Talanor, the Bright Tower

Game Master Valjoen_KC

Current Date: 8th of Dasyris, 7995 E.C.

Current Battle Map

Arrington's Map

Campaign Spreadsheet

Cast of Characters

Tacal's Stats


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Male Noble Elf Wizard 9/Bard 1 | AC 15/10/15 | HP 71/71 | F +4, R +6, W +9 | CMD 12 | Move 30 ft. | Init +6 | Perc +15 (+4 with familiar)

While you're at it, what's the equation of the universe?


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I'd think we should go with the greater amount to keep balance. So, it's cost the same as a +1 effect.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

Seems wise.


HP 56/98 Panache 6/7 Stamina 4/10 | AC 28/18/20); 26/18/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 30 | Fort +6 Ref +13 Will +5 | Per +16, Darkvision 60 ft. | Init +7 (+9 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 8/Fighter (Lore Warden) 2 | Acro +20, Bluff +10 Climb +8, Inti +16, Stea +15
Combat:
30 ft. (30 ft.) | Melee +19/+14 (+21/+16 vs. undead) (+2 bane rapier) Ranged +15 (dagger) Ranged +16/+11 (mwk composite shortbow) CMB +12; weapon cord attached: Yes (rapier)
Malthazir wrote:
While you're at it, what's the equation of the universe?

42.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

Malthazir, will you be doing the lesser extend effect with your two? Or spell craft now, extend later?


Male Noble Elf Wizard 9/Bard 1 | AC 15/10/15 | HP 71/71 | F +4, R +6, W +9 | CMD 12 | Move 30 ft. | Init +6 | Perc +15 (+4 with familiar)

Gonna do Spellcraft and intimidate for now.


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Malthazir wrote:
While you're at it, what's the equation of the universe?

Haha!


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Malthazir your Secondary Effects are either:

EE5: +5 Spellcraft (Bone Golem)
..(Situational) - +2 Initiative: The alertness of the golem imbues you with heightened awareness of your surroundings.
..(Limited Use) - 1/day you can reroll a Will save vs. a mind affecting effects: The essence of the construct melds with your mind giving you added defenses against mind affecting effects.

EE6: +5 Intimidation (Tupilaq)
..(Situational) +1 Save vs Enchantment spells with the Compulsion descriptor: The essence of the construct melds with your mind giving you added defenses against mind affecting effects.
..(Limited Use) 1/day you can reroll a Fort save vs. poison: The essence of the construct melds with your body giving you added defenses against poison.


Male Noble Elf Wizard 9/Bard 1 | AC 15/10/15 | HP 71/71 | F +4, R +6, W +9 | CMD 12 | Move 30 ft. | Init +6 | Perc +15 (+4 with familiar)

Ooh, initiative and poison, thank you very much.


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Done


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Current Essences:

Garidan: 6 EE & 2 LE
..Unassigned
....(EE6) Bone Golem - saving for armor

Gruskorb: 6 EE / 1 Earth & 1 LE
..Unassigned
....(EE5) Bone Golem - saving
....(EE6) Tupilaq - ??
....(Earth1) Tupilaq - ??

Malthazir: 6 EE & 1 LE
..Self
....Ethereal Essences
....(EE5) +5 Spellcraft (Secondary Effect) +2 Initiative: The alertness of the golem imbues you with heightened awareness of your surroundings.
....(EE6) +5 Intimidation (Secondary Effect) 1/day you can reroll a Fort save vs. poison: The essence of the construct melds with your body giving you added defenses against poison.

Niyut: 5 EE/2 AE & 0 LE
..Unassigned
....(EE5) Tupilaq - saving
..Self
....Ethereal Essences
....(EE4) +5 Perception. (Secondary Effect) 1/day you can reroll a Fort save vs. poison: The essence of the construct melds with your body giving you added defenses against poison.

Truk'tosh: 4 EE / 1 FE / 1 EaE & 1 LE
..Unassigned
....None

Gruskorb - thoughts on your essences?


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Niyut's 3rd Bonded Item

Libre Sanguinem

Once per day, Niyut can cast any Necromancy spell written in the Liber Sanguinem as if it were one of her oracle spells known, expending an oracle spell slot of the same spell level to cast the desired spell. A spell cast in this way cannot be modified by metamagic. She gains one additional daily use of this ability at 8th level and again every 4 character levels thereafter, to a maximum of five times per day at 20th level. She can 'offer' blood from a slain caster to possibly add more necromancy spells to the grimoire. Additionally, when she gains access to a new spell level, she can offer her own blood to the grimoire to gain one additional necromancy spell in its pages. She currently get to select a 1st and 2nd level spell for your first blood offering to get the book up to her current level.

