The Tomb of Abysthor

Game Master Ierox

Hexcrawling Map
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Male Human Investigator(3) l HP 24/24 l AC15, T13, FF12 l F +2 R +6 W +3 Ini +3 l Spd 30 l CMB +3, CMD 16

Sounds fun! Have fun. Going anywhere awesome?


RAGING:
hp34/34 l AC15, T11, FF12 l F +7, R +4, W +7 Ini +5 l Atk +9 (1d10+7) CMB +7 CMD18
Wyvaran Bloodrager2 l hp28/28 l AC17, T13, FF14 l F +5 R +4 W +5 Ini +5 l Spd40 [Fly40] l CMB +6, CMD19 l Rage 10/10

Aw, heck yeah! Eight days in Spain, seven days in Morocco, seven more in Italy, then back to Hamburg 'cause that's where our flight home is.


Male Human Investigator(3) l HP 24/24 l AC15, T13, FF12 l F +2 R +6 W +3 Ini +3 l Spd 30 l CMB +3, CMD 16

Nice!


Male Human Investigator(3) l HP 24/24 l AC15, T13, FF12 l F +2 R +6 W +3 Ini +3 l Spd 30 l CMB +3, CMD 16

Think maybe we should bot Lorien?


My computer broke friday. I'm afraid I'll have to put this game on hiatus until I get a new one. We're looking at between a week or two, depending on how I go about it exactly.

Anyway, just thought you should know.

See you again soon.


CG Female Windrunner Elf Bard (College of Valor) 8 HP: 50/50, HD: 9/9| AC: 14 | Saves: STR +1 DEX* +7 CON +1 INT +0 WIS +1 CHA* +7 | Perception: +7, Investigate: +1, Insight: +2 | Inspiration (d8): 3/3 | Spells: 1st 4/4 2nd 3/3 3rd 3/3 4th 3/3 5th 1/1 | Arrows: 0, Taqa's Arrows: 9, Bolts: 6, Insp: No

:(

Aw man, that sucks. Good luck with your computer shopping.


Aaand I'm back.

I'll update the IC soon.

Everyone still here? (Excepting Keshokkar, who's on a totally awesome vacation)


(EO: Yes) Kineticist 3 | HP: 33/33 (3 NL) | AC: 17 / T: 12 / FF: 15 / DR: 2/Ada | Fort: +6, Ref: +5, Will: +2 | R. Atk: +6 (2d6+6) | CMB: +4, CMD: 16 | Init: +4, Perception: +10

I'm here. o wo/ And there is absolutely no reason to be concerned that I responded so quickly to your question. I'm definitely not refreshing my campaigns page ten times a minute or anything. And even if I were, there would be no reason to be concerned.

*Kidding*

...

*Probably*


Here! Welcome back.


Male Human Investigator(3) l HP 24/24 l AC15, T13, FF12 l F +2 R +6 W +3 Ini +3 l Spd 30 l CMB +3, CMD 16

Present.


You recieve 634xp each.


Anyone tracking XP? What are our prospects of getting to a new level?

Also, what XP track are we using?


(EO: Yes) Kineticist 3 | HP: 33/33 (3 NL) | AC: 17 / T: 12 / FF: 15 / DR: 2/Ada | Fort: +6, Ref: +5, Will: +2 | R. Atk: +6 (2d6+6) | CMB: +4, CMD: 16 | Init: +4, Perception: +10

By my count, we're 1300-ish from a new level.


Regarding XP, you should be at 2000(starting xp for lvl 2)+2967, so 33 points from hitting level 3 on the medium xp track, all told.

I should probably put a counter somewhere.


So close! Okay, why don't we try one more thing, then.


