Ruins of Aztlant

Game Master Nayr Trebrot

Handout
Loot
Mystery

The lure of a free, open land, but what mysteries lie beneath the roots of a new frontier, or lurk deep below, in the darkest waters.
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Welcome all! Please see character creation guidelines below

- Allowed Materials? I would like to stick with Paizo only if possible, but open to discussion for others
- Level: 1st.
- Classes: All Paizo, Some SGG only if approved, however the book is dungeon crawl heavy. there is some open areas but not a lot. Pick Mounted Classes with care.
- Hit Points: Max HP for the 1st level, roll for HP for 2nd and above.
- Races: Any core, featured and other races (depending on discussion)
- Classes: Any.
- Starting Wealth: Roll for class, average is the minimum.
- Traits: One campaign trait, and one trait of your choosing.
- Drawbacks: One is allowed, remember to keep track of it and it will be part of the game.
- Alignment: I prefer No evil, only because I lack the imagination to entertain darker tastes.
- 20 point buy


Hello one and all! Excited to be a part of this. Looking at character options now.

@Others, have you decided on a specific class/conceptual roll already? (So I don't try and duplicate it. :-P)

@GM - Reading through the plalyers guide, seems having the ability to craft items could be beneficial. Is crafting something we'd reasonably be able to do during the AP? Or am I reading too much into it?


Hi RePete, and welcome!

Indeed, crafting could be a useful skill. By design, Ruins of Azlant has quite a bit of "down time" during which you could do pretty much whatever you like. I think that would be a great skill for both game mechanics and RP.


Gilman allowed GM Nayr?


Sure thing, just make sure you read the paragraph about their use on page 7 of the Player's Guide.


Farmageddon

I was thinking of going with a Sulis Monk, Elemental Fist archetype, focusing on that feat and possibly prestiging into Brotherhood of the Seal. Very excited to play.

Do we have a full group?


Welcome Sphen! We should, yes...the others should be along shortly


Working on an Arcanist. On the drawbacks, if we take one does that grant us another trait? (Looking at Sentimental - take -2 to reflex saves vs traps and -2 to perception to avoid surprise)


Half-Orc | Male | Bard 3(Archaeologist)| HP: 30/30 |AC: 16, flat: 16, touch: 10 | Fort:53, Ref: +3, Will: +3 | Attack’s: = +1 Green Longsword +7 or +9 (1d8+5 or +7), Falchion +6 or +8 (2d4+6 or +8), scorpion whip +6 or +8 (1d3+4 or +6) | At will; 0- Detect Magic, Ghost Sound, Message, Prestidigitation, Spark; 4/4 per day; 1st- Saving Finale, Grease, Cure Light Wounds, Summon Monster I | Bluff +7, Diplomacy +6, Intimidate +11, Profession +4, Perception +6 Knowledge history +4, Disable Device +2, Spellcraft +5, Use Magical Device +7|Archaeologists Luck 12/12 rounds

I am looking to play a smooth talking half-orc bard that uses his sword when his tongue doesn’t work. The character is still in progress

I was using the Arcane duelist archetype but was hoping of keeping versatile performance and well versed instead of taking the bonus feats chain that is offered if that is ok?

Sovereign Court

Hi there!

Ruins of Azlant looks really good so i'm looking forward to this!

No idea about class, race or anything right now. The more people with character ideas posted will help narrow down my options from the current choice of all-the-things! lol

It's almost 7am here in England and i'm at work all day, but i'll read through the player guide on my break and lunch and post something when i get home this evening.


Male

Hello everyone! Here's to a great campaign!

I'm planning on making a Pearl Seeker Paladin, as it was mentioned in the Player's Guide. It's a very interesting archetype, though it weakens/cuts out a lot of the Paladin features. No Auras of Courage or Resolve, and Channel Energy only works on aquatic/water creatures lol.

Still, it should fit the flavor of the campaign very well and I'm really excited to try it out!


Welcome guys! Take your time in development; we have some.

Jader - I guess I'm fine with that; it seems to take away much of what makes the arcane duelist an arcane duelist though. Are you just looking to get the different bardic performances of that archetype?


Farmageddon

What book are the drawbacks in? Ultimate Campaign?


Sphen86 wrote:
What book are the drawbacks in? Ultimate Campaign?

Yes. On the Paizo PRD, they are at the bottom of the 'Traits' section.


