Burning Wrath (Wrath of the Righteous, table 2)

Game Master The Roxtar

Burning Wrath slides
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NG Male Human Arcanist 5 / Evangelist 4 / Mythic 2|HP: 62/62|AC: 13|Touch: 13|FFAC: 10|Initiative: +2|Fort: +4|Reflex: +6|Will: +6|Speed: 30ft|Arcane Reservoir 11/11|1st lvl Spells 6/6|2nd lvl Spells 6/6|3rd lvl Spells 6/6|4th lvl Spells 3/3|Mythic P

As Salvatore sees his sister he is unable to hold back tears. He runs over to her and gives her a big hug, I.......I thought you were dead. I am so glad your alive.

Salvatore is updated to lvl 7


NG Female Human Fighter 8|HP: 84/84|AC: 21|Touch: 11|FFAC: 20|Initiative: +3|Fort: +8|Reflex: +3|Will: +5|Speed: 20ft|Will Always Power Attack

Serafina embraces Salvatore, I thought I was too for a bit. I am so glad to see you. Serafina looks around seeing Salvatore's allies. Hello I am Serafina Vasili, Salvatore's older sister. Thank you for freeing us.


LG Medium Human Cleric 9 Mythic 2| HP: 73 | AC: 24 FF: 16 Touch: 20 CMD: 18 | Initiative +7 |Perception +15 | Fort +8 Reflex +6 Will +11 | Move 20’

Leveled up.

Wally walks amongst the Knights, praising them and blessing them in Iomedae's name. Seeing the reunion of the lost siblings brings a smile to his face and a tear to his eye. "I may be just a simple country preacher but... I dare say her divine hand is hard at work rewarding our efforts this day! Oh blessed be The Inheritor!"


LN Medium Human Oracle (Battle) 8| HP: 58 | AC: 25 FF: 24 Touch: 11 CMD: 19 | Initiative +3 |Perception +9 | Fort +3 Reflex +3 Will +5 | Move 20’

Wally's cohort checking in.

"Blessed be The Inheritor!" Zendya calls out in response. "May I join you in prayer preacher? I am need of her blessings this day. I am afflicted with a malady of spirits that drives me on this quest of righteousness and could use some counsel."


LG Medium Human Cleric 9 Mythic 2| HP: 73 | AC: 24 FF: 16 Touch: 20 CMD: 18 | Initiative +7 |Perception +15 | Fort +8 Reflex +6 Will +11 | Move 20’

"Of course my child. Jon me and tell me of this malady." Wally says with concern written plainly on his face.
and that's enough talking to myself for now.


|Spell Templates |Icons: ◆◇↺ |Identifying Magic

pausing for a tick to let everyone get updated, but what is the next target?


Male LG Male Angel-Blooded Aasimar Paladin 7/1|HP: 77/77|AC: 17|Touch: 11|FFAC: 16|Initiative: +1|Fort: +13|Reflex: +7|Will: +9|Speed: 20ft|Smite Evil 2/Day|Lay on Hands 9/Day|Mythic Power 5/day

be still my heart I thought only I was the embodiment of a celestial being little did I know there was one that walked the earth. My name is Darius Coldwall and I would love to get to know you a little better and help you heal up

Darius will lay think his Cajun charm on serphina and then give Sally and reassuring nod that he is a good man

and wally my did that beard give you a little somethin' extra! Care to join me later for healing

working on leveling my guys up


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alrighty. got everything situated, just need the finalized info and tokens for folks and we can get started :)

With the larger forces broken up, the legendary heroes in training head into the city and look to secure the Ahari Bridge. Once there they find that the forces holding it are not insubstantial. Many tieflings are keeping a somewhat watchful eye, as well as four large beasts of burden that sport wicked looking horns.


NG Male Human Arcanist 5 / Evangelist 4 / Mythic 2|HP: 62/62|AC: 13|Touch: 13|FFAC: 10|Initiative: +2|Fort: +4|Reflex: +6|Will: +6|Speed: 30ft|Arcane Reservoir 11/11|1st lvl Spells 6/6|2nd lvl Spells 6/6|3rd lvl Spells 6/6|4th lvl Spells 3/3|Mythic P

Tokens and information on the slides updated. Also updated the header of Darius and Pyro.


|Spell Templates |Icons: ◆◇↺ |Identifying Magic

Initiative:

Init, Darius: 1d20 + 1 ⇒ (13) + 1 = 14
Init, Pyro: 1d20 + 8 ⇒ (5) + 8 = 13
Init, Salvatore: 1d20 + 2 ⇒ (4) + 2 = 6
Init, Serafina: 1d20 + 3 ⇒ (14) + 3 = 17
Init, Walton: 1d20 + 5 ⇒ (12) + 5 = 17
Init, Zendya: 1d20 + 3 ⇒ (18) + 3 = 21
Init, White: 1d20 + 2 ⇒ (18) + 2 = 20
Init, Red: 1d20 + 3 ⇒ (13) + 3 = 16
Init, Orange: 1d20 + 3 ⇒ (13) + 3 = 16
Init, Yellow: 1d20 + 3 ⇒ (1) + 3 = 4
Init, Green: 1d20 + 3 ⇒ (13) + 3 = 16
Init, Light Blue: 1d20 + 3 ⇒ (8) + 3 = 11
Init, Blue: 1d20 + 3 ⇒ (8) + 3 = 11
Init, Purple: 1d20 + 3 ⇒ (10) + 3 = 13
Init, Pink: 1d20 + 3 ⇒ (11) + 3 = 14
Init, Red: 1d20 + 0 ⇒ (2) + 0 = 2
Init, Orange: 1d20 + 0 ⇒ (12) + 0 = 12
Init, Yellow: 1d20 + 0 ⇒ (12) + 0 = 12
Init, Green: 1d20 + 0 ⇒ (18) + 0 = 18

feel free to reposition yourselves anywhere in the pink area on slide one

Combat Tracker wrote:

