Wrath of the Righteous

Game Master Vinsomner

Dare you confront the Abyss?

Kenabres


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Female Demon-Blooded Tiefling | AC16 FF15 T11 CMD15 | HP 18/18 | F7 R4 W7 Paladin 2

Either way, I say we null Verim's claim to the first suit of full plate we find. This is reminding me of when I first started playing Planetside 2 - except there I kept getting killed quickly by people I never even saw.


Human Fighter 2/Titan Mauler 2 (Lvl 4) HP 38(46)[50]/38(46)[50]| AC 23(21) T 12(10) FF 21(19) | Fort +8(+10)[+11] Ref +2 Will +1(+3)| CMD 19 | Init +2 | Perception +8 : Conditions

Luci gets Ko'd because..alot of reasons mainly that AC alone wont make ya tanky. Rolling high on the GM's side didnt help.


Female Half Elf AC 15/FF 15/T 11| HP 35 (39)/35 (39)| CMD 16| Fort +7, Ref +3, Will +9 Druid 4

One of the reasons why you get targeted so much is because you are a paladin in a demon slaying game. The whole smite evil thing on the bbeg in front of us is probably why he went for you and not say Verim. First belt of con we find goes to you.


Nothing so sinister. Hontor went for Luciana because she was closest.

With medium armor, he only has a 20' move.


Female Half Elf AC 15/FF 15/T 11| HP 35 (39)/35 (39)| CMD 16| Fort +7, Ref +3, Will +9 Druid 4

Oh, sorry, I'm ganging up on one so I can focus fire a bit. Flanking to drop one asap.


Human Fighter 2/Titan Mauler 2 (Lvl 4) HP 38(46)[50]/38(46)[50]| AC 23(21) T 12(10) FF 21(19) | Fort +8(+10)[+11] Ref +2 Will +1(+3)| CMD 19 | Init +2 | Perception +8 : Conditions

Yeah I mean the knockout part , not the targeting part. Why do you think Verim almost always walks out first?.. TO GET SWUNG ON. Unfortunately he was just stark tired. Otherwise there would have been some charging. Yeah in this case it was because she was closest... Also At first you had said he had a chain shirt.. which confused me.


I apologize, Chainmail.

16 damage on one would have been enough.


Human Fighter 2/Titan Mauler 2 (Lvl 4) HP 38(46)[50]/38(46)[50]| AC 23(21) T 12(10) FF 21(19) | Fort +8(+10)[+11] Ref +2 Will +1(+3)| CMD 19 | Init +2 | Perception +8 : Conditions

Nah its fin.. MORE ARMOR UPGRADES.. for the men at least when it comes to the Breastplate.. the Chainmail would fit either or because of its make Either way, upgrades for ALL the armor wearers!

But first.. there is one more cultist left.


Female Half Elf AC 15/FF 15/T 11| HP 35 (39)/35 (39)| CMD 16| Fort +7, Ref +3, Will +9 Druid 4
DM Nightbringer wrote:

I apologize, Heavy Duty Grill.

16 damage on one would have been enough.

Fixed it for you.


Human Fighter 2/Titan Mauler 2 (Lvl 4) HP 38(46)[50]/38(46)[50]| AC 23(21) T 12(10) FF 21(19) | Fort +8(+10)[+11] Ref +2 Will +1(+3)| CMD 19 | Init +2 | Perception +8 : Conditions

Hey Hey.. thats Luci's.. she needs it, heh.


Female Demon-Blooded Tiefling | AC16 FF15 T11 CMD15 | HP 18/18 | F7 R4 W7 Paladin 2

Chainmail or breastplate; either would be an increase.


Female Half Elf AC 15/FF 15/T 11| HP 35 (39)/35 (39)| CMD 16| Fort +7, Ref +3, Will +9 Druid 4

Looks like my work schedule is changing soon so I won't be posting in the wee hours of the night after Sunday.


Human Fighter 2/Titan Mauler 2 (Lvl 4) HP 38(46)[50]/38(46)[50]| AC 23(21) T 12(10) FF 21(19) | Fort +8(+10)[+11] Ref +2 Will +1(+3)| CMD 19 | Init +2 | Perception +8 : Conditions

That pun physically caused Verim damage.

Thats cool Talli... I mean the GM only posts between like 8AM - 10PM EST anyway, so you'll be fine.


Female Demon-Blooded Tiefling | AC16 FF15 T11 CMD15 | HP 18/18 | F7 R4 W7 Paladin 2

Could be worse - there was a character in one of the short stories in this who kept making lightning and electricity puns. Literally every line of dialogue he had involved at least one pun. In italics.