Half-Orc | Male | Bard 3(Archaeologist)| HP: 30/30 |AC: 16, flat: 16, touch: 10 | Fort:53, Ref: +3, Will: +3 | Attack’s: = +1 Green Longsword +7 or +9 (1d8+5 or +7), Falchion +6 or +8 (2d4+6 or +8), scorpion whip +6 or +8 (1d3+4 or +6) | At will; 0- Detect Magic, Ghost Sound, Message, Prestidigitation, Spark; 4/4 per day; 1st- Saving Finale, Grease, Cure Light Wounds, Summon Monster I | Bluff +7, Diplomacy +6, Intimidate +11, Profession +4, Perception +6 Knowledge history +4, Disable Device +2, Spellcraft +5, Use Magical Device +7|Archaeologists Luck 12/12 rounds
GM Nayr wrote:

Welcome guys! Take your time in development; we have some.

Jader - I guess I'm fine with that; it seems to take away much of what makes the arcane duelist an arcane duelist though. Are you just looking to get the different bardic performances of that archetype?

Mostly I want to keep versatile performance however if you feel the feats chain would be better for the campaign then perhaps I’ll do that


Half-Orc | Male | Bard 3(Archaeologist)| HP: 30/30 |AC: 16, flat: 16, touch: 10 | Fort:53, Ref: +3, Will: +3 | Attack’s: = +1 Green Longsword +7 or +9 (1d8+5 or +7), Falchion +6 or +8 (2d4+6 or +8), scorpion whip +6 or +8 (1d3+4 or +6) | At will; 0- Detect Magic, Ghost Sound, Message, Prestidigitation, Spark; 4/4 per day; 1st- Saving Finale, Grease, Cure Light Wounds, Summon Monster I | Bluff +7, Diplomacy +6, Intimidate +11, Profession +4, Perception +6 Knowledge history +4, Disable Device +2, Spellcraft +5, Use Magical Device +7|Archaeologists Luck 12/12 rounds

Starting Wealth: 3d6 ⇒ (4, 1, 6) = 11x10=110+150 (Employee Trait)=260


Male

Starting Wealth: 5d6 ⇒ (3, 5, 2, 3, 3) = 16 x 10 = 160 GP.

So I'll be getting the average.


I'm okay with it; just don't want it to get too confusing with a la cart options within an archetype...I can quickly get lost in those details


Hey all! Sorry if I'm a little late checking in here. Really looking forward to this campaign.

Anyway, it's late right now, so I'll try to hop on early to sort through some ideas and see what fits best with what we might need.


Welcome Redac, and no problem at all! We have time on this one...I'm not quite ready to get it going just yet. Let me know if you have any questions.


Starting Gold: 2d6 ⇒ (3, 2) = 5 x10=50g...looks like average GP of 70g


Farmageddon

Starting Gold: 1d6 ⇒ 2
2*10 is 20, starting with the average of 35


Kitsune Wizard 5 | HP: 58 (-0)| AC 20 | F: +10, R: +12, W: +8 | Perc: +6 | Stealth: +3 | 25ft | Focus: 1/1; Hero Pts: 1/1; Staff: 6/6; Bond Item 1/1 | Spells 1st: 4/4; 2nd: 4/4; 3rd: 2/3 | Active Conditions: Tailless Form.

This is RePete. Any questions, don't hesitate to ask (GM or Players). This whole potential underwater fighting is getting to me. :-P

Went with a Gnome Arcanist (Brown-Fur Transmuter).

Edit: It's a recycled Alias, so ignore the previous posts. Backstory in progress


Male

I've still got to get to The Crunch, but here's a backstory I ended up putting way too much effort in. I hope it's good! The Pearl Seeker is kind of a weird archetype so the backstory is all over the place.

Big Wall of Backstory:
As a child, the Almas-born half-elf Tessamine Asara, to the frustration of her parents, often played with other children in the harbor. Exploring unattended drydocked ships, diving from the pier... Even then, she saw a wonderful beauty to the endless waves, stretching far beyond the horizon. Her eyes often glanced towards the sea.
One day, they got caught. The children tried to run from an intimidating sailor, but Tess tripped, and saw her friends not even turn back to help her up. The sailor proceeded to give her an earful. Though now she thinks back to it with a nostalgic smile, to ten-year old Tess, this was the worst thing that had ever happened to her.

