The Golden Pegasus

Game Master Sai Ling

Player's Map

Cueta's Resource Tracking Spreadsheet


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N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

No worries, Vallen - it happens (and mine weren't better)! The good thing about Diplomacy is that we can try and try again.

Also, I like the way you think - that's going to be LOTS of xp!


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

I'll go with you guys myself tomorrow. Maybe a few of my lucky diplomacy rolls can save us :P

Though I'm thinking, maybe we leave some food every morning or evening for the next couple days to butter them up and then we try again?


male Dwarf barbarian 3

Do we have food to spare? I realize that a pod of pseudodragons is probably a good group to befriend but food isn't exactly in huge supply right now.

Also I am good to start the meeting if others are.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Well for the parlay I figure a day's food is sufficient. It's just a gift, not keeping them well fed. With 135 settlers 3 or so units of food isn't going to change much.

They've fed themselves just fine up till now, don't see why that would change if they become allies.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)
Gair Hearthseeker wrote:
Though I'm thinking, maybe we leave some food every morning or evening for the next couple days to butter them up and then we try again?

Gair, do you want ants? Because that's how you get ants!

Also ready for the meeting!


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear

Ben has diplomacy and linquistics but doesn't speak dragon.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

Also ready for the meeting. Cueta's actions up to the meeting are the same as described before - catch some fish, clean up, cook the fish for the attendees.


Indubitably Never 3d6

As you guys are calling the meeting, I'm expecting you to take the lead. Assume that everyone has gathered with the exception of a few bodies set to guarding. (if any of your characters don't want to come, them, or nameless NPCs)

For the meeting, both of your characters are welcome to speak and diplome. Or intimidate, bluff, or whatever else you want to do.

You can expect Ingwe, Manari and the Thayers to weigh in, because they're all respected as leaders, and probably one or two others, mainly because I've just given you guys most of my better developed NPCs, and I need to get a few more cooking.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Excellent, I'm all for a few more NPC's!

So is anyone else keen to take the lead on this meeting? Otherwise Gair should be able to get us started?


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

I say we pass the talking stick. If Gair wants to get us started, that works for Cueta!


Indubitably Never 3d6

I figure everyone will have the opportunity to talk eventually, and to respond to what has been said before. In general, each character will get only one skill check for the meeting, though you may make checks to aid another as you see fit. So there's no reason not to start if you're ready to post.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Will do. Just give me a min!


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

Gair can take the lead, talking stick go!

I forget if we decided on a course of action. We should take the boats and recover all the capital left behind at Harpy Cave and salvage the Harpy (if anything is left after the storm), and use it to get things building. After that, it's scouting time to see if we can find sharktooth village?


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

I believe that's pretty much the plan Vallen. Take a number of our more capable warriors back to the cave in the boats. Load them up with as many supplies as possible and have the bulk of the warriors remain to scout out the shark-teeth.

With any luck, loading the supplies might draw an attack and we can hopefully take one of them alive. Try to wring some information on their camp out of him.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

I think we can capture/interrogate a sharktooth while recovering the capital. We can work all day, set a trap at night. I'd rather deal with the Harpy after dealing with the Sharkteeth, but if everyone thinks time is of the essence there, I'm happy to oblige. I think dealing with the threat of violence takes precedence over the salvage, imo - especially since they may now know of, and at least suspect I'm sure - the existance of Newspring.

Here's Cueta's plan:

1) take 2 boats (if we have the people to pilot two), and a few strong NPCs. Ant Hauls for everyone! Get to cave, start packing the boats.

2) At nightfall, NPCs hide in the cave, unless they want to fight. Most PCs hide in the forest. Bait PC(s) (probably someone without hide skill), light fire and wait. Sharkteeth come, we ambush them (maybe set up a snare or net trap if we can build one or if one exists in Newspring). We'll need to take one alive, maybe two so that we can get them talking amongst themselves. Using a combination of linguistics and comprehend languages, get the information that we can about the sharkteeth. Depending on information gleaned, or if nothing is found:

3a) If the sharkteeth are small in number, proceed to sharkteeth settlement. Kill everything;

3b) If the sharkteeth are large in number, gtfo of dodge and come back with reinforcements;

3c) If we don't have enough information, track the sharkteeth back to their homes and glean enough information to go with 3a or 3b;

3d) If we can't track them due to rain or crappy rolls, and we don't get any information from captured bad guys, we can explore the hex and hope to find the sharkteeth home, and implement step #2 each night, or we can go back to Newspring with the goods we've salvaged.

