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.
Froggy Map

Roll20 link


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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 have a Roll20 account associated with my email. I’ve seen about linking it to paizo but never have is it pretty easy to do?


If you mean linking it with your purchases, well sort of. I did it, and I get a good discount on certain modules that I already own here. They're not directly transferrable as far as I know. That'd be awesome though


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.

Sorry for the absence...RL hit me hard this past week and I've neglected things because of it.

Getting back into it


I will be out for the holidays between 12/27 and 1/3. Posting will be severely limited. Happy Holidays everyone!


Guys - looking to get your feedback on this game. I've kind of lost interest in it a bit, maybe more due to my interest in more 2E games and less 1E. Is everyone fully invested in this, and want to continue this specific module?

Any interest in changing it to 2nd edition?

Any interest in changing to another game in 2nd edition, like:
Agents of Edgewatch
Extinction Curse
Menace in Otarti leading to Troubles in Otari...


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 you've lost interest, there's no sense in trying to force the campaign.

I'm not opposed to changing to 2nd ed or trying one of those you've listed.


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

I am invested and would prefer to continue this game.

However, to echo Posh Nanjet, if the DM doesn't want to run it.....

I'll play anything given to me. Except Extinction Curse. I'm starting that IRL and would bow out instead of doubling up.


So, a thought. Would anyone be willing to change to 2E?


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.

You mean converting this campaign to 2e?


Yeah


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'm not opposed to it, though we'd have to change out what we were bringing to the table. I haven't seen an arcanist for 2e yet. ;-)


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

I'm honestly a big 2E fan, and I've also really liked this campaign, but I do genuinely wonder how smooth a 2E conversion is gonna go. I know there's a discord for converting APs that might be worth a look around, but I've noticed from my own experience that things like treasure balance and such end up being kinda tricky problems to solve.

That, and for whatever ridiculous reason, Paizo decided not to include Pearlseeker Paladin, the best archetype, in the core book where it belongs.

So I'm a little torn, not gonna lie! Frankly, I love this campaign, I love Tess and the whole party, but I'm worried that going through the effort of trying to convert Ruins to 2E might actually deflate your interest further rather than reignite it. That said, I'm perfectly down to playing in any 2E campaigns you might choose to set up. Agents of Edgewatch is one of those campaigns that I'd been eyeing myself to do something with, but am absolutely not gonna, except maybe to lift maps for my own homebrew later on.


Gotcha; yeah - I'm already on that discord, as I changed my live war for the crown game to 2E. There are great resources there.

I'd like to hear what Jader has to say, as well before I make the call.


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

I'm down for converting to 2E if that's what you want. But I'd like to have the option to change my character in its entirety. Kar is a very specific build set and I'd not want to try it without these resources.


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.
Kar Roden wrote:
I'm down for converting to 2E if that's what you want. But I'd like to have the option to change my character in its entirety. Kar is a very specific build set and I'd not want to try it without these resources.

I have the same thought


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’ve never played 2E except for play test. I would not necessarily want to start over though since I feel vested with my current character but I wouldn’t mind trying something else


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

Ultimately if we are not starting at first level again I’m down with anything. I think the sweet spot for pathfinder is around 5-8th level. But I also like building up to that, but not starting over all the time. If we started at 3rd level with characters whether new or modified existing ones that is what I’d prefer if we are changing


We are changing, and starting from exactly this point. Please start rebuilding your character at level 3, and a full rebuild is fine.

https://docs.google.com/document/d/1XhqyOpfsMhHs04Oc97QLzDAFR-joZ8T0dX7z5uQ CZx0/edit?usp=drivesdk

Let me know if you can't access that, that's the players Guide.


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.

Understood.

Anyone have a specific class/character they are interested in going with on the rebuild?

I'm unsure, but will begin looking.


That one should work


Players Guide


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.

GM Nayr, are there any restrictions on Race, Class, etc?

How are you handling 'rare' spells and feats?


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
Posh Nanjet wrote:

Understood.

Anyone have a specific class/character they are interested in going with on the rebuild?

I'm unsure, but will begin looking.

Well, I'm going to be playing a druid in my home game, so not a primal caster. I guess I'd prefer to play a skill monkey of some sort. Rogue or bard I presume are still the skill classes. I'll have to look into it and get back to you guys. Fair warning, this is a very busy time of year for me (gearing up for the convention I help organize), so I'll be slow on the rebuild.


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

Yeah, I think Rogue is the way I'd like to go. The skill feats would let me fill in any small gaps in the group fairly easily. So I'll wait to build until everyone else has an idea of what they want to play and then I can fill in.