She felt betrayed, ashamed and alone. For days she was out of it. She was too scared to go back to the harbor, and too hurt to talk to her friends again. Her depressed wandering through the city brought her to a small park, with a bench overlooking the sea in the distance.
Knowing it was a little silly, she softly spoke, "Sometimes it feels like the water is my only friend..."

She didn't expect anything to respond.

It was a strange sensation. She knew something was communicating with her, but not with words. Her mind was receiving emotions and images.

The Voice of the Ocean, as she came to call this strange presence, started communicating with her regularly. At first, it soothed her. It got her out of her depressive rut. Then, it started intriguing her. The Voice sent her images of the sea, of the world of plants and animals under the waves. And images of a glorious, beautiful pearl.

And as she listened to what it had to say, she herself started changing too. She started seeing things. People's auras. Strange, random flashes of the past when holding innocuous objects. And the Voice was guiding her along in discovering and expanding these abilities, until on the age of 15 she had achieved full psychic sensitivity.

At this point, she realized that the Voice was grooming her for something. And she realized that she was more than willing to perform whatever task it would give to her. Her family, who had been aware of her unusual development, didn't understand. So she left. She held no ill feelings towards them, but if she were to follow the Voice, it wouldn't do to have them impede her growth. From that day forward she discarded the Asara name and gave herself a new name: Oceancalled.

The next long years were spent on travel all over Andoran. The Voice contacted her much less frequently, but enough for her to understand the course it had set out for her. The Voice gave her visions of swordfighting, so she learned how to handle a blade. The Voice gave her visions of horses, so she learned how to ride mounts. She could easily spend years truly working at mastering an art, and then drop the pursuit entirely after the Voice gave her a new vision.

Sometimes she visited her old family. They could never truly understand what she dedicated her life to, but they saw how their Tess had grown into a fine young woman. So eventually, she got their approval. Though she had no desire to return to the family, they would always welcome her in their home. If not as an Asara, then as a beloved friend. She was 20 when this happened, five years after she left.

Every once in a while, the Voice presented the pearl to her. At first, she didn't understand why this specific pearl was so important. Then, one day, she asked. "Do you want me to find this pearl?"
The response she got was an immense feeling of joy sent to her. And she responded with joy of her own. She finally discovered the task the Voice sent her out to do. All this time, the answer had been so simple.

When she was 26, her training was complete, and her task was set before her. However, finding one pearl in the massive oceans of Golarion was no easy task. Using Almas as a home base, she started making trips out into sea, trying to dive for pearls. For practice, if nothing else: she didn't expect it to be that easy. The trips started getting farther and farther, though after three years, she hadn't gone much further than the coasts of Andoran's direct neighbours. The Voice had reminded silent, but she was convinced it approved of her actions.

Then, one day, after returning to Almas from one of her travels, the Voice came to her for the first time in years. It showed her images of a few islands, surrounded by the vast blue ocean. This was followed by the very clear vision of a name. "Bountiful Venture Corp."

That same day, she applied to become one of the colonists to travel to Talmandor's Bounty.

Sovereign Court

So i think the list so far is:

Arcanist
Bard
Monk
Paladin

I'm looking at options for a healer or a trap finder.

I've seen an interesting way of making a Kitsune Life Oracle that i could try out. Still looking for for trap finding options right now.

Any plans so far Redac? I think it's just me and you that need to decide what to play.


Farmageddon
Luthor Volandis wrote:

So i think the list so far is:

Arcanist
Bard
Monk
Paladin

I'm looking at options for a healer or a trap finder.

I've seen an interesting way of making a Kitsune Life Oracle that i could try out. Still looking for for trap finding options right now.

Any plans so far Redac? I think it's just me and you that need to decide what to play.

I don’t have any suggestions for life oracle (I’ve played one and they’re useful, but lack much as class to make them interesting), but an alchemist with healing bomb would give you both things if you wanted .

Also, for everyone, my monk is built and he is a bit of a glass cannon (low AC). Just fyi


Holy cow, Ralphrius, nice work!


Same here, RePete, Sphen and I dealt with it a little in Skull and Shackles, and that little bit was painful. Sorry in advance for any rule issues I miss...I can read it all day, but my "memorize" button was broken in college.


Farmageddon

Repete and I dealt with a fair amount in Hell’s Rebels, so it should be fresh (sadly).