Total operational time: estimated 5-10 days. Maybe we leave any NPCs back - then we don't have to worry about them getting killed or us spotted.

Of course, there's always room for tweaking, abandoning for a better idea, or modifying her plan...


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

I've got to run and will be back this afternoon. I'll aid Gair's speech and add my own then.


Indubitably Never 3d6
Cueta Guiding Star wrote:

I think we can capture/interrogate a sharktooth while recovering the capital. We can work all day, set a trap at night. I'd rather deal with the Harpy after dealing with the Sharkteeth, but if everyone thinks time is of the essence there, I'm happy to oblige. I think dealing with the threat of violence takes precedence over the salvage, imo - especially since they may now know of, and at least suspect I'm sure - the existance of Newspring.

Here's Cueta's plan:

1) take 2 boats (if we have the people to pilot two), and a few strong NPCs. Ant Hauls for everyone! Get to cave, start packing the boats.

2) At nightfall, NPCs hide in the cave, unless they want to fight. Most PCs hide in the forest. Bait PC(s) (probably someone without hide skill), light fire and wait. Sharkteeth come, we ambush them (maybe set up a snare or net trap if we can build one or if one exists in Newspring). We'll need to take one alive, maybe two so that we can get them talking amongst themselves. Using a combination of linguistics and comprehend languages, get the information that we can about the sharkteeth. Depending on information gleaned, or if nothing is found:

3a) If the sharkteeth are small in number, proceed to sharkteeth settlement. Kill everything;

3b) If the sharkteeth are large in number, gtfo of dodge and come back with reinforcements;

3c) If we don't have enough information, track the sharkteeth back to their homes and glean enough information to go with 3a or 3b;

3d) If we can't track them due to rain or crappy rolls, and we don't get any information from captured bad guys, we can explore the hex and hope to find the sharkteeth home, and implement step #2 each night, or we can go back to Newspring with the goods we've salvaged.

Total operational time: estimated 5-10 days. Maybe we leave any NPCs back - then we don't have to worry about them getting killed or us spotted.

Of course, there's always room for tweaking, abandoning for a better idea, or modifying her plan...

Shaun wrote:
Take car. Go to Mum's. Kill Phil. Grab Liz. Go to the Winchester. Have a nice cold pint and wait for all of this to blow over. How's that for a slice of fried gold?


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

I don't believe the sharkteeth know of Newspring, but they do know there are (tasty) people around. They must have seen the Lillend, though. They probably didn't like the looks of it, maybe it scared them off?


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

That's my plan broken down to the nitty gritty as well:) As for the salvage, I assume you mean of the actual wreck of the Harpy? In that case I very much agree that it can wait for the immediate future.

Shaun wrote:
Take car. Go to Mum's. Kill Phil. Grab Liz. Go to the Winchester. Have a nice cold pint and wait for all of this to blow over. How's that for a slice of fried gold?

Lol! My thought exactly. I'm sure our plan will go just as swimmingly!


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

Next level feat- Skill focus: Diplomacy.


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear

We got two people that can steer if we take Walton Sandlock.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
Shaun wrote:
Take car. Go to Mum's. Kill Phil. Grab Liz. Go to the Winchester. Have a nice cold pint and wait for all of this to blow over. How's that for a slice of fried gold?

YEEEEEESSSSSSSSSSSSSSSSS!!!!!!!!

WE NEED A PUB CALLED THE WINCHESTER!

Vallen Silverclasp wrote:


Next level feat- Skill focus: Diplomacy.

From a pure optimization standpoint, may I suggest the additional traits feat (if you can make it work story-wise, of course)? You could perhaps pick up a class skill=diplomacy trait plus one other.

Ben Sandlock wrote:


We got two people that can steer if we take Walton Sandlock.

If we can convince Walton to come along, I'd say let's take him!


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

Haha, I was joking due to my bed streak of diplomacy rolls. Diplomacy is already a class skill for clerics.


male Dwarf barbarian 3

Kal'Tos will give his talk in a bit. (Aka when I am on a computer rather than my phone). Probably in about 4-5 hours.

Septimus will not speak as for now he is still focused on keeping a low profile.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
Vallen Silverclasp wrote:
Haha, I was joking due to my bed streak of diplomacy rolls. Diplomacy is already a class skill for clerics.