(EO: Yes) Kineticist 3 | HP: 33/33 (3 NL) | AC: 17 / T: 12 / FF: 15 / DR: 2/Ada | Fort: +6, Ref: +5, Will: +2 | R. Atk: +6 (2d6+6) | CMB: +4, CMD: 16 | Init: +4, Perception: +10

...I admit, I wouldn't mind leveling up before we go to sleep. XD


CG Female Windrunner Elf Bard (College of Valor) 8 HP: 50/50, HD: 9/9| AC: 14 | Saves: STR +1 DEX* +7 CON +1 INT +0 WIS +1 CHA* +7 | Perception: +7, Investigate: +1, Insight: +2 | Inspiration (d8): 3/3 | Spells: 1st 4/4 2nd 3/3 3rd 3/3 4th 3/3 5th 1/1 | Arrows: 0, Taqa's Arrows: 9, Bolts: 6, Insp: No

Right, checking out the secret room then!


Male Human Investigator(3) l HP 24/24 l AC15, T13, FF12 l F +2 R +6 W +3 Ini +3 l Spd 30 l CMB +3, CMD 16

I have us at 4967 which is even closer to 3. Leveling before rest would be great, we just don't have that many resources left.


If we get XP for the trap disable, we are basically set.

-Posted with Wayfinder


As well you do.

100xp for each of you, should see you to lvl 3.


(EO: Yes) Kineticist 3 | HP: 33/33 (3 NL) | AC: 17 / T: 12 / FF: 15 / DR: 2/Ada | Fort: +6, Ref: +5, Will: +2 | R. Atk: +6 (2d6+6) | CMB: +4, CMD: 16 | Init: +4, Perception: +10

Levelup Summary:

Level: Kineticist 3

FCB: +1 HP

New Feat: Precise Shot (Oh, how you were needed. XD)

New Class Ability: Elemental Overflow +1

New Infusion: Kinetic Blade (So I can hit in melee if I have to - also, not many other options are available at this level.)

Various skill buffs (mostly to stuff she's already taking)

----

Pretty straightforward levelup, all things considered. XD Nothin' too fancy or complicated to worry about.


female Aasimar
Spoiler:
HP 11/1 Ini+2 Sp30" Ac 17 T12 FF15 F5 R2 W 5 Per+3
Cleric (Herald Caller) 1

Levelup Summary:

Level: Cleric 3

FCB: +1 HP

New Feat: Sacred Summons
Skills: Perc. +1, Sense Motive +1, KnowRel +1 Know Planes +1


RAGING:
hp34/34 l AC15, T11, FF12 l F +7, R +4, W +7 Ini +5 l Atk +9 (1d10+7) CMB +7 CMD18
Wyvaran Bloodrager2 l hp28/28 l AC17, T13, FF14 l F +5 R +4 W +5 Ini +5 l Spd40 [Fly40] l CMB +6, CMD19 l Rage 10/10

Bloodrager 3

FCB: +1 skill point

Feat: Iron Will

Skills: +1 Disable Device, +1 Perception, +1 Spellcraft, +1 Fly, +1 Acrobatics

Class Ability: Blood Sanctuary (+2 on saves vs spells cast by allies/self)


CG Female Windrunner Elf Bard (College of Valor) 8 HP: 50/50, HD: 9/9| AC: 14 | Saves: STR +1 DEX* +7 CON +1 INT +0 WIS +1 CHA* +7 | Perception: +7, Investigate: +1, Insight: +2 | Inspiration (d8): 3/3 | Spells: 1st 4/4 2nd 3/3 3rd 3/3 4th 3/3 5th 1/1 | Arrows: 0, Taqa's Arrows: 9, Bolts: 6, Insp: No

We can roll for HP, right?
HP: 1d10 ⇒ 4 Well, bit of a crappy roll, but better than the 1 I was expecting.

- +4 HP from roll, +2 from CON, +1 from FCB
- +1 to Will saves
- Favored Terrain: Underground
- 7 new Skill Points
-- +1 Acrobatics
-- +1 Heal
-- +3 Knowledge(Religion)
-- +1 Perception
-- +1 Stealth
-2 new Background Skill Points
-- +1 Craft (Bows)
-- +1 Profession(Cook)
- Precise shot, because no matter what I plan on, It's a sure bet that I'll be firing into Melee.

