Tiger's Heart (Inactive)

Game Master Torvald Torvaldson

Our adventure begins in the small town of Belric, just on the western edge of the Arthfell Forest in Andoran.


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AC 14; HP 8; INIT +9; PERCEPT +6
Spells:
0:Detect Magic, Prestidigitation, Acid Splash, Light; 1: Grease, Color Spray
Saves:
Fort +2 Ref +2 Will +2

Alright, then! Let's go!!

Perception: 1d20 + 6 ⇒ (6) + 6 = 12

Survival: 1d20 ⇒ 6


Eterrian drop some rolls in when you get a chance (perception/survival)


Aasimar Barbarian 2 AC17/FF15/T12 HP:25 Init:+2 Melee: +7/1d12+6(x3) Ranged: +4/1d8(x3)
Saves:
Fort+6 /Ref+2 /Will+1
Rage:
12rnds(+6class,+3con,+3trt)
Skills:
Acr+6, Cli+4, Hand+4, Int+6, K-nat+4, Per+6, Ride+2, Sur+6, Swm+4, Senmot+3

perception: 1d20 + 5 ⇒ (16) + 5 = 21

survival: 1d20 + 5 ⇒ (4) + 5 = 9


The party spends the better part of the day trying to follow the trail of wolves and sheep to no avail. As evening falls, you feel discouraged and realize that whatever is guiding these wolves might be beyond your abilities.

Continue on during darkness or make camp or some other option?


Aasimar Barbarian 2 AC17/FF15/T12 HP:25 Init:+2 Melee: +7/1d12+6(x3) Ranged: +4/1d8(x3)
Saves:
Fort+6 /Ref+2 /Will+1
Rage:
12rnds(+6class,+3con,+3trt)
Skills:
Acr+6, Cli+4, Hand+4, Int+6, K-nat+4, Per+6, Ride+2, Sur+6, Swm+4, Senmot+3

Well, I say let's backtrack and follow another, hopefully easier, trail. What say you?


AC 14; HP 8; INIT +9; PERCEPT +6
Spells:
0:Detect Magic, Prestidigitation, Acid Splash, Light; 1: Grease, Color Spray
Saves:
Fort +2 Ref +2 Will +2

That's fine with me. I grow tired of seeing the same bits of woods over and over again.


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

agreed....


Dwarf Cleric 2 AC18/FF18/T10 HP:16 Init:+0 Melee: +3/1d8+2(x3) Ranged: +1
Spells:
0:Detect Magic, Light, Mend; Read Magic. 1st(3+D):Bless, Divine Favor, Comp Languages, Burning Hands
Saves:
Fort+5/Ref+0/Will+6(+5 v spells, SLA, +3 v poison)
channel:
1d6(5/day)
Skills:
ArmChk-6,App1,Blf1,Cli2,Dip7,Dis1,EA0,Fly0,Hel3,Intim1,K-arc5,K-his5,K-nat5 ,K-pla5,K-rel7,Per7,SM9,Stl0,Sur3,Swm0

“Aye, best we wait for morning.”

perception: 1d20 + 7 ⇒ (6) + 7 = 13


Besides Grimm, perception rolls for those on watch....


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

on watchperception: 1d20 + 6 ⇒ (1) + 6 = 7


AC 14; HP 8; INIT +9; PERCEPT +6
Spells:
0:Detect Magic, Prestidigitation, Acid Splash, Light; 1: Grease, Color Spray
Saves:
Fort +2 Ref +2 Will +2

Watch:

Perception: 1d20 + 6 ⇒ (2) + 6 = 8


AC 14; HP 8; INIT +9; PERCEPT +6
Spells:
0:Detect Magic, Prestidigitation, Acid Splash, Light; 1: Grease, Color Spray
Saves:
Fort +2 Ref +2 Will +2

Wow, with rolls like these we will just be stuck in the woods for decades and attacked every night!


Beet-bop-boop; freaking Vegas trips....

Etteran on watch: 1d20 + 5 ⇒ (10) + 5 = 15


1d4 ⇒ 31d20 ⇒ 12

During the night, Ardaxolion's watch is interrupted by an unwelcome flight of arrows and a rush of brigands!

