Zeitgeist: The Gears of Revolution (Inactive)

Game Master Fanguar

Times are turning. Prophets witness omens in the starry wheels of heaven, and warn that a new age is nigh. But what they cannot foresee, hidden beyond the steam and soot of the night sky, is the face of this coming era, the spirit of the next age. The zeitgeist.

Current Combat Map


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Male Half Elf
Stats:
Stats: AC/Touch/Flat 19/11/18 | CMB/CMD +5/16 | Fort/Ref/Will +3/+1/+4, +2 vs enchantments | Init +1, Perception +4
Skills:
Acrobatics+5, Apprise+1, Bluff+8, Climb+3, Diplomacy+8, Disguise+4, Intimidate+8, Kn. Arcana+5, Perception+6, Ride+5, SM+1, Spellcraft+5, Stealth+1, Survival+1, Swim+3, UMD+11
Synthesist Summoner 2

The summoner also looks about for any clues or threats.

Perception: 1d20 + 4 ⇒ (20) + 4 = 24


Narissa Sandstone wrote:
Does Narissa recognize the make of the pistol? Iron is an awful substance to make a pistol out of, it deforms too easily.

They are just standard pistols. Ugly iron is just creative license.

Jace and Davin notice that there is something off about the placement of weapons on the ground. It's unlikely that they would have ended up in that position from just falling off the wagon.


LN Male Human Priest (Watcher) 1 | HP 8/8 | AC 0 | DA 0 MDA +2 | PPD 10 RSW 14 PP 13 BW 16 MS 15 | Reaction Adj +0 | Suprise +1 | Move 12 |Status: None

Do the pistols both point a certain direction? Like it was used as a marker, maybe?


Male Half Elf
Stats:
Stats: AC/Touch/Flat 19/11/18 | CMB/CMD +5/16 | Fort/Ref/Will +3/+1/+4, +2 vs enchantments | Init +1, Perception +4
Skills:
Acrobatics+5, Apprise+1, Bluff+8, Climb+3, Diplomacy+8, Disguise+4, Intimidate+8, Kn. Arcana+5, Perception+6, Ride+5, SM+1, Spellcraft+5, Stealth+1, Survival+1, Swim+3, UMD+11
Synthesist Summoner 2

The hair on the back of Jace's neck stands up and he warns No way those weapons fell like that. Its a trap. Lets just move around and past them. Alert he begins to do just that.


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

"Damn stupid trap." Narissa comments, and looks around again. "Doesn't mean we can avoid the trap though, someone put them there, and they have to be watching... Are they onto us?"

Perception: 1d20 + 1 ⇒ (14) + 1 = 15


Davin Greyhill wrote:
Do the pistols both point a certain direction? Like it was used as a marker, maybe?

Nope. Just looks like a staged scene to you. If the consensus is to avoid it, you are able to circle wide of the whole mess.


Male Half Elf
Stats:
Stats: AC/Touch/Flat 19/11/18 | CMB/CMD +5/16 | Fort/Ref/Will +3/+1/+4, +2 vs enchantments | Init +1, Perception +4
Skills:
Acrobatics+5, Apprise+1, Bluff+8, Climb+3, Diplomacy+8, Disguise+4, Intimidate+8, Kn. Arcana+5, Perception+6, Ride+5, SM+1, Spellcraft+5, Stealth+1, Survival+1, Swim+3, UMD+11
Synthesist Summoner 2

I have voted. These weapons are not our mission.


18/18 HP, Temp HP 0, 11 AC, Fort +5, Dex +1, Wis +3, Perception 10, Sense Motive 10, Diplomacy 10, Intimidate 20 (22 in mask) Scarshield 2/2, CURRENT EFFECTS:

Doc wiped the mud off his chest with patient exasperation and followed Davin's lead. As he moved he closed his coat, buckled the high collar, put his plague mask on and raised his hood. A minute later no skin was exposed.

Going wide is fine with me.