Updated Stats:

Arianna Moonwood
Female agathion-blooded aasimar (idyllkin) ranger 3 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder RPG Bestiary 7)
NG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 30 (3d10+9)
Fort +5, Ref +6, Will +4
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee cestus +6 (1d4+3/19-20) or
. . cestus +6 (1d4+3/19-20) or
. . dagger +6 (1d4+3/19-20) or
. . gladius +6 (1d6+3/19-20) or
. . handaxe +6 (1d6+3/×3) or
. . longsword +6 (1d8+3/19-20) or
. . quarterstaff +6 (1d6+4) or
. . unarmed strike +6 (1d3+3 nonlethal)
Ranged mwk composite longbow +7 (1d8+1/×3)
Special Attacks combat style (two-weapon combat), favored enemy (undead +2)
Spell-Like Abilities (CL 3rd; concentration +7)
. . 1/day—summon nature's ally II
--------------------
Statistics
--------------------
Str 16, Dex 17, Con 15, Int 13, Wis 17, Cha 18
Base Atk +3; CMB +6; CMD 19
Feats Endurance, Point-Blank Shot, Precise Shot, Two-weapon Fighting
Traits reckless, talented
Skills Acrobatics +9, Climb +7, Craft (bows) +8, Craft (clothing) +7, Craft (leather) +7, Handle Animal +10, Heal +8, Knowledge (nature) +5, Knowledge (religion) +4, Linguistics +2, Perception +9, Perform (sing) +9, Profession (cook) +8, Profession (trapper) +7, Stealth +9, Survival +9, Swim +7; Racial Modifiers +2 Handle Animal, +2 Survival
Languages Celestial, Common, Druidic, Sylvan
SQ favored terrain (underground +2), track +1, wild empathy
Other Gear mwk studded leather, arrows (20), cestus[APG], cestus[APG], dagger (4), gladius[UC], handaxe, longsword, mwk composite longbow (+1 Str), quarterstaff, backpack, bedroll, belt pouch, box of fishing tackle (2 lb), cutting board, wooden (2 lb), explorer's outfit (2), fishing pole, simple (1 lb), flint and steel, hemp rope (50 ft.), knife, cutting (0.5 lb), ladle (0.5 lb), masterwork bowyer tools, masterwork leatherworking tools, masterwork tailoring tools, mess kit[UE], pot, pot, seasonings, local (0.5 lb), skewer (1 lb), skillet[UE], tinder packet (0.5 lb), torch (10), trail rations (5), tripod, iron (3 lb), twine (50')[APG] (2), waterskin (3), winter blanket, blue quartz (worth 15 gp) (2), gold nuggets (worth 4.5 gp), rose quartz (worth 35 gp), 4 sp, 8 cp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Favored Enemy (Undead +2) (Ex) +2 to rolls vs. undead foes.
Favored Terrain (Underground +2) (Ex) +2 to rolls when in underground terrain.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +7 (Ex) Improve the attitude of an animal, as if using Diplomacy.

--------------------

Brianna Moonwood
Female agathion-blooded aasimar (idyllkin) druid 2 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder RPG Bestiary 7)
NG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 19 (2d8+4)
Fort +5, Ref +3, Will +6
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +4 (1d3+3 nonlethal)
Spell-Like Abilities (CL 2nd; concentration +6)
. . 1/day—summon nature's ally II
Druid Spells Prepared (CL 2nd; concentration +5)
. . 1st—cure light wounds (2), shillelagh (DC 14)
. . 0 (at will)—create water, detect magic, mending, purify food and drink (DC 13)
--------------------
Statistics
--------------------
Str 16, Dex 17, Con 15, Int 13, Wis 17, Cha 18
Base Atk +1; CMB +4; CMD 17
Feats Celestial Servant[ARG]
Traits reckless, talented
Skills Acrobatics +4, Climb +7, Craft (bows) +5, Craft (clothing) +5, Craft (woodworking) +5, Handle Animal +10, Heal +8, Perception +8, Perform (sing) +9, Profession (cook) +7, Profession (tanner) +7, Spellcraft +5, Stealth +4, Survival +11, Swim +7; Racial Modifiers +2 Handle Animal, +2 Survival
Languages Celestial, Common, Druidic, Sylvan
SQ nature bond (celestial owl named Shadowwind), nature sense, wild empathy, woodland stride
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