I know Stormsmith Stormcallers are supposed to be an odd lot according to the Warmachine fluff, but still...


Human Fighter 2/Titan Mauler 2 (Lvl 4) HP 38(46)[50]/38(46)[50]| AC 23(21) T 12(10) FF 21(19) | Fort +8(+10)[+11] Ref +2 Will +1(+3)| CMD 19 | Init +2 | Perception +8 : Conditions

Thas trrrbl


Male Human Warpriest 3

Super off-topic but I just sat this bad boy in a mythic campaign with 3 friends throughout the area. Think he's too much?

Citadel Golem:
CR 16
XP 76,800
Golem, iron Champion 6 (Pathfinder RPG Bestiary 162)
N Large construct
Init +5; Senses blindsense 30 ft., darkvision 60 ft., low-light vision; Perception +0
--------------------
Defense
--------------------
AC 30, touch 8, flat-footed 28 (-1 dexterity, +22 natural, -1 size)
hp 260 (20d10+60)
Fort +6, Ref +5, Will +6
Defensive Abilities hard to kill, mythic saving throws; DR 15/adamantine; Immune construct traits, immunity to magic
--------------------
Offense
--------------------
Speed 20 ft.
Melee +2 spiked gauntlet +39(1d6+16) or
. . +2 heavy mace +34/+29/+24/+19 (2d6+24) or
. . unarmed strike +32/+27/+22/+17 (1d4+15 nonlethal) or
. . 2 slams +27 (2d10+22/19-20)
Space 10 ft.; Reach 10 ft.
Special Attacks breath weapon, mythic power (15/day, surge +1d8+1)
--------------------
Statistics
--------------------
Str 40, Dex 9, Con —, Int —, Wis 11, Cha 1
Base Atk +18; CMB +34; CMD 43
Feats Maximize Surge[M], Potent Surge[M]
SQ amazing initiative, force of will, recuperation
Other Gear +1 spiked gauntlet, +2 heavy mace
--------------------
Special Abilities
--------------------
Always a Chance (Ex) You don’t automatically miss when you roll a 1 on an attack roll.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Blindsense (30 feet) (Ex) Sense things and creatures without seeing them.
Blowback (60 ft.) (Ex) As standard action, use 1 power to make an attack that knocks foe back & deals dam if hit solid object.
Breath Weapon (DC 19) (Su) As a free action once every 1d4+1 rounds, an iron golem can exhale a 10-foot cube of poisonous gas. This gas cloud persists for 1 round; any creature within the area when the golem creates it (as well as any creature that passes through the cloud dur
Damage Reduction (15/adamantine) You have Damage Reduction against all except Adamantine attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Display of Strength (Su) As a free action, use 1 power for +20 to a Str skill or check, longer for encumberance.
Ever Ready (+6, 2 AoO/round) (Ex) Add tier to AoO attack & damage rolls, make AoO while flat-footed, additional AoO.
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleeds You are immune to bleeds.
Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Magic (Ex) An iron golem is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below.

• A magical attack that deals electricity damage slows an iron golem (as the slow
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Maximize Surge [Mythic, 1/day] Use 2 power to treat surge as though rolled max result.
Mythic Power (15/day, Surge +1d8+1) Use this power to perform your mythic abilities.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Potent Surge [Mythic] Add 1 to the result of any surge roll.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Sudden Attack (Ex) As a swift action, use 1 power to make melee att, roll twice with +6 bonus and bypass all DR.
Surge (1d8+1) (Su) Use 1 power to increase any d20 roll by the listed amount.

Mythic Special Abilities
Halting Long Arm - the Stairkeeper Golem has one three-sectioned arm that it always uses for attacks of opportunity. It does not use this arm to attack any foe within 10 feet, as it's Heavy Mace is far more punishing. Any enemy struck by the arm ceases it's move action for that turn as the gauntlet stops their progress.
Titan Grip - The Stairkeeper Golem's mace is treated as though it were wielded with 2 hands instead of 1 at all times, as this metal limb was made quite powerful. It is capable of wielding a 2 handed weapon in 1 hand. A Stairkeeper Golem never uses its slam attacks unless it's been disarmed.
Shock Absorber - If a Stairkeeper Golem willingly does so in pursuit of trespassers, it doesn't take falling damage from the first 100 foot of a fall, and doesn't need to make acrobatics checks to stay standing. It takes regular damage if knocked off in some way.