You decide to by pass the over turned cart and carry on your journey. Sometime later, you begin to hear the distant sound on snapping branches and falling trees. The sound continues to grow louder and louder as something large and vicious smashes its way through the jungle towards you. Grabbing some cover, you await its arrival.

As it approaches, you hear metallic grinding and the thumpof heavy footsteps.

Doc:
On top the audible sounds, you hear echoes of voices wailing through the ether, too many and too faint, to make out.

Eventually you see a huge iron golem lumbering through the forest, missing its head from what looks like a combination of magical rust and an explosion. It leaks black oil that seems to have motes of white light floating inside it. As you watch, it bumps into a tree and swings wildly at it. The force of its blow causes the trunk to explode in a shower of splinters and the tree topples with a crash.


LN Male Human Priest (Watcher) 1 | HP 8/8 | AC 0 | DA 0 MDA +2 | PPD 10 RSW 14 PP 13 BW 16 MS 15 | Reaction Adj +0 | Suprise +1 | Move 12 |Status: None

Davin's eyes grow wide at the sight of the golem demolishing the tree. He turns to the others, and presses a finger to his lips. He then mimes a movement to convey running away quietly.

Leading by example. And trying to get the heck out of here without waking the sleeping giant.

Stealth: 1d20 + 7 ⇒ (8) + 7 = 15


Male Half Elf
Stats:
Stats: AC/Touch/Flat 19/11/18 | CMB/CMD +5/16 | Fort/Ref/Will +3/+1/+4, +2 vs enchantments | Init +1, Perception +4
Skills:
Acrobatics+5, Apprise+1, Bluff+8, Climb+3, Diplomacy+8, Disguise+4, Intimidate+8, Kn. Arcana+5, Perception+6, Ride+5, SM+1, Spellcraft+5, Stealth+1, Survival+1, Swim+3, UMD+11
Synthesist Summoner 2

Thinking it best to avoid the rampaging construct and even seeing it as a valuable distraction Jace nods and motions in a circular pattern that the group should circle around the thing, giving it a wide birth. At Davin's request for silence he nods agreement and begins to move as quietly as he can

Stealth: 1d20 + 1 ⇒ (10) + 1 = 11


18/18 HP, Temp HP 0, 11 AC, Fort +5, Dex +1, Wis +3, Perception 10, Sense Motive 10, Diplomacy 10, Intimidate 20 (22 in mask) Scarshield 2/2, CURRENT EFFECTS:

Doc hated the thing on site. An soulless smoke-belching automaton created only to destroy the natural beauty of the world. He wanted it destroyed.

He was not an idiot though. This was not the mission, nor a battle he could hope to win.

He followed the others giving the thing a wide berth.

Stealth: 1d20 ⇒ 17


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

Sorry everyone, new contract, and I have to drive 4 hours to reach it Monday and 4 hours to get home Friday. Was sick Thursday, so all in all, sucky week. Should get better next week, and the week after. Got a hotel room for the whole month now, so I can drive in on Sunday nights and back on Saturday mornings, meaning I'll get more rest and not have any more 14 hour days. Had 33 hours Wednesday evening before getting sick.

Stealth: 1d20 + 2 ⇒ (20) + 2 = 22

And once again, despite her size, Narissa vanishes from both sight and hearing into the bushes.


Seeing nothing to be gained by messing with the damaged automaton, you do your best to quietly retreat. The golem seems to not notice you, and it clomps off back into the wilderness.

The remainder of the trip is uneventful and another hour or so later you find yourselves at the outer wall of the fortress. Sticking to the plan and following the instructions given to you by Minister Jierre, you make your to a section of the outer wall that looks no different than any other part, but apparently is the best place to attempt to breach. Digging out the specially prepare scroll, you gather close and cast Passwall. The stone before you melts away leaving a long and low tunnel. Sections of reinforcing metall poke through in places, but your information was accurate and now you a clear, if cramped entrance into the fortress.

