Talanor, the Last Haven (Table #2)

Game Master Valjoen_KC

Current Date: 19th of Selefis, 7995 E.C.

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The Exchange

Male Human Sacred Huntmaster 3 | HP: 30/30 l AC: 19 /T: 13/FF: 16 l Fort: +4, Ref: +5, W: +6 l Init: +6 l Per: +8 l Movement: 30

I assume you're talking about misfortune hex?

That one is a bear in PBP. I suggest you come up with specific conditions and let the GM automate it for the most part otherwise it can slow combats to a crawl. I played in a Council of Thieves game with an oracle that had it. She reserved it for when an enemy rolled a natural 20 or when a PC flubbed a saving throw.


HP 26/26 Stamina 2/2| AC 16/13/13 | CMD 16 | Fort +2 Ref +3 Will +3 | Per +7 | Init +3
Class & Skills:
Fighter (Lore Warden) 1/Oracle (Dual-Cursed Warsighted) 2 | Acro. +11, Bluff +5, S.craft +8
Combat:
30 ft. (30 ft.) | Melee +6/+2/+5 (r/sw/k, lm, b) Full Attack +4/(-0) +3 (r/(sw), k, lm) Full Attack +4/(-0) +3/-4 (r/(sw), k, lm/b)| CMB +5 (+6\7 disarm); weapon cord attached: #1 Yes (rapier), #2 No

Nope, not the hex of the same name. It's the oracle ability from the dual-cursed archetype, which is a bit different from the hex in how it works.

The oracle version affects a single roll, period; there is no duration in which all rolls are affected. Further, there's no save to avoid it either. It takes effect when used, full stop. Still only affects a creature 1/day though.

And since Valjoen has quite enough on his plate when it comes to numbers, I figured on handling this bit myself. Hence the question: do you want it used on your behalf, what do you want it used on, and what result is the desired trigger threshold?


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Sautekh wrote:

Right. I simply checked the feat tax rule. I can remove those. Combat stamina is my bad. Was active and I didnt in check it

In what way is my knowledge checks incorrect? So I know where to look
Religion : +2 rank and +3 class bonus
Planes : +2 rank, +2 racial, +3 class
I forgot the trait actually gives me +2 too not just make it a class skill. So will add that for +9 then

On my khopesh: power attack is active. So it should be at 1 less than normal. But +2 damage

Ok, looks good. I was missing the trait bonus.


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Kayin Ashok wrote:
Valjoen_GM wrote:

@Kayin - Character Sheet

1. Acrobatics should be +11, think you forgot the trait bonus

2. I also have Appraise +6, and Sleight of Hand +4

3. I have 19 HP unless you're using your FCB for something else.

1) +3 (class) +1 (trait) +2 (ranks) +2 (race) +3 (Dex) -1 (armor).

2) Huh, you're right on Appraise, I forgot the lore warden archetype bonus; +3 (class) +1 (rank) +2 (Int). And you are almost correct on the latter; it's actually +3: +1 (rank) +3 (Dex) -1 (armor). I misplaced a class skill bonus between the two :D.

3) Oracle class bonus is being used to reduce Kayin's non-proficiency penalty on the scorpion whip; at Oracle 4, the non-proficiency penalty becomes -0, and I get a free Exotic Weapon Proficiency with it instead.

Got it. Thx.

The Exchange

Male Human Sacred Huntmaster 3 | HP: 30/30 l AC: 19 /T: 13/FF: 16 l Fort: +4, Ref: +5, W: +6 l Init: +6 l Per: +8 l Movement: 30

Sorry, I got the name wrong. I know the archetype.

I still stand by the claim that the GM should handle it. I went through an entire 16 level AP with it. It creates a lot of retcons for the GM if the players try to handle it on a case by case basis. You can take it or leave it but I'm speaking from a place of significant experience.

As for my character, use it whenever in whatever capacity creates the least impact on the GM.


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As for the Misfortune revelation:

I'd to ask each PC to "call" for the reroll for themselves in OOC if/when they want to use it. Everybody will get it 1/day.

Then, on MY next post, I will make the reroll for you. My roll will count for better or worse. Putting success conditions on the outcome, will not count as the revelation explicitly says it must be used prior to knowing the result.

This way:

1. No retcon as the "call" must be in the character's post after they roll, but before I announce the result.

2. No waiting for the oracle to post... just waiting on me.

3. No monkey business with the "preview" function. :D

I'd suggest making the call for misfortune in ALL CAPS in [ooc] to avoid me missing it.