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

I'm planning on sticking with Tess, grown too attached to give her up, ahaha. I'm planning to build a champion and just flavour her abilities around the usual sea stuff.

One question/request for the GM though: one of the Pearlseeker Paladin's archetype features is that you switch out the horse you would usually get for a hippocampus. PF2 champions still get the option to get a horse animal companion, except earlier (when they hit level 3). Could I convince you to give me a hippocampus animal companion instead?


Yup, I'm up for that Tess


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

Hey everyone help me decide

I’ll play anything but was leaning towards a dwarf wizard. However if we need a tank or healbot I’m willing to do that too


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.

Healing is a little different in 2e. With my current plans I'll have battle medicine, spirit link, and soothe available. I will also make at least two minor elixir's of life per day.

~Current Possibilities~

Tessa: Champion
Kar: Rogue (skill monkey)
Jader: Wizard
Posh: Cleric! (it's actually a witch, just don't tell him/her that)


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

Seems like a team to me. Champion for frontline, arcane and divine (?) spells, skills. Just need to know what sort of things everyone wants to focus on so I don't step on anyone's toes.


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.

The witch would be using 'Occult' spells from Curse Patron and alchemy. Heal (1d8+8 and option of AoE) is arguable better than soothe (1d10+4), but soothe is nothing to spit at.

Edit: I intend/currently plan to make at least 2 lightning bombs each day as well so I might be able to flatfoot something for your melee...if I hit with them.


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.

Skill-wise, I'm looking at a focus on Medicine and Crafting. Beyond that...unsure at this time.

No harm in having some doubled up skills though.


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

I still need to update my profile but Paizo's being an ass, but Tess is ready to go!


Skills:
Arcana (T) +9 Occultism (T) +9 Society (T) +5 Lore Engineering (T) +9 Crafting (T) +9 Diplomacy (T) +5 Lore Azlant (T) +9 Athletics (T) +5
Wizard 3, HP 28/37 Perception +6. Dwarf AC:16 . Fort +8, Ref +6, Will +8. Melee attack +5. Range attack +6. Spell attack +9. Spell DC 19
Prepared spells:
cantrips: Tanglefoot, Detect magic, Electric arc, Ghost sound, Mage hand 1st: Grease, Summon animal, Charm, Magic missile 2nd: Summon elemental, Hideous Laughter x2

Look this character over and see what I’m missing. Never played 2E so likely am missing something


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.

Witch

Working on finalizing things and finishing format, but the link above will take you to current level 3 plans for witch. I intend to be able to craft things. At level 4 I'll be taking the 'Magical Crafting' feat.


Looking good so far! You guys will have magical and alchemical crafting covered and all the arcane and occult one could want.


Will anyone else be able to heal Tess, as she invariably will be the front line? Posh - your spirit link intended for her?

Edit - NM; I see you have soothe...nice!


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'm hoping between debuffs and buffs spirit link, soothe, and medicine will be enough to keep us up. With her being a champion, she'll have lay on hands too, right?


Familiar Stats:
HP 15 (-0) | AC 18 | F: +6 R: +8 W: +7 | Perc/Stealth +7; Low-Light/Darkvision
Elf Witch 3 | HP: 30 (-0)| AC 18 | F: +6; Ref: +8; Will: +7: +1 vs Emotional | Perc: +5 | Stealth: +8 | 30ft | Focus: 2/2; Reagents 3/3; Hero Pts: 1/1 | Spells 1st: 3/3; 2nd: 2/2 | Active Conditions: None.

Posh Here.

The above link will no longer work as I've given her a name now. The profile should be complete. Don't hesitate to make suggestions.

As for Spirit Link and Forbidding Ward, good chance it would go on either the rogue or the champion. We'll have to see who had a tendency of getting smacked around. :-P

Edit: Currently I can make almost any mundane item. I can make the alchemical items I have the formula for. I'll eventually need artisan tools for leatherworking and blacksmithing if you armor wearers use metal or leather armor. At level 4 I'll be able to make some Wands, staffs, aeon stones, and runes.