I've updated the map link, if you want to get a broad idea of the layout. The green box is where the tunnel is, the red box is your destination. There is an inner keep with another wall in the center of the fortress and effectively a small city nestled between the inner and outer walls. Your goal in the mechanism that opens the sea gate, which is found inside the fortress' lighthouse. If you plan on any detours beforehand let me know and everyone will need to make a stealth check once you move towards your destination.


Male Half Elf
Stats:
Stats: AC/Touch/Flat 19/11/18 | CMB/CMD +5/16 | Fort/Ref/Will +3/+1/+4, +2 vs enchantments | Init +1, Perception +4
Skills:
Acrobatics+5, Apprise+1, Bluff+8, Climb+3, Diplomacy+8, Disguise+4, Intimidate+8, Kn. Arcana+5, Perception+6, Ride+5, SM+1, Spellcraft+5, Stealth+1, Survival+1, Swim+3, UMD+11
Synthesist Summoner 2

No detours for Jace. He is trying to be mission minded, though not too stealthy. :)

Stealth: 1d20 + 1 ⇒ (8) + 1 = 9


LN Male Human Priest (Watcher) 1 | HP 8/8 | AC 0 | DA 0 MDA +2 | PPD 10 RSW 14 PP 13 BW 16 MS 15 | Reaction Adj +0 | Suprise +1 | Move 12 |Status: None

I agree with Jace.

Stealth: 1d20 + 7 ⇒ (16) + 7 = 23

Davin keeps his wits about him, as he and the rest of the constables quietly approach their destination.


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

Before I roll stealth, one question, did we get enough of a briefing to know whether the rifle is useful inside? It determines whether she's going to be using the bayonet or the rifle. I suspect it won't be, but not sure if it opens up at some point.


Narissa Sandstone wrote:
Before I roll stealth, one question, did we get enough of a briefing to know whether the rifle is useful inside? It determines whether she's going to be using the bayonet or the rifle. I suspect it won't be, but not sure if it opens up at some point.

The rifle is always useful, just not quiet. I can say that you will eventually be detected. The Risuri fleet is visibly massing off the coast, so if you are successful, once the sea gate starts opening the enemy will know that something is up. Attaching/removing the bayonet is just a move action, so it's not really that major of a decision.


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

Sorry, let me rephrase that. What I mean is, do we know for sure it's mostly mazelike and internal rooms, or are there large chambers? I only ask because there's no real difference in damage between her dagger and her bayonet. It's more a flavor thing, if that makes sense? She wouldn't bother fiddling with the rifle at all if it was 'trench warfare'. If she's using the dagger, she can grapple, if she's using the rifle+bayonet she can't. Enclosed spaces make more sense for dagger/grapple.

Narissa pulls out her [Dagger/Bayonet] depending on how close the quarters seem, and moves as quietly as possible.

Stealth: 1d20 + 2 ⇒ (14) + 2 = 16


I see. The current mission involves moving through city streets, infiltrating into the lighthouse and activating the seagate controls.


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

That's what I was looking for, then the rifle/bayonet makes more sense, as she might need to shoot at a distance, although hopefully not until after they open the sea wall


18/18 HP, Temp HP 0, 11 AC, Fort +5, Dex +1, Wis +3, Perception 10, Sense Motive 10, Diplomacy 10, Intimidate 20 (22 in mask) Scarshield 2/2, CURRENT EFFECTS:

Saturday followed Jace and Davin giving them about 30 feet to range out ahead, trusting them to find the best path toward the seagate controls.


Stealth Doc: 1d20 ⇒ 6

You make your way through the maze of buildings and eventually make your to the harbour without incident. From here you can easily get ontop of the sea wall and make your way to the lighthouse, if you so choose.

The sea wall is lit with gas lamps evenly spaced every 60ft (sheds 20ft radius of light, so there are pockets of shadows between each pair). Also, unlike the part of the fortress you just passed through, you can see that there are multiple rebels patrolling along the sea wall.

How do you want to do this?


