PFS All for Immortality Hard Mode (Inactive)

Game Master KingTreyIII

Maps, Handouts, Etc.


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| Strange Aeons | Hell's Rebels | ◆◇↻

Alright, guys, let me start off by saying that *Deep Breath* for some NPCs I wasn't given an image for them, so I went onto google to try and find an appropriate image for them; all credit to the original artist, I do not own the images, et cetera, et cetera, et cetera.

NOW for the actual important stuff.
Player Name:
Character Name:
Character Number:
Faction:
Progression:
Day Job (roll now):
Continuity Check (see below):
Notes:

For the "Continuity Check" section, I need to know the following:

Have you, as a player, played any of the following scenarios with any character:

  • 1-46/1-54/2-05/2-22: The Eyes of the Ten series
  • 6-98: Serpent's Rise
  • 7-98: Serpent's Ire

Additionally, I need to know if you've played any of the following scenarios with this character specifically:
  • 1-46/1-54/2-05/2-22: The Eyes of the Ten series
  • 5-08: The Confirmation
  • 6-10: The Wounded Wisp
  • 7-03: The Bronze House Reprisal
  • 7-07: Trouble in Tamran
  • 7-15: The Deep Market Deception
  • 7-22: Bid for Alabastrine

Liberty's Edge

Lawful Good Dwarf Monk (Unchained) 15 (Sheet) (Equipment) | HP: 169/169 | AC: 39 (30 T, 35 F) | CMD: 50 | F: 20, R: 19, W: 18 | Init: 10 | Perc: 25 | Speed 70, fly 90 (good) |
Tracked Resources:
Ki Pool 7/13 | Stunning Fist 11/17 | Punishing Kick 15/15 | Touch of Serenity 13/15 | Winged Boots 1/3 | Reroll 0/1

Player Name: Michael Hallet
Character Name: Tortuga
Character Number: 2608-1
Faction: Liberty's Edge
Progression: Normal
Day Job (roll now): Prof:Sailor: 1d20 + 16 ⇒ (8) + 16 = 24
Continuity Check (see below):

Have you, as a player, played any of the following scenarios with any character:

1-46/1-54/2-05/2-22: The Eyes of the Ten series
6-98: Serpent's Rise
7-98: Serpent's Ire

Additionally, I need to know if you've played any of the following scenarios with this character specifically:

1-46/1-54/2-05/2-22: The Eyes of the Ten series
5-08: The Confirmation
6-10: The Wounded Wisp
7-03: The Bronze House Reprisal
7-07: Trouble in Tamran
7-15: The Deep Market Deception
7-22: Bid for Alabastrine

On this chronicle I will be making the following purchases:

Upgrading my belt of physical might +2 (Str/Dex) to a belt of physical perfection (6,000 gp)
Upgrading my bracers of armor +3 to +4 (7,000 gp)

Silver Crusade

Male LG Human Cavalier 17 | AC 37 T 16 FF 34 CMD 41 | HP 174/174 | Horse 119/119 | F+21 R+16 W+18 | Init +4 | Per +35 |Active: Magic Vestment (Shield)

Player Name: Aldizog
Character Name: Sir Hendric the Vigilant
Character Number: 108731-2
Faction: Silver Crusade
Progression: Regular
Day Job (roll now): Profession (Barrister): 1d20 + 10 ⇒ (20) + 10 = 30
Continuity Check (see below): Character has done 1-46/1-54/2-05/2-22, 5-08. Player has additionally done 6-98.

New Purchases:
Champion's Banner (8,000)
Scroll of AMF (1,650)
4 Scrolls of Moment of Greatness (100)
Loading True Strike into Ioun Stone (10)
Armiger's Panoply (7,200)
Silken Ceremonial Armor (30)

Remaining Gold: 22,349

Silver Crusade

Male LG Human Cavalier 17 | AC 37 T 16 FF 34 CMD 41 | HP 174/174 | Horse 119/119 | F+21 R+16 W+18 | Init +4 | Per +35 |Active: Magic Vestment (Shield)

Some notes about Sir Hendric for the other PCs:
He can hand out Coordinated Charge. This means that if you are up before him in melee, it can be very advantageous to delay until right after him. You can charge as an immediate action on his turn (with +4 morale to hit from his banner), then get your full attack.
Morale bonuses: I know Kaldane can't take them, but for everyone else, his banner gives +4 to hit on charges and +5 on saves vs fear. This makes Moment of Greatness a fantastic option.
He can also hand out Escape Route, and has (but can't hand out) Shake it Off. Teamwork feats are great.
His challenged foe takes -2 AC vs everybody else while threatened by Sir Hendric.