Surprise round:
A pair of arrows fly in on Ardaxolion
arrow: 1d20 + 2 ⇒ (11) + 2 = 131d6 ⇒ 3
arrow: 1d20 + 2 ⇒ (16) + 2 = 181d6 ⇒ 6

While four shabby looking men wearing ill maintained leather and clubs rush in to assault the sleeping party members (+4 attacking prone).

On sleeping Eterran:
club: 1d20 + 2 + 4 ⇒ (8) + 2 + 4 = 141d6 + 1 ⇒ (4) + 1 = 5
club: 1d20 + 2 + 4 ⇒ (10) + 2 + 4 = 161d6 + 1 ⇒ (4) + 1 = 5

On sleeping Naugrimm:
club: 1d20 + 2 + 4 ⇒ (12) + 2 + 4 = 181d6 + 1 ⇒ (1) + 1 = 2

On sleeping Weed:
club: 1d20 + 2 + 4 ⇒ (5) + 2 + 4 = 111d6 + 1 ⇒ (4) + 1 = 5

Minit: 1d20 ⇒ 14
Pinin: 1d20 ⇒ 12

Order of action: Ardaxolion; Eterran; Weed; bad guys; Naugrimm

Eterran, Weed, and Naugrimm all start from the prone position


AC 23; HP 51; INIT +6; PERCEPT +27
Combat:
Shortbow +13 / 1d6+6; Morningstar +6 / 1d8+1; Sneak Attack +4d6
Saves:
Fort +4 Ref +12 Will +5

Ardaxolion is hurt. -6/8 HP

If Eterran's attackers are standing in a 10-ft square that doesn't include Eterran, then use greaseon both. If not Ardaxolion uses grease on one of them (but excludes Eterran from the AoE).


Dwarf Cleric 2 AC18/FF18/T10 HP:16 Init:+0 Melee: +3/1d8+2(x3) Ranged: +1
Spells:
0:Detect Magic, Light, Mend; Read Magic. 1st(3+D):Bless, Divine Favor, Comp Languages, Burning Hands
Saves:
Fort+5/Ref+0/Will+6(+5 v spells, SLA, +3 v poison)
channel:
1d6(5/day)
Skills:
ArmChk-6,App1,Blf1,Cli2,Dip7,Dis1,EA0,Fly0,Hel3,Intim1,K-arc5,K-his5,K-nat5 ,K-pla5,K-rel7,Per7,SM9,Stl0,Sur3,Swm0

What happened to the gnome, he looks like a cat now.


Aasimar Barbarian 2 AC17/FF15/T12 HP:25 Init:+2 Melee: +7/1d12+6(x3) Ranged: +4/1d8(x3)
Saves:
Fort+6 /Ref+2 /Will+1
Rage:
12rnds(+6class,+3con,+3trt)
Skills:
Acr+6, Cli+4, Hand+4, Int+6, K-nat+4, Per+6, Ride+2, Sur+6, Swm+4, Senmot+3

Eterran wakes up to a club to the side, Ow!, and leaps to his feat. Hopefully surviving AOO's, let me know if I get to attack this round.

If Grease get cast, instead I roll away from the attackers and regain my feat away from the grease.

-5 hp


AC 14; HP 8; INIT +9; PERCEPT +6
Spells:
0:Detect Magic, Prestidigitation, Acid Splash, Light; 1: Grease, Color Spray
Saves:
Fort +2 Ref +2 Will +2

Sorry! I need to figure out how to juggle identities. There is no way to set a default for the campaign, is there?


grease save: 1d20 ⇒ 19
grease save: 1d20 ⇒ 16

Both of Eterran's assailants make their saves and do not fall on their faces. However, they forgo their AOO in order to maintain their footing.

Eterran quickly rolls away from the spell effected area and gets to his feet without risking further injury.

Need Weed's action.


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

weed swings at the nearest goblin
greatsword: 1d20 + 6 ⇒ (3) + 6 = 92d6 + 6 ⇒ (5, 6) + 6 = 17


Ardaxolion survives getting plunked by two arrows and is able to get a spell off that stops Etteran's foes from finishing him off while he sleeps. Etteran uses the moment of relief to roll away from the two assailants, springing to his feet ready for retribution. Weed swings at the brigand attacking him, but from his prone position can't find the proper leverage to land an effective cut; he remains quite vulnerable still laying on his bedroll.