How much detail would you like, Mr. GM? Do you want full gear lists on top of the stats?


For the backstory, just having a reason to get hired to go to the colony is enough, though I will try to incorporate any added detail into the story at some point.

The gear and equipment will play a pretty big part in this game, so please do list out what you have and are taking with you


Kitsune Wizard 5 | HP: 58 (-0)| AC 20 | F: +10, R: +12, W: +8 | Perc: +6 | Stealth: +3 | 25ft | Focus: 1/1; Hero Pts: 1/1; Staff: 6/6; Bond Item 1/1 | Spells 1st: 4/4; 2nd: 4/4; 3rd: 2/3 | Active Conditions: Tailless Form.

All my stats and gear are in my profile, spellbook included. My backstory will appear there when completed.

If you need for detail, just let me know. Everythingg is from a Paizo source, though a couple things are slightly obscure.

At level 1 I can cast Transmutation spells at CL 4 a few times a day


Male Sulis Monk of the Four Winds 3 / HP 23 / 28 // (Resist acid, cold, electric, fire 7) / AC 15 (T: 15, FF: 10) /CMB +5, CMD 17,[ F 5, R 5, W 3 / Init +4 / Per +7

Here is the backstory for Kar Roden.

Backstory:
Kar never really knew his parents, they left him behind at an early age at an orphanage in Almas. But the people running it passed him off to a merchant in exchange for money as an apprentice. Not technically slavery, but the merchant quickly tried to sell him into real slavery after learning of Kar's unusual heritage. But selling slaves in Almas is a short path to a long jail term. So Kar found himself back in the system, and the bureaucracy refused to listen to him and his story, sending him to the same orphanage that sold him the first time. No longer feeling able to trust those in charge anymore, he left first. Luckily, after trying to steal from the Almas' dojo, the local sensai could sense his elemental connection and brought him into training. She taught Kar to channel his connection to forces outside this plane as he got older. A few weeks back, Sensai found some details on Kar's family. Some of them were among the first wave of settlers. So Kar signed up to go.

For the GM:
I'd like it to not actually be his parents that he locates, but an aunt or uncle, preferably as late as possible.


Luthor Volandis wrote:

So i think the list so far is:

Arcanist
Bard
Monk
Paladin

I'm looking at options for a healer or a trap finder.

I've seen an interesting way of making a Kitsune Life Oracle that i could try out. Still looking for for trap finding options right now.

Any plans so far Redac? I think it's just me and you that need to decide what to play.

Yeah, I was seeing the same thing and trying to decide between some sort of divine caster and a more skill-oriented character. I'm having a little difficulty thinking of an effective skill and knowledge kind of character that's still going to be able to deal with underwater bits though. I'd hate to be the only one who doesn't have some way of dealing with that sooner rather than later.


Kitsune Wizard 5 | HP: 58 (-0)| AC 20 | F: +10, R: +12, W: +8 | Perc: +6 | Stealth: +3 | 25ft | Focus: 1/1; Hero Pts: 1/1; Staff: 6/6; Bond Item 1/1 | Spells 1st: 4/4; 2nd: 4/4; 3rd: 2/3 | Active Conditions: Tailless Form.

If it helps with your decision, I can roll all knowledges at level 1, though I wouldn't say no to help on that front.

An easy way to get by swimming issue is taking a race with a swim speed or elf/half-elf with the alternate racial.

At future levels I should be able to help there with buffs. Sadly, spells per day is a tad limited at level 1.


Female LG Half-Elf Champion 3 | HP 36/44 | AC 20 | FORT +9 REF +7 WILL +7 |PERC +5 | Speed 25ft | Active conditions: none | Focus: 1/1

This is Ralphrius, adding the crunch on this Alias later today!


Are there any rules about what sorts of racial features an aquatic half-elf would have? It seems a little vague.


Female LG Half-Elf Champion 3 | HP 36/44 | AC 20 | FORT +9 REF +7 WILL +7 |PERC +5 | Speed 25ft | Active conditions: none | Focus: 1/1

At the very least I'll be able to do Lay on Hands for healing, and my starting gear includes 2 air crystals that could be used breathing underwater for a short time.

