Broken Golarion

Game Master Monkeygod

What happens to the world when the heroes fail and die?


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Male Briar-Braced Human (Lergeni) Druid (Green Scourge, Fungal Pilgrim) 10 | HP:130/130 | AC: 23 T: 14 FF: 19| Fort: +13, Ref: +9, Will: +17 | CMB: +13, CMD: 27 | Initiative: +5 | Senses: Darkvision 60ft, Scent, Perception +21, Survival +18|

Universal

.Excellence of the Word: 1 point.

Might

.Fists of black iron: 1 point.

.Shoulders as wide as the world: 1 point.

.Stronger than you: 1 point.

Endurance

.Elemental Scorn: taken twice for immunity to fire and acid.

I'm good with my current gifts as they fit the character, might and enduraning forces of nature, plants and fungi that refuse to die and are extremophiles. As for words/gifts I'm looking into, anything that imbues natural forces works. I can see myself taking beast, command or fertility, there is plenty of mindcontrol fungi after all.


Male Jotun (Half-Celestial Fire Giant) Gestalt Soulknife20/Jotun Paragon 10/Pyrokineticist 10/Champion 1

Current words:

Fire:
Firestorm: Commit Effort for the scene. Choose a point within sight; every chosen target within 100 feet of it is struck by falling flame for a 1d6 die of damage per level of the Godbound, with an Evasion save allowed to halve the damage taken, rounded up.

Searing Blade: Commit Effort. You wield fire as a weapon, either limning a blade in it or using projections of it as a magical weapon with a 200 foot range and 1d10 damage die. Individual victims killed by this explode into flames, doing a 1d6 damage die to all desired targets within 20 feet. This gift's damage is always rolled straight against Mobs of lesser foes.

Sword:
Contempt of Distance: Your movement action can take you to any point in movement range, provided the path is unobstructed and there’s a target to hit at the end of the move. A hero could thus dash straight to a rooftop or balcony without navigating the physical route there. Foes too far away to reach in one round can be pursued over multiple rounds, but they must be attacked once reached. This pursuit can even extend into the air, supporting the hero until they defeat their enemy or choose to disengage, whereupon they land safely at a point below.

Shattering Hand: Commit Effort. Your melee damage rolls and Fray dice are always the maximum possible. You can destroy barriers as thick as five feet of stonework in front of you in one round’s action, smashing them with a blow or as part of your movement action. Magical substances may resist this power.

Alacrity and Might are the only two that jump out at me as direction I might expand into (Might being the more likely), though I might want to pick up some universal gifts, and at some point Apotheosis might come into play, but that's a ways off yet, I think.


Wounds (0) HP (955) AC (80/50/62) Saves (52/52/45) SR (31) Initiative (50) DR 10 (Cold Iron + Evil) DR 5 (Good)

Had an idea for a custom health word power.

Destined Healer
Character’s total level is used for Life Mystery Oracle powers

This wouldn’t help with caster levels or the like. What it would mean that with my bonus feats I can have Godwyn take this:

Energy Body (Su)FAQ: As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of positive energy damage + 1 point per oracle level. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature’s square or the ally passes through your square, it heals 1d6 hit points + 1 per oracle level. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for a number of rounds per day equal to your oracle level.

Which will be worth taking mechanically. It would feel very Godbound to do that, and being a more effective healer would fit his theme.


HP: 17 | AC: 17 | Fort (E): +6; Ref (T): +3; Will (E): +8 Spell DC (T): 16 | Perception (T): +6 | Senses: Darkvision, Low-Light Vision

Quick note for those of you who picked one of the universal abilities:

You are supposed to assign them to one of your existing words, and have an idea of how that universal ability relates to the word you've assigned it to.

As for me, I have Health and Earth, with the following powers:

Earth: Builder of Mountain Peaks (Greater), Obduracy of Stone (Lesser)
Health: Flesh Made True (Lesser), Intrinsic Health (Lesser), Eater of Plagues (Lesser)

As for what I would like to add when it came to words, Alacrity, Endurance, Fertility, and Knowledge were all words that I was thinking would fit Karen. If you have an idea for how you'd like to do Apotheosis, then I might consider that as well (although it will be odd to have people worship her when she worships others).