Two more arrows buzz in nastily at Ardaxolion:
arrow: 1d20 + 2 ⇒ (9) + 2 = 111d6 ⇒ 4
arrow: 1d20 + 2 ⇒ (14) + 2 = 161d6 ⇒ 6

The bandits in the greased area attempt to move forward and engage Eterran:
DC10 acrobatics: 1d20 ⇒ 7
DC10 acrobatics: 1d20 ⇒ 8
REF: 1d20 ⇒ 16
REF: 1d20 ⇒ 16
but their balance fails them and while they don't fall down they can't advance at all.

The remaining bandits bash at prone party members:
Naugrimm
1d20 + 2 + 4 ⇒ (17) + 2 + 4 = 231d6 + 1 ⇒ (3) + 1 = 4
Weed
1d20 + 2 + 4 ⇒ (3) + 2 + 4 = 91d6 + 1 ⇒ (2) + 1 = 3

Party action


Aasimar Barbarian 2 AC17/FF15/T12 HP:25 Init:+2 Melee: +7/1d12+6(x3) Ranged: +4/1d8(x3)
Saves:
Fort+6 /Ref+2 /Will+1
Rage:
12rnds(+6class,+3con,+3trt)
Skills:
Acr+6, Cli+4, Hand+4, Int+6, K-nat+4, Per+6, Ride+2, Sur+6, Swm+4, Senmot+3

Strike at foe on Naugrimm

greataxw: 1d20 + 5 ⇒ (15) + 5 = 20
damage: 1d12 + 6 ⇒ (10) + 6 = 16

-5 hp


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

-8/13 hp
Weed rolls away from the attackers and up onto his feet....


Dwarf Cleric 2 AC18/FF18/T10 HP:16 Init:+0 Melee: +3/1d8+2(x3) Ranged: +1
Spells:
0:Detect Magic, Light, Mend; Read Magic. 1st(3+D):Bless, Divine Favor, Comp Languages, Burning Hands
Saves:
Fort+5/Ref+0/Will+6(+5 v spells, SLA, +3 v poison)
channel:
1d6(5/day)
Skills:
ArmChk-6,App1,Blf1,Cli2,Dip7,Dis1,EA0,Fly0,Hel3,Intim1,K-arc5,K-his5,K-nat5 ,K-pla5,K-rel7,Per7,SM9,Stl0,Sur3,Swm0

Grimm watches Eterran chop into his foe and stands to channel healing energy.

gotta keep’em on their feet or we’re done

“M’thanks lad!”

channel healing: 1d6 ⇒ 6
This effects everyone, good and bad guys.


AC 14; HP 8; INIT +9; PERCEPT +6
Spells:
0:Detect Magic, Prestidigitation, Acid Splash, Light; 1: Grease, Color Spray
Saves:
Fort +2 Ref +2 Will +2

Ardaxolion is down -12/8 HP

Do I roll to stabilize?


Etteran's violent swing chops a bandit's leg; he falls to the ground dying, blood gushing from from where his knee previously was. Weed scrambles away from his assailant, rising to a crouch, blade ready. Grimm releases a burst of divine healing, bringing Ardaxolion back to consciousness; he starts his round prone. The healing is not enough to save the bandit axed by Eterran.

The unseen archers in the woods loose on Weed:
arrow: 1d20 + 2 ⇒ (3) + 2 = 51d6 ⇒ 3
arrow: 1d20 + 2 ⇒ (3) + 2 = 51d6 ⇒ 4

Before his melee foe can advance and swing at him with his club:
1d20 + 2 ⇒ (6) + 2 = 81d6 + 1 ⇒ (3) + 1 = 4

The men in the greased area try to move out of the slippery goo:
DC 10 acrobatics: 1d20 ⇒ 13
DC 10 acrobatics: 1d20 ⇒ 10
and are able to escape the slippery slime, moving forward towards Grim and Etteran.

Party action


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

do any of those attacks....two arrow for a total of 5 to hit each...or a club at 8....actually damage me???
if so....Weed falls to the ground having reached 0 HP....