Etymology
The Stairkeeper Golem stands readily in stark defense of any that would attempt to ascend the Citadel of Iron. Atop the ramparts, these golems make it their mission to bludgeon any and all who come within 30 feet of them. Created and wished to higher power by the Legendary Efreeti Wizard of Metal to defend his Citadel, these constructs are amazingly powerful, and do their master's will even after he is long dead.

Tactics
The golems surge to life and use mythic power every round they're not dormant. The golems are well-pronounced when it comes to combat tactics, and strictly ignore wizards and spellcasters, attempting to cripple those that could do them real harm. The golems are aware that only those of great power could even make it into the Citadel, and as a result understand that they're vulnerable to immunity-removing effects. As a result, anyone that appears "Poorly Armored", the golem attempts to keep at a 15 foot distance, so that it can strike them with it's Long arm, as well as halt their escape. The golem uses surge to improve it's attack rolls every round, and uses it's breathe attack at every opportunity, often aiming for more agile characters. The golem is a fan of full attacks, and given the opportunity will use them when it can. If a golem is out on the ramparts, it will attempt to use blowback to knock them off the walls. A golem will not chase a larger group, knowing that more of it's kind are ahead, but will kill all that are in it's immediate presence before following them. If the enemies jumped off the rafters, it will jump off after them, if they aren't flying, but aren't foolish enough to jump to their demise. Golems intentionally try to land on enemies when falling. The reflex to avoid a golem's fall is 28, but the damage is always is 2d6 per distance fallen, maxing at 20d6 bludgeoning damage.

A golem can only last as long as it has Mythic Power, and ceases to function when it runs out. A golem always uses it's last 2 mythic power to maximize a surge attack roll. The golem must wait an entire 15 rounds to regain it's mythic power, but once it does it is back at full and immediately pursues it's foes. A Golem that doesn't attack gains 1 mythic power per round it doesn't attack.


Depends on the group.

AC 30 with 260 hit points is well within reach for some mythic builds to one-round by 10th level.


Male Human Warpriest 3

Rule 1 of mythic games. Never 1 mob after level 6 lol. This'll have about 4 elementals with it usually. Or another golem.


Trust me, I will be modifying any encounters that call for a single boss.

Keeping the group challenged without killing everyone can be a fine line to walk. The challenge of walking that fine line is what I enjoy.


Spell reserves:
Lvl 1 (4/4) Lvl 2(3/3), Heal Hex: Bianca V, Luci X, Max V, Talli V, Verim X, Wen V.
Halfling Witch lvl 4 Hp 30/30 AC 14, T13, FF 12. CMB+0, CMD12, Fort +4 Ref +4 Will +5, Init+2, Perc. +2, speed 20ft

Sounds like my line of work will be frequent in the future.


Human Fighter 2/Titan Mauler 2 (Lvl 4) HP 38(46)[50]/38(46)[50]| AC 23(21) T 12(10) FF 21(19) | Fort +8(+10)[+11] Ref +2 Will +1(+3)| CMD 19 | Init +2 | Perception +8 : Conditions

Psssh Verim will make that whole Dying thing a hard choice.. The challenges will be fine enough. Thats said, Unless that creature is especially nasty or has extra turns, one is generally bad in a regular party let alone a mythic one. Damage wise I think it could be doable with this group (as an example) but will take quite a few rounds. The First one would be it wailing on Verim most likely, the Arm might prove and issue. However there are possible ways of degeating it without any casualties, as 39 to hit can actually be made less brutal with someone who is a mythic Guardian... It also depends on how many tiers you have by then.


Spell reserves:
Lvl 1 (4/4) Lvl 2(3/3), Heal Hex: Bianca V, Luci X, Max V, Talli V, Verim X, Wen V.
Halfling Witch lvl 4 Hp 30/30 AC 14, T13, FF 12. CMB+0, CMD12, Fort +4 Ref +4 Will +5, Init+2, Perc. +2, speed 20ft

We shall hold you to that line then ;)


Human Fighter 2/Titan Mauler 2 (Lvl 4) HP 38(46)[50]/38(46)[50]| AC 23(21) T 12(10) FF 21(19) | Fort +8(+10)[+11] Ref +2 Will +1(+3)| CMD 19 | Init +2 | Perception +8 : Conditions

I doesnt apply to Verim.. HE'S allowed to die...especially if its cinematic.