For all that he can do for others, he wouldn't mind some spell support in the form of Greater Magic Weapon for his lance, Magic Vestment for his shield, or Barkskin (his neck slot is taken by a Swarmbane Clasp) if other PCs have the spell slots to spare.

He does have a fallback plan in the form of Anti-Magic Field. There is nothing supernatural about him - even compared to most barbarians, he loses very little in an AMF. I would use this sparingly, but if I do have to use it, smart tactical movement is the key (casters move out to cast at enemy, Sir Hendric moves to cover them). High-level magic has a fair amount of "no save, you're screwed" options, so AMF can be a life-saver in those cases.

He can charge through allies and around corners, though he cannot attack while occupying an ally's space.

Finally, in addition to Kaldane's thoughts about gear, I had some suggestions. I played a Core Rogue through Bonekeep - he survived, and although we timed out on all three, he did clear many rooms and kill the BBEG on one level. More than carried his weight. The point of saying that is that there are keys to tough scenarios that are not about build or gear but more about tactics. Here are my observations in that regard:
1) Remember that we are a team, not six solo operatives. Take into account the party's capabilities when deciding on your actions.
2) Related to 1, it is often smart to ready or delay so that other PCs can do things that will help you. Like Sir Hendric handing out teamwork feats, or a caster using Prayer or Haste.
3) Anticipate enemy actions. A melee brute is going to come to you, so you don't need to "double move to engage" or "single move + attack". If you delay, you might be able to get a full attack.
4) Don't fight on the enemy's terms if you can help it. They may have a terrain advantage, buff spells, choke points, hidden allies, or whatever. Enemies often have a big advantage if the PCs' approach is "Kick in the door", although sometimes time pressure makes that inevitable.
5) Information is vital. Knowledge checks to solve "puzzle monsters," but also information about the scenario, what is going on, and how to accomplish your objective. Pay attention to what the GM says, and don't assume it's just a series of combat encounters that you are meant to power through (although some scenarios are). We are going to be at a very significant disadvantage not having a Knowledge expert, or an Exploration subdomain cleric, or anyone with Clairvoyance or Scrying (and as far as I can tell no prepared casters who can pick those up on the fly) so we will have to look for items or spells to fill those gaps. I guess Sir Hendric could get a set of Gloves of Reconnaissance.

Dark Archive

Male Wayang Unchained Rogue 10/Shadowdancer 3 HP 75 / Init +8 / Fort +9 Ref +19 Will+11/Trap Spotter +17/Stealth Take 10: 95, Perception 34, Sense Motive 0

OW for the actual important stuff.
Player Name: Matthais777
Character Name: Nox Neuropastum
Character Number: 176948-2
Faction: Dark Arhives
Progression: Normal
Day Job (roll now): Dance!: 1d20 + 2 ⇒ (17) + 2 = 19
Continuity Check (see below):

5-08: The Confirmation
6-10: The Wounded Wisp
7-22: Bid for Alabastrine

Notes:

Nox and Xon are both better than invisible, so long as there is ANY shadows around to work with... that may include hiding in your own. I say this because please be aware, that if you throw up a daylight spell that obliterates all shadows, and doesn't simultaneously cast a shadow nearby I can use, I'll be a VERY screwed rogue. (This has happened before. I was rather annoyed.)

I don't do much damage, but instead try to do a lot of ability damage and reduction to AC in a attempt to take out our enemies that way. I can move pretty much independently, and with 45+ stealth, nooooot much out there can spot me unless I want them to.

If for some reason, I'm forced into the open, I will use shadowcloy lantern to darken the area to buy hiding places, so if you don't like lower light levels, try not to be next to me? I also tend to shoot from outside combat in if I can help it, so don't worry to much about protecting me.