N Hobgoblin Geokineticist 10 | Status:
Stats:
AC 31 (T 20, FF 23) Mobility | CMB +14, CMD 27 | Init +8 | Speed 40ft Climb 30ft | F +18, R +17, W +13 +2 vs Poison, +4 vs Spells&Spell-likes| Perc +17, SM +5 (Darkvision, Tremorsense)
HP 180/180(190) | Effort 2/2 | Burn 0/11 | Burn Damage 0

Godbound:

Fray Die: 1d8 Inflict this damage every round to lesser enemies

Divine Fury: Unused When killed, come back with 1/2 HP, +8 Effort and no restrains, for 8 rounds

Effort: 2

Earth Word +2 Con.
·Earthwalker On Turn. You and allies can pass through stone or earth with no need to breath. Can sense hollow spaces on earth at 100 ft.
·Obduracy of Stone Constant. Armor AC bonus +9. Invincible vs harm by stone, earth or burial. No need to eat, drink or breath.
·Stonespeaker On Turn. See and hear what the stone/earth saw or heard at a particular time.

Journeying Word Can never get lost. Treat travelling time as resting with sound sleep and good meal.
·Know the Path Constant. Always know the safestand easiest way to reach a non-secret location. Allies benefit from Jorneying basic power.
·Master of the Key Instant. Autodefeat any mundane lock, trap, tie, binding or seal. Commit Scene to do the same with magic ones, even ones that have rendered you helpless.
·Excellence of the Word (Dexterity) Sometimes he's not noticed when moving, as if he just appeared there.

I honestly have no idea what I would pick up next, though I guess I should be a bit more tanky (since I'm supposed to be a tank and another player thought me a ranged dps, that talks about how successful a tank I am lol). I'll have a look at the books.


Wounds (0) HP (955) AC (80/50/62) Saves (52/52/45) SR (31) Initiative (50) DR 10 (Cold Iron + Evil) DR 5 (Good)

Well...Kineticists throw rocks around at range. It’s my usual assumption. Especially as it’s one of the classes I never took the time to learn.

But AC28 and HP152 is very tanky. And looking over your character sheet your character is as good in melee as he is at range. So yeah, Godwyn would be more than happy to tank side by side with Ametist.


Wounds (0) HP (955) AC (80/50/62) Saves (52/52/45) SR (31) Initiative (50) DR 10 (Cold Iron + Evil) DR 5 (Good)

What’s this access to armory / training I hear? :)


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Alrighty boys n gals, here are the rest of your rewards for completing Chapter 1:

Access to the armory will allow you to gear up to WBL 10.

Training with a Hellknight will net you a bonus combat feat or a bonus skill feat.

Training with a Signifer will grant you either a bonus metamagic feat, or a bonus skill feat.

Skill feats are either skill focus, or one of the feats that grants a bonus to a pair of skills.

You can only choose to train with one or the other.

Finally, Fort Invictus is yours, figure it's a great base of operations.

You guys have several options here:

1) Continue on your 'main quest' to gather allies to attack the Worldwound. As you're now officially Hellknights, they have your back.

You could seek out the Eagle Knights next, or the dwarves, or the Nirmathi guerrillas.

2) You could focus on rebuilding Fort Invictus, and use it to rally the surrounding peoples and possibly getting them to pledge to your cause.

3) There's also the other 'apocalyptic' events going on, such as the Rise and Rule of the Runelords, and the return of the Whispering Tyrant.


HP: 17 | AC: 17 | Fort (E): +6; Ref (T): +3; Will (E): +8 Spell DC (T): 16 | Perception (T): +6 | Senses: Darkvision, Low-Light Vision

Okay, going to make the following changes:

I am going to take Cut From The Air as my bonus feat.

I am going to take the following items from the armory for my 29k gp:

Belt of Physical Perfection +2 for 16k, Increase my AOMF to +1 Ghost Touch (from +1) for 12 k, and take 1k gp in diamond dust, sorted into smaller sacks of 10 gp each and stored in my harversack.


Wounds (0) HP (955) AC (80/50/62) Saves (52/52/45) SR (31) Initiative (50) DR 10 (Cold Iron + Evil) DR 5 (Good)

Alright! Time to go pure flavor!
Keltheald Is all about enjoying natural sunset vistas off cliffs. Flying seems needed for that. So...

