The Shards of Oberon

Game Master FangDragon


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Palace of Birdsong| War for the crown maps
Zendara wrote:
but our valiant anti-war efforts didn't do anything at all to avert a war apparently

You delayed it and saved the lives of a lot of people that day on both sides. Unfortunately it was beyond your power to prevent the war, depending on how things unfold you may eventually find out why.


F Tiefling Gestalt [Swashy 1 (inspired blade) /Alchemist 6 (Grenadier)][Investigator 7 (Empiricist)] AC: 21/15/16
Stats:
HP 62/62, F +7 R+11 W+6, init +7, darkvision, Perc +14 (+1 vs traps)

I mused starting a gang war, but a gang war vs the military would possibly be better. If the gangs were weakened enough warring among themselves, the military might seize the place.

Still, just musing.
Saving the boy would be an excitement in its own, and Xindyra loves exciting stuff.


Palace of Birdsong| War for the crown maps

It's possible to save the boy, but you'll need to go and take a closer look at the old windmill in order to plan properly. Mrs Harris doesn't know much about 49er security arrangements. What you do suspect however is they're pretty complacent, nobody has dared oppose them in many years.


Male Ratfolk Bladebound Kensai Magus / Silksworn Occultist Gestalt 6 | HP: 51/51 | AC: 29 T: 20 FF: 11 | Saves F:8 R:8 W:5 | Init: 5 | Perc: 14 (darkvision) | CMB: 1 CMD:20 | Speed: 20 ft | active: Mage Armor

No time to go to the windmill and plan. :(
We have only 4 hours to get the farm supplies onto the ship (and get back to the windmill), if we want to be ready to escape!


female half-elf Sor/Spir 7 | HP 42/42 THP 0 | AC 16, TAC 12, FF 14 | F + 9, R +6, W +8 | CMB +2, CMD 14 | dark Vision 60ft; light blindness; Per +7 (9) | Spiritualist Spells: 1st 4/5, 2nd 4/4. 3rd 2/2; Sorcer Spells: 1st 4/7, 2nd 2/6. 4/4 3rd | Active: light blind, mage armor, false life

So did we lose Edwin and Zendara or were you just waiting on our current scene?


Male Ratfolk Bladebound Kensai Magus / Silksworn Occultist Gestalt 6 | HP: 51/51 | AC: 29 T: 20 FF: 11 | Saves F:8 R:8 W:5 | Init: 5 | Perc: 14 (darkvision) | CMB: 1 CMD:20 | Speed: 20 ft | active: Mage Armor

Edwin is on his way to the farm. I'm ready to participate when he gets there.


female half-elf Sor/Spir 7 | HP 42/42 THP 0 | AC 16, TAC 12, FF 14 | F + 9, R +6, W +8 | CMB +2, CMD 14 | dark Vision 60ft; light blindness; Per +7 (9) | Spiritualist Spells: 1st 4/5, 2nd 4/4. 3rd 2/2; Sorcer Spells: 1st 4/7, 2nd 2/6. 4/4 3rd | Active: light blind, mage armor, false life

Oh phew, I had assumed that was going on concurrently with what I'm doing. It messed with me a bit.


Map / Loot CG Female Aasimar Gestalt Divine Marksman Ranger Arrowsong Minstrel Bard 6 | HP 27/45 | AC 19 / T 14 / FF 15 | Fort +6 / Ref +9 / Will +6 | Initiative +4 | CMB +7 / CMD +20 | Perception +15 | Diplomacy +15 | Bardic Performance 13/18 | Spells 1st 4/4 2nd 3/3 | Darkvision 60 feet | SR 8 vs. Evil | Active Effects: None

I'm here. I was just waiting till we were ready to go to the next destination.


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female half-elf Sor/Spir 7 | HP 42/42 THP 0 | AC 16, TAC 12, FF 14 | F + 9, R +6, W +8 | CMB +2, CMD 14 | dark Vision 60ft; light blindness; Per +7 (9) | Spiritualist Spells: 1st 4/5, 2nd 4/4. 3rd 2/2; Sorcer Spells: 1st 4/7, 2nd 2/6. 4/4 3rd | Active: light blind, mage armor, false life

I'll work on a post this evening after work or tomorrow. I need the time to really focus on it and things are a bit busy for that at work right now.