Skills:
Arcana (T) +9 Occultism (T) +9 Society (T) +5 Lore Engineering (T) +9 Crafting (T) +9 Diplomacy (T) +5 Lore Azlant (T) +9 Athletics (T) +5
Wizard 3, HP 28/37 Perception +6. Dwarf AC:16 . Fort +8, Ref +6, Will +8. Melee attack +5. Range attack +6. Spell attack +9. Spell DC 19
Prepared spells:
cantrips: Tanglefoot, Detect magic, Electric arc, Ghost sound, Mage hand 1st: Grease, Summon animal, Charm, Magic missile 2nd: Summon elemental, Hideous Laughter x2

How do familiars work? For example if mine was a faerie dragon would it have euphoric breath and spell like abilities. Also this is conflicting what does it mean “It can't make Strikes, but it can use trained skill actions for skills for which it adds your spellcasting ability modifier. If it attempts an attack roll or other skill check, it uses your level as its modifier.

Also I left two skills unfilled I was planning on some additional lore what would be recommended


Familiar Stats:
HP 15 (-0) | AC 18 | F: +6 R: +8 W: +7 | Perc/Stealth +7; Low-Light/Darkvision
Elf Witch 3 | HP: 30 (-0)| AC 18 | F: +6; Ref: +8; Will: +7: +1 vs Emotional | Perc: +5 | Stealth: +8 | 30ft | Focus: 2/2; Reagents 3/3; Hero Pts: 1/1 | Spells 1st: 3/3; 2nd: 2/2 | Active Conditions: None.

Faerie Dragon:

Required Number of Abilities 6
Granted Abilities amphibious, darkvision, flier, manual dexterity, speech, touch telepathy

These tiny, mischievous dragons make natural allies for benevolent or capricious characters.

Breath Weapon Two Actions
ArcaneEvocationPoison
Source Advanced Player's Guide pg. 147
Frequency once per hour; Effect The faerie dragon breathes euphoric gas in a 10-foot cone. Each creature in the area must attempt a Fortitude save against your class DC or spell DC, whichever is higher. A creature that fails its save is stupefied 2 and slowed 1 for 1d4 rounds; on a critical failure, the duration is 1 minute.

With familiars, you are required to spend your familiar points in the morning on their static things.

Example: an owl --> owls can fly and you must spend a familiar point every morning granting it a fly speed. Any additional can be spent on any familiar or master ability (such as deliver touch spells).

With the faerie dragon, you must spend points every morning on Amphibious, Darkvision, Flier, Manual Dexterity, Speech, and Touch Telepathy. That takes 6 points. Any additional points you have can be used to pickup anything in the familiar and master abilities list it doesn't already have.

Now with the specific familiars, you automatically gain the unique ability from my understanding. So you would gain the Breath Weapon listed there.

In order for the familiar to do anything other than ride around on you during combat, you must use an action to command it. It then gets to use 2 actions to do whatever it can/desires. Ex: 2 action breath weapon.

If you don't have 6 familiar points each day yet, you won't be able to start with the faerie dragon familiar unless the GM waves it. (We're not playing Society after all. ;-P)

As for two skill points, I'd honestly recommend Athletics and Acrobatics for everyone. At least one point in each. I've seen a lot of people have issues with climbing/swimming/etc in 2e. Lore-wise though, Azlanti would likely be a good choice for this AP. Beyond that, hard telling.


Familiar Stats:
HP 15 (-0) | AC 18 | F: +6 R: +8 W: +7 | Perc/Stealth +7; Low-Light/Darkvision
Elf Witch 3 | HP: 30 (-0)| AC 18 | F: +6; Ref: +8; Will: +7: +1 vs Emotional | Perc: +5 | Stealth: +8 | 30ft | Focus: 2/2; Reagents 3/3; Hero Pts: 1/1 | Spells 1st: 3/3; 2nd: 2/2 | Active Conditions: None.

I believe the Cant make strikes is regarding natural weapons. Meaning they arent capable of biting an enemy. While the would need to attempt an attack roll to deliver a harmful touch spell.

Edit: Re 1 point in each...uh that's 1e terms. Lol. Trained in them I meant. Athletics being the more important of the top due to falling or drowning chances


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

Just a heads up, I have the character built on paper, but need to get it put into the computer, make a name and backstory, etc. Been a busy few days with more to come, but I'll have it done soon, I promise.


Thanks Kar, and thanks Celaadar for filling in all of that. I'd be fine with a fairie dragon; I actually had someone want one in one of my live games and it never really worked out, so...I sort of feel obligated to allow one.

At this point and moving on, we'll be in 2E, so essentially we are sweeping out the four old characters and in the four new...there's no good RP / story way to do it without taking us a month of RP just to get you guys right back here.