Current Spells:

Cantrip: Extract Essence
1st: ??
2nd: Blood Transcription
2nd: ??
3rd: Blood Biography

I'm also open to researching new necromancy spells, but you'll need to imbue it with a necromancy arcane essences to do so.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

That's really cool!

Thank you!!


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

Can earth elementals dig holes by burrowing? I thought they just passed through the earth/stone/etc?


Male Noble Elf Wizard 9/Bard 1 | AC 15/10/15 | HP 71/71 | F +4, R +6, W +9 | CMD 12 | Move 30 ft. | Init +6 | Perc +15 (+4 with familiar)

They can do either! They have both earth glide and a burrow speed. They're also the best combatants for Summon Monster 2. Just useful overall.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

Cool! I'll have to remember that with other earth elementals. :)


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According to James Jacobs, you are correct. The earth elemental can choose to burrow or to Earth Glide.

The problem here is that you have stone blocks for a floor. Burrow allows for movement through dirt and loose soil, but not rock or stone, IIRC. So, the Earth Elemental can earth glide through the stone; then burrow under the door; and then earth glide through the stone floor in the room with Niyut. So, there is a tunnel but its blocked by the stone floor.

I love the idea and think its a creative solution. So, I'll allow someone to use the crowbar to try and pry up the stone block flooring to expose the tunnel on your side,. Then either the earth elemental or someone else would need to push open the block on the far side too. The DC for moving the floor blocks/pavers is DC10. Opening up the doorway was going to be DC20 for each 12' up.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

Gruskorb, your trapfinding/danger sense must suck since you keep wandering into these traps. :-p


HP 56/98 Panache 6/7 Stamina 4/10 | AC 28/18/20); 26/18/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 30 | Fort +6 Ref +13 Will +5 | Per +16, Darkvision 60 ft. | Init +7 (+9 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 8/Fighter (Lore Warden) 2 | Acro +20, Bluff +10 Climb +8, Inti +16, Stea +15
Combat:
30 ft. (30 ft.) | Melee +19/+14 (+21/+16 vs. undead) (+2 bane rapier) Ranged +15 (dagger) Ranged +16/+11 (mwk composite shortbow) CMB +12; weapon cord attached: Yes (rapier)

Not true! He found every trap he wandered into, so the trapfinding thing works just fine.


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I find that traps that exclusively rely on a perception check roll and then a disabled device roll, are very one dimensional and not very fun. My traps tend to come in two versions. First, is the obvious trap. These traps will be very clear as to what they are, but you'll need to figure out and role-play how to solve it. I usually write those traps with no solution in mind. I just let the players be creative and come up with their own solution. The second type of trap is what you run into the last two times. You won't necessarily know that it's coming and be able to spot it until you have triggered it. But, it is set on a timer or sequence of events that will give you clues on how to avoid or disable it. I will, on occasion, use a simple trap like a tripwire or a poison needle in a lock. In those cases, the perception check and disable device will come into play.

You'll never run into the trap that you can't spot, and then it just blows up. Again, not very fun. In this particular trap, Gruskorb has inadvertently reset the trap by making an action that the gelatinous cube would have taken had hit killed everyone. If anyone other than the rogue would have gone in there, they would not have had the opportunity to dive underneath the slab. That is his trap sense going off and giving him an opportunity to act.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

I think we've more or less figured out the workings of this trap at this point.

In the interest of moving on, I suggest we do the following:

1) Everyone else gets inside the safe zone (the pentacle).

2) Truk'tosh grabs Tacal and waits at the entrance.

3) Once everyone's in position, someone resets the trap again to open the doors.

4) Everyone bolts for the exit forward and Truk'tosh leads Tacal across the room to the exit as well before the trap activates again.


HP 56/98 Panache 6/7 Stamina 4/10 | AC 28/18/20); 26/18/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 30 | Fort +6 Ref +13 Will +5 | Per +16, Darkvision 60 ft. | Init +7 (+9 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 8/Fighter (Lore Warden) 2 | Acro +20, Bluff +10 Climb +8, Inti +16, Stea +15
Combat:
30 ft. (30 ft.) | Melee +19/+14 (+21/+16 vs. undead) (+2 bane rapier) Ranged +15 (dagger) Ranged +16/+11 (mwk composite shortbow) CMB +12; weapon cord attached: Yes (rapier)
Truk'tosh wrote:

I think we've more or less figured out the workings of this trap at this point.