--------------------

Shadowwind
Celestial owl (Pathfinder RPG Bestiary)
N Small animal
Init +2; Senses darkvision 60 ft., low-light vision; Perception +7
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 12 (+2 Dex, +1 dodge, +1 natural, +1 size)
hp 16 (3d8+3)
Fort +4, Ref +5, Will +3
Resist acid 5, cold 5, electricity 5; SR 8
--------------------
Offense
--------------------
Speed 10 ft., fly 80 ft. (average)
Melee unarmed strike +3 (1d2 nonlethal) or
. . bite +3 (1d4), 2 talons +3 (1d4)
Special Attacks smite evil
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Base Atk +2; CMB +1; CMD 14
Feats Acrobatic, Dodge
Tricks Attack, Come, Deliver, Down, Fetch, Fighting, Get Help, Stay
Skills Acrobatics +4 (-4 to jump), Fly +10, Perception +7
SQ come, deliver, fetch, fighting, get help
--------------------
Special Abilities
--------------------
Come [Trick] The animal will come to you on command.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver [Trick] Delivers item to indicated point or person.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fetch [Trick] The animal will get a specific object.
Fighting [Trick] The animal has been trained to fight.
Fly (80 feet, Average) You can fly!
Get Help [Trick] Attempts to bring back people it considers "help"
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Smite Evil (1/day) (Su) +0 to hit, +3 to damage when used.
Spell Resistance (8) You have Spell Resistance.


(EO: Yes) Kineticist 3 | HP: 33/33 (3 NL) | AC: 17 / T: 12 / FF: 15 / DR: 2/Ada | Fort: +6, Ref: +5, Will: +2 | R. Atk: +6 (2d6+6) | CMB: +4, CMD: 16 | Init: +4, Perception: +10

Ah, right.

HP Roll: 1d8 ⇒ 1

Yeah, let's reroll that one. XD

HP Reroll: 1d8 ⇒ 5


As Arianna and Rhainnon point out, we get to roll HP, with 1 reroll but must accept second result if so.
HP: 1d8 + 2 ⇒ (6) + 2 = 8
Which is why I'm just keeping this one.

Bard 2 / Rogue 1
+8 HP
+1 BAB
+1 Ref / Will
Combat Juggling!
Evasion
New spells:
- 1st: Saving Finale
- 0th: Dancing Lights
Feat: Elemental Strike (same as Arcane Strike but with fire damage)
Skills: Acrobatics, Knowledge (arcana) x2, Knowledge (engineering), Knowledge (local), Knowledge (religion), Sleight of Hand, Spellcraft x2


CG Female Windrunner Elf Bard (College of Valor) 8 HP: 50/50, HD: 9/9| AC: 14 | Saves: STR +1 DEX* +7 CON +1 INT +0 WIS +1 CHA* +7 | Perception: +7, Investigate: +1, Insight: +2 | Inspiration (d8): 3/3 | Spells: 1st 4/4 2nd 3/3 3rd 3/3 4th 3/3 5th 1/1 | Arrows: 0, Taqa's Arrows: 9, Bolts: 6, Insp: No

Oh in that case.

HP: 1d10 ⇒ 5 Woo! 10% better this time!


female Aasimar
Spoiler:
HP 11/1 Ini+2 Sp30" Ac 17 T12 FF15 F5 R2 W 5 Per+3
Cleric (Herald Caller) 1

hp: 1d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4
hp: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11
Well I will take number mmmm. two. Yes, number two


Male Human Investigator(3) l HP 24/24 l AC15, T13, FF12 l F +2 R +6 W +3 Ini +3 l Spd 30 l CMB +3, CMD 16

Alrighty then. Let's see what happens at level 3.