Feats:
Lvl 9: Racial Heritage Aasimar
Lvl 10: Angel Blood (“...each time you take bleed or blood drain damage, each undead creature or creature with the evil subtype that is currently adjacent to you also takes 1 point of damage.”) Always bleed with holy vindicator!
Lvl 10 Bonus: Angel Wings (20ft Flight Speed)

——-

WBL: 33k -> 62k (+29k)

+ Comfort Enchantment and Mithral for fullplate (14k!!!!)
+ Belt of Str -> Belt Physical Perfection (12k)
+1 Armor Enchantment (3k)

Perfect.

So...14k was spent on fluff, but I’m happy. ACP is now only -1. Comfort was really needed for holy vindicator class to clean up all the blood.

Going to have a lot of fun writing this fluff up.

————-

Quote:

1) Continue on your 'main quest' to gather allies to attack the Worldwound. As you're now officially Hellknights, they have your back.

You could seek out the Eagle Knights next, or the dwarves, or the Nirmathi guerrillas.

This is my vote right here.


N Hobgoblin Geokineticist 10 | Status:
Stats:
AC 31 (T 20, FF 23) Mobility | CMB +14, CMD 27 | Init +8 | Speed 40ft Climb 30ft | F +18, R +17, W +13 +2 vs Poison, +4 vs Spells&Spell-likes| Perc +17, SM +5 (Darkvision, Tremorsense)
HP 180/180(190) | Effort 2/2 | Burn 0/11 | Burn Damage 0

Damn, took me a while to level up those two levels, now more options! ;) Ok, I'll figure out, though I have two questions:

a) the Signifier or Hellknight training feat is instead of, or in addition to the extra noncombat feat we were given every even level?

b) is there any item that could act as an Amulet of Mighty Fists but for Kinetic Blasts? It seems the only attack in the game that can't be enhanced by a weapon enhancement.


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The new bonus feat is in addition. Yes, that might be 'too much', but I wanted to not only reward you guys but more importantly give you tangible 'evidence' that you're now official honorary Hellknights.

It probably makes sense to use crystal hilts from Dreamscarred Press as a base for enhancing your Kinetic Blasts, as they seem more akin to mind blades than anything else.


Wounds (0) HP (955) AC (80/50/62) Saves (52/52/45) SR (31) Initiative (50) DR 10 (Cold Iron + Evil) DR 5 (Good)

Well I'm certainly happy. :)

The bonus feat was just enough to get Angel Wings. Which is awesome, as the prerequisite is Angel Blood, and that goes in perfectly with Godwyn's Holy Vindicator PrC. It also gave me an excuse to have his wounds no longer be so debilitating as a character, as nobody wants to hear about someone who is constantly in unbearable pain.

So yeah, that worked out really well for me.


Wounds (0) HP (955) AC (80/50/62) Saves (52/52/45) SR (31) Initiative (50) DR 10 (Cold Iron + Evil) DR 5 (Good)

Rules Question

As the question was asked about word choices for the future, I was looking over the different words. I'm abit confused on the Might Word.

"A Godbound of the Word of Might is tremendously powerful, gaining
a Strength score of 19 and a +4 attribute modifier for Strength. This
prowess allows them to lift or break anything that is humanly possible
to so handle, though truly supernatural feats of strength require the
use of a gift or miracle."

Now, based on the rules modifications for this campaign, anything that sets a score instead adds +2, right?

So if I were to choose this word, then Godwyn would get +6 attribute modifier to his strength?

-----

I was looking at this, because thematically for Godwyn he has 2 things going for him: He's incredibly tough, and he's a healer.

Most of the other words add in abilities like using fire or whatnot. But being physically strong? It goes well with his toughness from a thematic point of view. And getting +6 Str would certainly be a good boon to have.

I just want to make sure that I'm reading the rules right.


Male Briar-Braced Human (Lergeni) Druid (Green Scourge, Fungal Pilgrim) 10 | HP:130/130 | AC: 23 T: 14 FF: 19| Fort: +13, Ref: +9, Will: +17 | CMB: +13, CMD: 27 | Initiative: +5 | Senses: Darkvision 60ft, Scent, Perception +21, Survival +18|

I'm curious about that myself considering I have that give, I never got a concrete answer on it.


N Hobgoblin Geokineticist 10 | Status:
Stats:
AC 31 (T 20, FF 23) Mobility | CMB +14, CMD 27 | Init +8 | Speed 40ft Climb 30ft | F +18, R +17, W +13 +2 vs Poison, +4 vs Spells&Spell-likes| Perc +17, SM +5 (Darkvision, Tremorsense)
HP 180/180(190) | Effort 2/2 | Burn 0/11 | Burn Damage 0
Broken Monkeygod wrote:
crystal hilts from Dreamscarred Press

You mean those?

