The Hunt for a Coward (Inactive)

Game Master TheIronGiant6


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Dark Archive

Here's the discussion thread. You're all assumed to be traveling with each other, but if you'd like to RP how you all met, I can do that.


Male Half-Orc HP 192/192 AC 37 23T 29FF CMD38 Fort +16 Ref +24 Will +17 Init +12 Per +32 (+7 traps) +4 favored terrain underground DDoor:8/9

We probably should spend a little time making sure we know what each other can do and make sure there aren't any glaring holes in our abilities.

It does look like we'll be relying on use magic device and items for healing and condition removal.


Hicklespurn The Intuitive, Male Gnome Vanguard 8 HP: 63/63 [20 Abblative HP]| AC: 22+2 / T: 15 / FF: 19+2 | Fort: +8, Ref: +5, Will: +7 | CMB: +6, CMD: 16 | Init: +3 | Perception: +18; +2 w/ AO, +2 W/ Dim or darkness; LowLight | Resonances 8/9
Shmick:
'Male' Construct HD 6| HP: 51/57 [25 Ablative HP] | AC: 25+2 / T: 18 / FF: 20+2 | Fort: Immune, Ref: +8, Will: +3 | CMB: +6, CMD: 20 | Init: +5, Perception: +8, LowLight, DV 60ft | MT 4/4

I'm fairly obviously the Smashy Slashy guy, not much else to offer other then being a tiny but tough meat shield. He's likely to sunder armor and weapons when opportune, and can breakdown most objects when it's required. Does have intimidate, bit who knows how useful that will be, and perception on par with our resident human if said character took five. Extreme numbers, when you focus it right, at level 18.


HP 267/267 AC 37 24 T 30 FF CMD 50 Fort + 21 Ref +27 Will +16 Init +9 Per +36

Omar is built for high ranged damage, trap detection and removal, and scouting (if desired).

He can't even use a wand. I am a touch nervous about healing and condition removal.

Dark Archive

I'm not going to force Nastarok to get certain spells or anything, but the reason I picked a wizard over a druid (Other than wanting someone arcane in there) is that I am a firm believer in preventing rather than healing damage. An abjurer is great for that. While I'm sure healing will be a big priority, stuff like communal stoneskin, antimagic field, and protection from (anything) can be really helpful for avoiding damage.


Hicklespurn The Intuitive, Male Gnome Vanguard 8 HP: 63/63 [20 Abblative HP]| AC: 22+2 / T: 15 / FF: 19+2 | Fort: +8, Ref: +5, Will: +7 | CMB: +6, CMD: 16 | Init: +3 | Perception: +18; +2 w/ AO, +2 W/ Dim or darkness; LowLight | Resonances 8/9
Shmick:
'Male' Construct HD 6| HP: 51/57 [25 Ablative HP] | AC: 25+2 / T: 18 / FF: 20+2 | Fort: Immune, Ref: +8, Will: +3 | CMB: +6, CMD: 20 | Init: +5, Perception: +8, LowLight, DV 60ft | MT 4/4

Indeed, not a divine amongst us, but I'm sure our GM wouldn't put us through something he didn't think we could handle..... right?

He does have his personal healing, which he'd use at the end of a day if he has spare rounds of rage and hasn't had to use the ability.


HP 267/267 AC 37 24 T 30 FF CMD 50 Fort + 21 Ref +27 Will +16 Init +9 Per +36

I do have evasion and a fairly sick reflex save, so AOE damage doesn't scare me a lot. It's mostly things like nasty conditions or negative levels that make me crave Depends.

Dark Archive

*Writes something in a notebook.*
And what else are you scared of?