HP Roll: 1d8 ⇒ 3...just below average. YOLO let's try again.
HP Roll: 1d8 ⇒ 5...phew

FCB - 1 hp
Con bonus - 1 hp

Abilities
Keen Recollection: At 3rd level, an investigator can attempt all Knowledge checks untrained.
I guess it's nice but I have sooo many skill points that it doesn't help all that much in the end.

Trap Sense: At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).
Traps...where have we seen traps before...

Investigator Talent: I think the classic choice is infusion so that the investigator can buff his comrades...but I really think Gren is neither selfless enough nor bonded enough to this crew to really think along those lines. So in that case I think I'm going with Mutagen.

Feat: Weapon Focus (Rapier) - I'm hoping that we stop fighting so many skeletons or this will bit me in the ass.

Skills:
Adventuring Skills (9/level)
Acrobatics, Diplomacy, Disable Device, Knowledge Religion, Perception, Sense Motive, Spellcraft, Stealth, UMD
Background Skills
Craft Alchemy x2

New Formula: Heightened Awareness


Mutagen is awesome and totally worth it. Also makes you potentiality creepy when we all see you go into beast mode.

-Posted with Wayfinder


Male Human Investigator(3) l HP 24/24 l AC15, T13, FF12 l F +2 R +6 W +3 Ini +3 l Spd 30 l CMB +3, CMD 16

GM - Do you ever foresee us having downtime for crafting? Just wondering if I should plan any alchemy crafting or even use feats or investigator powers.


(EO: Yes) Kineticist 3 | HP: 33/33 (3 NL) | AC: 17 / T: 12 / FF: 15 / DR: 2/Ada | Fort: +6, Ref: +5, Will: +2 | R. Atk: +6 (2d6+6) | CMB: +4, CMD: 16 | Init: +4, Perception: +10

If it helps, we're close to Bard's Gate and should be able to buy a lot of stuff there if we have more money than time. ^^


Male Human Investigator(3) l HP 24/24 l AC15, T13, FF12 l F +2 R +6 W +3 Ini +3 l Spd 30 l CMB +3, CMD 16

That's really what I'm weighing...although it's a few week hike to Bard's gate I think.


Gren Redbridge wrote:
GM - Do you ever foresee us having downtime for crafting? Just wondering if I should plan any alchemy crafting or even use feats or investigator powers.

When you get to mid levels, you'll be able to take regular downtime. Until then, you'll more or less be stuck out here, unless you explicitly decide to make the treck back to civilization.


Male Human Investigator(3) l HP 24/24 l AC15, T13, FF12 l F +2 R +6 W +3 Ini +3 l Spd 30 l CMB +3, CMD 16

Perfect. Not sure I'd want it another way. Thanks!


CG Female Windrunner Elf Bard (College of Valor) 8 HP: 50/50, HD: 9/9| AC: 14 | Saves: STR +1 DEX* +7 CON +1 INT +0 WIS +1 CHA* +7 | Perception: +7, Investigate: +1, Insight: +2 | Inspiration (d8): 3/3 | Spells: 1st 4/4 2nd 3/3 3rd 3/3 4th 3/3 5th 1/1 | Arrows: 0, Taqa's Arrows: 9, Bolts: 6, Insp: No

Hey, GM, can you clarify whether we need to rest before leveling or not?


You level immediately. The only thing that does not immediately become available to you is spells or extracts that need to be prepared - you'll have to sleep to prepare your new ones.


Male Human Investigator(3) l HP 24/24 l AC15, T13, FF12 l F +2 R +6 W +3 Ini +3 l Spd 30 l CMB +3, CMD 16

I'll be on vacation for the next week or so but think I should be good with posting...most will be from mobile though so they may be brief.


Glad to hear it.

As for survival, you can decrease the chance of random encounters with knowledge of where to make camp, but the area remains fundamentally dangerous, and there's not a lot you can do about that.


I've leveled up to level 3!