If Kayin wants to use it on an NPC< I'd ask for some conditions in which he'd like to use it... NPC enemy rolls 20, NPC ally rolls a 5<, etc.

The Exchange

Male Human Sacred Huntmaster 3 | HP: 30/30 l AC: 19 /T: 13/FF: 16 l Fort: +4, Ref: +5, W: +6 l Init: +6 l Per: +8 l Movement: 30

How will you handle it on enemies?


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edited above.


Asura-spawn Tiefling Unchained Monk 8/Unchained Rogue 4 | Per +21 (+2 vs Traps, +1 vs Ambush) | Hero Points 0 |

That seems fair.

The Exchange

Male Human Sacred Huntmaster 3 | HP: 30/30 l AC: 19 /T: 13/FF: 16 l Fort: +4, Ref: +5, W: +6 l Init: +6 l Per: +8 l Movement: 30

The edit is how we eventually handled it in my Council of Thieves game.

The oracle's conditions were something like 'They roll a natural 20 on an attack against us or they roll above a 10 on a save against my spells.'


Barbarian 2 | HP 26/26 | AC 20, T 13, FF 17 | Fort +4 (+1 vs Poison), Ref +1, Will +1 (+2 vs Enchantment) | CMB +2, CMD 17 | Perc +9 | Init +3 | Rage - 8 rounds | DR/1-

So we need to get shouty to get rerolls. I can probably do that.


HP 26/26 Stamina 2/2| AC 16/13/13 | CMD 16 | Fort +2 Ref +3 Will +3 | Per +7 | Init +3
Class & Skills:
Fighter (Lore Warden) 1/Oracle (Dual-Cursed Warsighted) 2 | Acro. +11, Bluff +5, S.craft +8
Combat:
30 ft. (30 ft.) | Melee +6/+2/+5 (r/sw/k, lm, b) Full Attack +4/(-0) +3 (r/(sw), k, lm) Full Attack +4/(-0) +3/-4 (r/(sw), k, lm/b)| CMB +5 (+6\7 disarm); weapon cord attached: #1 Yes (rapier), #2 No

Works for me.


Paladin 2 | HP 26/26 | AC 20, T 11, FF 19 | Fort +9, Ref +4, Will +5 (+2 vs Evil) | CMB +4, CMD 16 | Perc-1 | Init +3 | LoH 4/4
Skills:
Acrobatics -5 (-9 to jump), Craft (armor) +7, Diplomacy +8, Handle Animal +8, Heal +1, Knowledge (religion) +5, Knowledge (Planes) +9, Sense Motive +4, Stealth -7, Survival -1 (+1 to avoid becoming lost)

In case folks didnt see. Game on


HP 26/26 Stamina 2/2| AC 16/13/13 | CMD 16 | Fort +2 Ref +3 Will +3 | Per +7 | Init +3
Class & Skills:
Fighter (Lore Warden) 1/Oracle (Dual-Cursed Warsighted) 2 | Acro. +11, Bluff +5, S.craft +8
Combat:
30 ft. (30 ft.) | Melee +6/+2/+5 (r/sw/k, lm, b) Full Attack +4/(-0) +3 (r/(sw), k, lm) Full Attack +4/(-0) +3/-4 (r/(sw), k, lm/b)| CMB +5 (+6\7 disarm); weapon cord attached: #1 Yes (rapier), #2 No

I did not see, actually. Thanks for the heads up!


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@Randall & All - Remember, the world has been ripped apart and is now a spiral world. You can see the world map on the wiki home page. The orbits the sun but the surface is not longer facing the sun... so, it is always night... and no moons are visible since the Shaping. So, the default is darkness and if you bring a torch or other light source, you can get normal light and shadows.

Which brings me to another question...

Who is carrying any light sources?


HP 26/26 Stamina 2/2| AC 16/13/13 | CMD 16 | Fort +2 Ref +3 Will +3 | Per +7 | Init +3
Class & Skills:
Fighter (Lore Warden) 1/Oracle (Dual-Cursed Warsighted) 2 | Acro. +11, Bluff +5, S.craft +8
Combat:
30 ft. (30 ft.) | Melee +6/+2/+5 (r/sw/k, lm, b) Full Attack +4/(-0) +3 (r/(sw), k, lm) Full Attack +4/(-0) +3/-4 (r/(sw), k, lm/b)| CMB +5 (+6\7 disarm); weapon cord attached: #1 Yes (rapier), #2 No

There are stars though, and for low-light vision, that should be enough to work with.