Hicklespurn The Intuitive, Male Gnome Vanguard 8 HP: 63/63 [20 Abblative HP]| AC: 22+2 / T: 15 / FF: 19+2 | Fort: +8, Ref: +5, Will: +7 | CMB: +6, CMD: 16 | Init: +3 | Perception: +18; +2 w/ AO, +2 W/ Dim or darkness; LowLight | Resonances 8/9
Shmick:
'Male' Construct HD 6| HP: 51/57 [25 Ablative HP] | AC: 25+2 / T: 18 / FF: 20+2 | Fort: Immune, Ref: +8, Will: +3 | CMB: +6, CMD: 20 | Init: +5, Perception: +8, LowLight, DV 60ft | MT 4/4

Being showered in magic potions and wands of restoration...? Downright terrifies me.

Dark Archive

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Grooklepop Snickerdoodle
1927-2016
Crushed by ten tons of wands and potions


Male NG Half-Orc Abjurer 18 | HP: 267/267 AC: AC 34 (Touch 20, Flat Footed 30)| CMB: +8, CMD: 41 | F: +18, R: +16, W: +16| Init: +4 | Perc:+33, SM:+24 | Speed 30ft | Orc Ferocity 1/1|Spells: | Active conditions: None

I've been refreshing the page all day, and never saw the tabs pop until just now.

So, catching up, I took a bunch of core spells, and several communal versions of core spells. Keeps it from getting too crazy, and allows me to have several buffs and defensive spells up on all of us with just a little prep time. Please feel free to look over the sheet and suggest any spells you want me to take. I have plenty of GP left to spend on scrolls to scribe into the book. Try to stay away from Conjuration and Necromancy, his opposition schools.

As for healing, I have several ways to generate temporary hit points for myself, and a little actual HP regen.

I am nearly done with spell selection, and will be updating the sheet throughout the next hour or two. Grabbing this many spells at once is hard!

But I love it.


Hicklespurn The Intuitive, Male Gnome Vanguard 8 HP: 63/63 [20 Abblative HP]| AC: 22+2 / T: 15 / FF: 19+2 | Fort: +8, Ref: +5, Will: +7 | CMB: +6, CMD: 16 | Init: +3 | Perception: +18; +2 w/ AO, +2 W/ Dim or darkness; LowLight | Resonances 8/9
Shmick:
'Male' Construct HD 6| HP: 51/57 [25 Ablative HP] | AC: 25+2 / T: 18 / FF: 20+2 | Fort: Immune, Ref: +8, Will: +3 | CMB: +6, CMD: 20 | Init: +5, Perception: +8, LowLight, DV 60ft | MT 4/4

Spells are hard to pick out for me generally, always so many options! Not sure I'd be able to point to one in particular that we could use, if it dosn't end up on your list. So, I'll probably just trust your judgment there.

Dark Archive

Just buff spells, antimagic spells, and maybe some transmutation stufff. Other than that, do whatever you'd like!


Male NG Half-Orc Abjurer 18 | HP: 267/267 AC: AC 34 (Touch 20, Flat Footed 30)| CMB: +8, CMD: 41 | F: +18, R: +16, W: +16| Init: +4 | Perc:+33, SM:+24 | Speed 30ft | Orc Ferocity 1/1|Spells: | Active conditions: None

Spells are basically done, and I spent full price on the scrolls I bought. No half price shenanigans to worry about. Keeps it simple.


Male Half-Orc HP 192/192 AC 37 23T 29FF CMD38 Fort +16 Ref +24 Will +17 Init +12 Per +32 (+7 traps) +4 favored terrain underground DDoor:8/9

I'd recommend everyone pick up a few healing items, cure light wounds wands at least for Nastarok to use.

I've got a 50/50 chance to get a heal spell off from a scroll and a little better for a breath of life spell.

As far as spells go, I'm a fan of dimensional anchor, as long as it isn't used on me.