There's (at least?) three alternate half elf racial traits that help with building a half-elf for watery campaigns:

Child of the Sea (from Coastal Regions): Half-elves from a coastal region with this racial trait gain a +4 racial bonus on Swim checks as well as on Profession (sailor) and Wisdom checks to pilot a sea vessel. They also have an innate sense of direction and can never get lost at sea. This racial trait replaces the low-light vision and keen senses racial traits.

Sea Legs: Many half-elves find their way onto the water early in their youth, whether they live with trader families, work as smugglers, or plunder alongside pirates. These half-elves receive a +2 racial bonus on Swim checks, as well as a +4 racial bonus on Acrobatics checks to move on narrow or slippery surfaces, and on Climb checks on docks and ships. This racial trait replaces adaptability.

Water Child: Some half-elves are born of elves adapted to life on or near the water. These half-elves gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language. This racial trait replaces the adaptability and multitalented racial traits.

Child of the Sea is from Bastards of Golarion, and Sea Legs is from Inner Sea Races, but at a glance I'm not sure where Water Child is from.


Thanks, that does help. I did notice that aquatic elves have the aquatic subtype as well as the elf subtype. Half-elves usually get human and elf subtypes, but whether the aquatic subtype is something the Shoreborn simply don't inherit is never really addressed. Bastards of Golarion mentions that a few Shoreborn have functioning gills, but that's about it.

Anyway, I'm leaning toward an aquatic elf or half-elf investigator with the empiricist archetype (and maybe the natural philosopher archetype). A sort of scholar adventurer come to Azlant to brave lost ruins, re-discover secrets, gather knowledge about the islands, and so on. It'd also be helpful in covering skill monkey needs, among other things.


Female LG Half-Elf Champion 3 | HP 36/44 | AC 20 | FORT +9 REF +7 WILL +7 |PERC +5 | Speed 25ft | Active conditions: none | Focus: 1/1

Also, though I'm unsure how often it'll be relevant/useful, the Pearl Seeker's Divine Bond is a Hippocampus mount, so possibly someone with a lacking swim skill/speed can ride along with me.

(Though we'll have to survive to level 5 first!)


Farmageddon

Is anyone planning on going with item creation feats? One of the casters should, since we won't be able to buy much, and then we can make the stuff we need to get by (potion's of water breathing and the like).


Kitsune Wizard 5 | HP: 58 (-0)| AC 20 | F: +10, R: +12, W: +8 | Perc: +6 | Stealth: +3 | 25ft | Focus: 1/1; Hero Pts: 1/1; Staff: 6/6; Bond Item 1/1 | Spells 1st: 4/4; 2nd: 4/4; 3rd: 2/3 | Active Conditions: Tailless Form.

I plan on grabbing Craft Wondrous Item @level 3.

Considering grabbing Craft Wands or Brew Potion later. But I figured Wondrous Items would have the most usefulness with the expected lack of purchasing options.

Admittedly, my interest in crafting wands or potions is a bit selfish...I'll be eating them to empower my abilities and looks like potions are more efficient (cost to gain ration)

Sovereign Court

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Ok so i've finally decided on playing an Undine. I've also never played a Shaman before and thanks to the waves spirit this seems like a really good time to try one out.

The character will appear to mostly be human but be 'blessed by his ancestors' to also be able to swim naturally and breath underwater without magic. He's not sure where this ability comes from so this journey is as much to hopefully find some things out about himself as it is to explore and colonize.

He's very much in reverence of the past and his ancestors and the past.

He'll very likely pick up a couple of item crating feats at later levels too (one of which comes from a shaman hex).

Once ive sorted out his stats i'll have a better idea of who he is and can fill in some more background details.

Sovereign Court

starting gold, minimum 105g: 3d6 ⇒ (3, 5, 5) = 13x10 = 130g


starting gold (minimum 105gp): 3d6 ⇒ (5, 4, 3) = 12 x 10 = 120gp


Male Sulis Monk of the Four Winds 3 / HP 23 / 28 // (Resist acid, cold, electric, fire 7) / AC 15 (T: 15, FF: 10) /CMB +5, CMD 17,[ F 5, R 5, W 3 / Init +4 / Per +7

The character is complete, unless the DM wants some more details included. Can't think of anything else to add, but might have missed something.

@Mr. DM, I would also like to request that we start after January 28th since I'll be out for a con that whole weekend, and so will RePete.