And Kayin had a light source, until he was reminded that those aren't available like that in this world. So now he just works by starlight if he's outside, and uses dancing lights if he needs more than that for a short time (which is usually enough for him to find a candle, lantern, torch, or what-have-you and get it going).


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True, on the star light


Asura-spawn Tiefling Unchained Monk 8/Unchained Rogue 4 | Per +21 (+2 vs Traps, +1 vs Ambush) | Hero Points 0 |

Ah yes! I forgot about that. So plenty of shadows! And 60ft Darkvision.


Barbarian 2 | HP 26/26 | AC 20, T 13, FF 17 | Fort +4 (+1 vs Poison), Ref +1, Will +1 (+2 vs Enchantment) | CMB +2, CMD 17 | Perc +9 | Init +3 | Rage - 8 rounds | DR/1-

Muraisa is a light source, as her tattoos cast light as a candle (or a torch, if she rolls up her sleeve to expose 4 or more of them) and she has low-light vision, too.

Side Note - She's also afraid of total darkness, so she's not likely to be a stealthy person in all this perpetual night.


HP 26/26 Stamina 2/2| AC 16/13/13 | CMD 16 | Fort +2 Ref +3 Will +3 | Per +7 | Init +3
Class & Skills:
Fighter (Lore Warden) 1/Oracle (Dual-Cursed Warsighted) 2 | Acro. +11, Bluff +5, S.craft +8
Combat:
30 ft. (30 ft.) | Melee +6/+2/+5 (r/sw/k, lm, b) Full Attack +4/(-0) +3 (r/(sw), k, lm) Full Attack +4/(-0) +3/-4 (r/(sw), k, lm/b)| CMB +5 (+6\7 disarm); weapon cord attached: #1 Yes (rapier), #2 No

And there we go, the party's walking, talking, axe-swinging nightlight :p. And hey, we can quick-start torches off her axe, or small bits of kindling for candles and lanterns.


Barbarian 2 | HP 26/26 | AC 20, T 13, FF 17 | Fort +4 (+1 vs Poison), Ref +1, Will +1 (+2 vs Enchantment) | CMB +2, CMD 17 | Perc +9 | Init +3 | Rage - 8 rounds | DR/1-

Also hot water bottle (or I imagine so, at least - apparently Fire Ink burns unless you can resist fire) and alcohol dumping ground.


Paladin 2 | HP 26/26 | AC 20, T 11, FF 19 | Fort +9, Ref +4, Will +5 (+2 vs Evil) | CMB +4, CMD 16 | Perc-1 | Init +3 | LoH 4/4
Skills:
Acrobatics -5 (-9 to jump), Craft (armor) +7, Diplomacy +8, Handle Animal +8, Heal +1, Knowledge (religion) +5, Knowledge (Planes) +9, Sense Motive +4, Stealth -7, Survival -1 (+1 to avoid becoming lost)

Was horribly busy last few days. Once went 22hrs with no sleep. Will catch up tomorrow


Barbarian 2 | HP 26/26 | AC 20, T 13, FF 17 | Fort +4 (+1 vs Poison), Ref +1, Will +1 (+2 vs Enchantment) | CMB +2, CMD 17 | Perc +9 | Init +3 | Rage - 8 rounds | DR/1-

I think everyone's a bit behind, thanks to the site's instability and the Mighty Space Rat, Master of the Celestial Cheese, All Hail His Name or Loose Your Posts.


HP 26/26 Stamina 2/2| AC 16/13/13 | CMD 16 | Fort +2 Ref +3 Will +3 | Per +7 | Init +3
Class & Skills:
Fighter (Lore Warden) 1/Oracle (Dual-Cursed Warsighted) 2 | Acro. +11, Bluff +5, S.craft +8
Combat:
30 ft. (30 ft.) | Melee +6/+2/+5 (r/sw/k, lm, b) Full Attack +4/(-0) +3 (r/(sw), k, lm) Full Attack +4/(-0) +3/-4 (r/(sw), k, lm/b)| CMB +5 (+6\7 disarm); weapon cord attached: #1 Yes (rapier), #2 No
Muraisa wrote:
I think everyone's a bit behind, thanks to the site's instability and the Mighty Space Rat, Master of the Celestial Cheese, All Hail His Name or Loose Your Posts.