Hicklespurn The Intuitive, Male Gnome Vanguard 8 HP: 63/63 [20 Abblative HP]| AC: 22+2 / T: 15 / FF: 19+2 | Fort: +8, Ref: +5, Will: +7 | CMB: +6, CMD: 16 | Init: +3 | Perception: +18; +2 w/ AO, +2 W/ Dim or darkness; LowLight | Resonances 8/9
Shmick:
'Male' Construct HD 6| HP: 51/57 [25 Ablative HP] | AC: 25+2 / T: 18 / FF: 20+2 | Fort: Immune, Ref: +8, Will: +3 | CMB: +6, CMD: 20 | Init: +5, Perception: +8, LowLight, DV 60ft | MT 4/4

Used up all my cash already, so nothing I can contribute to the consumables pool. I can, however, carry said consumables if needed.


Male Half-Orc HP 192/192 AC 37 23T 29FF CMD38 Fort +16 Ref +24 Will +17 Init +12 Per +32 (+7 traps) +4 favored terrain underground DDoor:8/9

Updated Nastarok's profile and finished out his consumable gear.


HP 267/267 AC 37 24 T 30 FF CMD 50 Fort + 21 Ref +27 Will +16 Init +9 Per +36

Hmm, just noticed I had goggles of night. Guess I wear those in areas without light, switching to eyes of the eagle when the areas are lit. That shifts my perception by 5.


Hicklespurn The Intuitive, Male Gnome Vanguard 8 HP: 63/63 [20 Abblative HP]| AC: 22+2 / T: 15 / FF: 19+2 | Fort: +8, Ref: +5, Will: +7 | CMB: +6, CMD: 16 | Init: +3 | Perception: +18; +2 w/ AO, +2 W/ Dim or darkness; LowLight | Resonances 8/9
Shmick:
'Male' Construct HD 6| HP: 51/57 [25 Ablative HP] | AC: 25+2 / T: 18 / FF: 20+2 | Fort: Immune, Ref: +8, Will: +3 | CMB: +6, CMD: 20 | Init: +5, Perception: +8, LowLight, DV 60ft | MT 4/4

With your current bonus, it's practically negligible. But still, a good strategy. You get to be our eyes and ears even when it's pitch black!


HP 267/267 AC 37 24 T 30 FF CMD 50 Fort + 21 Ref +27 Will +16 Init +9 Per +36

Actually it's more so I can scout ahead in the dark without having a telltale light. Underground I can hide in plain sight with a stealth of 41, so scouting is an option, though I generally don't do it much since it bores everyone else, and can leave you cut off from support.


Hicklespurn The Intuitive, Male Gnome Vanguard 8 HP: 63/63 [20 Abblative HP]| AC: 22+2 / T: 15 / FF: 19+2 | Fort: +8, Ref: +5, Will: +7 | CMB: +6, CMD: 16 | Init: +3 | Perception: +18; +2 w/ AO, +2 W/ Dim or darkness; LowLight | Resonances 8/9
Shmick:
'Male' Construct HD 6| HP: 51/57 [25 Ablative HP] | AC: 25+2 / T: 18 / FF: 20+2 | Fort: Immune, Ref: +8, Will: +3 | CMB: +6, CMD: 20 | Init: +5, Perception: +8, LowLight, DV 60ft | MT 4/4

If it works, it works. Interestingly enough, it seems I have the lowest perception at twenty something. Ya'll are beasts, with your shifty shifty eyes.

But hey, Grookle has a big axe. And the big axe has a big swing.


Male NG Half-Orc Abjurer 18 | HP: 267/267 AC: AC 34 (Touch 20, Flat Footed 30)| CMB: +8, CMD: 41 | F: +18, R: +16, W: +16| Init: +4 | Perc:+33, SM:+24 | Speed 30ft | Orc Ferocity 1/1|Spells: | Active conditions: None

Actually, we won't need light to terribly often. I keep a communal darkvision spell prepared, for the two of you without racial darkvision. So we can all see in the dark when we need to!

As an aside, I will list the communal versions of buff I have prepared here, so you guys can get an idea of what we are working with. Remember, I can always prepared extended versions of these as well, so it is easy to get buffs up for a few hours. I think you'll be pleased!