Thanks Kar! Not a problem, I'll be traveling for work next week anyway, so will posting only by phone


Female LG Half-Elf Champion 3 | HP 36/44 | AC 20 | FORT +9 REF +7 WILL +7 |PERC +5 | Speed 25ft | Active conditions: none | Focus: 1/1

That'd be beneficial to me too, as I have an internship report to finish for another few weeks, so the less distractions the better, haha


Kitsune Wizard 5 | HP: 58 (-0)| AC 20 | F: +10, R: +12, W: +8 | Perc: +6 | Stealth: +3 | 25ft | Focus: 1/1; Hero Pts: 1/1; Staff: 6/6; Bond Item 1/1 | Spells 1st: 4/4; 2nd: 4/4; 3rd: 2/3 | Active Conditions: Tailless Form.

Background:

”Ack..Ugh” grumbled Posh as he reached for his cane and struggled to his feet. Something cracked in his back...again. ”Oh, I hope that’s not permanent!” he mumbles as a twinge of pain snaked through his spine. The white haired man hobbled through his humble apartment and hoisted himself up to see out the window.

The cluttered apartment was but a hovel compared to the one he’d had in Absalom. Back when he was part of the ’Archivist Guild’ contracted by the ’Dark Archives’...they’d taken care of the researcher. Smiling as his mind drifted back to those days, the gnome recalled his years of research with pride. So many items...so much magic! ’I was able to see so much without even leaving the building…’

Posh’s wandering mind returned to the present suddenly. ”Huh? OH, right.” Squinting through the window, he could just make out his message box, flag up. Time to see what the committee had to say! The interview process had been grueling. Sure...he was no longer in the prime of life...but he’d seen much in such a short century or so. He had experience to share! Making his way out to the box, the gnome’s mind began reliving some of those experiences.

’Well...there was my time at the University...that’s how I got the job with the Guild.’ he considered. Pausing a moment to rest on the stairs, he tugged at his white mustache absentmindedly. Spotting the railing was coming loose again, he sighed. ”Damned owner should keep this fixed!”

Seeing no one around, the man rolled his eyes and dug through his pockets for anything useful. Finding only a coil of wire, he eyed the railing for a long while. Smiling, he set to work wrapping the wire around and through the holes left by the nails. A few minutes later, his work complete, Posh stood in front of his mail slot. Taking a deep breath, he nabbed the letter.

Hands trembling, they’d already turned him down once, he slowly unfolded the parchment….

~Sir Posh Nanjet~

It is the pleasure of this committee of the Bountiful Venture Company to accept your request to join the settlement.

Though we still have reservations regarding your advanced years, we believe your varied talents would prove useful to those cut off from more appropriate materials. We have your liability waiver on file and we keep it thusly. The Bountiful Venture Company and Andoran Government shall not be held accountable for any injuries or death you encounter on your trip.

~Sincerely,

Senator Andares

P.S. Thank you for fixing the table.

”Yes!” exclaimed the short man, jabbing his staff into the air. ”I’m still useful for more than fixing odds and ends!” Glancing towards the stairs, he noticed ’Mrs Williamson’ and calls out. ”Sorry for the outburst Ma’am. They’re sending me to study the old Azlanti Ruins! My research days aren’t done yet!”

’I’ll show the Guild...needing younger blood...Need to brush up on my Azlanti, but I’m sure it’ll come back to me.’

”Gozreh be praised! I’m headed to the sea to study the ancients! Bet there’s another couple hundred years in me yet.” Without another word, the older man scurries back to his apartment for the last time and begins packing.

It's in my profile as well. Let me know if you need anything else GM.


Half-Orc | Male | Bard 3(Archaeologist)| HP: 30/30 |AC: 16, flat: 16, touch: 10 | Fort:53, Ref: +3, Will: +3 | Attack’s: = +1 Green Longsword +7 or +9 (1d8+5 or +7), Falchion +6 or +8 (2d4+6 or +8), scorpion whip +6 or +8 (1d3+4 or +6) | At will; 0- Detect Magic, Ghost Sound, Message, Prestidigitation, Spark; 4/4 per day; 1st- Saving Finale, Grease, Cure Light Wounds, Summon Monster I | Bluff +7, Diplomacy +6, Intimidate +11, Profession +4, Perception +6 Knowledge history +4, Disable Device +2, Spellcraft +5, Use Magical Device +7|Archaeologists Luck 12/12 rounds

How do you put all those stats below your name

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