GM Kulkos Racing to Ruin (Serpents Skull 2) (Inactive)

Game Master Kulko

Campaign Page
Map
Treasure Sheet

Orders:

Watch
Shalissa, Davor, Gregor, Kerndrew
Single File Marching
Gregor, Kerndrew, Shalissa, Davor
Double File Marching
Gregor & Kerndrew, Shalissa, Davor
Map


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HP 35 AC 20 TAC 14 FF 16 | CMD 17 (+2 vs trip) | Fort +6 Ref +9 Will +6 | Init +3 | Low-light +8 (+1 vs traps)
Skills:
Acrobatics+7,Bluff+13,Climb+4,Diplomacy+8,DisableDevice+14,Knowledges+9,Lin guistics+9,Spellcraft+11,Survival+4/+5,Swim+3
Mysterious Mordant Spire elven female 5 | Character Sheet | Party Treasure | -

It sounds like a fair way to keep things moving while maintaining the skill relevant :)

Good to me!


Half Orc Rogue 4/Witch 1 | HP: 37/37 | Init: +10, Att:+6 PBS, CMB: +3, CMD: 16 | AC: 17/19, FF: 14, Touch: 15 | Fort:+7, Ref:+9, Will:+5/+6 against Compulsion | Acrobatics:+12, Climb:+9, Disable:+13, Escape:+8, Know-Arcana/Dungeon/Local:+6, Nature+7, Geography:+9, Perception:+12, Sense Motive:+9, Stealth:+11, Survival:+6, Swim:+8 | Darkvision:60' | Sneak Attack 2d6 | +1 Dagger d4+1, 3 Daggers d4, 2 Darts d4, Shortbow 20 Arrows, MW Hanbo d6 | Conditions: Endure Elements, 6 points Con damage

Good to me!


Shiv Battle Map | Campaign Page
Gregor Kardoff wrote:
After looking at the poorness of the wood he could find, Gregor decides to just use his axe and draws it before heading down the stairs

Well I belive thats even better then the rules. I understand you would get an improvised weapon which is -4 instead of -2.

I have a question concerning the interpretation of CRx/Bludgeoning. That reduction is even applied to Shalissas Lightning rays, correct?


NG| Male| Human | 4th Ranger| Conditions: 35/35| AC:17 (FF15/T13)| FO:+5 RE:+7 WL:+4|Initiative: +3/+5 in Jungle| Perc:+9| Stealth: +8

I dont believe so. I think spell immunity is a separate thing. see the subtype of the creature...ie Undead


Half Orc Rogue 4/Witch 1 | HP: 37/37 | Init: +10, Att:+6 PBS, CMB: +3, CMD: 16 | AC: 17/19, FF: 14, Touch: 15 | Fort:+7, Ref:+9, Will:+5/+6 against Compulsion | Acrobatics:+12, Climb:+9, Disable:+13, Escape:+8, Know-Arcana/Dungeon/Local:+6, Nature+7, Geography:+9, Perception:+12, Sense Motive:+9, Stealth:+11, Survival:+6, Swim:+8 | Darkvision:60' | Sneak Attack 2d6 | +1 Dagger d4+1, 3 Daggers d4, 2 Darts d4, Shortbow 20 Arrows, MW Hanbo d6 | Conditions: Endure Elements, 6 points Con damage

Improvised is -4 to hit, but not to damage.
Broken is -2 to hit and damage, which is almost as bad as just using my rapier and taking the DR. With a crit I might actually do damage!
Skeletons are DR5/Bludgeoning, right?


HP 35 AC 20 TAC 14 FF 16 | CMD 17 (+2 vs trip) | Fort +6 Ref +9 Will +6 | Init +3 | Low-light +8 (+1 vs traps)
Skills:
Acrobatics+7,Bluff+13,Climb+4,Diplomacy+8,DisableDevice+14,Knowledges+9,Lin guistics+9,Spellcraft+11,Survival+4/+5,Swim+3
Mysterious Mordant Spire elven female 5 | Character Sheet | Party Treasure | -

Damage reduction only applies to physical damage (bludgeoning, slashing and piercing).