2nd Level: Communal Protection from Evil
3rd Level: Communal Darkvision
4th Level: Communal Nondetection, Communal Protection from Energy
5th Level: Communal Stoneskin

I also have a few utlility spells; a couple of Feather Falls, Jump, Passwall, Fly, Haste, Spider Climb, Invisibility, Greater Invisibility, and Prismatic Sphere.


HP 267/267 AC 37 24 T 30 FF CMD 50 Fort + 21 Ref +27 Will +16 Init +9 Per +36

I don't know if I mentioned the guide properties yet, but underground (which appears to be our destination) everyone in LOS of me gets +2 initiative, stealth, survival, and perception.


Hicklespurn The Intuitive, Male Gnome Vanguard 8 HP: 63/63 [20 Abblative HP]| AC: 22+2 / T: 15 / FF: 19+2 | Fort: +8, Ref: +5, Will: +7 | CMB: +6, CMD: 16 | Init: +3 | Perception: +18; +2 w/ AO, +2 W/ Dim or darkness; LowLight | Resonances 8/9
Shmick:
'Male' Construct HD 6| HP: 51/57 [25 Ablative HP] | AC: 25+2 / T: 18 / FF: 20+2 | Fort: Immune, Ref: +8, Will: +3 | CMB: +6, CMD: 20 | Init: +5, Perception: +8, LowLight, DV 60ft | MT 4/4

Nice, that'll certainly come in handy.


HP 267/267 AC 37 24 T 30 FF CMD 50 Fort + 21 Ref +27 Will +16 Init +9 Per +36

Was just looking over your build. If I might make a suggestion before we actually get going, you might want to swap out greater sunder for raging vitality.

As it stands right now, since you are a standard barbarian, going unconscious while raging will kill you straight up. We don't have much access to healing, and keeping you alive if you get beaten on a lot would be tricky right now.


Hicklespurn The Intuitive, Male Gnome Vanguard 8 HP: 63/63 [20 Abblative HP]| AC: 22+2 / T: 15 / FF: 19+2 | Fort: +8, Ref: +5, Will: +7 | CMB: +6, CMD: 16 | Init: +3 | Perception: +18; +2 w/ AO, +2 W/ Dim or darkness; LowLight | Resonances 8/9
Shmick:
'Male' Construct HD 6| HP: 51/57 [25 Ablative HP] | AC: 25+2 / T: 18 / FF: 20+2 | Fort: Immune, Ref: +8, Will: +3 | CMB: +6, CMD: 20 | Init: +5, Perception: +8, LowLight, DV 60ft | MT 4/4

No need my friend, the Jugernaut's Pauldrons I use provide the handy Ferocity special ability, which allows him to remain up and going even if he drops below 0. Al he'd really benefit from is an extra 18 HP while raging, which I suppose is nothing to sneeze at.

If you do have any other suggestions though, I'd be fully willing to give them an ear.


HP 267/267 AC 37 24 T 30 FF CMD 50 Fort + 21 Ref +27 Will +16 Init +9 Per +36

Ahh, didn't see that item. Was just looking at stats and class abilities.

I might suggest you go the superstition/witchhunter/spell sunder route since you seem to be built to smash things anyway. Some of your rage powers do look expendable to me. Witchhunter and superstitious would add quite a bit of utility. Hard to find anything at this level which doesn't have a supernatural or spell like ability, so witchhunter is just free damage.


Hicklespurn The Intuitive, Male Gnome Vanguard 8 HP: 63/63 [20 Abblative HP]| AC: 22+2 / T: 15 / FF: 19+2 | Fort: +8, Ref: +5, Will: +7 | CMB: +6, CMD: 16 | Init: +3 | Perception: +18; +2 w/ AO, +2 W/ Dim or darkness; LowLight | Resonances 8/9
Shmick:
'Male' Construct HD 6| HP: 51/57 [25 Ablative HP] | AC: 25+2 / T: 18 / FF: 20+2 | Fort: Immune, Ref: +8, Will: +3 | CMB: +6, CMD: 20 | Init: +5, Perception: +8, LowLight, DV 60ft | MT 4/4

I suppose I could, yeah. But I also like the idea of just seeing how I end up in the end. Could die horribly, could somehow push on through.... Who knows.