Palace of Birdsong| War for the crown maps

Take your time, looking forward to it :)


female half-elf Sor/Spir 7 | HP 42/42 THP 0 | AC 16, TAC 12, FF 14 | F + 9, R +6, W +8 | CMB +2, CMD 14 | dark Vision 60ft; light blindness; Per +7 (9) | Spiritualist Spells: 1st 4/5, 2nd 4/4. 3rd 2/2; Sorcer Spells: 1st 4/7, 2nd 2/6. 4/4 3rd | Active: light blind, mage armor, false life

Oh isn't that a good time to roll really high!


Map / Loot CG Female Aasimar Gestalt Divine Marksman Ranger Arrowsong Minstrel Bard 6 | HP 27/45 | AC 19 / T 14 / FF 15 | Fort +6 / Ref +9 / Will +6 | Initiative +4 | CMB +7 / CMD +20 | Perception +15 | Diplomacy +15 | Bardic Performance 13/18 | Spells 1st 4/4 2nd 3/3 | Darkvision 60 feet | SR 8 vs. Evil | Active Effects: None

Nice. :)


female half-elf Sor/Spir 7 | HP 42/42 THP 0 | AC 16, TAC 12, FF 14 | F + 9, R +6, W +8 | CMB +2, CMD 14 | dark Vision 60ft; light blindness; Per +7 (9) | Spiritualist Spells: 1st 4/5, 2nd 4/4. 3rd 2/2; Sorcer Spells: 1st 4/7, 2nd 2/6. 4/4 3rd | Active: light blind, mage armor, false life

Aaaand welcome to the whole reason Yukaari exists as she does, a defense mechanism brought about by Yukarii's past traumas.


Map / Loot CG Female Aasimar Gestalt Divine Marksman Ranger Arrowsong Minstrel Bard 6 | HP 27/45 | AC 19 / T 14 / FF 15 | Fort +6 / Ref +9 / Will +6 | Initiative +4 | CMB +7 / CMD +20 | Perception +15 | Diplomacy +15 | Bardic Performance 13/18 | Spells 1st 4/4 2nd 3/3 | Darkvision 60 feet | SR 8 vs. Evil | Active Effects: None

Yeah... on some level, it seems creepy to me to welcome additional trauma into your life rather than trying to heal from it, or to encourage that in others. However, I get that it is fictional... and ultimately Yukarii's choice, not my character's.


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female half-elf Sor/Spir 7 | HP 42/42 THP 0 | AC 16, TAC 12, FF 14 | F + 9, R +6, W +8 | CMB +2, CMD 14 | dark Vision 60ft; light blindness; Per +7 (9) | Spiritualist Spells: 1st 4/5, 2nd 4/4. 3rd 2/2; Sorcer Spells: 1st 4/7, 2nd 2/6. 4/4 3rd | Active: light blind, mage armor, false life

Oh Yukarii came to terms with what happened some time ago but by then Yukaari already existed. I figure that once a piece of your soul cleaves off, like happened in her case, and creates another you it gets hard to come back from that. It's not really expressed in her background but it's always been in my mind that she rewards Yukaari by letting her use their body at times for things like this. It keep tthe lust spirit happy and Yukarii doesn't have to listen to her complaining so much about not getting to sate her desires often enough.

I realize the way I worded it made it seem like it would be traumatic for her but truthfully Yukarii wouldn't do this if she didn't want to.


Map / Loot CG Female Aasimar Gestalt Divine Marksman Ranger Arrowsong Minstrel Bard 6 | HP 27/45 | AC 19 / T 14 / FF 15 | Fort +6 / Ref +9 / Will +6 | Initiative +4 | CMB +7 / CMD +20 | Perception +15 | Diplomacy +15 | Bardic Performance 13/18 | Spells 1st 4/4 2nd 3/3 | Darkvision 60 feet | SR 8 vs. Evil | Active Effects: None

Err... I just thought... how is Yukarii getting out of there? If all goes well we can get the boy out maybe sneakily, but Yukarii is at risk if they come down and see the boy gone.


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F Tiefling Gestalt [Swashy 1 (inspired blade) /Alchemist 6 (Grenadier)][Investigator 7 (Empiricist)] AC: 21/15/16
Stats:
HP 62/62, F +7 R+11 W+6, init +7, darkvision, Perc +14 (+1 vs traps)

This is true.

Could that we evacuate the boy, tell him to hide, and we then go teach these lechers a lesson?