"Spells, spell-like abilities, and energy attacks (even nonmagical fire) ignore damage reduction."

There are some spells that deal physical damage, and DR typically applies to them. Most GMs where already interpreting it that way, but they also made this official FAQ to clarify it.

If you have acid or fire flasks for example, they are good against creatures with DR you cannot bypass.


Shiv Battle Map | Campaign Page

Thanks, Gregor,Shalissa. Found some details on it too.

@ Davor well technically you would need to hit to know, but yes its DR5/Bludgeoning.

I believe Broken club is your best choice, but fell free to grab a different piece of wood if you believe in Improvised.


Half Orc Rogue 4/Witch 1 | HP: 37/37 | Init: +10, Att:+6 PBS, CMB: +3, CMD: 16 | AC: 17/19, FF: 14, Touch: 15 | Fort:+7, Ref:+9, Will:+5/+6 against Compulsion | Acrobatics:+12, Climb:+9, Disable:+13, Escape:+8, Know-Arcana/Dungeon/Local:+6, Nature+7, Geography:+9, Perception:+12, Sense Motive:+9, Stealth:+11, Survival:+6, Swim:+8 | Darkvision:60' | Sneak Attack 2d6 | +1 Dagger d4+1, 3 Daggers d4, 2 Darts d4, Shortbow 20 Arrows, MW Hanbo d6 | Conditions: Endure Elements, 6 points Con damage

Thanks for rolling that for me. It's what I would've done except I probably would've missed.... :)


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Shiv Battle Map | Campaign Page

@ Davor as long as you are ponly rolling rotten shipwrecks you are fine, but sooner or later you should probably roll a perception check before the Disable device check to see if you spot traps. Unless you like living live to the fullest of course.


Half Orc Rogue 4/Witch 1 | HP: 37/37 | Init: +10, Att:+6 PBS, CMB: +3, CMD: 16 | AC: 17/19, FF: 14, Touch: 15 | Fort:+7, Ref:+9, Will:+5/+6 against Compulsion | Acrobatics:+12, Climb:+9, Disable:+13, Escape:+8, Know-Arcana/Dungeon/Local:+6, Nature+7, Geography:+9, Perception:+12, Sense Motive:+9, Stealth:+11, Survival:+6, Swim:+8 | Darkvision:60' | Sneak Attack 2d6 | +1 Dagger d4+1, 3 Daggers d4, 2 Darts d4, Shortbow 20 Arrows, MW Hanbo d6 | Conditions: Endure Elements, 6 points Con damage

LOL! Good point. I rolled a perception check to look around but not on the door/lock....


Shiv Battle Map | Campaign Page

Just roll one check on the post of the disable device and I will handle it in a common sense way should you find a trap.


Shiv Battle Map | Campaign Page

Anything else you want to check at the campsite?

Or do you go back to the basecamp? Or follow the old tracks back south again.


HP 35 AC 20 TAC 14 FF 16 | CMD 17 (+2 vs trip) | Fort +6 Ref +9 Will +6 | Init +3 | Low-light +8 (+1 vs traps)
Skills:
Acrobatics+7,Bluff+13,Climb+4,Diplomacy+8,DisableDevice+14,Knowledges+9,Lin guistics+9,Spellcraft+11,Survival+4/+5,Swim+3
Mysterious Mordant Spire elven female 5 | Character Sheet | Party Treasure | -

They left some days ago, so they are not close. I guess we should return to the camp before they start worrying about us.

We can then relocate the camp south as we had planned, and from there come back here to try find the track again.