They seem ok. A bit overpriced (100k for a +3) but given there's actually no official possibility, an expensive one is always better than a non-existing one. Plus, it bonifies something non-physiscal, that doesn't need to be carried around and that can be manifested at will, so it seems legit.

Thank you for pointing me in the right direction.


As far as I can tell, they are just saying the Godbound of Might now has a +4 bonus from having a 19 in Str.(18-19 is a +4, 20-21 is a +5, etc).

What will do for this game is, you'll get a +2 to Str(which I assume you already factored in) and then a +4 bonus when it comes to making Str based checks(carrying capacity, breaking stuff, CMB, etc).

Is that fair?

@Ametist, hmm, that does seem a little steep, let me think about it and get back to you.

@Zorakir, what exactly are you lookin for out in the woods? I'm not about to make you subtract berries n such from your wealth, lol. That would be rather mean and jerky.


Male Briar-Braced Human (Lergeni) Druid (Green Scourge, Fungal Pilgrim) 10 | HP:130/130 | AC: 23 T: 14 FF: 19| Fort: +13, Ref: +9, Will: +17 | CMB: +13, CMD: 27 | Initiative: +5 | Senses: Darkvision 60ft, Scent, Perception +21, Survival +18|

Sorry I should of been more clear, certain druid spells require rare herbs and or oils to function for such as Reincarnate or Awaken. I'm hoping from my foraging I can find some "rare herbs and oils" be it sap from an ancient oak tree or what have you. In short, I'm hoping to find 4-8k worth of these reagents.


Ametist, this exists:

Kineticist's Diadem

Price varies; Slot headband; CL 10th; Weight —; Aura moderate evocation

Lesser kineticist's diadem 18,000 gp; Kineticist's diadem 50,000 gp; Greater kineticist's diadem 98,000 gp

This metal headband holds a glistening, diamond-shaped gem. A kineticist's diadem includes one of five colors of gem, each corresponding to a different element: blue (water), clear (aether), green (earth), red (fire), and white (air). The diadem's gem grants the wearer greater control over its associated element.

While worn by a kineticist, this item increases the damage dealt by the kineticist's simple and composite blasts that match the element of the inlaid gem by 1d6 points (for a lesser kineticist's diadem), 2d6 points (for a kineticist's diadem), or 3d6 points (for a greater kineticist's diadem). If the blast is a physical blast, the extra damage dice from the kineticist's diadem increase to d8s instead of d6s. These extra damage dice do not multiply on a critical hit, and the extra damage dice do not apply to blasts with form infusions that do not apply the extra damage from elemental overflow, like kinetic blade and kinetic whip.


Wounds (0) HP (955) AC (80/50/62) Saves (52/52/45) SR (31) Initiative (50) DR 10 (Cold Iron + Evil) DR 5 (Good)

Sounds fair to me. Certainly less powerful that a +6 bonus, but it’s more on line with the other words.


N Hobgoblin Geokineticist 10 | Status:
Stats:
AC 31 (T 20, FF 23) Mobility | CMB +14, CMD 27 | Init +8 | Speed 40ft Climb 30ft | F +18, R +17, W +13 +2 vs Poison, +4 vs Spells&Spell-likes| Perc +17, SM +5 (Darkvision, Tremorsense)
HP 180/180(190) | Effort 2/2 | Burn 0/11 | Burn Damage 0

Oh, that diadem seems nice. Is it ok, though, if I pick the other? It is more accuracy what I'm worried about.
I promise Ametist will be finished tonight or tomorrow morning at most.


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Wounds (0) HP (955) AC (80/50/62) Saves (52/52/45) SR (31) Initiative (50) DR 10 (Cold Iron + Evil) DR 5 (Good)

I like how the stable boy is being used to draw out PC backstories and to flesh out their personalities. Fun to be a part of and to watch.


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Awww, shucks. Thanks. :)


Male Briar-Braced Human (Lergeni) Druid (Green Scourge, Fungal Pilgrim) 10 | HP:130/130 | AC: 23 T: 14 FF: 19| Fort: +13, Ref: +9, Will: +17 | CMB: +13, CMD: 27 | Initiative: +5 | Senses: Darkvision 60ft, Scent, Perception +21, Survival +18|

The stable boy is a powerful boon. This game can't be all combat, the interractions are fun.