In the interest of moving on, I suggest we do the following:

1) Everyone else gets inside the safe zone (the pentacle).

2) Truk'tosh grabs Tacal and waits at the entrance.

3) Once everyone's in position, someone resets the trap again to open the doors.

4) Everyone bolts for the exit forward and Truk'tosh leads Tacal across the room to the exit as well before the trap activates again.

Works, let's go.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

I approve!


HP 80/80 | AC 21/16/15 | CMD 21 | Fort +7 Ref +12 Will +6 | Per +12, Dark Vision 60' | Init +6 Aegean Unchained Rogue 7 {Nature Fang 1}

Works for me. I was just worried about the logistics of getting Tacal in the room with the short amount of time before this round of flames.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

What say you, Malthazir?


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Niyut:

....Life Essences:
......(LE1) +1 Charisma. (Secondary Effect) Ooze Traits (SLA) 1/day as a swift action, you can embody the traits of an ooze for 1 round until the end of your next turn. During that time, you are immune to precision damage, cannot be flanked nor sustain a critical hit.


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Gruskorb:

I'm still showing the following for you. Let me know if you want to imbue any of these essences.

Gruskorb: 6 EE / 1 Earth & 1 LE
..Unassigned
....(EE5) Bone Golem - saving
....(EE6) Tupilaq - ??
....(Earth1) Tupilaq - ??


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

Question about the secondary ability: Can we make it an immediate action so Niyut can use it to ignore a crit? As a swift action, I would need to know someone was going to sneak or crit me before I used it. Also, can I use it to squeeze through small openings? ;-)


HP 80/80 | AC 21/16/15 | CMD 21 | Fort +7 Ref +12 Will +6 | Per +12, Dark Vision 60' | Init +6 Aegean Unchained Rogue 7 {Nature Fang 1}

He will save the ethereal essences at present.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

He has already used his life essence to get a feat. The only one pressing is the Earth essence which will buff your acid resist. Are you sure you don't want to buff your armor?


HP 80/80 | AC 21/16/15 | CMD 21 | Fort +7 Ref +12 Will +6 | Per +12, Dark Vision 60' | Init +6 Aegean Unchained Rogue 7 {Nature Fang 1}
Niyut wrote:
He has already used his life essence to get a feat. The only one pressing is the Earth essence which will buff your acid resist. Are you sure you don't want to buff your armor?

At the moment, yes. Gruskorb does appreciate his armor, but it is the necklace to which he is developing the stronger connection. When it is finished, he will put the essences there, for we are still under the 2 item limit for essence usage, yes?


HP 56/98 Panache 6/7 Stamina 4/10 | AC 28/18/20); 26/18/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 30 | Fort +6 Ref +13 Will +5 | Per +16, Darkvision 60 ft. | Init +7 (+9 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 8/Fighter (Lore Warden) 2 | Acro +20, Bluff +10 Climb +8, Inti +16, Stea +15
Combat:
30 ft. (30 ft.) | Melee +19/+14 (+21/+16 vs. undead) (+2 bane rapier) Ranged +15 (dagger) Ranged +16/+11 (mwk composite shortbow) CMB +12; weapon cord attached: Yes (rapier)
Gruskorb wrote:
Niyut wrote:
He has already used his life essence to get a feat. The only one pressing is the Earth essence which will buff your acid resist. Are you sure you don't want to buff your armor?
At the moment, yes. Gruskorb does appreciate his armor, but it is the necklace to which he is developing the stronger connection. When it is finished, he will put the essences there, for we are still under the 2 item limit for essence usage, yes?

I don't think so, no. It was starting item at levels 1-2, aecond item at level 3, and now the final item with level 5.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

If he wants to save his essences for the necklace, then that is definitely his prerogative.


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Niyut - I'm fine with an immediate action. It'll allow you to negate one crit per day effectively.

Garidan is correct, at this point each character can have 3 bonded items.


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Caught up in major fires at work today. Gruskorb can attempt a disable device check. I'll make an update following his response as soon as I'm able.


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I'm traveling for work this week, so posting may be slow.