LN Male Human Priest (Watcher) 1 | HP 8/8 | AC 0 | DA 0 MDA +2 | PPD 10 RSW 14 PP 13 BW 16 MS 15 | Reaction Adj +0 | Suprise +1 | Move 12 |Status: None

Are the rebels wearing a common garb, like a uniform?


Male Half Elf
Stats:
Stats: AC/Touch/Flat 19/11/18 | CMB/CMD +5/16 | Fort/Ref/Will +3/+1/+4, +2 vs enchantments | Init +1, Perception +4
Skills:
Acrobatics+5, Apprise+1, Bluff+8, Climb+3, Diplomacy+8, Disguise+4, Intimidate+8, Kn. Arcana+5, Perception+6, Ride+5, SM+1, Spellcraft+5, Stealth+1, Survival+1, Swim+3, UMD+11
Synthesist Summoner 2

If we plan to fight Jace will buff first with some scrolls he carries for that purpose. I think we bluff our way past as far as we can and then fight. Any other way forward? Could we swim?


@Davin: The rebels don't have any distinguishing clothing. They are all in basic clothes in the Risuri style.

@Jace: There is nothing you can see that would prevent you from trying to swim across the harbour.


LN Male Human Priest (Watcher) 1 | HP 8/8 | AC 0 | DA 0 MDA +2 | PPD 10 RSW 14 PP 13 BW 16 MS 15 | Reaction Adj +0 | Suprise +1 | Move 12 |Status: None

"One moment. I have a hypothesis."

Davin puts his head underwater to see if the waterbreathing effect was still ongoing.

This will be either brilliant or hysterical. I'm down either way.


Male Half Elf
Stats:
Stats: AC/Touch/Flat 19/11/18 | CMB/CMD +5/16 | Fort/Ref/Will +3/+1/+4, +2 vs enchantments | Init +1, Perception +4
Skills:
Acrobatics+5, Apprise+1, Bluff+8, Climb+3, Diplomacy+8, Disguise+4, Intimidate+8, Kn. Arcana+5, Perception+6, Ride+5, SM+1, Spellcraft+5, Stealth+1, Survival+1, Swim+3, UMD+11
Synthesist Summoner 2

LOL


@Davin: You are still able to breath underwater


Male Half Elf
Stats:
Stats: AC/Touch/Flat 19/11/18 | CMB/CMD +5/16 | Fort/Ref/Will +3/+1/+4, +2 vs enchantments | Init +1, Perception +4
Skills:
Acrobatics+5, Apprise+1, Bluff+8, Climb+3, Diplomacy+8, Disguise+4, Intimidate+8, Kn. Arcana+5, Perception+6, Ride+5, SM+1, Spellcraft+5, Stealth+1, Survival+1, Swim+3, UMD+11
Synthesist Summoner 2

Looks like we are going swimming. Jace states when Davin shares his findings. That is my vote anyway.


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

Narissa begins packing her rifle and powder back into the oil-sack, to keep it from getting wet.


18/18 HP, Temp HP 0, 11 AC, Fort +5, Dex +1, Wis +3, Perception 10, Sense Motive 10, Diplomacy 10, Intimidate 20 (22 in mask) Scarshield 2/2, CURRENT EFFECTS:

"Agreed." Saturday said, moving toward the water.


LN Male Human Priest (Watcher) 1 | HP 8/8 | AC 0 | DA 0 MDA +2 | PPD 10 RSW 14 PP 13 BW 16 MS 15 | Reaction Adj +0 | Suprise +1 | Move 12 |Status: None

"Let's get on with it then."

Davin enters the water as quietly as he can, waits for the others, and then sets off.


Male Half Elf
Stats:
Stats: AC/Touch/Flat 19/11/18 | CMB/CMD +5/16 | Fort/Ref/Will +3/+1/+4, +2 vs enchantments | Init +1, Perception +4
Skills:
Acrobatics+5, Apprise+1, Bluff+8, Climb+3, Diplomacy+8, Disguise+4, Intimidate+8, Kn. Arcana+5, Perception+6, Ride+5, SM+1, Spellcraft+5, Stealth+1, Survival+1, Swim+3, UMD+11
Synthesist Summoner 2

Jace follows Davin in and while waiting for the others case Message on the investigator. In case we get separated. I can only connect to one person at my current skill level but one is better than none. With that he submerges and prepares to swim.