Dwarf Cleric 2 AC18/FF18/T10 HP:16 Init:+0 Melee: +3/1d8+2(x3) Ranged: +1
Spells:
0:Detect Magic, Light, Mend; Read Magic. 1st(3+D):Bless, Divine Favor, Comp Languages, Burning Hands
Saves:
Fort+5/Ref+0/Will+6(+5 v spells, SLA, +3 v poison)
channel:
1d6(5/day)
Skills:
ArmChk-6,App1,Blf1,Cli2,Dip7,Dis1,EA0,Fly0,Hel3,Intim1,K-arc5,K-his5,K-nat5 ,K-pla5,K-rel7,Per7,SM9,Stl0,Sur3,Swm0
Ardaxolion wrote:

Ardaxolion is down -12/8 HP

Do I roll to stabilize?

Everyone was just healed for 6 points, did you take that into account?


Dwarf Cleric 2 AC18/FF18/T10 HP:16 Init:+0 Melee: +3/1d8+2(x3) Ranged: +1
Spells:
0:Detect Magic, Light, Mend; Read Magic. 1st(3+D):Bless, Divine Favor, Comp Languages, Burning Hands
Saves:
Fort+5/Ref+0/Will+6(+5 v spells, SLA, +3 v poison)
channel:
1d6(5/day)
Skills:
ArmChk-6,App1,Blf1,Cli2,Dip7,Dis1,EA0,Fly0,Hel3,Intim1,K-arc5,K-his5,K-nat5 ,K-pla5,K-rel7,Per7,SM9,Stl0,Sur3,Swm0
Weed wrote:

do any of those attacks....two arrow for a total of 5 to hit each...or a club at 8....actually damage me???

if so....Weed falls to the ground having reached 0 HP....

They don’t hit you, they have to equal/exceed your AC to hit you.


Weed wrote:

do any of those attacks....two arrow for a total of 5 to hit each...or a club at 8....actually damage me???

if so....Weed falls to the ground having reached 0 HP....

Weed-see Grimm's posts above.

Your AC is 18 so two to-hit rolls of 5 miss as does an 8.

You were -8HP; Grimm healed everyone (via pulse) for 6 so you are now only down 2.

Put down the Molsons! :D


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

good god....not molsons.....barf...sputter...sputter...puke
yes....sometimes there are dumb questions....this is now realize....disregard all that except for the molsons...that still stands...

weed -2 hp
thrust at the attacker with the club
greatsword: 1d20 + 6 ⇒ (11) + 6 = 172d6 + 6 ⇒ (3, 4) + 6 = 13


Aasimar Barbarian 2 AC17/FF15/T12 HP:25 Init:+2 Melee: +7/1d12+6(x3) Ranged: +4/1d8(x3)
Saves:
Fort+6 /Ref+2 /Will+1
Rage:
12rnds(+6class,+3con,+3trt)
Skills:
Acr+6, Cli+4, Hand+4, Int+6, K-nat+4, Per+6, Ride+2, Sur+6, Swm+4, Senmot+3

Swing at men in grease if possible, otherwise move and attack where arrows are coming from

Greataxe: 1d20 + 5 ⇒ (16) + 5 = 21
damage: 1d12 + 6 ⇒ (5) + 6 = 11


Dwarf Cleric 2 AC18/FF18/T10 HP:16 Init:+0 Melee: +3/1d8+2(x3) Ranged: +1
Spells:
0:Detect Magic, Light, Mend; Read Magic. 1st(3+D):Bless, Divine Favor, Comp Languages, Burning Hands
Saves:
Fort+5/Ref+0/Will+6(+5 v spells, SLA, +3 v poison)
channel:
1d6(5/day)
Skills:
ArmChk-6,App1,Blf1,Cli2,Dip7,Dis1,EA0,Fly0,Hel3,Intim1,K-arc5,K-his5,K-nat5 ,K-pla5,K-rel7,Per7,SM9,Stl0,Sur3,Swm0

Go with Eterran to get the two men coming out of the grease.

axe: 1d20 + 2 ⇒ (12) + 2 = 14
Dam: 1d8 + 2 ⇒ (7) + 2 = 9


AC 14; HP 8; INIT +9; PERCEPT +6
Spells:
0:Detect Magic, Prestidigitation, Acid Splash, Light; 1: Grease, Color Spray
Saves:
Fort +2 Ref +2 Will +2

Grimm, I figured the order would have had me unconscious first, so I didn't take into account the healing in case I had to stabilize first.