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Male Ratfolk Bladebound Kensai Magus / Silksworn Occultist Gestalt 6 | HP: 51/51 | AC: 29 T: 20 FF: 11 | Saves F:8 R:8 W:5 | Init: 5 | Perc: 14 (darkvision) | CMB: 1 CMD:20 | Speed: 20 ft | active: Mage Armor

Edwin can use his conjuration implement to summon a small air elemental to delay the guards. He can speak Auran, so he can give it instructions.

Servitor (Sp) wrote:
As a standard action, you can expend 1 point of mental focus to summon a servitor. This ability functions as summon monster I, but you can use it only to summon a single creature, and the effect lasts for 1 minute. At 4th level and every 3 levels thereafter, the level of the summon monster spell increases by 1, to a maximum of summon monster VII at 19th level. You can’t have more than one servitor in effect at a time. At any time, you can expend 1 point of mental focus as a free action to extend the duration of an active servitor by 1 minute.


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female half-elf Sor/Spir 7 | HP 42/42 THP 0 | AC 16, TAC 12, FF 14 | F + 9, R +6, W +8 | CMB +2, CMD 14 | dark Vision 60ft; light blindness; Per +7 (9) | Spiritualist Spells: 1st 4/5, 2nd 4/4. 3rd 2/2; Sorcer Spells: 1st 4/7, 2nd 2/6. 4/4 3rd | Active: light blind, mage armor, false life

A good question, I hadn't quite thought of that part yet. She'll try and talk her way out most likely. I might be able to do something using silent image too since my spells are not spoken or gestured. Maybe an image of him "hiding behind something badly" would work.


Male Ratfolk Bladebound Kensai Magus / Silksworn Occultist Gestalt 6 | HP: 51/51 | AC: 29 T: 20 FF: 11 | Saves F:8 R:8 W:5 | Init: 5 | Perc: 14 (darkvision) | CMB: 1 CMD:20 | Speed: 20 ft | active: Mage Armor
Zendara wrote:
Good reminders. I think we need to know how we want to divide up first... if Edwin and Yukarii are okay trying to get away with Elliott, then they should make the call about whether to use the cabbie or not, and we can go from there.

Do we really want to split up? Trying to escape on foot seems like a bad idea. My impression is that the Windmill is quite a distance from our ship (although I'm very unclear about the relative locations here).

Did the others dismiss their cab when they got here?


Map / Loot CG Female Aasimar Gestalt Divine Marksman Ranger Arrowsong Minstrel Bard 6 | HP 27/45 | AC 19 / T 14 / FF 15 | Fort +6 / Ref +9 / Will +6 | Initiative +4 | CMB +7 / CMD +20 | Perception +15 | Diplomacy +15 | Bardic Performance 13/18 | Spells 1st 4/4 2nd 3/3 | Darkvision 60 feet | SR 8 vs. Evil | Active Effects: None

We don't have to split up, but that means Elliot is with us too... and the cabbie is questionable. We can move a lot more freely without Elliot, but if the driver is on our side... or if we can hide elliot, we might have a brief period of time before the guards report back--?


F Tiefling Gestalt [Swashy 1 (inspired blade) /Alchemist 6 (Grenadier)][Investigator 7 (Empiricist)] AC: 21/15/16
Stats:
HP 62/62, F +7 R+11 W+6, init +7, darkvision, Perc +14 (+1 vs traps)

Well, perhaps an ace bluff can convince the cabbie not to rat out on us.
Bluff of abyssal voodoo, perhaps? :)


Palace of Birdsong| War for the crown maps

Here's a very crude map of Scallop Island.


Palace of Birdsong| War for the crown maps

I meant to update this game tonight, got a headache though so I'll try and do it in the morning.


Map / Loot CG Female Aasimar Gestalt Divine Marksman Ranger Arrowsong Minstrel Bard 6 | HP 27/45 | AC 19 / T 14 / FF 15 | Fort +6 / Ref +9 / Will +6 | Initiative +4 | CMB +7 / CMD +20 | Perception +15 | Diplomacy +15 | Bardic Performance 13/18 | Spells 1st 4/4 2nd 3/3 | Darkvision 60 feet | SR 8 vs. Evil | Active Effects: None

Feel better. :)


F Tiefling Gestalt [Swashy 1 (inspired blade) /Alchemist 6 (Grenadier)][Investigator 7 (Empiricist)] AC: 21/15/16
Stats:
HP 62/62, F +7 R+11 W+6, init +7, darkvision, Perc +14 (+1 vs traps)

No sweat, take care of yourself.