NG| Male| Human | 4th Ranger| Conditions: 35/35| AC:17 (FF15/T13)| FO:+5 RE:+7 WL:+4|Initiative: +3/+5 in Jungle| Perc:+9| Stealth: +8

agreed


HP 35 AC 20 TAC 14 FF 16 | CMD 17 (+2 vs trip) | Fort +6 Ref +9 Will +6 | Init +3 | Low-light +8 (+1 vs traps)
Skills:
Acrobatics+7,Bluff+13,Climb+4,Diplomacy+8,DisableDevice+14,Knowledges+9,Lin guistics+9,Spellcraft+11,Survival+4/+5,Swim+3
Mysterious Mordant Spire elven female 5 | Character Sheet | Party Treasure | -

Level 2

HP +6
Abilities well-versed (+2 on skills/saves/caster level related to glyphs, runes, scrolls, symbols, and other writings)
Skills
Diplomacy
K. arcana
K. planes
Sense Motive
Spellcraft
Perception
K. history*
Linguistics*
* = background skill


Half Orc Rogue 4/Witch 1 | HP: 37/37 | Init: +10, Att:+6 PBS, CMB: +3, CMD: 16 | AC: 17/19, FF: 14, Touch: 15 | Fort:+7, Ref:+9, Will:+5/+6 against Compulsion | Acrobatics:+12, Climb:+9, Disable:+13, Escape:+8, Know-Arcana/Dungeon/Local:+6, Nature+7, Geography:+9, Perception:+12, Sense Motive:+9, Stealth:+11, Survival:+6, Swim:+8 | Darkvision:60' | Sneak Attack 2d6 | +1 Dagger d4+1, 3 Daggers d4, 2 Darts d4, Shortbow 20 Arrows, MW Hanbo d6 | Conditions: Endure Elements, 6 points Con damage

Level 2:
Witch option: Coral Witch Archtype
HP: d6+2
Saves: Base Will +2

Skills: 2 + INT(2) + Background(2)
Class skills gained: Fly(Dex), Heal(Wis), Knowledge(arcana)(history)(nature)(planes)(Int), Spellcraft(Int)
+1 to: Climb, Know-Nature, Perception, Survival - BG: Craft(Tailoring/Leather Working) and Handle Animal

Class Skills: Hex: Iceplant (SU)
+2 Natural Armor and Endure Elements
Familiar: Alertness Feat (+2 Perception & Sense Motive)
Coral Familiar (Vermin) Giant Tardigrade
Diminutive vermin (aquatic/amphibious)

Spells Known: All Cantrips
1st Level: (5)
- Cause Fear
- Cheetah's Sprint: Immediate Action, Move up to 10x base speed for 1 round
- Comprehend Languages
- Cure Light Wounds
- Mage Armor

Armor worn: Lamellar Cuirass has 5% Spell Failure
Spells:
Cantrips: (3) Daze, Guidance, Stabilize
1st Level 2 (1 + Int(1))


NG| Male| Human | 4th Ranger| Conditions: 35/35| AC:17 (FF15/T13)| FO:+5 RE:+7 WL:+4|Initiative: +3/+5 in Jungle| Perc:+9| Stealth: +8

Gregor went 2nd Level Ranger. besides hp, skills, bab and saves he picked up two weapon combat style. Battle Axe and Hand Axe.


Shiv Battle Map | Campaign Page
Gregor Kardoff wrote:
Gregor went 2nd Level Ranger. besides hp, skills, bab and saves he picked up two weapon combat style. Battle Axe and Hand Axe.

You did not change the BAB in the first part of the profile at least.

@ All: I will probably only be able to write a longer post tomorrow. If you could use the time until then to give me some on your plans it would be fine. Some basic arrows showing your immediate plans and maybe also the next few days would be fine.

I will assume, you will travel along the river you have found, if nothing concrete comes up.