-6/8 HP

Conjure the vial at one of the people coming out of the grease.

Acid Splash: 1d20 + 2 ⇒ (1) + 2 = 3
Damage: 1d3 + 2 ⇒ (3) + 2 = 5

Oh no!


Eterran and Grimm step up and their axes flash savagely, laying low the men advancing from the grease. Weed lunges forward with his greatsword, thrusting through the leather and out the man's back. Ardaxolion bumbles a bubble of acid and it pops in his face, knocking him back unconscious.

The archers, realizing the party is well over, flee into the night.


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

shall we follow them Eterran while Grimm helps Ardaxolion?


Aasimar Barbarian 2 AC17/FF15/T12 HP:25 Init:+2 Melee: +7/1d12+6(x3) Ranged: +4/1d8(x3)
Saves:
Fort+6 /Ref+2 /Will+1
Rage:
12rnds(+6class,+3con,+3trt)
Skills:
Acr+6, Cli+4, Hand+4, Int+6, K-nat+4, Per+6, Ride+2, Sur+6, Swm+4, Senmot+3

I don't know what we might encounter in a nighttime chase of those two fools, but I'm pretty sure I wouldn't want to do it without the rest of the party. Let's stay together, heh?


Dwarf Cleric 2 AC18/FF18/T10 HP:16 Init:+0 Melee: +3/1d8+2(x3) Ranged: +1
Spells:
0:Detect Magic, Light, Mend; Read Magic. 1st(3+D):Bless, Divine Favor, Comp Languages, Burning Hands
Saves:
Fort+5/Ref+0/Will+6(+5 v spells, SLA, +3 v poison)
channel:
1d6(5/day)
Skills:
ArmChk-6,App1,Blf1,Cli2,Dip7,Dis1,EA0,Fly0,Hel3,Intim1,K-arc5,K-his5,K-nat5 ,K-pla5,K-rel7,Per7,SM9,Stl0,Sur3,Swm0

“Gather round Dax so I can heal everyone again.”
channel: 1d6 ⇒ 6

On Dax.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8

“You’re gettin’ better with your acid Dax, you didn’t hit me!”

Search the men.
Perception: 1d20 + 7 ⇒ (5) + 7 = 12


You find 4 sets of leather, 4 clubs, and 15 GP worth of coins.

DC 12 Perception:
You notice that all of the gold coins have an unusual stamp on them. They were very clearly not minted in Andoran.


AC 14; HP 8; INIT +9; PERCEPT +6
Spells:
0:Detect Magic, Prestidigitation, Acid Splash, Light; 1: Grease, Color Spray
Saves:
Fort +2 Ref +2 Will +2

Wearily towards the dwarf: Yes, I'm glad I'm only hurting myself now. If I could only find a way to target our attackers effectively. As if suddenly catching a second wind: But, thanks very much for the healing, Grimm!!


Dwarf Cleric 2 AC18/FF18/T10 HP:16 Init:+0 Melee: +3/1d8+2(x3) Ranged: +1
Spells:
0:Detect Magic, Light, Mend; Read Magic. 1st(3+D):Bless, Divine Favor, Comp Languages, Burning Hands
Saves:
Fort+5/Ref+0/Will+6(+5 v spells, SLA, +3 v poison)
channel:
1d6(5/day)
Skills:
ArmChk-6,App1,Blf1,Cli2,Dip7,Dis1,EA0,Fly0,Hel3,Intim1,K-arc5,K-his5,K-nat5 ,K-pla5,K-rel7,Per7,SM9,Stl0,Sur3,Swm0

perception: 1d20 + 7 ⇒ (2) + 7 = 9

Does the rest of the night pass without event?


Assuming the party takes no other action, the remainder of the night passes without event.