Male Ratfolk Bladebound Kensai Magus / Silksworn Occultist Gestalt 6 | HP: 51/51 | AC: 29 T: 20 FF: 11 | Saves F:8 R:8 W:5 | Init: 5 | Perc: 14 (darkvision) | CMB: 1 CMD:20 | Speed: 20 ft | active: Mage Armor

Unfortunately, Grease isn't on Edwin's spell list, or he would have coated the stairs. :)


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female half-elf Sor/Spir 7 | HP 42/42 THP 0 | AC 16, TAC 12, FF 14 | F + 9, R +6, W +8 | CMB +2, CMD 14 | dark Vision 60ft; light blindness; Per +7 (9) | Spiritualist Spells: 1st 4/5, 2nd 4/4. 3rd 2/2; Sorcer Spells: 1st 4/7, 2nd 2/6. 4/4 3rd | Active: light blind, mage armor, false life
Edwin wrote:
Unfortunately, Grease isn't on Edwin's spell list, or he would have coated the stairs. :)

Why do I suddenly have memories of Home Alone dancing through my head?


Male Ratfolk Bladebound Kensai Magus / Silksworn Occultist Gestalt 6 | HP: 51/51 | AC: 29 T: 20 FF: 11 | Saves F:8 R:8 W:5 | Init: 5 | Perc: 14 (darkvision) | CMB: 1 CMD:20 | Speed: 20 ft | active: Mage Armor
Zendara wrote:
So, if that's the plan, can we backtrack to where Xindyra and I broke off before you guys got out and have us just run for it... we'll get that cloak I mentioned and then get a coach in front of that shop, and proceed to where the girl is. That isn't as fast as taking the coach ourselves, but it keeps Elliot safe with you guys, and we still have at least a small headstart on the guards.

I suppose it depends on how rural the area around the windmill is, and how far it is to the shop; I don't have a good sense of our surroundings. Did the other party members walk to the windmill or take a carriage? You probably wouldn't want to be walking for miles down a country road.


female half-elf Sor/Spir 7 | HP 42/42 THP 0 | AC 16, TAC 12, FF 14 | F + 9, R +6, W +8 | CMB +2, CMD 14 | dark Vision 60ft; light blindness; Per +7 (9) | Spiritualist Spells: 1st 4/5, 2nd 4/4. 3rd 2/2; Sorcer Spells: 1st 4/7, 2nd 2/6. 4/4 3rd | Active: light blind, mage armor, false life

I thought we had two carriages. One the Zen and Xin took and one that stayed for Edwin and I?


Palace of Birdsong| War for the crown maps

Yes that's a good point, there's two cabs although nobody mentioned asking for both to stay around. Happy to retcon that though.


Map / Loot CG Female Aasimar Gestalt Divine Marksman Ranger Arrowsong Minstrel Bard 6 | HP 27/45 | AC 19 / T 14 / FF 15 | Fort +6 / Ref +9 / Will +6 | Initiative +4 | CMB +7 / CMD +20 | Perception +15 | Diplomacy +15 | Bardic Performance 13/18 | Spells 1st 4/4 2nd 3/3 | Darkvision 60 feet | SR 8 vs. Evil | Active Effects: None

Well, if we can retcon that, then it makes everything easier... We go off in one to try to save the girl, and they take Elliot in the other.


Male Ratfolk Bladebound Kensai Magus / Silksworn Occultist Gestalt 6 | HP: 51/51 | AC: 29 T: 20 FF: 11 | Saves F:8 R:8 W:5 | Init: 5 | Perc: 14 (darkvision) | CMB: 1 CMD:20 | Speed: 20 ft | active: Mage Armor

It would make sense that Xindyra, Yukarri and Zendara have their own cab standing by.


F Tiefling Gestalt [Swashy 1 (inspired blade) /Alchemist 6 (Grenadier)][Investigator 7 (Empiricist)] AC: 21/15/16
Stats:
HP 62/62, F +7 R+11 W+6, init +7, darkvision, Perc +14 (+1 vs traps)

Taxi!


female half-elf Sor/Spir 7 | HP 42/42 THP 0 | AC 16, TAC 12, FF 14 | F + 9, R +6, W +8 | CMB +2, CMD 14 | dark Vision 60ft; light blindness; Per +7 (9) | Spiritualist Spells: 1st 4/5, 2nd 4/4. 3rd 2/2; Sorcer Spells: 1st 4/7, 2nd 2/6. 4/4 3rd | Active: light blind, mage armor, false life

I would recommend that Edwin go with the others to get he girlfriend. We have all the NPCs on the ship so I don't expect any trouble there.