Spell reserves:
Lvl 1 (4/4) Lvl 2(3/3), Heal Hex: Bianca V, Luci X, Max V, Talli V, Verim X, Wen V.
Halfling Witch lvl 4 Hp 30/30 AC 14, T13, FF 12. CMB+0, CMD12, Fort +4 Ref +4 Will +5, Init+2, Perc. +2, speed 20ft

*Takes a little kitchen stairs to get higher up and slaps* Verim over the head.

Not any time soon you don't :)


Male Human Warpriest 3

What path do you guys think Maxwell should head down? I'm torn between Hierophant and Champion and Guardian. His AC isn't tall enough for Guardian, and I'm not really sure his to-hit is as high as I'd like it to be. All in all his stats are kind of all over the place.


Guardian is less about AC and more about surviving when you do get hit, or protecting your team.

Another option: dual path.

My RL WoTR game:
My paladin/oracle is dual pathing Guardian/Hierophant. The GM is already getting nervous: there is very little he can do to hurt me that will not wipe the rest of the group first.


Spell reserves:
Lvl 1 (4/4) Lvl 2(3/3), Heal Hex: Bianca V, Luci X, Max V, Talli V, Verim X, Wen V.
Halfling Witch lvl 4 Hp 30/30 AC 14, T13, FF 12. CMB+0, CMD12, Fort +4 Ref +4 Will +5, Init+2, Perc. +2, speed 20ft

As are mine. I'd see Tallina more a hierophant and you a champion.
Though what was Verim's aim?

He behaves like a champion with a guardian philosophy.


Human Fighter 2/Titan Mauler 2 (Lvl 4) HP 38(46)[50]/38(46)[50]| AC 23(21) T 12(10) FF 21(19) | Fort +8(+10)[+11] Ref +2 Will +1(+3)| CMD 19 | Init +2 | Perception +8 : Conditions

Hrmm? Guardian has plenty of AC buffing/Damage prevention abilities but In the GM's case your a problem because of your class less than your Path. Verim is a Fighter and ass such you will notice ALOT of feats require a certain level and as a Martial damage is something I still very much have to do.. especially if your class doesnt do much more than that. For Maxwell I see Hierophant because there are alot of Channel based powers.. which he actually gets, but if I were to guess Champion/Hierophant with Dual path would be what I see Maxwell as.

Verim himself is very much a Guardian.. he runs in and gets wailed on and then wails back. But I do plan on him becoming Guardian/Trickster. He is supposed to become the Moving Bulwark, The Playful Titan, The Spiral Warrior type.. He is a Shieldbrother that eventually gains poer within himself to protect.


Female Half Elf AC 15/FF 15/T 11| HP 35 (39)/35 (39)| CMD 16| Fort +7, Ref +3, Will +9 Druid 4

I am going for Heirophant focusing on all the plant abilities. I wild shape the party into plants and give you all fast healing equal to my mythic rank. Later on I give out regen AND fast healing.


Human Fighter 2/Titan Mauler 2 (Lvl 4) HP 38(46)[50]/38(46)[50]| AC 23(21) T 12(10) FF 21(19) | Fort +8(+10)[+11] Ref +2 Will +1(+3)| CMD 19 | Init +2 | Perception +8 : Conditions

Plant Verim... Mein Gott.


Female Half Elf AC 15/FF 15/T 11| HP 35 (39)/35 (39)| CMD 16| Fort +7, Ref +3, Will +9 Druid 4

By my estimates, that perception check could have overheard a whispered conversation from 130ft away... isn't that like the equivalent of a spell?


Female Demon-Blooded Tiefling | AC16 FF15 T11 CMD15 | HP 18/18 | F7 R4 W7 Paladin 2

I was planning on the Champion Path, actually worked out which Path abilities I was going to take a while back (before this game turned up, actually, I've had Luci planned for ages). I may change it depending on how things go, but what I had in mind was:

  • Mythic Smite
  • Titan's Bane
  • Fleet Warrior
  • Precision
  • Elemental Fury
  • Sweeping Strike
  • Critical Master
  • Critical Master (2)
  • Longevity
  • Perfect Strike

Critical Master and Longevity were really placeholders since I couldn't settle on any other abilities. I'll worry about it more once we actually start gaining Mythic ranks, though.

EDIT: On another matter - I should stop looking at the Iron Kingdoms RPG; keep getting ideas for characters, like an Intellectual Stormblade/Military Officer - military commander with a big lightning sword and b**&#in' cape, eventually trying to get my hands on a Stormclad to command. Or an Aristocrat/Warcaster who uses his social skills and family connections to get the team jobs and go to battle with a Toro (an Ordic warjack that's naturally aggressive) that uses its bare hands to beat the crap out of stuff (and to make the most of the Throw power attack and see how many thrown trollkin it takes to paint a wall).


