GM Spazmodeus presents Ironfang Invasion

Game Master GM Spazmodeus

Map

Treasure Found

Army of Tagalongs:
Aubrin the Green (F Human Cleric 3/Ranger 3)
Jet (F Human Aristocrat 2)
Kining Blondebeard (F Dwarf Expert 4)
Rhyna (F Human Adept 4)
4 2nd level warrior (Mazon, F Half-orc) (Barek, M Human) (Barid, M Human) (Akkuya, M Human)
2 1st level aristocrats (Farrow, M Human) (Clidon, M Human)
1 2nd level aristocrat (Surri, F Human)
7 1st level commoners (Andrezi, M Human) (Cegala, F Human) (Cimri, F Human) (Jeilum, M Human) (Mev, F Human) (Seifer, M Human) (Tia, F Human)
1 1st level adept (Boris, M Human)
1 2nd level adept (Anafa, F Halfling)
8 farm animals (sheep and goats)
2 Light horses

90 provision points

Tagalong uses:
Beginning on the second round of any combat, a PC may order a single follower to assist her as a move action. If she succeeds at a DC 12 Diplomacy or Intimidate check, she gains a +2 aid another bonus on her next check, or to her Armor Class for 1 round.

The various refugees can also assist with their limited skills, such as using Heal checks to patch up the PCs between encounters, or even rush into battle if things look dire (though any NPC is unlikely to survive even a single blow from a trained soldier).


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All of the checks for the shelter(s) would be made at the same time with the final total being how big it is. The shelter won't be 'added on to' in quite the sense you're thinking. [tic]And don't forget the NPCs need shelter too! Don't let poor (overly cheerful and optimistic) Rhyna sleep the night outdoors! [/tongue-in-cheek]

It is very free form right now. You guys need to survive! To that end the NPCs are willing to help out, they just need some direction. You are also able to perform the tasks on the NPC task list, and in fact it will probably be easier for you to do so, so now its a game of resource management and life upkeep. This will probably also be the area where you tell me if you guys are moving the camp or if you're sticking in one place for the day. I hope all this makes more sense.


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

I guess it depends on what Vraxis returns with from his scouting mission. Once we have some basic info, then we can decide. I say we move if we can, avoiding obstacles and getting further away from the bridge ASAP. Hobogoblins are lazy, but resourceful. They will be after us I'm sure since they know we escaped. They can't have us letting the country know Nirmathas has been invaded yet!

The tent we found will be used for Rhyna and any injured or elderly first.


Loot Sheet |Male Human (Varisian) Occultist (Reliquarian, Naturalist) 5 | HP 37/37 | AC:22 T:13 F:20 CMD:18 | F+5 R+6 W+3 | Perc+11 | Init+2 (+4 if act in surprise rd) | 10 nonlethal
Arrow:
HP 19/19 | AC:16 T:13 F:13 CMD:15 | F+5 R+4 W+6 | Perc+6

For tasks, I propose all the commoners and warriors good at Handle Animal try to catch one, the aristocrats good at survival get food, and whoever is scouting try to find shelter in the environment, like a cave.


Ongoing Effects:
Shield +4 AC
Magus/Slayer 7 HP: 69/91 | AC: 22 / T: 13 / FF: 20 | Fort: +8, Ref: +7, Will: +5 | CMB: +10, CMD: 25 | Init: +2, Perception: +12

Sounds good enough to me.

Unless we each want to be "in charge" of one type of NPC. So we are not walking over eachother's toes too much. Might make a PbP version of this work out better.


Scouting, like the rest of the chores, is an all day activity so he'll be coming back with the information about the wolf den and the tracks heading there.


I'll be rolling for the NPCs unless you guys want to do that. With 12 people (I don't know what you guys want Jet, Kining, and Rhyna to potentially be doing) finding sheep and the 3 aristocrats finding more food all I need to know is what do you want the adepts to be doing.


Ongoing Effects:
Shield +4 AC
Magus/Slayer 7 HP: 69/91 | AC: 22 / T: 13 / FF: 20 | Fort: +8, Ref: +7, Will: +5 | CMB: +10, CMD: 25 | Init: +2, Perception: +12

I think for now, they should assist with just finding food with the Aristocrats. Right now we need to assume this is our only chance to find food.


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

Adepts?

Conjuring clean water for everybody?

Making sure we have plenty of fresh clean water, is the most important thing right now. Without good water, we are doomed with anything we do. It will help us from spending time to find it.

Update!
I would suggest the adept spells memorized be:
0th Level: create water, purify food and drink, + mending OR stabilize.

These will help us keep going and mitigate our losses.