But do I take a combat feat or a metamagic from our hellknight friends?


Male Jotun (Half-Celestial Fire Giant) Gestalt Soulknife20/Jotun Paragon 10/Pyrokineticist 10/Champion 1

Okay, I should be all updated. Upgraded my armor(armor spikes because we're Hellknight buddies now, right?), sword(added Grayflame), and STR Belt(from +2 to +4). Added a composite longbow and a heavy steel shield. Took Weapon Focus(Heavy Blades) for my hellknight feat.


Woman Kitsune Sorceress 10 Int +8 AC 12 Fort +5 Ref +6 Will +12 Low-Light Vision Scent 30 ft Hit Points 60/60 Effort 2/2

Aw yea, I know what feat I'm doing for my non-combat one: https://www.d20pfsrd.com/feats/general-feats/fox-shape/

Fox shape! Lian can now turn into a fox.


Wounds (0) HP (955) AC (80/50/62) Saves (52/52/45) SR (31) Initiative (50) DR 10 (Cold Iron + Evil) DR 5 (Good)

Decided to redo my spending spree. I’m going way too much on defense here...which can just get me ignored. So...scrapping the above.

WBL: 33k -> 62k (+29k)

+ Comfort Enchantment (5k....it’s needed!!!)
+ Holy on Halberd (16k)
+1 on armor and shield (6k)

2k left over. Using left over gold from before to buy a ring of sustenance (only needs to sleep 2 hours instead of 8 for full rest and to refresh spells. Furthermore with Ioun Stone no food or drink needed)

Now has +17/+9 to Hit
Against evil, does 1d10+2d6+20 damage (22 vs evil outsiders, fey and plants, and good aligned for DR)

Much better :)


N Hobgoblin Geokineticist 10 | Status:
Stats:
AC 31 (T 20, FF 23) Mobility | CMB +14, CMD 27 | Init +8 | Speed 40ft Climb 30ft | F +18, R +17, W +13 +2 vs Poison, +4 vs Spells&Spell-likes| Perc +17, SM +5 (Darkvision, Tremorsense)
HP 180/180(190) | Effort 2/2 | Burn 0/11 | Burn Damage 0

Ametist finished leveling up and adding extra things.

New things:
Lunge Feat due to Hellknight Training
Vital Strike feat (to my knowledge, will only be usable with Kinetic blade and whip)
Extra Wild Talent feat
Blade Whirlwind infusion
Magnetic Infusion
Earthglide infusion
And a lot of HP, some BAB and extra saves.

Items:
Crystalline Focus +1
Improved Amulet, Ring and Cloak.

So now Ametist will be able to Whirlwind for 3 Burn, attacking everyone within 10ft reach if using Lunge with his Kinetic Blade (5d6+13 damage). Next level he'll augment that to 15ft. Sounds nice!


Male Briar-Braced Human (Lergeni) Druid (Green Scourge, Fungal Pilgrim) 10 | HP:130/130 | AC: 23 T: 14 FF: 19| Fort: +13, Ref: +9, Will: +17 | CMB: +13, CMD: 27 | Initiative: +5 | Senses: Darkvision 60ft, Scent, Perception +21, Survival +18|

Question, how many of us can see in the dark?


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Wounds (0) HP (955) AC (80/50/62) Saves (52/52/45) SR (31) Initiative (50) DR 10 (Cold Iron + Evil) DR 5 (Good)

Everyone. It’d be malpractice not to


Male Briar-Braced Human (Lergeni) Druid (Green Scourge, Fungal Pilgrim) 10 | HP:130/130 | AC: 23 T: 14 FF: 19| Fort: +13, Ref: +9, Will: +17 | CMB: +13, CMD: 27 | Initiative: +5 | Senses: Darkvision 60ft, Scent, Perception +21, Survival +18|

Just checking, my spells are more powerful in the dark and I didn't really want to hamper anyone. Still not sure once my training is done with the Signifers if I should take still spell or tenebrous spell.


Woman Kitsune Sorceress 10 Int +8 AC 12 Fort +5 Ref +6 Will +12 Low-Light Vision Scent 30 ft Hit Points 60/60 Effort 2/2

Kitsune have low-light vision rather than darkvision, *but* I can adjust my familiar's evolutions to get an extra sense like scent if need be (either have the familiar do it or have it lent to Lian), so give the word and I'll shift it over (I can shift each day, so it's no biggie. I'll give up the skill bonus I have now, but that's already kinda gilding the lily ^^).