Grand Lodge

Player Name: Edward Sobel
Character Name: Nuck-Tuk
Character Number: 9406-2
Faction: Grand Lodge
Progression: Normal
Day Job (roll now): profession scribe: 1d20 + 15 ⇒ (18) + 15 = 33

Continuity Check (see below):

For the "Continuity Check" section, I need to know the following:
Have you, as a player, played any of the following scenarios with any character:
• 1-46/1-54/2-05/2-22: The Eyes of the Ten series
• 6-98: Serpent's Rise
7-98: Serpent's Ire[

Additionally, I need to know if you've played any of the following scenarios with this character specifically:
• 1-46/1-54/2-05/2-22: The Eyes of the Ten series
5-08: The Confirmation
• 6-10: The Wounded Wisp
• 7-03: The Bronze House Reprisal
• 7-07: Trouble in Tamran
• 7-15: The Deep Market Deception
• 7-22: Bid for Alabastrine

I do have some stuff to buy, and will follow up in another post. have not played this character in a while and have not updated him in a while either.

Liberty's Edge

Lawful Good Dwarf Monk (Unchained) 15 (Sheet) (Equipment) | HP: 169/169 | AC: 39 (30 T, 35 F) | CMD: 50 | F: 20, R: 19, W: 18 | Init: 10 | Perc: 25 | Speed 70, fly 90 (good) |
Tracked Resources:
Ki Pool 7/13 | Stunning Fist 11/17 | Punishing Kick 15/15 | Touch of Serenity 13/15 | Winged Boots 1/3 | Reroll 0/1

Forgot a few purchases.

6 Scrolls of Shield (150 gp)
5 Scrolls of Animal Aspect (750 gp)
1 Wand of Cure Light Wounds (2 prestige)


| Strange Aeons | Hell's Rebels | ◆◇↻

For those of you who have played 6-98: Serpent's Rise, I need to know which one you played as; there should be a boon for each respective character and you should have received one of them, if you received more than one, then slap the person who GMed it for you.


| Strange Aeons | Hell's Rebels | ◆◇↻

Additionally, I apologize if I seemed to completely ignore my own stipulations for signing up for this series. I did that in order to get people to consider having a balanced party, rather than one that is very good at one thing or the other. Looking at the characters who signed up, I honestly think that you guys are pretty well off, you will have some challenges, mind you, but you should be able to get through these scenarios fairly well.

Grand Lodge

Male Max HP: 183 | AC: 33; T: 24; FF: 25 |CMB: +15; CMD: 32| Init: 0 | Fort: +14; Ref: +7; Will: +12 | Immune to Curse Effects Current Damage: 0 |
Spell Slots:
9 (9) |2 (8) | 8 (8) | 6 (8) |7 (8) | 6 (7) | 5 (5)

Player Name: Steven Johnson
Character Name: Kaldane Starlight
Character Number: 26225-
Faction: Silver Crusade
Progression: Normal for all parts
Day Job (roll now): N/A
Continuity Check (see below):
Notes:
For the "Continuity Check" section, I need to know the following:
Have you, as a player, played any of the following scenarios with any character:
1-46/1-54/2-05/2-22: The Eyes of the Ten series
6-98: Serpent's Rise
7-98: Serpent's Ire

I have played eyes of the 10 once and GM'ed it twice, but I have NOT played either of the Serpent's modules.

Additionally, I need to know if you've played any of the following scenarios with this character specifically:
1-46/1-54/2-05/2-22: The Eyes of the Ten series
5-08: The Confirmation
6-10: The Wounded Wisp
7-03: The Bronze House Reprisal
7-07: Trouble in Tamran
7-15: The Deep Market Deception
7-22: Bid for Alabastrine

I have not played any of these with this character.

Notes on Kaldane's Playstyle:
I like to spend a round or two buffing (if possible) instead of just rushing into melee. Give me a minute of your time, and a plethora of clerical buffs will drop onto you.

My typical 2 round buff spells are Prayer (which has a great range and can effect enemies) and then something to apply to a weapon (i.e. Align Weapon, Crusader's Edge, or Disrupting Weapon) or Blessing of Fervor if we don't have a haster.