1st Level: obscuring mist

This is the best group protection spell we can expect I think. We don't want the adepts engaging in combat spells if we can help it an d this give everybody cover so they can escape. It also makes a good alarm spell so to speak. 'Hey? Where did this sudden fog come from? Wait! We must be under attack!' sorta thing.


Those can be the typical spells, but the adepts can change their spells every day if need be. Also, I've updated the map.


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

12 shelters are short of the 18 we need. Can we attempt to build more? We can have the adepts memorize endure elements tomorrow...that will help prevent the need for shelters for a night. We may need to require they do that from now on?

Can we rotate with people on guard duty to share some shelters?


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Loot Sheet |Male Human (Varisian) Occultist (Reliquarian, Naturalist) 5 | HP 37/37 | AC:22 T:13 F:20 CMD:18 | F+5 R+6 W+3 | Perc+11 | Init+2 (+4 if act in surprise rd) | 10 nonlethal
Arrow:
HP 19/19 | AC:16 T:13 F:13 CMD:15 | F+5 R+4 W+6 | Perc+6

Can't everyone roll to make shelters? Even at a +0 bonus, more shelters should be made as a result.


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

OK, Govrina is leveled.

Here are the highlights:
+9 HPs (Includes Favored Class bonus)

Defensive ability:
Force Ward: +1 Temp Hit point/level. Regenerates 1 point per Minute.
+1 BAB

Skills
+1 Intimidate (I added this becasue of her successful intimidate during game play being so useful.)
+1 Perception
+1 Stealth
+1 Survival
+1 Use Magic Device

Background Skills (2/lvl)
+1 Sleight of Hand
+1 Perform [Juggling] (I added this becasue she found the juggling balls and decided to practice with them!)

New Utility Wild Talent: Telekinetic Finesse (Use TK with Sleight of Hand and Disable device)

I considered taking Kinetic Healer instead, but that's really not her style.

@GM? With TK Finesse, would I also be able to juggle (Use the Perform skill) with TK? No special effect really...just unique and fun!

=)


Yes, everyone else can try to make shelters. Most of the NPCs are too tired from the days' activities, but each of you can attempt to do so as well.

Yes, that sounds like a great use of TK Finesse.


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

Then let's see if Kining and the Aristocrats can rustle up some shelter then?

Survival(Jet): 1d20 + 4 ⇒ (10) + 4 = 14
Survival(Aristocrat#1): 1d20 + 4 ⇒ (3) + 4 = 7
Survival(Aristocrat#2): 1d20 + 4 ⇒ (6) + 4 = 10
Survival(Aristocrat#3): 1d20 + 4 ⇒ (13) + 4 = 17

Survival(Kining): 1d20 + 5 ⇒ (6) + 5 = 11

Dangit! That's only 17! Ok...Govrina will tough it out and try to sleep without shelter as best she can. She does have Cold Resistance 5 so that should help somewhat? Maybe Fang can help a little with some furry body heat(No innuendo intended).


Loot Sheet |Male Human (Varisian) Occultist (Reliquarian, Naturalist) 5 | HP 37/37 | AC:22 T:13 F:20 CMD:18 | F+5 R+6 W+3 | Perc+11 | Init+2 (+4 if act in surprise rd) | 10 nonlethal
Arrow:
HP 19/19 | AC:16 T:13 F:13 CMD:15 | F+5 R+4 W+6 | Perc+6

I agree Govrina should be able to sleep outside without issue. I swear there's a rule about cold resistance working this way, though I can't promise it wasn't a house rule.

Next time, let's have one of our survivalists spending 8 hours making temporary shelters. A few good rolls in those 8 hours should put us in a decent place.


You also have a single potion of endure elements. The best people to set up for building shelters are Jet and Kining who each have a +5 and only need a 10 to build a temporary shelter.

So, by RAW having cold/fire resistance doesn't actually stop anything. I'll let Govrina make her Fort saves (DC 15-23, +1 for each previous save) against the cold. If she fails she'll take d6 nonlethal cold damage. If the d6 comes up a 6 she'll take 1 nonlethal cold damage and suffer from Fatigue.


Ongoing Effects:
Shield +4 AC
Magus/Slayer 7 HP: 69/91 | AC: 22 / T: 13 / FF: 20 | Fort: +8, Ref: +7, Will: +5 | CMB: +10, CMD: 25 | Init: +2, Perception: +12

Harg also has the Endurance Feat. Which would give him +4 to staying out in the cold too. So Harg could always risk it and stay out. That gives him a +9 to save. But DC 15 is still pretty rough.