Female Half Elf AC 15/FF 15/T 11| HP 35 (39)/35 (39)| CMD 16| Fort +7, Ref +3, Will +9 Druid 4

Crud, accidentally posted as myself, fixed it but crud.


Human Fighter 2/Titan Mauler 2 (Lvl 4) HP 38(46)[50]/38(46)[50]| AC 23(21) T 12(10) FF 21(19) | Fort +8(+10)[+11] Ref +2 Will +1(+3)| CMD 19 | Init +2 | Perception +8 : Conditions

Sweet we only need to Get Anevia back to her house and then we can go Cultist huntin.. or maybe find those Paladins and stop more crazy Crusaders.. and do some type of Resistance Army against the Demons.

Iron Kingdoms is a great system no doubt. I've basically looked over most of the books thinking of the possible characters I could make.. When some of my games die down I intend on getting into a few if possible.


Spell reserves:
Lvl 1 (4/4) Lvl 2(3/3), Heal Hex: Bianca V, Luci X, Max V, Talli V, Verim X, Wen V.
Halfling Witch lvl 4 Hp 30/30 AC 14, T13, FF 12. CMB+0, CMD12, Fort +4 Ref +4 Will +5, Init+2, Perc. +2, speed 20ft

Nah Verim, resurrection that comes at the cost of money would need their bodies afaik.

What you're after sounds more like some divine intervention level stuff.


Human Fighter 2/Titan Mauler 2 (Lvl 4) HP 38(46)[50]/38(46)[50]| AC 23(21) T 12(10) FF 21(19) | Fort +8(+10)[+11] Ref +2 Will +1(+3)| CMD 19 | Init +2 | Perception +8 : Conditions

Nah it just needs a small piece, even a hair follicle.


Female Demon-Blooded Tiefling | AC16 FF15 T11 CMD15 | HP 18/18 | F7 R4 W7 Paladin 2
Verim Pharae wrote:
Iron Kingdoms is a great system no doubt. I've basically looked over most of the books thinking of the possible characters I could make.. When some of my games die down I intend on getting into a few if possible.

I managed to get one started on Myth Weavers; advert thread for it opened earlier this morning.

One of the benefits of combining Duelist and Storm Sorcerer? Other than the former's ability to ignore the system's equivalent of AoOs (which get bonuses to hit and do a lot more damage) and the latter's bonus to the character's Speed stat or the shenanigans you can get by combining those with a spell called Wings of Air (basically a 30' teleport) which can be used before or after your movement, is the awesomeness of a spell called Lightning Tendrils.

It's an upkeep spell (if anyone's familiar with the Dragon Age games, they work a bit like the modal spells and abilities in there - start of your turn, you spend some of your magical potential to keep it going rather than constantly re-casting it) that gives the target's melee weapons Reach (quadrupling their range) and Electro Leap (nearest guy to the target within 24' gets zapped with lightning).

Now as cool as it'd be to have Lightning Tendrils on the Duelist/Storm Sorcerer, depending on the party, it may have a better target. Like, say, this guy, or this guy.

EDIT: Honestly; I'll be surprised and slightly disappointed if the campaign doesn't have at least one ogrun or trollkin. I was half-tempted to go with a trollkin Duelist/Storm Sorcerer just for the fun of it, but decided to stick to human.


Human Bard 4 | HP:23/23 | AC 16 | Init +2 | PassivePerception 10 | S+0;D+4;C+0;I+2;W+0;Ch+6 Spells: 4/4x1st; 3/3x2nd; Bard Inspiration 4/4 (d6)

I've recently picked up the IKRPG, and am tempted to try running a converted Witchfire Trilogy. If I set something up does anybody want in?

NB: I've only got the core book, are the other ones worth picking up?


I've pretty much hit my limit on number of concurrent games.


Female Demon-Blooded Tiefling | AC16 FF15 T11 CMD15 | HP 18/18 | F7 R4 W7 Paladin 2
Laris D'Vagne wrote:

I've recently picked up the IKRPG, and am tempted to try running a converted Witchfire Trilogy. If I set something up does anybody want in?

NB: I've only got the core book, are the other ones worth picking up?