After that, situation will vary, although I tend to play him as a tank, since he has high AC and good saves, as well as winged flight (Kaldane is an Aasimar, but he's a certed one).

If people need Greater Magic Weapons or Magic Vestments, Let me know and I'll get you covered. If you have other spell requests, please feel free to take a look at my spell list or, if it's not there but is a cleric spell, get a consumable that can cast it and I'll cast it for ya.

Quick GM question: What is your take on how spells work differently depending on if the target is an outsider? Are only creatures with the subtype included in the extra damage (from, say, holy smite) or is it outsiders with that alignment? It's not clearly written, so I like to get clarification before I start playing (for reference, I'm in the second camp).


| Strange Aeons | Hell's Rebels | ◆◇↻

Personally, I’m in the opposite camp as you. I don’t see much of a difference between an evil human and, say, an evil Shaitan, whereas for a demon or devil, they are created and maintained by an inherently pure evil process, so they have evil coursing through their veins as opposed to just being ethically or philosophically amoral.

Silver Crusade

Male LG Human Cavalier 17 | AC 37 T 16 FF 34 CMD 41 | HP 174/174 | Horse 119/119 | F+21 R+16 W+18 | Init +4 | Per +35 |Active: Magic Vestment (Shield)
GM Xavier Kahlvet wrote:
For those of you who have played 6-98: Serpent's Rise, I need to know which one you played as; there should be a boon for each respective character and you should have received one of them, if you received more than one, then slap the person who GMed it for you.

I played 322 (the Experiment) with another PC.

Liberty's Edge

Lawful Good Dwarf Monk (Unchained) 15 (Sheet) (Equipment) | HP: 169/169 | AC: 39 (30 T, 35 F) | CMD: 50 | F: 20, R: 19, W: 18 | Init: 10 | Perc: 25 | Speed 70, fly 90 (good) |
Tracked Resources:
Ki Pool 7/13 | Stunning Fist 11/17 | Punishing Kick 15/15 | Touch of Serenity 13/15 | Winged Boots 1/3 | Reroll 0/1

I played Zurnzal

When I played Eyes, I was the front-liner (the rest of the party was archers and casters), so my tactic was always relegated to run up and engage the enemy as quickly as possible. I can hang back, but it will require some adjustment to thinking.

Getting full attacks is a bit easier for me thanks to flying kick. I can move up to 40 feet once before, during, or after my flurry of blows. I tend to want to trip things in combat to help make up for an attack bonus that isn't the greatest at this level. If you like tripping too, I have Vicious Stomp and Combat Reflexes, so that could mean some extra attacks if you trip things next to me.

Also, if you have ways of making enemies dazed, flat-footed, paralyzed, staggered, stunned, or unconscious, I have the Medusa's Wrath feet which gives me 2 extra attacks on a flurry against a target with one of those conditions.

I do have a handful of wands that I can hand out.

One of the things I'm noticing that is going to affect me adversely in this group is the lack of arcane casters. I buy scrolls of shield and animal aspect to put into my ring of spell storing, but it's looking like there may not be anyone in this party capable of using them. So I may have to see if there is some other scrolls I should buy instead to put into my ring. Though it looks like some of you might have enough UMD to reliable use the scrolls.


| Strange Aeons | Hell's Rebels | ◆◇↻

If it makes you feel any better, Tortuga, when I ran this the first time the party consisted of a herald caller, a paladin/Oracle, two alchemists and two necroccultists, and they were more than well off.

Silver Crusade

Male LG Human Cavalier 17 | AC 37 T 16 FF 34 CMD 41 | HP 174/174 | Horse 119/119 | F+21 R+16 W+18 | Init +4 | Per +35 |Active: Magic Vestment (Shield)

We should be able to help with the scrolls. Sir Hendric is at +18 with Heroism up (from his Knight's Pennon).
The three melee types in the party will make Coordinated Charge more useful than it was in Eyes (where Sir Hendric was the main melee type). But because it's an immediate action, it doesn't work if everybody is flat-footed. If Sir Hendric goes before the others he might delay or do an action other than charge.