Half Orc Rogue 4/Witch 1 | HP: 37/37 | Init: +10, Att:+6 PBS, CMB: +3, CMD: 16 | AC: 17/19, FF: 14, Touch: 15 | Fort:+7, Ref:+9, Will:+5/+6 against Compulsion | Acrobatics:+12, Climb:+9, Disable:+13, Escape:+8, Know-Arcana/Dungeon/Local:+6, Nature+7, Geography:+9, Perception:+12, Sense Motive:+9, Stealth:+11, Survival:+6, Swim:+8 | Darkvision:60' | Sneak Attack 2d6 | +1 Dagger d4+1, 3 Daggers d4, 2 Darts d4, Shortbow 20 Arrows, MW Hanbo d6 | Conditions: Endure Elements, 6 points Con damage

In the stuff that we've salvaged from the ships, do we have an extra waterskin? Also, any extra weapons? I'm looking for a blunt weapon since I didn't outfit with one. Options for a light, blunt weapon are terrible! light mace? If nothing is available, how long would it take to carve a staff or club?


Shiv Battle Map | Campaign Page

Extra Waterskin: No Problem

Blunt Weapon: I dont think that fits really well so far.

Making a Staff or a club is a Craft DC 12. The tools are available in your salvage goods, and you take about 2 noonbreaks to make one.

Since it was about 6 days ago you should have enough time to try 3 times since you met the skeletons.

Also please note that you have found a dagger on the brine demon, which nobody looked at so far (at least as far as I know)


HP 35 AC 20 TAC 14 FF 16 | CMD 17 (+2 vs trip) | Fort +6 Ref +9 Will +6 | Init +3 | Low-light +8 (+1 vs traps)
Skills:
Acrobatics+7,Bluff+13,Climb+4,Diplomacy+8,DisableDevice+14,Knowledges+9,Lin guistics+9,Spellcraft+11,Survival+4/+5,Swim+3
Mysterious Mordant Spire elven female 5 | Character Sheet | Party Treasure | -

Does the dagger detect as magical Kulko?

An alchemical silver light mace would be the best option for you Davor, as it can be used with Weapon Finesse. Meanwhile getting a club shall be easy as the GM points.

We can try to melt the silver coins we found in the Golden Bow to try craft a silver mace for you. It would help you bypass bludgeoning and silver DR and still use your Dex to attack.


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Shiv Battle Map | Campaign Page

Yes of course it does. Who would put a dagger in a Pathfinder adventure if it weren't magical.

Also as Davor asked me about his hex, which is not part of the limited books I mentioned in recruiting. Since I have a much better feeling now I am okay with you using single features from other books if you check it up with me first. And please Dont go too meta with it.


Half Orc Rogue 4/Witch 1 | HP: 37/37 | Init: +10, Att:+6 PBS, CMB: +3, CMD: 16 | AC: 17/19, FF: 14, Touch: 15 | Fort:+7, Ref:+9, Will:+5/+6 against Compulsion | Acrobatics:+12, Climb:+9, Disable:+13, Escape:+8, Know-Arcana/Dungeon/Local:+6, Nature+7, Geography:+9, Perception:+12, Sense Motive:+9, Stealth:+11, Survival:+6, Swim:+8 | Darkvision:60' | Sneak Attack 2d6 | +1 Dagger d4+1, 3 Daggers d4, 2 Darts d4, Shortbow 20 Arrows, MW Hanbo d6 | Conditions: Endure Elements, 6 points Con damage

OK. Craft CAN be done without training. Failing by 5 means I ruined my progress....

Craft a club: 1d20 + 2 ⇒ (12) + 2 = 14
Craft a club: 1d20 + 2 ⇒ (15) + 2 = 17

Yay! Got it on the first try! A club isn't a light weapon, but unless we find a weapon shop on this island.... ;-P


Shiv Battle Map | Campaign Page

Sorry for the longer delay in posting. Workload is high right now, and especially posts whoch set up new situations might sometimes not be as fast in the coming week. But I can assure you I am not losing interest in the game, its just that I don't have as much time as I had earlier.

@Davor Feel free to post suggestions what you would like to find on a shipwreck, if it fits I will roll the dice. Thats also true for anybody else who has a concrete idea what he wants.