That and a ton of my stuff hardly requires precise aiming anyways.


Male Briar-Braced Human (Lergeni) Druid (Green Scourge, Fungal Pilgrim) 10 | HP:130/130 | AC: 23 T: 14 FF: 19| Fort: +13, Ref: +9, Will: +17 | CMB: +13, CMD: 27 | Initiative: +5 | Senses: Darkvision 60ft, Scent, Perception +21, Survival +18|

I should have Zorakir all finished for tonight, sorry for the delays it was alittle rocky getting back into the flow of things. I'm just waiting for the Hellknights to help me bring the golems to where they can be secured.


Wounds (0) HP (955) AC (80/50/62) Saves (52/52/45) SR (31) Initiative (50) DR 10 (Cold Iron + Evil) DR 5 (Good)

Bump?


N Hobgoblin Geokineticist 10 | Status:
Stats:
AC 31 (T 20, FF 23) Mobility | CMB +14, CMD 27 | Init +8 | Speed 40ft Climb 30ft | F +18, R +17, W +13 +2 vs Poison, +4 vs Spells&Spell-likes| Perc +17, SM +5 (Darkvision, Tremorsense)
HP 180/180(190) | Effort 2/2 | Burn 0/11 | Burn Damage 0

Mmmm... Yesss?


Hey! It's my job to go bump in the night! :P


Sorry folks, we had an impromptu Ravenloft session last night that didn't end till 3:30 in the morning, kinda threw a wrench into the posting process, lol


Huh,

It would appear my last post was eaten by the board goblins. No wonder ya'll think I disappeared lol


Ok, seems the general consensus is to go the dwarves. Do you guys want to stop by Fort Invictus, as it's on the way?


N Hobgoblin Geokineticist 10 | Status:
Stats:
AC 31 (T 20, FF 23) Mobility | CMB +14, CMD 27 | Init +8 | Speed 40ft Climb 30ft | F +18, R +17, W +13 +2 vs Poison, +4 vs Spells&Spell-likes| Perc +17, SM +5 (Darkvision, Tremorsense)
HP 180/180(190) | Effort 2/2 | Burn 0/11 | Burn Damage 0

I would rather take a dwarf or two to Fort Invictus and see if they can work their magic.


HP: 17 | AC: 17 | Fort (E): +6; Ref (T): +3; Will (E): +8 Spell DC (T): 16 | Perception (T): +6 | Senses: Darkvision, Low-Light Vision

Might as well see if we can hire some Dwarven smiths and stonemasons.


Male Jotun (Half-Celestial Fire Giant) Gestalt Soulknife20/Jotun Paragon 10/Pyrokineticist 10/Champion 1

Wouldn’t be a bad idea to stop by, just to be sure it hasn’t developed some sort of infestation in our absence, but I agree it’d help to be able to take some dwarves with us.


Woman Kitsune Sorceress 10 Int +8 AC 12 Fort +5 Ref +6 Will +12 Low-Light Vision Scent 30 ft Hit Points 60/60 Effort 2/2

It's not like an infestation could stand against us when we sweep back- the reason it was so hard fought over has decreased, as just a fort it's lowish priority.


I have the next scene in mind, just gotta get the brain power to post it, which I currently lack, lol


Woman Kitsune Sorceress 10 Int +8 AC 12 Fort +5 Ref +6 Will +12 Low-Light Vision Scent 30 ft Hit Points 60/60 Effort 2/2

Have an ETA?


Frack, I've been slammed with RL gaming, and struggling to find a job, I forgot I needed to post here.

Sorry all!!

I will endeavor to post tonight!


no worries.


Male Briar-Braced Human (Lergeni) Druid (Green Scourge, Fungal Pilgrim) 10 | HP:130/130 | AC: 23 T: 14 FF: 19| Fort: +13, Ref: +9, Will: +17 | CMB: +13, CMD: 27 | Initiative: +5 | Senses: Darkvision 60ft, Scent, Perception +21, Survival +18|

I'm in the same boat Mk, best of luck to us all.


Working a comic con this weekend, meaning my time to reply to online game will be limited to non existent, depending on how tired I am after each day is over.

I'll either be comin home Sun night after the con, or Mon. If the former, I won't be posting, as I'll likely be too tired to really function, lol.


Welp, the boards seem to be back up and functional <knock on wood>

Who all is still around??

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