I think the (if she doesnt save) 1 in 6 chance is not too bad. Harg can be second to be willing to stay out in the cold, if need be.


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

I may just take the Potion of Endure Elements tonight just to avoid it the rolls, if that's OK for everyone.

Then we have each of the Adepts memorize tomorrow: Two Endure Elements, One Obscuring Mist just in case. We can do better tomorrow once we have a good place to set up a better temporary location to rest.


Ongoing Effects:
Shield +4 AC
Magus/Slayer 7 HP: 69/91 | AC: 22 / T: 13 / FF: 20 | Fort: +8, Ref: +7, Will: +5 | CMB: +10, CMD: 25 | Init: +2, Perception: +12

Yeah agreed.

GM.. how do we feel about the area.. DO we need to scout a new area to settle down? Or is this really the best place for now.. for a few days Or are we on the move..

I guess these are questions in character too. Just feeling a bit like "uuh.. what now?" haha. Maybe that is the point


Loot Sheet |Male Human (Varisian) Occultist (Reliquarian, Naturalist) 5 | HP 37/37 | AC:22 T:13 F:20 CMD:18 | F+5 R+6 W+3 | Perc+11 | Init+2 (+4 if act in surprise rd) | 10 nonlethal
Arrow:
HP 19/19 | AC:16 T:13 F:13 CMD:15 | F+5 R+4 W+6 | Perc+6

Agree with current plan.


You hit the nail on the head Harg. Being unsure is a lot of what this part of the book is about. So run with it. Remember, you're only about 6 miles outside of Phaendar, which is fully under control of the Ironfang Legion. A truly permanent shelter should be one of your goals, maybe just not at the moment.


While you guys are dealing with Edran, what are the plans for the NPCs today?


Ongoing Effects:
Shield +4 AC
Magus/Slayer 7 HP: 69/91 | AC: 22 / T: 13 / FF: 20 | Fort: +8, Ref: +7, Will: +5 | CMB: +10, CMD: 25 | Init: +2, Perception: +12

Well we need a few to maintain the herded animals.

I say 3 Commoners. We need a DC 15. They have a +4. So with 2 Aids that is only a DC 11 needed. Seems like a risk worth taking.

Jet should oversee Cooking.
Then we need most of them Foraging or Hunting.
I think we should send Kining out scouting for a better spot to camp.
Can you either build shelter OR Forage? Or can you do both?


Loot Sheet |Male Human (Varisian) Occultist (Reliquarian, Naturalist) 5 | HP 37/37 | AC:22 T:13 F:20 CMD:18 | F+5 R+6 W+3 | Perc+11 | Init+2 (+4 if act in surprise rd) | 10 nonlethal
Arrow:
HP 19/19 | AC:16 T:13 F:13 CMD:15 | F+5 R+4 W+6 | Perc+6

How do we relocate position? My vote is wolf den--maybe someone can befriend the wolf.


If you're building a long term shelter than its an either/or situation. If you're building temporary shelters the 1 hour time requirement lets you forage as well, but if you try to build more than twice after doing another job you'll be fatigued.


Ongoing Effects:
Shield +4 AC
Magus/Slayer 7 HP: 69/91 | AC: 22 / T: 13 / FF: 20 | Fort: +8, Ref: +7, Will: +5 | CMB: +10, CMD: 25 | Init: +2, Perception: +12

I think another night with temp shelters are probabbly fine.

We should check out the wolves den first. See if it would be a better place to camp.


Loot Sheet |Male Human (Varisian) Occultist (Reliquarian, Naturalist) 5 | HP 37/37 | AC:22 T:13 F:20 CMD:18 | F+5 R+6 W+3 | Perc+11 | Init+2 (+4 if act in surprise rd) | 10 nonlethal
Arrow:
HP 19/19 | AC:16 T:13 F:13 CMD:15 | F+5 R+4 W+6 | Perc+6

Braden will maintain the herded animals. Take 10 for a 16. I think that's a better use of resources than having the multiple commoners try it.

We really should move camp today. We're super close to town, and some guy just showed up who might've been followed. If we all move, how does that impact the ability to do tasks?


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

I agree with Braden that we should move today.

May I suggest:

1. The PC Party checks out the wolf den and deals with it.
2. We then move EN MASSE to the abandoned Orchard, deal with the bug nest, and then put up some temp shelters there. There is the remains of an old house? A fireplace and chimney if nothing else...
3. We stay at the orchard for a single day to gather as much food as possible, then we move on as far as we can on the next day unless the food is still plentiful.

What say you all?


Your camp can maintain its various tasks (except building permanent shelters for what I hope are obvious reasons) and move roughly 6 miles in a day. I've added Edran to the NPC list.