Looks like we have two archers, three melee fighters, and a caster oracle (although I think Nuck Tuk needs to fix his spells; even oracles need to follow the appropriate deity to get Rovagug's Fury or Mighty Strength).

Grand Lodge

Never really put 2 and 2 together on that. I can change them out

Silver Crusade

Male LG Human Cavalier 17 | AC 37 T 16 FF 34 CMD 41 | HP 174/174 | Horse 119/119 | F+21 R+16 W+18 | Init +4 | Per +35 |Active: Magic Vestment (Shield)

Well if you want to worship Torag you can get a spell from one of his family members each day (like Mighty Strength from Trudd). But if you want to worship Rovagug, you're going to have problems with, uh, everybody. Rovagug is pretty bad news. A huge alliance of gods banded together to stop him from destroying reality, including Sarenrae, Asmodeus, Erastil, Desna, Torag, many more.


| Strange Aeons | Hell's Rebels | ◆◇↻

Yeah, worshippers of Rovagug are discriminated against almost literally everywhere.

Dark Archive

1 person marked this as a favorite.
Male Wayang Unchained Rogue 10/Shadowdancer 3 HP 75 / Init +8 / Fort +9 Ref +19 Will+11/Trap Spotter +17/Stealth Take 10: 95, Perception 34, Sense Motive 0

Not to without reason to be fair. When your stated purpose is "Let the big god spider monster out of the world so he can devour everything, and us first." ya tend not to engender many friends.

Grand Lodge

Male Max HP: 183 | AC: 33; T: 24; FF: 25 |CMB: +15; CMD: 32| Init: 0 | Fort: +14; Ref: +7; Will: +12 | Immune to Curse Effects Current Damage: 0 |
Spell Slots:
9 (9) |2 (8) | 8 (8) | 6 (8) |7 (8) | 6 (7) | 5 (5)

And even as unpopular as his god might be, we'll still have to work with him. Hell, I'm a former devout follower of Razmir.

Grand Lodge

It's not the god, I just made the mistake on spell selection. This character was a spot for lots of gm credits so I never really gave him a thorough edit.

Grand Lodge

Male Max HP: 183 | AC: 33; T: 24; FF: 25 |CMB: +15; CMD: 32| Init: 0 | Fort: +14; Ref: +7; Will: +12 | Immune to Curse Effects Current Damage: 0 |
Spell Slots:
9 (9) |2 (8) | 8 (8) | 6 (8) |7 (8) | 6 (7) | 5 (5)

BTW, I'm going to be lazy and slot the Life Spirit, and I'll take Enhanced Cures as my bonus hex.

This means that I'll be able to channel positive energy 9 times today and all of my cure spells will add a bonus equal to my level, instead of the cap of the spell.


| Strange Aeons | Hell's Rebels | ◆◇↻

Hey, Nuck Tuk, I know you’ve been posting in the discussion thread, but was just wondering if you were just figuring out your spells before posting in the Gameplay tab.

Grand Lodge

Will post tonight after work

Grand Lodge

ok so Nuck tuck follows Torag and Mighty Strength is in dwarves of Golarion book, under "The Brood of Torag" on page 22.

so I can keep Mighty Strength but I swapped out Rovagug's Fury and took Rock whip instead


| Strange Aeons | Hell's Rebels | ◆◇↻

4 orders of business:
1) Géatan, I need your character info (as discussed in the first post in this thread)
2) Nuck Tuk, I need to know who you played as when you played 6-98: Serpent’s Rise
3) I will be attending a local 3-day convention, so I’ll be a bit slower to posting over the next three days; I will still post as often as I can, it’ll just be less than usual
4) Due to...circumstances, I cannot post between 11 pm and 6 am MST. I doubt it’ll be much of an issue, but I thought I’d let you all know

Grand Lodge

I played Serpent's Rise with Jania my Sylph Djinni blooded sorcerer. also the same character that I applied my eyes of the ten boon to from Nuck-Tuk


| Strange Aeons | Hell's Rebels | ◆◇↻

No you didn’t. That’s likely who you applied the chronicle to, but Serpent’s Rise has the players as pregens, and each player gets a boon saying which pregen you played as and that you would get additional benefits from having that boon in some scenarios; THAT is what I need to know.