I still need Grunyar to join into roll20 when you can...no hurry of course:
Roll20 link


Familiar Stats:
HP 15 (-0) | AC 18 | F: +6 R: +8 W: +7 | Perc/Stealth +7; Low-Light/Darkvision
Elf Witch 3 | HP: 30 (-0)| AC 18 | F: +6; Ref: +8; Will: +7: +1 vs Emotional | Perc: +5 | Stealth: +8 | 30ft | Focus: 2/2; Reagents 3/3; Hero Pts: 1/1 | Spells 1st: 3/3; 2nd: 2/2 | Active Conditions: None.

As far as 'RP' reasons, I really feel Posh would go back to the metallic worshipers to try and learn their ways.

That said, I agree would be rough getting a full swap RP'd without a TPK.

The wizard may actually have enough daily familiar points for that with the imp familiar and all. If not, he'd be close. My witch only has 3 points at level 3. :-P

In those regards, I would have enough to have a 'poppet' familiar. With gaining my spells and such from my familiar, not sure what your thoughts are on that GM.

Poppet Familiar Info:

PFS Standard Poppet
Construct
Source Pathfinder Society Guide pg. 123
Required Number of Abilities 1 (non-issue here)
Granted Abilities

Endlessly modifiable, poppet familiars made of wicker and wood are among the most basic construct familiars available to Pathfinder agents across the globe.

Constructed
Source Pathfinder Society Guide pg. 123

Your poppet is immune to bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, and unconscious. It can recover Hit Points only via the Repair action and other methods that fix items, not from any form of Hit Point healing. It's destroyed at 0 HP.

Flammable
Source Pathfinder Society Guide pg. 123

Your poppet's components make it particularly vulnerable to fire. It gains weakness to fire equal to your level. You can spend an additional familiar ability, either permanently or on a per-day basis, to reinforce the poppet's construction, removing this weakness.


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

I'm fully okay with alternate timelines. Maybe a weird magic where we return and everyone at the village is like "Who are you guys?", and we're like "We're the ones you sent out.", and they're like "No we didn't. We sent 4 other people."

Or even an unknown narrator going, "Now lets check in on Talman's Bounty in Universe 853."

Or another shipment of settlers arrives and the 4 PC's are off having their own adventures while the 4 new bucks come in to be the real heroes.

Or focus in on Kar and he's staring at a snow globe and everyone realizes the whole thing was all in his head. He's been making up stories when he hears the reports of these 4 brave souls.


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

Tess just wakes up from dreaming up the past adventuring week and just goed "Wow, that group seemed awfully dysfunctional, glad I can rely on my real party!"


Skills:
Arcana (T) +9 Occultism (T) +9 Society (T) +5 Lore Engineering (T) +9 Crafting (T) +9 Diplomacy (T) +5 Lore Azlant (T) +9 Athletics (T) +5
Wizard 3, HP 28/37 Perception +6. Dwarf AC:16 . Fort +8, Ref +6, Will +8. Melee attack +5. Range attack +6. Spell attack +9. Spell DC 19
Prepared spells:
cantrips: Tanglefoot, Detect magic, Electric arc, Ghost sound, Mage hand 1st: Grease, Summon animal, Charm, Magic missile 2nd: Summon elemental, Hideous Laughter x2

Grunyar would have 5 points to spend on a familiar if I did everything correctly with his arcane thesis and Wizard feat

As far as Jader is concerned he could remain as a NPC and be Ramona’s lieutenant if that is helpful or he could discontinue his adventuring and continue in the archeological pursuits

I connected on Roll20 using that link so check to see if I’m there


HP: 32 of 33 / AC: 20 / FORT: +6 , REF: +11 , WILL: +7 / PERCPETION: +7 Kobold Rogue 3

Okay, so I still need to fill in the bits, but Kib is all but ready to go. As long as we don't enter combat to soon, I'll be good to go until I can fill the rest in.

Also, what is the starting gold for a 3rd level character?


Familiar Stats:
HP 15 (-0) | AC 18 | F: +6 R: +8 W: +7 | Perc/Stealth +7; Low-Light/Darkvision
Elf Witch 3 | HP: 30 (-0)| AC 18 | F: +6; Ref: +8; Will: +7: +1 vs Emotional | Perc: +5 | Stealth: +8 | 30ft | Focus: 2/2; Reagents 3/3; Hero Pts: 1/1 | Spells 1st: 3/3; 2nd: 2/2 | Active Conditions: None.

Here's the link for aon describing it

I went with the 25g. Figured we'd be a little light due to being on the island with limited ability to purchase stuff.


Yup, that's correct. Thanks Celaadar.

Now, I just need to figure out how to cut and paste...

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