Male Noble Elf Wizard 9/Bard 1 | AC 15/10/15 | HP 71/71 | F +4, R +6, W +9 | CMD 12 | Move 30 ft. | Init +6 | Perc +15 (+4 with familiar)

I will be away on vacation and completely without internet until Thursday. Please DMPC as needed.


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Sounds good, Malthazir.

Sorry for the very long silence. A close friend was diagnosed with stage 4 colon cancer on Thursday. I took the day off of work on Friday to be with him.

I may be a little slower to post over the next couple of weeks. But we'll keep the game moving forward.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

Sorry to hear it. =(


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

That's terrible.


HP 80/80 | AC 21/16/15 | CMD 21 | Fort +7 Ref +12 Will +6 | Per +12, Dark Vision 60' | Init +6 Aegean Unchained Rogue 7 {Nature Fang 1}
Niyut wrote:
That's terrible.

+1. I hope you get to spend the time he has with him.


Male Noble Elf Wizard 9/Bard 1 | AC 15/10/15 | HP 71/71 | F +4, R +6, W +9 | CMD 12 | Move 30 ft. | Init +6 | Perc +15 (+4 with familiar)

My condolences. Best of luck.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

Life Essence Sweepstakes: 1d4 ⇒ 2

1: Gruskorb
2: Malthazir
3: Niyut
4: Truk'tosh

Congrats, Malthazir!


Male Noble Elf Wizard 9/Bard 1 | AC 15/10/15 | HP 71/71 | F +4, R +6, W +9 | CMD 12 | Move 30 ft. | Init +6 | Perc +15 (+4 with familiar)

Awesome.

That's gonna go strait to my brain.


HP 56/98 Panache 6/7 Stamina 4/10 | AC 28/18/20); 26/18/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 30 | Fort +6 Ref +13 Will +5 | Per +16, Darkvision 60 ft. | Init +7 (+9 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 8/Fighter (Lore Warden) 2 | Acro +20, Bluff +10 Climb +8, Inti +16, Stea +15
Combat:
30 ft. (30 ft.) | Melee +19/+14 (+21/+16 vs. undead) (+2 bane rapier) Ranged +15 (dagger) Ranged +16/+11 (mwk composite shortbow) CMB +12; weapon cord attached: Yes (rapier)
Malthazir wrote:

Awesome.

That's gonna go strait to my brain.

For a sweet +5 bonus to Knowledge (spelling) checks, so you know that "straight" was the word you wanted?

Ah, but that's for ethereal essences, isn't it? Hmmm, then perhaps a +1 Int will do it instead.

;p


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Malthazir - note the upgrade to your 1st life essence

....Life Essences:
......(LE1) +1 Intelligence. (Secondary Effect) +2 natural armor bonus and Projectile Catching (Ex): 1/day you can attempt catch/deflect a projectile no larger than a "large" rocks (or projectiles of similar shape). If you would normally be hit by the projectile, you can make a Will save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. If the projectile provides a magical bonus on attack rolls, the DC increases by that amount. If the projectile is a magical attack that requires a ranged touch attack, you can similarly make a Will save to "catch" the attack. The DC is 15 for five or less dice of damage, 20 for ten to six dice of damage and 25 for more than ten dice of damage. If the magical attack already requires you to make a saving throw, you may substitute Will for either Fort or Reflex. You will use the spell's DC for this type of catch. You must be aware of the attack in order to make a catching attempt.
......(LE2) +1 Intelligence. (Secondary Effect) Mummy's Despair (Su) 1/day as a swift action, all creatures within a 30-foot radius that see Malthazir must make a Will save or be paralyzed by fear for 1 round. This is a paralysis and a mind-affecting fear affect. The save DC is Charisma-based. The DC is equal to 10 + character level + charisma bonus. Malthazir's allies receive a +4 bonus to their save.


Male Noble Elf Wizard 9/Bard 1 | AC 15/10/15 | HP 71/71 | F +4, R +6, W +9 | CMD 12 | Move 30 ft. | Init +6 | Perc +15 (+4 with familiar)

Oh my that is simply delightful. Malz truly is a very scary wizard.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

Everything okay?


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

I was wondering the same thing.


Male Noble Elf Wizard 9/Bard 1 | AC 15/10/15 | HP 71/71 | F +4, R +6, W +9 | CMD 12 | Move 30 ft. | Init +6 | Perc +15 (+4 with familiar)

Ah, damn Paizo boards. I wasn't getting campaign updates. I'll try to catch up, but I'm usually very busy on Mondays.

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