Loot Sheet |Male Human (Varisian) Occultist (Reliquarian, Naturalist) 5 | HP 37/37 | AC:22 T:13 F:20 CMD:18 | F+5 R+6 W+3 | Perc+11 | Init+2 (+4 if act in surprise rd) | 10 nonlethal
Arrow:
HP 19/19 | AC:16 T:13 F:13 CMD:15 | F+5 R+4 W+6 | Perc+6

Edran has a +8 to handle animal! We just found our new sheep herder.

Govrina's plan is fine, let's go have an encounter!

I know I'm repeating myself, but when we get to the new location, we will have one NPC with Survival skill can focus on building shelters for however many hours we have instead of just rolling once. That would be the NPC's task instead of foraging or what have you. That should let us get ahead of our shelter needs.


I've added a circle to the map to represent the camp's daily range of movement, as well as a new encounter map. You can double the camp's movement over the course of a day if no one is crafting or building shelters, but at the expense of everyone being fatigued the next day.


Loot Sheet |Male Human (Varisian) Occultist (Reliquarian, Naturalist) 5 | HP 37/37 | AC:22 T:13 F:20 CMD:18 | F+5 R+6 W+3 | Perc+11 | Init+2 (+4 if act in surprise rd) | 10 nonlethal
Arrow:
HP 19/19 | AC:16 T:13 F:13 CMD:15 | F+5 R+4 W+6 | Perc+6

Harg, do you want Braden's Adaptive Masterwork Longbow? It belongs in your hands more than mine because of your strength bonus. The +1 Longbow is actually one less damage for Braden, but I think having the always-on magic damage is worth it.

The adaptive longbow is an heirloom, though, so don't break it! :P


Ongoing Effects:
Shield +4 AC
Magus/Slayer 7 HP: 69/91 | AC: 22 / T: 13 / FF: 20 | Fort: +8, Ref: +7, Will: +5 | CMB: +10, CMD: 25 | Init: +2, Perception: +12

I wont say not to it, but I am so often going to want to get into the fray. So if someone else wants it.

I will try to use it when there is no way for me to get close. Is it something Vraxis can use?


Vraxis:
Vraxis: Hp 23/27 | AC: 20, T: 15, FF: 17, CMD: 18 | Saves F +7, R +6, W +8 (+2 vs. fear)| Init +3 | Perception +13, Sense Motive +2 | Status: Normal
Fang:
Fang: Hp 29/37 | AC: 20, T: 16, FF: 17, CMD: 17 | Saves F +5, R +5, W +2 | Init +3 | Perception +6, Sense Motive +1 | Status: Normal

Vraxis is built to use a sling from range.


Ongoing Effects:
Shield +4 AC
Magus/Slayer 7 HP: 69/91 | AC: 22 / T: 13 / FF: 20 | Fort: +8, Ref: +7, Will: +5 | CMB: +10, CMD: 25 | Init: +2, Perception: +12

Ok I will take it. Might have some use. I will be nice to it :)


Loot Sheet |Male Human (Varisian) Occultist (Reliquarian, Naturalist) 5 | HP 37/37 | AC:22 T:13 F:20 CMD:18 | F+5 R+6 W+3 | Perc+11 | Init+2 (+4 if act in surprise rd) | 10 nonlethal
Arrow:
HP 19/19 | AC:16 T:13 F:13 CMD:15 | F+5 R+4 W+6 | Perc+6

It's all yours. Please add it to your sheet--I've taken it off mine. Also take 20 arrows, 5 blunt arrows, and 5 cold iron arrows.

When it's appropriate to do so, our party would be quite effective at range.


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Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

I AM a longbow.

=)


Ongoing Effects:
Shield +4 AC
Magus/Slayer 7 HP: 69/91 | AC: 22 / T: 13 / FF: 20 | Fort: +8, Ref: +7, Will: +5 | CMB: +10, CMD: 25 | Init: +2, Perception: +12

I am looking into the bow, Can you have a Masterwork Adaptive? It seems like it would need at least a +1 for the Adaptive property. Or is it one of those weird things that does not need the whole magical property?

I added them to my sheet, so you can get rid of them.


Loot Sheet |Male Human (Varisian) Occultist (Reliquarian, Naturalist) 5 | HP 37/37 | AC:22 T:13 F:20 CMD:18 | F+5 R+6 W+3 | Perc+11 | Init+2 (+4 if act in surprise rd) | 10 nonlethal
Arrow:
HP 19/19 | AC:16 T:13 F:13 CMD:15 | F+5 R+4 W+6 | Perc+6

I never thought of it that way because it just costs 1,000 gold instead of being an enchantment cost. But the internet seems to think that's how it works.