You slip into the inky black water of the harbor and begin to swim across towards the lighthouse. The water is cold, but calm and you make good progress. As you near your destination, you can see that several rebel patrolmen on the seawall. A small ship is docked beside the lighthouse and you can see a couple of rebels moving about it.

Map is updated. Moving closer, I'm going to need DC10 Swim checks if you want to swim at the surface without making a noise, or you can just swim underwater until you reach the wall. If you do that, make a stealth check when you pop up.


LN Male Human Priest (Watcher) 1 | HP 8/8 | AC 0 | DA 0 MDA +2 | PPD 10 RSW 14 PP 13 BW 16 MS 15 | Reaction Adj +0 | Suprise +1 | Move 12 |Status: None

Davin stays underwater until he's finally at his destination. Then he pops out of the water, trying to remain silent.

Stealth: 1d20 + 7 ⇒ (3) + 7 = 10

No, sir. I don't like it. Let's spend a little inspiration.

Stealth: 1d6 ⇒ 3

::Sigh:: Fine. 13 stealth it is.


18/18 HP, Temp HP 0, 11 AC, Fort +5, Dex +1, Wis +3, Perception 10, Sense Motive 10, Diplomacy 10, Intimidate 20 (22 in mask) Scarshield 2/2, CURRENT EFFECTS:

Stealth: 1d20 ⇒ 20 I did a thing right!


Narissa swim: 1d20 + 6 ⇒ (16) + 6 = 22
Jace swim: 1d20 + 3 ⇒ (2) + 3 = 5

Don and Davin swim under the water until they reach the sea wall and break the surface with nary a ripple. They wave Narissa over and she quietly swims over to join them. Jace start over, but begins to flounder in the calm waters of the harbor and splashes loudly as he sinks beneath the waves.

Several of the guards near the water are alerted by the noise and suddenly beams of light, from bullseye lanterns, flash across the water. "I've got ripples over here," shouts one of the rebels.

One of the guards stands directly above those of you already at the wall. Lantern in hand, he stares out over the water, unaware that you are right at his feet.


LN Male Human Priest (Watcher) 1 | HP 8/8 | AC 0 | DA 0 MDA +2 | PPD 10 RSW 14 PP 13 BW 16 MS 15 | Reaction Adj +0 | Suprise +1 | Move 12 |Status: None

Weird, I didn't notice this updated.

Davin quietly draws his dagger, but otherwise remains perfectly still.


Male Half Elf
Stats:
Stats: AC/Touch/Flat 19/11/18 | CMB/CMD +5/16 | Fort/Ref/Will +3/+1/+4, +2 vs enchantments | Init +1, Perception +4
Skills:
Acrobatics+5, Apprise+1, Bluff+8, Climb+3, Diplomacy+8, Disguise+4, Intimidate+8, Kn. Arcana+5, Perception+6, Ride+5, SM+1, Spellcraft+5, Stealth+1, Survival+1, Swim+3, UMD+11
Synthesist Summoner 2

Jace tries to finish his swim.

Swim: 1d20 + 3 ⇒ (14) + 3 = 17


Going to assume that Jace swims underwater and pops up next to everyone at the wall.

Jace stealth: 1d20 + 1 ⇒ (16) + 1 = 17

Jace silently pops out of the water. The guards continue to scan the water.

They eventually lose their immediate interest, but are now more on edge for future disturbances. Just want to give you all another minute to see if there is anything you want to try to do. Surprise attack, distraction, etc.

Just FYI, the PC know that the controls for the sea gate are in that lighthouse.