Personally, the cleave feat tree feels more bland, but I honestly don't have many better ideas with using them.

shrug


HP 267/267 AC 37 24 T 30 FF CMD 50 Fort + 21 Ref +27 Will +16 Init +9 Per +36

If you don't like the cleave stuff, you can go Cornugon Smash, Intimidating prowess, and Hurtful. Nobody every dislikes a free attack.


Hicklespurn The Intuitive, Male Gnome Vanguard 8 HP: 63/63 [20 Abblative HP]| AC: 22+2 / T: 15 / FF: 19+2 | Fort: +8, Ref: +5, Will: +7 | CMB: +6, CMD: 16 | Init: +3 | Perception: +18; +2 w/ AO, +2 W/ Dim or darkness; LowLight | Resonances 8/9
Shmick:
'Male' Construct HD 6| HP: 51/57 [25 Ablative HP] | AC: 25+2 / T: 18 / FF: 20+2 | Fort: Immune, Ref: +8, Will: +3 | CMB: +6, CMD: 20 | Init: +5, Perception: +8, LowLight, DV 60ft | MT 4/4

Very true. If I switch out my cleave tree for those, I'd have one feat left over, which I could easily use for one of those from the Rage Power route you suggested. Which two of what I have, would you personally suggest switching out for?

Of course, that all really depends on if Iron would allow sheet modifications right now.

Dark Archive

Yep, go ahead, just do what you want, not what is best. Remember the campfires, don't worry about death.


Hicklespurn The Intuitive, Male Gnome Vanguard 8 HP: 63/63 [20 Abblative HP]| AC: 22+2 / T: 15 / FF: 19+2 | Fort: +8, Ref: +5, Will: +7 | CMB: +6, CMD: 16 | Init: +3 | Perception: +18; +2 w/ AO, +2 W/ Dim or darkness; LowLight | Resonances 8/9
Shmick:
'Male' Construct HD 6| HP: 51/57 [25 Ablative HP] | AC: 25+2 / T: 18 / FF: 20+2 | Fort: Immune, Ref: +8, Will: +3 | CMB: +6, CMD: 20 | Init: +5, Perception: +8, LowLight, DV 60ft | MT 4/4

Thanks mate, I think I would at least like to switch out the cleave tree then in that case. Because scaring the crap out of an opponent by just being a scary little gnome, then smacking them again sounds widely more entertaining then hitting all at once. ...even though I'm sure it'd be useful in that forest our elf friend mentioned.


HP 267/267 AC 37 24 T 30 FF CMD 50 Fort + 21 Ref +27 Will +16 Init +9 Per +36

If I were dropping rage powers, I'd say smasher (you already have an adamantine weapon, it is unlikely you will find an unattended item which needs to be broken which you can't already do), and knockback, since depriving yourself of a full attack seems like a bad idea (I can see it might have utility at times, but not that much). Arguably powerful blow is fairly weak as well since it is a single hit once per rage. Heck witchhunter gives comparable damage almost all the time.

Dark Archive

Don't forget rage cycling!


Hicklespurn The Intuitive, Male Gnome Vanguard 8 HP: 63/63 [20 Abblative HP]| AC: 22+2 / T: 15 / FF: 19+2 | Fort: +8, Ref: +5, Will: +7 | CMB: +6, CMD: 16 | Init: +3 | Perception: +18; +2 w/ AO, +2 W/ Dim or darkness; LowLight | Resonances 8/9
Shmick:
'Male' Construct HD 6| HP: 51/57 [25 Ablative HP] | AC: 25+2 / T: 18 / FF: 20+2 | Fort: Immune, Ref: +8, Will: +3 | CMB: +6, CMD: 20 | Init: +5, Perception: +8, LowLight, DV 60ft | MT 4/4

Yep! One of the few things I realize he can do, thus getting the most of some of those abilities. Modified his block, took away the cleave feats and replaced with the intimidation bit, as well as using the last for an extra rage power {Spell sunder}, thus keeping powerful blows.