*frantically starts knocking on all the wood she can find*


F Tiefling Gestalt [Swashy 1 (inspired blade) /Alchemist 6 (Grenadier)][Investigator 7 (Empiricist)] AC: 21/15/16
Stats:
HP 62/62, F +7 R+11 W+6, init +7, darkvision, Perc +14 (+1 vs traps)

*pencil she holds is sent flying*

Why??? O.o


Palace of Birdsong| War for the crown maps

Just waiting to hear if you're all onboard with Zendara's plan.


F Tiefling Gestalt [Swashy 1 (inspired blade) /Alchemist 6 (Grenadier)][Investigator 7 (Empiricist)] AC: 21/15/16
Stats:
HP 62/62, F +7 R+11 W+6, init +7, darkvision, Perc +14 (+1 vs traps)

I am.


Palace of Birdsong| War for the crown maps

Don't forget to post your level 5 updates.


female half-elf Sor/Spir 7 | HP 42/42 THP 0 | AC 16, TAC 12, FF 14 | F + 9, R +6, W +8 | CMB +2, CMD 14 | dark Vision 60ft; light blindness; Per +7 (9) | Spiritualist Spells: 1st 4/5, 2nd 4/4. 3rd 2/2; Sorcer Spells: 1st 4/7, 2nd 2/6. 4/4 3rd | Active: light blind, mage armor, false life

Haven't gotten a chance to do it just yet. I'll be working on it this evening/tomorrow when I'm off of work.

The biggest thing I need to figure out is how to handle the Emotional Power ability that I gain this level as a spiritualist from the archetype. Technically I gain absolutely nothing since Lust Spirit didn't exist when the list was made. I can see simply coming up with an appropriate spell like ability (shouldn't be too hard, or simply keep the spell like abilities it replaces (would likely be more useful overall).

I'm not sure which way I would want to go so suggestions are more than welcome. The spell-like abilities I technically lose with this are: detect undead, calm spirit, see invisibility, and call spirit

As far as what would make sense for the replacement: unnatural lust, any of the charm spells, waves of ecstasy, etc fit the theme of the lust spirit.

Thoughts?


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Palace of Birdsong| War for the crown maps

As you say officially you don't get any new powers but I'm fine with house ruling a list, how about:

Unnatural lust (5th)
Matchmaker (7th)
Nixie's Lure (9th)
Waves of ecstasy (16th)


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female half-elf Sor/Spir 7 | HP 42/42 THP 0 | AC 16, TAC 12, FF 14 | F + 9, R +6, W +8 | CMB +2, CMD 14 | dark Vision 60ft; light blindness; Per +7 (9) | Spiritualist Spells: 1st 4/5, 2nd 4/4. 3rd 2/2; Sorcer Spells: 1st 4/7, 2nd 2/6. 4/4 3rd | Active: light blind, mage armor, false life

Hmm, I can live with those!

Granted I would be shocked if we reach a point where the last one, or maybe two, come into play but I can hope we do.

I don't think I've ever seen the spell Matchmaker before. Just looked it up and that is rather entertaining. I could have fun with that if I crank the DCs high enough.


F Tiefling Gestalt [Swashy 1 (inspired blade) /Alchemist 6 (Grenadier)][Investigator 7 (Empiricist)] AC: 21/15/16
Stats:
HP 62/62, F +7 R+11 W+6, init +7, darkvision, Perc +14 (+1 vs traps)

+1 BaB

Alchemist discovery: Lingering spirit.
Take 10 more dmg than con score, before death.
Alchemist formula (lvl 2): Cat's Grace

Investigator talent: quick study.
Study becomes a swift action, instead of a move action.
Investigator formula (lvl 2): Barkskin

Level 5 feat: to be determined.

Skills +10

+1 Acrobatics
+1 Bluff
+2 Diplomacy
+2 Knowledge Local
+2 Knowledge Religion
+2 Sense Motive

Background points
+1 Craft Alchemy
+1 Linguistics (Any useful world setting language?)