Grand Lodge

oh yeah thanks, I will look that up, was on my phone at work so when I get home I will check the actual chronicle.

Grand Lodge

Ok, I looked and it would seem that I lost that chronicle sheet. I can just go with not having played that one. I am fine with that.

lso I have no AC right now and its the middle of a heat wave. git some guys coming tonight but it will take a few days to fix. ($3-4k....ugghh)


| Strange Aeons | Hell's Rebels | ◆◇↻

That’s what I have to go with; them’s the rules.

Grand Lodge

Male Max HP: 183 | AC: 33; T: 24; FF: 25 |CMB: +15; CMD: 32| Init: 0 | Fort: +14; Ref: +7; Will: +12 | Immune to Curse Effects Current Damage: 0 |
Spell Slots:
9 (9) |2 (8) | 8 (8) | 6 (8) |7 (8) | 6 (7) | 5 (5)

So, since I'm getting hours/level buffs out of the way, who needs magic vestment or Greater Magic Weapon (with the caveat that the spell doesn't let you bypass DR like a normal plussed weapon would)? I need to start tracking spells and I don't want to miss anything.

at my level, it's a +3 for either Magic Vestment or Greater Magic Weapon.

Silver Crusade

Male LG Human Cavalier 17 | AC 37 T 16 FF 34 CMD 41 | HP 174/174 | Horse 119/119 | F+21 R+16 W+18 | Init +4 | Per +35 |Active: Magic Vestment (Shield)

Sir Hendric would appreciate a Magic Vestment on his shield.
If you think you'll have the 4th-level slots to spare, I'll take a GMW on the lance as well, but it's not as important.

Liberty's Edge

Lawful Good Dwarf Monk (Unchained) 15 (Sheet) (Equipment) | HP: 169/169 | AC: 39 (30 T, 35 F) | CMD: 50 | F: 20, R: 19, W: 18 | Init: 10 | Perc: 25 | Speed 70, fly 90 (good) |
Tracked Resources:
Ki Pool 7/13 | Stunning Fist 11/17 | Punishing Kick 15/15 | Touch of Serenity 13/15 | Winged Boots 1/3 | Reroll 0/1

Tortuga could benefit from GMW. He'd have you enchant one of his feet. He doesn't have an enhancement bonus on his unarmed attacks.

Grand Lodge

Nuck-Tuk only uses a mw club (clanky's arm) and it cannot be enhanced except by magic weapon spells.

but he seldom goes into melee with that weapon. its more of a status item than anything else.

Grand Lodge

on the new plus side, I located my chronicle sheet for Serpents Rise (put it in the wrong folder.

anyway, if its not to late I played as Zurnzal

Scarab Sages

male arrow ghost salt:18/30 mind affecting +2 Half-elf perception +22; diplomacy 17 Fighter 9 (mutation warrior) / sentinel 3(erastil)/medium 4 153/153hp 36 ac (t 23;ff 33)Fort +23, Ref +22, Will +21; a lot of little bonus.. init:16 Adamantine durable arrow remaining. 40/40 Blunt 150/150

NOW for the actual important stuff.
Player Name:Gabriel Normandeau
Character Name:Gaétan Émond
Character Number: 43907-1
Faction: Now... Grand lodge
Progression:
Day Job (roll now):no day job.
Continuity Check (see below): As a player, Done The eye of the Ten series and serpent's Rise (The mage enchanter).

Gaétan has done Eye of the Ten. (Also had a date with a certain oracle.)
Notes:
Will update Sunday Gaétan.

Scarab Sages

male arrow ghost salt:18/30 mind affecting +2 Half-elf perception +22; diplomacy 17 Fighter 9 (mutation warrior) / sentinel 3(erastil)/medium 4 153/153hp 36 ac (t 23;ff 33)Fort +23, Ref +22, Will +21; a lot of little bonus.. init:16 Adamantine durable arrow remaining. 40/40 Blunt 150/150

I suggest that Gaétan positions himself in a place where he could uses his arrows with ease.