Plus weekend, not many posts then anyways for some reason. Which is okay, I've been splitting the time between being sick with the flu and playing Metro: Exodus. Nothing like putting air-launched ball bearings through the heads of bandits and mutants alike to pass the time.


Humble Bundle currently has a PF offering available with various tiers. $18 U.S. will get you just barely over $500 worth of digital releases, including a huge number of the core rulebooks, lots of expansions, and even a full AP.


Asura-spawn Tiefling Unchained Monk 8/Unchained Rogue 4 | Per +21 (+2 vs Traps, +1 vs Ambush) | Hero Points 0 |

I own most of the books up to the $15 tier, but I plan to take them up on the $18 tier once I get paid. I've been itching to have the racial books for awhile now, particularly Humans of Golarion (I play a lot of humies).


Barbarian 2 | HP 26/26 | AC 20, T 13, FF 17 | Fort +4 (+1 vs Poison), Ref +1, Will +1 (+2 vs Enchantment) | CMB +2, CMD 17 | Perc +9 | Init +3 | Rage - 8 rounds | DR/1-

Sorry I keep messing up combat. I swear I do know the rules...somewhat.

This was why I thought I could attack as well, the 'defender may attempt to break free so they can act normally as a standard action' bit. I misread it as 'I can use a standard action'.


HP 26/26 Stamina 2/2| AC 16/13/13 | CMD 16 | Fort +2 Ref +3 Will +3 | Per +7 | Init +3
Class & Skills:
Fighter (Lore Warden) 1/Oracle (Dual-Cursed Warsighted) 2 | Acro. +11, Bluff +5, S.craft +8
Combat:
30 ft. (30 ft.) | Melee +6/+2/+5 (r/sw/k, lm, b) Full Attack +4/(-0) +3 (r/(sw), k, lm) Full Attack +4/(-0) +3/-4 (r/(sw), k, lm/b)| CMB +5 (+6\7 disarm); weapon cord attached: #1 Yes (rapier), #2 No

Yeah, I can see how it could be read the way you did. I've had a few of those fuzzy readings myself.


Asura-spawn Tiefling Unchained Monk 8/Unchained Rogue 4 | Per +21 (+2 vs Traps, +1 vs Ambush) | Hero Points 0 |

No problem. Happens to me all the time! :)


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Not to worry, Muraisa... I often make mistakes or forget something every combat encounter as Kayin and Titan can attest to.


HP 26/26 Stamina 2/2| AC 16/13/13 | CMD 16 | Fort +2 Ref +3 Will +3 | Per +7 | Init +3
Class & Skills:
Fighter (Lore Warden) 1/Oracle (Dual-Cursed Warsighted) 2 | Acro. +11, Bluff +5, S.craft +8
Combat:
30 ft. (30 ft.) | Melee +6/+2/+5 (r/sw/k, lm, b) Full Attack +4/(-0) +3 (r/(sw), k, lm) Full Attack +4/(-0) +3/-4 (r/(sw), k, lm/b)| CMB +5 (+6\7 disarm); weapon cord attached: #1 Yes (rapier), #2 No

Yeah, our GM does have the occasional brain fart :p. Fortunately, it's not very frequent, he has good reason what with all that he's keeping track of, and he's good about taking lighthearted poking over it :D.


HP 26/26 Stamina 2/2| AC 16/13/13 | CMD 16 | Fort +2 Ref +3 Will +3 | Per +7 | Init +3
Class & Skills:
Fighter (Lore Warden) 1/Oracle (Dual-Cursed Warsighted) 2 | Acro. +11, Bluff +5, S.craft +8
Combat:
30 ft. (30 ft.) | Melee +6/+2/+5 (r/sw/k, lm, b) Full Attack +4/(-0) +3 (r/(sw), k, lm) Full Attack +4/(-0) +3/-4 (r/(sw), k, lm/b)| CMB +5 (+6\7 disarm); weapon cord attached: #1 Yes (rapier), #2 No

Woo, we have a loot sheet! And our inaugural scavenging has been duly entered upon it.

Also, I see from the other table that Extract Essence is no longer required. What does that mean, exactly? Just that it's not needed for pulling essences from corpses (but the other uses still apply) or that the spell itself is totally obsolete? If it's the latter case, I'd like to replace it with a different orison.