Thanks for the assistance there mate, I feel better about his build now.

Dark Archive

Quick question: I was planning on having some custom enemies and such appear, would you be alright with that?


Hicklespurn The Intuitive, Male Gnome Vanguard 8 HP: 63/63 [20 Abblative HP]| AC: 22+2 / T: 15 / FF: 19+2 | Fort: +8, Ref: +5, Will: +7 | CMB: +6, CMD: 16 | Init: +3 | Perception: +18; +2 w/ AO, +2 W/ Dim or darkness; LowLight | Resonances 8/9
Shmick:
'Male' Construct HD 6| HP: 51/57 [25 Ablative HP] | AC: 25+2 / T: 18 / FF: 20+2 | Fort: Immune, Ref: +8, Will: +3 | CMB: +6, CMD: 20 | Init: +5, Perception: +8, LowLight, DV 60ft | MT 4/4

Hey, feel free. I don't have an issue with that. A question right back at you though, which I just thought of in regards to Nastarok: Does Dimension Door still work down there? The elf mention that teleportation was blocked for him.

Dark Archive

You'll just have to find out for yourself!

*EVIL NERD LAUGH*


HP 267/267 AC 37 24 T 30 FF CMD 50 Fort + 21 Ref +27 Will +16 Init +9 Per +36

I would expect custom enemies. I don't know that outside of PFS I've ever run a module as is.


Hicklespurn The Intuitive, Male Gnome Vanguard 8 HP: 63/63 [20 Abblative HP]| AC: 22+2 / T: 15 / FF: 19+2 | Fort: +8, Ref: +5, Will: +7 | CMB: +6, CMD: 16 | Init: +3 | Perception: +18; +2 w/ AO, +2 W/ Dim or darkness; LowLight | Resonances 8/9
Shmick:
'Male' Construct HD 6| HP: 51/57 [25 Ablative HP] | AC: 25+2 / T: 18 / FF: 20+2 | Fort: Immune, Ref: +8, Will: +3 | CMB: +6, CMD: 20 | Init: +5, Perception: +8, LowLight, DV 60ft | MT 4/4

Evil nerd laugh, eh?


Male NG Half-Orc Abjurer 18 | HP: 267/267 AC: AC 34 (Touch 20, Flat Footed 30)| CMB: +8, CMD: 41 | F: +18, R: +16, W: +16| Init: +4 | Perc:+33, SM:+24 | Speed 30ft | Orc Ferocity 1/1|Spells: | Active conditions: None

Custom enemies are fine, as long as they aren't named Pun-Pun.


Hicklespurn The Intuitive, Male Gnome Vanguard 8 HP: 63/63 [20 Abblative HP]| AC: 22+2 / T: 15 / FF: 19+2 | Fort: +8, Ref: +5, Will: +7 | CMB: +6, CMD: 16 | Init: +3 | Perception: +18; +2 w/ AO, +2 W/ Dim or darkness; LowLight | Resonances 8/9
Shmick:
'Male' Construct HD 6| HP: 51/57 [25 Ablative HP] | AC: 25+2 / T: 18 / FF: 20+2 | Fort: Immune, Ref: +8, Will: +3 | CMB: +6, CMD: 20 | Init: +5, Perception: +8, LowLight, DV 60ft | MT 4/4

Gonna wait out for Wilhaim and Nastarok first, before posting more.


Male Half-Orc HP 192/192 AC 37 23T 29FF CMD38 Fort +16 Ref +24 Will +17 Init +12 Per +32 (+7 traps) +4 favored terrain underground DDoor:8/9

Does the bonuses that Omar grants his allies for Terrain Bond stack with the favored terrain bonuses that Nastarok grants himself?