Arianna finds two potentially suitable sites to make camp within 20 minutes of the entrance.

One is a small cave in the same large rock formation that the burial halls are carved into. You'll be really well concealed here, and there's even a natural chimney in the cave that'll allow smoke from a fire to escape. That said, there's a number of small fissures in the back of the cave that you can't get into. They might allow small-sized creatures to squeeze through, and if the fissures connect to other tunnekls, you might be attacked by dire rats or kobolds or other such vermin during the night.

The other option is a forest clearing, seemingly free of spiderwebs, and with a creek nearby. Not nearly as secluded as the cave, but there's no mysterious fissures to worry about.

Once you've decided where you camp, you should also decide if you set a watch schedule, and if you make a campfire or otherwise keep a light nearby while you sleep.

Fire will probably keep animal predators away, but might attract other sorts of attention. This is less of a concern if you sleep in the cave.


My vote is cave. Set a fire and the vermin will hopefully stay away. Also we get to confuse Arianna some more. :P

I'd be happy to take any watch. If someone wants to just create a proposed watch, go for it.

-Posted with Wayfinder


CG Female Windrunner Elf Bard (College of Valor) 8 HP: 50/50, HD: 9/9| AC: 14 | Saves: STR +1 DEX* +7 CON +1 INT +0 WIS +1 CHA* +7 | Perception: +7, Investigate: +1, Insight: +2 | Inspiration (d8): 3/3 | Spells: 1st 4/4 2nd 3/3 3rd 3/3 4th 3/3 5th 1/1 | Arrows: 0, Taqa's Arrows: 9, Bolts: 6, Insp: No

Cave as well. We can always rig something to keep the vermin at bay.

She'll learn, but for now she's pretty naive. I can't wait until we get a chance to o go to Balder's Gate.


Male Human Investigator(3) l HP 24/24 l AC15, T13, FF12 l F +2 R +6 W +3 Ini +3 l Spd 30 l CMB +3, CMD 16

Cave it is then.


(EO: Yes) Kineticist 3 | HP: 33/33 (3 NL) | AC: 17 / T: 12 / FF: 15 / DR: 2/Ada | Fort: +6, Ref: +5, Will: +2 | R. Atk: +6 (2d6+6) | CMB: +4, CMD: 16 | Init: +4, Perception: +10

As mentioned, I'm happy as long as I'm not the first watch, since I'll be the most refreshed and ready to go at that point. XD (For that matter, I can also recharge if we take a break in the middle of the day or something.)

As for keeping vermin out... well, they may have a hard time getting through a wall of rock across the entryway, no?


Male Human Investigator(3) l HP 24/24 l AC15, T13, FF12 l F +2 R +6 W +3 Ini +3 l Spd 30 l CMB +3, CMD 16

Ooh yeah. Seal us in. Gren will take last watch and use that time for alchemy.


Rhiannon, how do you feel about keeping watch every shift except the first? (Or every shift except the last, or whatever shift you want to rest at.) The other 5 members of the team can each take a watch. That way, everyone gets rest, but we get double watch during most of the night.


Okay, here's a proposed watch schedule:

Lorien, Rhiannon, Zatinya, Arianna, Keshokkar, Gren


(EO: Yes) Kineticist 3 | HP: 33/33 (3 NL) | AC: 17 / T: 12 / FF: 15 / DR: 2/Ada | Fort: +6, Ref: +5, Will: +2 | R. Atk: +6 (2d6+6) | CMB: +4, CMD: 16 | Init: +4, Perception: +10

Works for me. ^^


RAGING:
hp34/34 l AC15, T11, FF12 l F +7, R +4, W +7 Ini +5 l Atk +9 (1d10+7) CMB +7 CMD18
Wyvaran Bloodrager2 l hp28/28 l AC17, T13, FF14 l F +5 R +4 W +5 Ini +5 l Spd40 [Fly40] l CMB +6, CMD19 l Rage 10/10

Kesh has a chain shirt, Pathfinder still lets you sleep in light armor right? Any shift suits him just fine.

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