@Everybody, don't forget to add your newfound boni to your profile if you have not done yet.


HP 35 AC 20 TAC 14 FF 16 | CMD 17 (+2 vs trip) | Fort +6 Ref +9 Will +6 | Init +3 | Low-light +8 (+1 vs traps)
Skills:
Acrobatics+7,Bluff+13,Climb+4,Diplomacy+8,DisableDevice+14,Knowledges+9,Lin guistics+9,Spellcraft+11,Survival+4/+5,Swim+3
Mysterious Mordant Spire elven female 5 | Character Sheet | Party Treasure | -

I added the bonus on my Spells section and into the class special abilities :)

Jask Mantras: Shalissa has trained how to focus with Jask during her stay at Smuggler’s Shiv, gaining a +2 on Concentration rolls.

As for what to find in the shipwreck, a healing staff would be cool, although Shalissa is probably fine too with a pack of elven culturists in tanga.


NG| Male| Human | 4th Ranger| Conditions: 35/35| AC:17 (FF15/T13)| FO:+5 RE:+7 WL:+4|Initiative: +3/+5 in Jungle| Perc:+9| Stealth: +8

Gregor has it under traits. Red Mantis Training: +1 Initiative.

does anyone have unseen servant or mage hand available?


Shiv Battle Map | Campaign Page

@ Gregor shouldn't your ini be 3 now?

Good Idea on the spells. If nobody can help here, Gelik might have one of the spells.


NG| Male| Human | 4th Ranger| Conditions: 35/35| AC:17 (FF15/T13)| FO:+5 RE:+7 WL:+4|Initiative: +3/+5 in Jungle| Perc:+9| Stealth: +8

indeed


NG| Male| Human | 4th Ranger| Conditions: 35/35| AC:17 (FF15/T13)| FO:+5 RE:+7 WL:+4|Initiative: +3/+5 in Jungle| Perc:+9| Stealth: +8

is this something Gregor can take 10 on to carefully pick berries?


Shiv Battle Map | Campaign Page

Take 10 unfortunately is only possible on skill checks. You trying to be carefull is the reflex save.


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Male LG Human Paladin of Iomedae 5 | HP: 38/39 | AC: 22 (11 Tch, 22 Fl) | CMD: 19 (19 Fl) | F: +9, R: +5, W: +8 | Init: +6 | Perc: +9, SM +8 | Speed 20 ft | Active conditions: none

Hey all; I'm still here!

I have pretty busy weekends, so I haven't applied Father Kerndrew's new level yet. Sorry! I'll work on getting that up to date ASAP.


Shiv Battle Map | Campaign Page

Great!


HP 35 AC 20 TAC 14 FF 16 | CMD 17 (+2 vs trip) | Fort +6 Ref +9 Will +6 | Init +3 | Low-light +8 (+1 vs traps)
Skills:
Acrobatics+7,Bluff+13,Climb+4,Diplomacy+8,DisableDevice+14,Knowledges+9,Lin guistics+9,Spellcraft+11,Survival+4/+5,Swim+3
Mysterious Mordant Spire elven female 5 | Character Sheet | Party Treasure | -

Davor, do you want the +1 dagger? It is slightly better than the mundane rapier even before considering the +1 to hit and bypassing of magical DR.


Half Orc Rogue 4/Witch 1 | HP: 37/37 | Init: +10, Att:+6 PBS, CMB: +3, CMD: 16 | AC: 17/19, FF: 14, Touch: 15 | Fort:+7, Ref:+9, Will:+5/+6 against Compulsion | Acrobatics:+12, Climb:+9, Disable:+13, Escape:+8, Know-Arcana/Dungeon/Local:+6, Nature+7, Geography:+9, Perception:+12, Sense Motive:+9, Stealth:+11, Survival:+6, Swim:+8 | Darkvision:60' | Sneak Attack 2d6 | +1 Dagger d4+1, 3 Daggers d4, 2 Darts d4, Shortbow 20 Arrows, MW Hanbo d6 | Conditions: Endure Elements, 6 points Con damage

If you're not claiming it sure. I just figured, in character, that you needed a new blade. And I've got several so I didn't.