LN Male Human Priest (Watcher) 1 | HP 8/8 | AC 0 | DA 0 MDA +2 | PPD 10 RSW 14 PP 13 BW 16 MS 15 | Reaction Adj +0 | Suprise +1 | Move 12 |Status: None

Davin waits until the guards are turned away and then he climbs onto a dry surface.

Stealth: 1d20 + 7 ⇒ (14) + 7 = 21


18/18 HP, Temp HP 0, 11 AC, Fort +5, Dex +1, Wis +3, Perception 10, Sense Motive 10, Diplomacy 10, Intimidate 20 (22 in mask) Scarshield 2/2, CURRENT EFFECTS:

Saturday looked around, his eyes just out of the water. He shook his head and sunk below the waves again.

Once they were all below the surface, asked "Any ideas?"


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

Narissa, when they first go under water, speaks cleary. "I am too big to sneak out of the water when we get there. I will make noise. I will let you all go first, so you can get rid of any witnesses before I splash like a drowning horse to get out of the water."

Narissa then follows along and waits for the rest of the group to signal it's safe for her to get out, or until she hears obvious sounds of alarm.


Male Half Elf
Stats:
Stats: AC/Touch/Flat 19/11/18 | CMB/CMD +5/16 | Fort/Ref/Will +3/+1/+4, +2 vs enchantments | Init +1, Perception +4
Skills:
Acrobatics+5, Apprise+1, Bluff+8, Climb+3, Diplomacy+8, Disguise+4, Intimidate+8, Kn. Arcana+5, Perception+6, Ride+5, SM+1, Spellcraft+5, Stealth+1, Survival+1, Swim+3, UMD+11
Synthesist Summoner 2

Jace sinks below the waves and follows Narissa. Is it possible to use a scroll underwater? Jace has a scroll of barkskin he wants to use before any combat.


Jace Azata wrote:
Jace sinks below the waves and follows Narissa. Is it possible to use a scroll underwater? Jace has a scroll of barkskin he wants to use before any combat.

Sure.


Male Half Elf
Stats:
Stats: AC/Touch/Flat 19/11/18 | CMB/CMD +5/16 | Fort/Ref/Will +3/+1/+4, +2 vs enchantments | Init +1, Perception +4
Skills:
Acrobatics+5, Apprise+1, Bluff+8, Climb+3, Diplomacy+8, Disguise+4, Intimidate+8, Kn. Arcana+5, Perception+6, Ride+5, SM+1, Spellcraft+5, Stealth+1, Survival+1, Swim+3, UMD+11
Synthesist Summoner 2

Why not spread out and come up at different points? Jace move and prepares to exit the water with the group by casting the following spells in this order: Barkskin at caster level 6 for +3 Natural Armor, Enlarge Person, and Expeditious Retreat for +30 movement.


The enemy knows this is an important position, so their have some defenses concentrated here. If you moved down, off the map, you would have an easier time getting on the walkway. There are still soldiers patrolling, but you wouldn't be trying to avoid as many all at once.


18/18 HP, Temp HP 0, 11 AC, Fort +5, Dex +1, Wis +3, Perception 10, Sense Motive 10, Diplomacy 10, Intimidate 20 (22 in mask) Scarshield 2/2, CURRENT EFFECTS:

Saturday listened to the Loa and narrowed his eyes in thought. He nodded slowly.

"The enemy knows this is an important position. If we moved down there we would have an easier time getting on the walkway. We wouldn't be trying to avoid as many all at once."


Male Half Elf
Stats:
Stats: AC/Touch/Flat 19/11/18 | CMB/CMD +5/16 | Fort/Ref/Will +3/+1/+4, +2 vs enchantments | Init +1, Perception +4
Skills:
Acrobatics+5, Apprise+1, Bluff+8, Climb+3, Diplomacy+8, Disguise+4, Intimidate+8, Kn. Arcana+5, Perception+6, Ride+5, SM+1, Spellcraft+5, Stealth+1, Survival+1, Swim+3, UMD+11
Synthesist Summoner 2

Jace nods and follows.

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