Male Ratfolk Bladebound Kensai Magus / Silksworn Occultist Gestalt 6 | HP: 51/51 | AC: 29 T: 20 FF: 11 | Saves F:8 R:8 W:5 | Init: 5 | Perc: 14 (darkvision) | CMB: 1 CMD:20 | Speed: 20 ft | active: Mage Armor

@Xindyra: For your feat, I'd suggest Extra Investigator Talent (either Expanded Inspiration or Underworld Inspiration). Adding free Inspiration to several skill checks is fantastic.

FWIW, Edwin knows Auran, and is learning Terran (to communicate with his summoned Servitors.

Will post my update soon.


F Tiefling Gestalt [Swashy 1 (inspired blade) /Alchemist 6 (Grenadier)][Investigator 7 (Empiricist)] AC: 21/15/16
Stats:
HP 62/62, F +7 R+11 W+6, init +7, darkvision, Perc +14 (+1 vs traps)

Already have expanded inspiration.


female half-elf Sor/Spir 7 | HP 42/42 THP 0 | AC 16, TAC 12, FF 14 | F + 9, R +6, W +8 | CMB +2, CMD 14 | dark Vision 60ft; light blindness; Per +7 (9) | Spiritualist Spells: 1st 4/5, 2nd 4/4. 3rd 2/2; Sorcer Spells: 1st 4/7, 2nd 2/6. 4/4 3rd | Active: light blind, mage armor, false life

Yukarii Adjustments:
Can't recall how we are doing HP right now.
No change to BAB/Saves
+1 to all skills

greater spell focus (divination)

Spells:
Sorcerer
+1 2nd per day

2nd lvl known: mirror image, id insinuation I (dc 17) (bsp)
1st lvl known: burning hands

Spiritualist
+1 1st/2nd per day
+1 2nd lvl known: lesser restoration

Yukaari Adjustments:
+1 HD
+1Bab/F/W
+2 AC
+2 sp (intim and diplo)
slam 1d6>1d8
+1 Con and Cha' +1 Str


Palace of Birdsong| War for the crown maps

Can take average dice roll for HP.


Male Ratfolk Bladebound Kensai Magus / Silksworn Occultist Gestalt 6 | HP: 51/51 | AC: 29 T: 20 FF: 11 | Saves F:8 R:8 W:5 | Init: 5 | Perc: 14 (darkvision) | CMB: 1 CMD:20 | Speed: 20 ft | active: Mage Armor

Edwin lvl 5 highlights:

+8 HP

+1 1st lvl Occultist spells/day
+1 2nd lvl Occultist spells/day

+1 0 lvl Magus spells/day
+1 2nd lvl Magus spells/day

2nd lvl Magus spells added to spellbook: Fog Cloud, Invisibility.
+1 2nd lvl spells/day

Feat: Extra Mental Focus

Magus bonus feat: Arcane Strike

New Focus Power:
Mind Eye (Sp): As a standard action, you can expend 1 point of mental focus to create a mind eye—a magical sensor through which you can see and hear. The mind eye is invisible and its size is Fine, giving it an AC of 18. Any amount of damage to the eye destroys it, but it can be harmed by only spells or magic weapons. The eye moves with a fly speed of 60 feet with perfect maneuverability and can travel up to 1 mile away from you. You must concentrate as a standard action to direct the eye and receive sensory images through it. The mind eye sees as your eyes see, including any additional senses you possess (such as darkvision or see invisibility). The mind eye lasts for 1 minute per occultist level you possess. You must be at least 5th level to select this focus power.

Skill Ranks:
+2 Diplomacy
+3 Disable Device
+1 Escape Artist
+1 Knowledge Engineering
+1 Linguistics (Terran)
+1 Perception
+1 Use Magic Device


Map / Loot CG Female Aasimar Gestalt Divine Marksman Ranger Arrowsong Minstrel Bard 6 | HP 27/45 | AC 19 / T 14 / FF 15 | Fort +6 / Ref +9 / Will +6 | Initiative +4 | CMB +7 / CMD +20 | Perception +15 | Diplomacy +15 | Bardic Performance 13/18 | Spells 1st 4/4 2nd 3/3 | Darkvision 60 feet | SR 8 vs. Evil | Active Effects: None

(I won't have time to level maybe till the weekend, but don't want to delay things... we can keep going and I can catch up.)


Palace of Birdsong| War for the crown maps

BTW flying the runabout whilst dodging the boulders is a DC 18 Prof: Skyship sailor check. It's not super dangerous so taking 10 is allowed.

The runabout isn't that big so it'll be just the party flying if you decide to go.

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