HP 35 AC 20 TAC 14 FF 16 | CMD 17 (+2 vs trip) | Fort +6 Ref +9 Will +6 | Init +3 | Low-light +8 (+1 vs traps)
Skills:
Acrobatics+7,Bluff+13,Climb+4,Diplomacy+8,DisableDevice+14,Knowledges+9,Lin guistics+9,Spellcraft+11,Survival+4/+5,Swim+3
Mysterious Mordant Spire elven female 5 | Character Sheet | Party Treasure | -

Shalissa is not really able to do melee, so just pick it and enjoy :)


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Shiv Battle Map | Campaign Page

For now you can only roll geography or survival to see, if this is the place, I will not give out aditional hints for good rolls.

I think its possible to find the spot with careful looking at the shapes and exploration to clear enough of the island maps.


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Shiv Battle Map | Campaign Page

@Davor No map of the Ship.

There is little material to be had in the sources (Even the Brine demon was completely made up by me) and i'd like the few pictures I have found for story related ships or for the fights.


HP 35 AC 20 TAC 14 FF 16 | CMD 17 (+2 vs trip) | Fort +6 Ref +9 Will +6 | Init +3 | Low-light +8 (+1 vs traps)
Skills:
Acrobatics+7,Bluff+13,Climb+4,Diplomacy+8,DisableDevice+14,Knowledges+9,Lin guistics+9,Spellcraft+11,Survival+4/+5,Swim+3
Mysterious Mordant Spire elven female 5 | Character Sheet | Party Treasure | -

It is fine GM! The map always gives a more interesting tactical game, but I think it is good to have theater of the mind, at least to speed up the less relevant parts of the adventure.


Half Orc Rogue 4/Witch 1 | HP: 37/37 | Init: +10, Att:+6 PBS, CMB: +3, CMD: 16 | AC: 17/19, FF: 14, Touch: 15 | Fort:+7, Ref:+9, Will:+5/+6 against Compulsion | Acrobatics:+12, Climb:+9, Disable:+13, Escape:+8, Know-Arcana/Dungeon/Local:+6, Nature+7, Geography:+9, Perception:+12, Sense Motive:+9, Stealth:+11, Survival:+6, Swim:+8 | Darkvision:60' | Sneak Attack 2d6 | +1 Dagger d4+1, 3 Daggers d4, 2 Darts d4, Shortbow 20 Arrows, MW Hanbo d6 | Conditions: Endure Elements, 6 points Con damage

Agreed! I didn't know if anything was provided. Was just curious so we could know what was available to explore. What is flooded, etc.


Male LG Human Paladin of Iomedae 5 | HP: 38/39 | AC: 22 (11 Tch, 22 Fl) | CMD: 19 (19 Fl) | F: +9, R: +5, W: +8 | Init: +6 | Perc: +9, SM +8 | Speed 20 ft | Active conditions: none

Hi all, I've been a bit under the weather for the past couple of days. Sorry for my absence, but I'm not ready to come back quite yet. Nothing serious; I'll be back soon. If you've been botting me, thanks; if not, please feel free to! Thanks again for your patience!


Shiv Battle Map | Campaign Page

Map really Updated now. SOrry for the missing step.


HP 35 AC 20 TAC 14 FF 16 | CMD 17 (+2 vs trip) | Fort +6 Ref +9 Will +6 | Init +3 | Low-light +8 (+1 vs traps)
Skills:
Acrobatics+7,Bluff+13,Climb+4,Diplomacy+8,DisableDevice+14,Knowledges+9,Lin guistics+9,Spellcraft+11,Survival+4/+5,Swim+3
Mysterious Mordant Spire elven female 5 | Character Sheet | Party Treasure | -

No worries! :)

That seems like an awful hole.