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The rules on ethereal essences for the Last Haven campaign are different on several counts. First, once an essence is discovered it will be assigned to a PC. Once that PC gets within reach of the corpse, it will be harvested automatically by the PC. So, Extract Essence is moot. Additionally, the other extraction spells won't be in this campaign.


HP 26/26 Stamina 2/2| AC 16/13/13 | CMD 16 | Fort +2 Ref +3 Will +3 | Per +7 | Init +3
Class & Skills:
Fighter (Lore Warden) 1/Oracle (Dual-Cursed Warsighted) 2 | Acro. +11, Bluff +5, S.craft +8
Combat:
30 ft. (30 ft.) | Melee +6/+2/+5 (r/sw/k, lm, b) Full Attack +4/(-0) +3 (r/(sw), k, lm) Full Attack +4/(-0) +3/-4 (r/(sw), k, lm/b)| CMB +5 (+6\7 disarm); weapon cord attached: #1 Yes (rapier), #2 No

So no draining items, be they single-use or curios. Alrighty, I will definitely switch that orison out for something else with your permission. Edit: It was tough to settle on a good replacement, but I think that guidance will be a quality orison. That competence bonus doesn't conflict with a lot of types, as far as I can see and even a +1 is better than +0.

I'm going to miss the thrill of the essence lottery as well, lol.


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Busy day. I will try to get a post up either later tonight or tomorrow.


HP 26/26 Stamina 2/2| AC 16/13/13 | CMD 16 | Fort +2 Ref +3 Will +3 | Per +7 | Init +3
Class & Skills:
Fighter (Lore Warden) 1/Oracle (Dual-Cursed Warsighted) 2 | Acro. +11, Bluff +5, S.craft +8
Combat:
30 ft. (30 ft.) | Melee +6/+2/+5 (r/sw/k, lm, b) Full Attack +4/(-0) +3 (r/(sw), k, lm) Full Attack +4/(-0) +3/-4 (r/(sw), k, lm/b)| CMB +5 (+6\7 disarm); weapon cord attached: #1 Yes (rapier), #2 No

Figured you were busy :D.


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My 18-month old Macbook Air died over the weekend. It's hopefully back by the end of the week, but posting may be a bit slow this week as I'm having to work off my phone.


HP 26/26 Stamina 2/2| AC 16/13/13 | CMD 16 | Fort +2 Ref +3 Will +3 | Per +7 | Init +3
Class & Skills:
Fighter (Lore Warden) 1/Oracle (Dual-Cursed Warsighted) 2 | Acro. +11, Bluff +5, S.craft +8
Combat:
30 ft. (30 ft.) | Melee +6/+2/+5 (r/sw/k, lm, b) Full Attack +4/(-0) +3 (r/(sw), k, lm) Full Attack +4/(-0) +3/-4 (r/(sw), k, lm/b)| CMB +5 (+6\7 disarm); weapon cord attached: #1 Yes (rapier), #2 No

Poor Macbook, Valjoen worked it to death. What a harsh master :D.


Barbarian 2 | HP 26/26 | AC 20, T 13, FF 17 | Fort +4 (+1 vs Poison), Ref +1, Will +1 (+2 vs Enchantment) | CMB +2, CMD 17 | Perc +9 | Init +3 | Rage - 8 rounds | DR/1-

You should have gotten a Macbook Fire. Air elements are too flighty and easily distracted, it's why those things never last. Sure, Fire overheats and occasionally blows up, but they work really fast when they're not burning through your ceiling.

...that's how Macs work, right? Elementally? I'm too cheap to buy one.


HP 26/26 Stamina 2/2| AC 16/13/13 | CMD 16 | Fort +2 Ref +3 Will +3 | Per +7 | Init +3
Class & Skills:
Fighter (Lore Warden) 1/Oracle (Dual-Cursed Warsighted) 2 | Acro. +11, Bluff +5, S.craft +8
Combat:
30 ft. (30 ft.) | Melee +6/+2/+5 (r/sw/k, lm, b) Full Attack +4/(-0) +3 (r/(sw), k, lm) Full Attack +4/(-0) +3/-4 (r/(sw), k, lm/b)| CMB +5 (+6\7 disarm); weapon cord attached: #1 Yes (rapier), #2 No

Nah, it's an Apple product. That means it has to be placed upon an altar of disposable income and fed the freshly-harvested souls of hipsters while chanting the seven secret names of Steve Jobs to function :p.

