | Fort/Ref/Will +14/+18/+9 | Init +11

Hi All,

Drbuzzard asked if I'd like to replace your Alchemist. I said yes. I'm looking forward to joining your adventure.

Drbuzzard,

My sheet is mostly complete, I need to buy mundane and alchemical items. Please let me know if I have everything correct.

Thanks


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

Welcome!

Buzz is gobe for the weekend but tirion and I will tell you what you need to know


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

I'd listen to what they say with a grain of salt, both of them have the sense of humor of a frat boy kender. :)

Welcome to the club. Nice to have another long range person (saw the bow and bomb launcher). Too many people wanting to bunch up around the enemies for my taste. Then again, as long as they're taking the hits, I don't have to get all patched up. :)

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