Scarab Sages

male arrow ghost salt:18/30 mind affecting +2 Half-elf perception +22; diplomacy 17 Fighter 9 (mutation warrior) / sentinel 3(erastil)/medium 4 153/153hp 36 ac (t 23;ff 33)Fort +23, Ref +22, Will +21; a lot of little bonus.. init:16 Adamantine durable arrow remaining. 40/40 Blunt 150/150

Gaétan as a normal tactic... Just shoots arrows. I want to take some distance but it seem IT Will be better to be together. Before the rebuild Gaétan had somme passable knowledge skill but now...

Grand Lodge

for everyone's benefit, Nuck-Tuk, has some melee combat ability but is more of a utility type. and healing.

he will buff when he can, and use his spells at range. many are non-damaging. but can hinder the opponents

Scarab Sages

male arrow ghost salt:18/30 mind affecting +2 Half-elf perception +22; diplomacy 17 Fighter 9 (mutation warrior) / sentinel 3(erastil)/medium 4 153/153hp 36 ac (t 23;ff 33)Fort +23, Ref +22, Will +21; a lot of little bonus.. init:16 Adamantine durable arrow remaining. 40/40 Blunt 150/150

I am almost close to finish the rebuild. In addition, at the start of the day, you had a spiritual seance with Gaétan in an abandoned battlefield (now a garden).

You have +2 for non-spell damage roll.

Scarab Sages

male arrow ghost salt:18/30 mind affecting +2 Half-elf perception +22; diplomacy 17 Fighter 9 (mutation warrior) / sentinel 3(erastil)/medium 4 153/153hp 36 ac (t 23;ff 33)Fort +23, Ref +22, Will +21; a lot of little bonus.. init:16 Adamantine durable arrow remaining. 40/40 Blunt 150/150

My character is completed!

Just ask. if you want to review it.

Grand Lodge

Male Max HP: 183 | AC: 33; T: 24; FF: 25 |CMB: +15; CMD: 32| Init: 0 | Fort: +14; Ref: +7; Will: +12 | Immune to Curse Effects Current Damage: 0 |
Spell Slots:
9 (9) |2 (8) | 8 (8) | 6 (8) |7 (8) | 6 (7) | 5 (5)

@both Hendric and Tortuga: Okay, GMW for you both, and a Magic Vestment for Hendric.

Liberty's Edge

Lawful Good Dwarf Monk (Unchained) 15 (Sheet) (Equipment) | HP: 169/169 | AC: 39 (30 T, 35 F) | CMD: 50 | F: 20, R: 19, W: 18 | Init: 10 | Perc: 25 | Speed 70, fly 90 (good) |
Tracked Resources:
Ki Pool 7/13 | Stunning Fist 11/17 | Punishing Kick 15/15 | Touch of Serenity 13/15 | Winged Boots 1/3 | Reroll 0/1
Kaldane Starlight wrote:
@both Hendric and Tortuga: Okay, GMW for you both, and a Magic Vestment for Hendric.

Thanks. We're you able to do anything about charge my ring with the scrolls?

Silver Crusade

Male LG Human Cavalier 17 | AC 37 T 16 FF 34 CMD 41 | HP 174/174 | Horse 119/119 | F+21 R+16 W+18 | Init +4 | Per +35 |Active: Magic Vestment (Shield)

Yes, he auto-succeeded on those.

Grand Lodge

Sorry all, been sick past couple of days. Hopefully will be better tomorrow.


| Strange Aeons | Hell's Rebels | ◆◇↻

Just a friendly reminder to you all (especially Nuck Tuk, who’s only 20’ from Farhaana) you can spend a full-round action to move at 4X speed (3X if in heavy armor) in a straight line.

Scarab Sages

I hope it is okay if I spectate this game. I have played and ran it, both with vastly different experiences.

Scarab Sages

male arrow ghost salt:18/30 mind affecting +2 Half-elf perception +22; diplomacy 17 Fighter 9 (mutation warrior) / sentinel 3(erastil)/medium 4 153/153hp 36 ac (t 23;ff 33)Fort +23, Ref +22, Will +21; a lot of little bonus.. init:16 Adamantine durable arrow remaining. 40/40 Blunt 150/150

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