Urban Adventure is definitely worth grabbing - aside from giving some new options to non-human characters, it also has the Thamarite Advocate career (basically a Priest of Thamar) and the rules for crafting undead thralls, which are both good for making an antagonist. Also has new fighting moves so you can vary things up a bit more than just hitting a guy. Oh; and improvised weapons, which are always fun.

Kings, Nations & Gods has a crapload of fluff for the human nations (Cygnar, Khador, Llael, Ord and the Protectorate of Menoth) as well as something akin to Pathfinder's Archetypes for modifying existing careers to more nation-specific versions (ie; the chapter for Llael has one for an Amethyst Rose Gun Mage, who starts with some different spells and a double-barrelled magelock pistol). And not all of the careers are unique to a specific nation; the Horseman and Artillerist careers only went into the chapters for Khador and Ord, respectively, because both of those nations are better known for those careers' specialities - Khador had its ancient Horselords while Ord is renowned for the power of its navy.

That and there's a lot of cool spy gear in the chapter on Llael - grenade pens, pocket watch garrottes... Q would have a field-day. :P


Male Human Warpriest 3

I have never played this AP before, so I'll go ahead and point this out. The only reason I made those 2 free action rolls is because I legitimately didn't want Anevia's wife/lover to be dead because that'd suck.

So woohoo :D


Human Fighter 2/Titan Mauler 2 (Lvl 4) HP 38(46)[50]/38(46)[50]| AC 23(21) T 12(10) FF 21(19) | Fort +8(+10)[+11] Ref +2 Will +1(+3)| CMD 19 | Init +2 | Perception +8 : Conditions

I truthfully wouldn't have been surprised ALMOST everyone who got back home had SOMETHING bad happen to them.


Female Half Elf AC 15/FF 15/T 11| HP 35 (39)/35 (39)| CMD 16| Fort +7, Ref +3, Will +9 Druid 4

I didn't realize I was building a murderhobo with a backstory when I made Tallina. No connection to anybody really, travelled from fairly far away, it looks good but I realize it's basically a murderhobo.


Human Fighter 2/Titan Mauler 2 (Lvl 4) HP 38(46)[50]/38(46)[50]| AC 23(21) T 12(10) FF 21(19) | Fort +8(+10)[+11] Ref +2 Will +1(+3)| CMD 19 | Init +2 | Perception +8 : Conditions

Lol, y'know, it IS a murderhobo! She's poor, travels alot and scavenges everything she can. And happens to also be an adventurer.

At least your arent Verim. who literally is a murderhobo. Mercenary is just the common term for it. His job most of the time involves, stealing/taking something out.. then taking their stuff and using it. Sigh.


Female Half Elf AC 15/FF 15/T 11| HP 35 (39)/35 (39)| CMD 16| Fort +7, Ref +3, Will +9 Druid 4

To add to the hobo theme for a bit I even had a bindle filled with my pot of food in the beginning.


Spell reserves:
Lvl 1 (4/4) Lvl 2(3/3), Heal Hex: Bianca V, Luci X, Max V, Talli V, Verim X, Wen V.
Halfling Witch lvl 4 Hp 30/30 AC 14, T13, FF 12. CMB+0, CMD12, Fort +4 Ref +4 Will +5, Init+2, Perc. +2, speed 20ft

Somehow i'm almost getting the impression this individual ia half-alive via [insert dubious means]. If Maxwell can tell it's not a corpse, then it must be some sick treatment.

Or maybe i've seen my share of horror and sci-fi movies...........


Verim:
Verim should realize by now, it is an illusion.


Human Fighter 2/Titan Mauler 2 (Lvl 4) HP 38(46)[50]/38(46)[50]| AC 23(21) T 12(10) FF 21(19) | Fort +8(+10)[+11] Ref +2 Will +1(+3)| CMD 19 | Init +2 | Perception +8 : Conditions

GM:
Well aware but as a Fighter he's run into that only a couple of times from some of the more magically blessed Merc members


Spell reserves:
Lvl 1 (4/4) Lvl 2(3/3), Heal Hex: Bianca V, Luci X, Max V, Talli V, Verim X, Wen V.
Halfling Witch lvl 4 Hp 30/30 AC 14, T13, FF 12. CMB+0, CMD12, Fort +4 Ref +4 Will +5, Init+2, Perc. +2, speed 20ft

I was kinda wondering if our ship didn't hit the sand.
Luckily i was wrong and it didn't.


Nope, I'll keep things moving.

In fact, things are getting ready to kick up into high gear after soon. The party will have a clear direction and sense of purpose shortly.

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