That's right. I have been thinking of taking persuasive myself, as diplomacy is sooooo important, so it seemed to make perfect sense to me!


male Dwarf barbarian 3

I have made 3 recommendations for the council. It seemed like a bad idea for me to present an entire list including myself.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

I'm going to recommend you all and second the recommendation of Manari here shortly. Sorala will do some recommending as well.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

I'll wait to see who else steps forward before I bow out but I will as Hassan is the better choice between the two of us. I'm sure there will be enough talented candidates to fill the spots.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

I'd love to have a spot on the council, but neither of my characters are suited for it at this point. Vallen wants to be part of the leadership, but is too anxious. He will likely change over time, though.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

We're still going to use Walton's (new) boat to ferry back supplies from the Harpy cave, correct?


Indubitably Never 3d6

You'll have to ask Walton. He's helpful, but it certainly counts as dangerous aid, so a DC 10 diplomacy check.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

I'm sure not making that diplomacy check....

We must have it to get all those supplies back in a timely manner, though.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Wait, is the check to get him to come along and navigate the second boat or to have it at all? My understanding of Manari's deal stated that the village council could appropriate the boat when required? Or did I miss something?

Either way, we'll need to convince him to come along and I'll be grateful for his expertise. Just want to make sure I understand the situation.


Indubitably Never 3d6

Ben's check with aid from Cueta and Hassan (18+2+2=22) spanks Manari's check (17) and so, by consensus of the people of Newspring, the boat is Walton's to do with as he sees fit.

You're either asking him to risk his life coming with you (useful, because he knows how to sail) or to surrender his ability to feed his family to a war party against an unknown enemy.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Ah, he still wins but as a note, Hassan was on Manari's side:P

Not to worry, we needed to convince him to come anyway so it's much the same thing.

I'll have a post for Gair up shortly.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

Walton shouldn't have to fight- we need him to sail the goods we collect/strip from the Harpy back to Newspring is all. Just make sure someone tells him that.


Indubitably Never 3d6

I was uncertain about Hassan's preference, since it was an either/or proposition. If you say you're rolling for one thing or another, I'll generally pick for you.


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear

Part of the deal Ben suggested was that for things the community needed like the trip to get the stuff and evaluate the threat of the shark teeth the boat would be available. It is only when the community doesn't need it Walton doesn't have to ask to use it. Walton and Ben take care of the boat make sure it is in good repair and when the community needs it for something they get it, but the rest of the time it is Waltons.

Also Walton could go with the war party load up on stuff and then start back with one or two others to help with the boat. He can work on ferrying stuff back and forth while the rest of us do our sneak and peak.

Unless Nerk has decided Walton is an A@@hat In which case Ben is going to have to show him who is leading the family.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Ah, perfect. I believe we are all on the same page with the boat. Odd how we ended up arguing anyway :P


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear

Oh look I got a 15 on my Diplomacy roll that should be enough to prevent any violence.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

I wish I could get a 15 on a diplomacy roll...


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

So, council:
1. Manari,
2. Ben (I assume takes the nomination),
3. Kal'Tos (I assume accepts),
4. Edmund Thayer,
5. Sandra Thayer,
6. Gair,
7. Vallen (as chairman and tie-breaker, if the rest of Newspring goes for it)
8. Jarla
9. ?
10. ?
11. ?
Not accepting: Hassan, Vallen (if the chairman position doesn't fly),

We need 4-6 more.

Salvagers 2.0:
1. Gair
2. Walton (assuming Ben's dip roll is good enough)
3. Ben
4. Vallen
5. Kal'Tos
6. Cueta
7. Edmund Thayer
8. Bern
9. Kyle
10. Jaysin
11. Manari? (do I understand Jaysin's comments correctly? She will be coming?)

EDIT: Added Jarla


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

Thank you for making that list Cueta! Vallen nominated Jarla- being on a council is definitely in her area of expertise.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

I do believe Manari will be joining us on the salvage team.

As Hassan is not going to be on the council Gair will be keeping his seat. The basic conceit was that you and your NPC are not allowed to both serve on the council.

Perhaps he still has to speak but I would have assumed Ingwe would want a spot as well, though I'm not about to nominate him. And I would say that 11 is a fairly arbitrary number, if we decide we have all the bases covered with 9 it's just as well.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

Edited for Jarla. I'd like a spot as well to keep me engaged during council meetings, as Cueta or Sorala.


male Dwarf barbarian 3

I think Ingwe would find a way to snag a spot.

Kal'Tos suggested 11 but 9 also works.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Ah missed you Ceuta. I think there is a solid argument for both of your characters so which would you prefer?


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

Probably Sorala since she'll be at camp more. Gair can handle the negotiations for us wild folk :)


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Sorala it is!


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear

By the way I was not making fun of the southern religions I was merely pointing out to Ingwe that he needs to water his stick, and making sure it wasn't wrapped with anything poisonous. Halflings have delicate skin.

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