Aasimar Barbarian 2 AC17/FF15/T12 HP:25 Init:+2 Melee: +7/1d12+6(x3) Ranged: +4/1d8(x3)
Saves:
Fort+6 /Ref+2 /Will+1
Rage:
12rnds(+6class,+3con,+3trt)
Skills:
Acr+6, Cli+4, Hand+4, Int+6, K-nat+4, Per+6, Ride+2, Sur+6, Swm+4, Senmot+3

perception: 1d20 + 5 ⇒ (20) + 5 = 25

check out the stamp on these coins, has anyone seen this before? I think it was carved with a scrivening tool made from mountain goat, and the coin was used to buy oil pressed from a left-handed gypsy woman.


DC 15 knowledge geography, history, or nobility:

The coins are stamped with sun-snakes and scarab sigils representing the country of distant Osirion.


Dwarf Cleric 2 AC18/FF18/T10 HP:16 Init:+0 Melee: +3/1d8+2(x3) Ranged: +1
Spells:
0:Detect Magic, Light, Mend; Read Magic. 1st(3+D):Bless, Divine Favor, Comp Languages, Burning Hands
Saves:
Fort+5/Ref+0/Will+6(+5 v spells, SLA, +3 v poison)
channel:
1d6(5/day)
Skills:
ArmChk-6,App1,Blf1,Cli2,Dip7,Dis1,EA0,Fly0,Hel3,Intim1,K-arc5,K-his5,K-nat5 ,K-pla5,K-rel7,Per7,SM9,Stl0,Sur3,Swm0
Mysterious Storyteller wrote:
** spoiler omitted **

This party has few skills, especially knowledge skills. Don’t think we have any of those.


The price we pay for not being well rounded. ;-D

Good news is it wont hurt the story and you could have someone NOT in the party look at the coins. IF you were smart enough to think of that...


AC 14; HP 8; INIT +9; PERCEPT +6
Spells:
0:Detect Magic, Prestidigitation, Acid Splash, Light; 1: Grease, Color Spray
Saves:
Fort +2 Ref +2 Will +2

Feel more and more I should've been a wizard . . .

Well I suppose we should continue to hunt the wolves? I would say that's one way of finding out more about these coins.


Dwarf Cleric 2 AC18/FF18/T10 HP:16 Init:+0 Melee: +3/1d8+2(x3) Ranged: +1
Spells:
0:Detect Magic, Light, Mend; Read Magic. 1st(3+D):Bless, Divine Favor, Comp Languages, Burning Hands
Saves:
Fort+5/Ref+0/Will+6(+5 v spells, SLA, +3 v poison)
channel:
1d6(5/day)
Skills:
ArmChk-6,App1,Blf1,Cli2,Dip7,Dis1,EA0,Fly0,Hel3,Intim1,K-arc5,K-his5,K-nat5 ,K-pla5,K-rel7,Per7,SM9,Stl0,Sur3,Swm0
Ardaxolion wrote:

Feel more and more I should've been a wizard . . .

Well I suppose we should continue to hunt the wolves? I would say that's one way of finding out more about these coins.

I do prefer wizard because the high Int gets you lots of skills and Int also gives a bonus to your knowledge skills. Also more versatile with spell selection. However, sorcerers do make great faces due to high Cha and can spam any spell they know.


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

yes...continue to hunt the wolves...although were finding anything but


Dwarf Cleric 2 AC18/FF18/T10 HP:16 Init:+0 Melee: +3/1d8+2(x3) Ranged: +1
Spells:
0:Detect Magic, Light, Mend; Read Magic. 1st(3+D):Bless, Divine Favor, Comp Languages, Burning Hands
Saves:
Fort+5/Ref+0/Will+6(+5 v spells, SLA, +3 v poison)
channel:
1d6(5/day)
Skills:
ArmChk-6,App1,Blf1,Cli2,Dip7,Dis1,EA0,Fly0,Hel3,Intim1,K-arc5,K-his5,K-nat5 ,K-pla5,K-rel7,Per7,SM9,Stl0,Sur3,Swm0

perception: 1d20 + 7 ⇒ (3) + 7 = 10
Survival : 1d20 + 3 ⇒ (5) + 3 = 8

The plan was to return to where the tracks split up to try one of the other trails sine we got lost trying to follow the wolves.

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