Half Orc Rogue 4/Witch 1 | HP: 37/37 | Init: +10, Att:+6 PBS, CMB: +3, CMD: 16 | AC: 17/19, FF: 14, Touch: 15 | Fort:+7, Ref:+9, Will:+5/+6 against Compulsion | Acrobatics:+12, Climb:+9, Disable:+13, Escape:+8, Know-Arcana/Dungeon/Local:+6, Nature+7, Geography:+9, Perception:+12, Sense Motive:+9, Stealth:+11, Survival:+6, Swim:+8 | Darkvision:60' | Sneak Attack 2d6 | +1 Dagger d4+1, 3 Daggers d4, 2 Darts d4, Shortbow 20 Arrows, MW Hanbo d6 | Conditions: Endure Elements, 6 points Con damage

Sorry for my lack of posting. Was on the road to Boston to get my grandson (and his parents), bringing them back home while their home gets renovated. Back online now.


HP 35 AC 20 TAC 14 FF 16 | CMD 17 (+2 vs trip) | Fort +6 Ref +9 Will +6 | Init +3 | Low-light +8 (+1 vs traps)
Skills:
Acrobatics+7,Bluff+13,Climb+4,Diplomacy+8,DisableDevice+14,Knowledges+9,Lin guistics+9,Spellcraft+11,Survival+4/+5,Swim+3
Mysterious Mordant Spire elven female 5 | Character Sheet | Party Treasure | -

Seems we are a bit out of better ideas. Do you want me to just summon the monster and let see what happens?


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NG| Male| Human | 4th Ranger| Conditions: 35/35| AC:17 (FF15/T13)| FO:+5 RE:+7 WL:+4|Initiative: +3/+5 in Jungle| Perc:+9| Stealth: +8

id say yes.


Shiv Battle Map | Campaign Page

Well I was witing for a clear word which of the two options you would pursue. Both were equally valid so I did not want to decide for you.

Also Shalissa can manage the dophin please.


Shiv Battle Map | Campaign Page

If one of you had an idea how he could have effected the fight through that small hole in the last round and I skipped him, feel free to post two rounds.

Also the Map is not to scale. The creature is about 10ft away fro you currently. it is still visible through the hole you made.


Half Orc Rogue 4/Witch 1 | HP: 37/37 | Init: +10, Att:+6 PBS, CMB: +3, CMD: 16 | AC: 17/19, FF: 14, Touch: 15 | Fort:+7, Ref:+9, Will:+5/+6 against Compulsion | Acrobatics:+12, Climb:+9, Disable:+13, Escape:+8, Know-Arcana/Dungeon/Local:+6, Nature+7, Geography:+9, Perception:+12, Sense Motive:+9, Stealth:+11, Survival:+6, Swim:+8 | Darkvision:60' | Sneak Attack 2d6 | +1 Dagger d4+1, 3 Daggers d4, 2 Darts d4, Shortbow 20 Arrows, MW Hanbo d6 | Conditions: Endure Elements, 6 points Con damage

It's all good! And thanks for catching my mistake. I sometimes mix up my characters and currently have another rogue in a different game that has Precise shot. Gotta check my notes and see when Davor will get that feat!


Shiv Battle Map | Campaign Page

I get an error too on all the documents.


HP 35 AC 20 TAC 14 FF 16 | CMD 17 (+2 vs trip) | Fort +6 Ref +9 Will +6 | Init +3 | Low-light +8 (+1 vs traps)
Skills:
Acrobatics+7,Bluff+13,Climb+4,Diplomacy+8,DisableDevice+14,Knowledges+9,Lin guistics+9,Spellcraft+11,Survival+4/+5,Swim+3
Mysterious Mordant Spire elven female 5 | Character Sheet | Party Treasure | -

Had it taken Shalissa, that ghoul would have totally tore her to pieces. Gulps!

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