They're both untyped (I think), so it seems like they should stack.

Dark Archive

Should be fine, you win initiative by a long shot anyway.


Hicklespurn The Intuitive, Male Gnome Vanguard 8 HP: 63/63 [20 Abblative HP]| AC: 22+2 / T: 15 / FF: 19+2 | Fort: +8, Ref: +5, Will: +7 | CMB: +6, CMD: 16 | Init: +3 | Perception: +18; +2 w/ AO, +2 W/ Dim or darkness; LowLight | Resonances 8/9
Shmick:
'Male' Construct HD 6| HP: 51/57 [25 Ablative HP] | AC: 25+2 / T: 18 / FF: 20+2 | Fort: Immune, Ref: +8, Will: +3 | CMB: +6, CMD: 20 | Init: +5, Perception: +8, LowLight, DV 60ft | MT 4/4

Should we post strictly in the initiative order, or could we leave a post for when our turn comes up?

Dark Archive

I guess that works too, but it would be kinda disorganized and hard to set up. Positioning would be a lot harder.


Hicklespurn The Intuitive, Male Gnome Vanguard 8 HP: 63/63 [20 Abblative HP]| AC: 22+2 / T: 15 / FF: 19+2 | Fort: +8, Ref: +5, Will: +7 | CMB: +6, CMD: 16 | Init: +3 | Perception: +18; +2 w/ AO, +2 W/ Dim or darkness; LowLight | Resonances 8/9
Shmick:
'Male' Construct HD 6| HP: 51/57 [25 Ablative HP] | AC: 25+2 / T: 18 / FF: 20+2 | Fort: Immune, Ref: +8, Will: +3 | CMB: +6, CMD: 20 | Init: +5, Perception: +8, LowLight, DV 60ft | MT 4/4

I don't mind waiting, was just checking with you about that.


Male NG Half-Orc Abjurer 18 | HP: 267/267 AC: AC 34 (Touch 20, Flat Footed 30)| CMB: +8, CMD: 41 | F: +18, R: +16, W: +16| Init: +4 | Perc:+33, SM:+24 | Speed 30ft | Orc Ferocity 1/1|Spells: | Active conditions: None

Wilhaim is a very sarcastic fellow.


Hicklespurn The Intuitive, Male Gnome Vanguard 8 HP: 63/63 [20 Abblative HP]| AC: 22+2 / T: 15 / FF: 19+2 | Fort: +8, Ref: +5, Will: +7 | CMB: +6, CMD: 16 | Init: +3 | Perception: +18; +2 w/ AO, +2 W/ Dim or darkness; LowLight | Resonances 8/9
Shmick:
'Male' Construct HD 6| HP: 51/57 [25 Ablative HP] | AC: 25+2 / T: 18 / FF: 20+2 | Fort: Immune, Ref: +8, Will: +3 | CMB: +6, CMD: 20 | Init: +5, Perception: +8, LowLight, DV 60ft | MT 4/4

I love him already.


Hicklespurn The Intuitive, Male Gnome Vanguard 8 HP: 63/63 [20 Abblative HP]| AC: 22+2 / T: 15 / FF: 19+2 | Fort: +8, Ref: +5, Will: +7 | CMB: +6, CMD: 16 | Init: +3 | Perception: +18; +2 w/ AO, +2 W/ Dim or darkness; LowLight | Resonances 8/9
Shmick:
'Male' Construct HD 6| HP: 51/57 [25 Ablative HP] | AC: 25+2 / T: 18 / FF: 20+2 | Fort: Immune, Ref: +8, Will: +3 | CMB: +6, CMD: 20 | Init: +5, Perception: +8, LowLight, DV 60ft | MT 4/4

I'll break it off with my STRENGTH ALONE!
Rolls low.
This door is a more impressive foe then I thought...

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