Amusingly enough, though, there are circumstances where a Macbook Air might spontaneously convert itself into a Macbook Fire, but those are generally considered undesirable :D.


Asura-spawn Tiefling Unchained Monk 8/Unchained Rogue 4 | Per +21 (+2 vs Traps, +1 vs Ambush) | Hero Points 0 |

I was going to make a snarky comment, but I use a Galaxy Note and the last model doubled as a hand grenade, so I really have no room to judge.


HP 26/26 Stamina 2/2| AC 16/13/13 | CMD 16 | Fort +2 Ref +3 Will +3 | Per +7 | Init +3
Class & Skills:
Fighter (Lore Warden) 1/Oracle (Dual-Cursed Warsighted) 2 | Acro. +11, Bluff +5, S.craft +8
Combat:
30 ft. (30 ft.) | Melee +6/+2/+5 (r/sw/k, lm, b) Full Attack +4/(-0) +3 (r/(sw), k, lm) Full Attack +4/(-0) +3/-4 (r/(sw), k, lm/b)| CMB +5 (+6\7 disarm); weapon cord attached: #1 Yes (rapier), #2 No

Come on folks, Valjoen is back and we are up and running once more :D. Let's clear the shop, collect our loot, and see what other nice things can be wrangled for the benefit of the party!


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Your party's rogue/monk is great at finding every trap!


HP 26/26 Stamina 2/2| AC 16/13/13 | CMD 16 | Fort +2 Ref +3 Will +3 | Per +7 | Init +3
Class & Skills:
Fighter (Lore Warden) 1/Oracle (Dual-Cursed Warsighted) 2 | Acro. +11, Bluff +5, S.craft +8
Combat:
30 ft. (30 ft.) | Melee +6/+2/+5 (r/sw/k, lm, b) Full Attack +4/(-0) +3 (r/(sw), k, lm) Full Attack +4/(-0) +3/-4 (r/(sw), k, lm/b)| CMB +5 (+6\7 disarm); weapon cord attached: #1 Yes (rapier), #2 No

Yes, he's incredible! Of course, I really don't think they're supposed to be found in quite this manner.

But hey, he doesn't get all of the credit now, Muraisa totally found that fire trap all on her own :D.


Asura-spawn Tiefling Unchained Monk 8/Unchained Rogue 4 | Per +21 (+2 vs Traps, +1 vs Ambush) | Hero Points 0 |

Funny enough, he's still only got the second-worst luck of any character I've had.


HP 26/26 Stamina 2/2| AC 16/13/13 | CMD 16 | Fort +2 Ref +3 Will +3 | Per +7 | Init +3
Class & Skills:
Fighter (Lore Warden) 1/Oracle (Dual-Cursed Warsighted) 2 | Acro. +11, Bluff +5, S.craft +8
Combat:
30 ft. (30 ft.) | Melee +6/+2/+5 (r/sw/k, lm, b) Full Attack +4/(-0) +3 (r/(sw), k, lm) Full Attack +4/(-0) +3/-4 (r/(sw), k, lm/b)| CMB +5 (+6\7 disarm); weapon cord attached: #1 Yes (rapier), #2 No

Well, I'm trying to with the resistance and the guidance, I really am. But it doesn't seem to helping any :D.


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There was only one square in the entire room you could step on to fall in the trap. You found it!


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Sorry for the delay. Busy at work yesterday and today.


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Sautekh hasn't posted in any of his games in nearly a week. I'll continue to bot him for now and see if he returns.


HP 26/26 Stamina 2/2| AC 16/13/13 | CMD 16 | Fort +2 Ref +3 Will +3 | Per +7 | Init +3
Class & Skills:
Fighter (Lore Warden) 1/Oracle (Dual-Cursed Warsighted) 2 | Acro. +11, Bluff +5, S.craft +8
Combat:
30 ft. (30 ft.) | Melee +6/+2/+5 (r/sw/k, lm, b) Full Attack +4/(-0) +3 (r/(sw), k, lm) Full Attack +4/(-0) +3/-4 (r/(sw), k, lm/b)| CMB +5 (+6\7 disarm); weapon cord attached: #1 Yes (rapier), #2 No

Bot away and let's get this show moving :D! I really hope that our paladin can put this monkey down properly.

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