If that's the case, then let's pretend it was a Greenwood Composite Longbow +2 Str all along.


Ongoing Effects:
Shield +4 AC
Magus/Slayer 7 HP: 69/91 | AC: 22 / T: 13 / FF: 20 | Fort: +8, Ref: +7, Will: +5 | CMB: +10, CMD: 25 | Init: +2, Perception: +12

Yeah I was inputting it into my Hero Lab it was complaining about it. I guess its all up to GM.

I will convert it to Greenwood Composite Longbow +2, unless Fez overrides it.


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

Magic weapons and armor all have to have a +1 minimum before other abilities can be applied magically.


Loot Sheet |Male Human (Varisian) Occultist (Reliquarian, Naturalist) 5 | HP 37/37 | AC:22 T:13 F:20 CMD:18 | F+5 R+6 W+3 | Perc+11 | Init+2 (+4 if act in surprise rd) | 10 nonlethal
Arrow:
HP 19/19 | AC:16 T:13 F:13 CMD:15 | F+5 R+4 W+6 | Perc+6

Vraxis, do you want the Cloak of Resistance? I think of you as our front-liner / skirmisher.


Vraxis:
Vraxis: Hp 23/27 | AC: 20, T: 15, FF: 17, CMD: 18 | Saves F +7, R +6, W +8 (+2 vs. fear)| Init +3 | Perception +13, Sense Motive +2 | Status: Normal
Fang:
Fang: Hp 29/37 | AC: 20, T: 16, FF: 17, CMD: 17 | Saves F +5, R +5, W +2 | Init +3 | Perception +6, Sense Motive +1 | Status: Normal

You should probably take it Braden. Your saves are worse than mine.


Loot Sheet |Male Human (Varisian) Occultist (Reliquarian, Naturalist) 5 | HP 37/37 | AC:22 T:13 F:20 CMD:18 | F+5 R+6 W+3 | Perc+11 | Init+2 (+4 if act in surprise rd) | 10 nonlethal
Arrow:
HP 19/19 | AC:16 T:13 F:13 CMD:15 | F+5 R+4 W+6 | Perc+6

Okay, I'll take the Cloak of Resistance! Added to my inventory.


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

Hey, if anybody is looking for a new game, my Skulls and Shackles just lost it's arcane specialist.

If interested just PM my GM HERE..


Loot Sheet |Male Human (Varisian) Occultist (Reliquarian, Naturalist) 5 | HP 37/37 | AC:22 T:13 F:20 CMD:18 | F+5 R+6 W+3 | Perc+11 | Init+2 (+4 if act in surprise rd) | 10 nonlethal
Arrow:
HP 19/19 | AC:16 T:13 F:13 CMD:15 | F+5 R+4 W+6 | Perc+6

To all my games:

My wife gave birth to a baby boy yesterday! He came two months early. Mom and baby are well. Expect some delays in the near-term before I can catch up. Please bot me as needed.


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Vraxis:
Vraxis: Hp 23/27 | AC: 20, T: 15, FF: 17, CMD: 18 | Saves F +7, R +6, W +8 (+2 vs. fear)| Init +3 | Perception +13, Sense Motive +2 | Status: Normal
Fang:
Fang: Hp 29/37 | AC: 20, T: 16, FF: 17, CMD: 17 | Saves F +5, R +5, W +2 | Init +3 | Perception +6, Sense Motive +1 | Status: Normal

Congratulations!


1 person marked this as a favorite.
Ongoing Effects:
Shield +4 AC
Magus/Slayer 7 HP: 69/91 | AC: 22 / T: 13 / FF: 20 | Fort: +8, Ref: +7, Will: +5 | CMB: +10, CMD: 25 | Init: +2, Perception: +12

Congrats! Enjoy the time :)


1 person marked this as a favorite.
Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

Congrats!
=)


Loot Sheet |Male Human (Varisian) Occultist (Reliquarian, Naturalist) 5 | HP 37/37 | AC:22 T:13 F:20 CMD:18 | F+5 R+6 W+3 | Perc+11 | Init+2 (+4 if act in surprise rd) | 10 nonlethal
Arrow:
HP 19/19 | AC:16 T:13 F:13 CMD:15 | F+5 R+4 W+6 | Perc+6

As you can tell, I'm back!

I like the theory that Edran is some sort of Molthuni spy who happened to be scouting the town when the hobgoblins attacked. At least, it doesn't seem like he's working for the invaders, even though something is definitely up with him.

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