Round 1

21Zendya 45/45
20White
18Large Green
17Walton 49/49
17Serafina 64/64
16Red
16Orange
16Green
14Pink
14Darius 77/77
13Pyro 83/83
13Purple
12Large Orange
12Large Yellow
11Light Blue
11Blue
06Salvatore 47/47
04Yellow
02Large Red


LN Medium Human Oracle (Battle) 8| HP: 58 | AC: 25 FF: 24 Touch: 11 CMD: 19 | Initiative +3 |Perception +9 | Fort +3 Reflex +3 Will +5 | Move 20’

Zendya gathers everyone together and casts Protection from Evil, Communal on everyone.
1 minute each.
Then she draws her light flail and strides forward.


Male LG Male Angel-Blooded Aasimar Paladin 7/1|HP: 77/77|AC: 17|Touch: 11|FFAC: 16|Initiative: +1|Fort: +13|Reflex: +7|Will: +9|Speed: 20ft|Smite Evil 2/Day|Lay on Hands 9/Day|Mythic Power 5/day

upon walking up to this and seeing this would I have been able to buff myself?


|Spell Templates |Icons: ◆◇↺ |Identifying Magic

for prebuffing, longer spells will be fine. shorter term spells, not so much. you guys do know there are enemies there, so some degree of preparedness is understandable

also, where is zendya moving to? i still see her in the same starting zone


NG Male Human Arcanist 5 / Evangelist 4 / Mythic 2|HP: 62/62|AC: 13|Touch: 13|FFAC: 10|Initiative: +2|Fort: +4|Reflex: +6|Will: +6|Speed: 30ft|Arcane Reservoir 11/11|1st lvl Spells 6/6|2nd lvl Spells 6/6|3rd lvl Spells 6/6|4th lvl Spells 3/3|Mythic P

Salvatore would of used a Scroll of Mage Armor if that's ok.


|Spell Templates |Icons: ◆◇↺ |Identifying Magic

In the back, sounds of chanting can be heard. Closer to the front however, one of the large beasts rushes forward, and tries to skewer Zendya.

Gore: 1d20 + 8 ⇒ (4) + 8 = 12 miss

Zendya easily notices that the beast has a heavy shackle around it's neck, keeping it chained to the tall watchtower on the bridge.

Combat Tracker wrote:

Round 1

Prot Evil
21Zendya 45/45
20White
18Large Green
17Walton 49/49
17Serafina 64/64

16Red
16Orange
16Green
14Pink
14Darius 77/77
13Pyro 83/83
13Purple
12Large Orange
12Large Yellow
11Light Blue
11Blue
06Salvatore 47/47
04Yellow
02Large Red


NG Female Human Fighter 8|HP: 84/84|AC: 21|Touch: 11|FFAC: 20|Initiative: +3|Fort: +8|Reflex: +3|Will: +5|Speed: 20ft|Will Always Power Attack

Serafina will walk forward and attack Green.

Greatsword PA Vital Strike: 1d20 + 16 ⇒ (15) + 16 = 31
Slashing Damage: 2d6 + 23 ⇒ (3, 1) + 23 = 27


LG Medium Human Cleric 9 Mythic 2| HP: 73 | AC: 24 FF: 16 Touch: 20 CMD: 18 | Initiative +7 |Perception +15 | Fort +8 Reflex +6 Will +11 | Move 20’

Wally casts Blessing of Fervor boosting his allies. Then he draws his Longsword and strides forward.

Blessing if Fervor effects:
With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).

*Increase its speed by 30 feet.

*Stand up as a swift action without provoking an attack of opportunity.

*Take one extra attack as part of a full attack action, using its highest base attack bonus.

*Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.

*Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.

These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Blessing of fervor does not stack with haste.


7 Rounds


|Spell Templates |Icons: ◆◇↺ |Identifying Magic

Two globules of darkness envelop the greater portion of the bridge as the enemy acts.

Combat Tracker wrote:

Round 1

Prot Evil
21Zendya 45/45
20White
18Large Green, -27
17Walton 49/49
17Serafina 64/64
16Red
16Orange
16Green
14Pink
14Darius 77/77
13Pyro 83/83

13Purple
12Large Orange
12Large Yellow
11Light Blue
11Blue
06Salvatore 47/47
04Yellow
02Large Red


|Spell Templates |Icons: ◆◇↺ |Identifying Magic

sorry, needed to clarify here. The city lighting is Normal light, darkness drops it to dim light. So characters with low light or darkvision will be able to see as normal


Male LG Male Angel-Blooded Aasimar Paladin 7/1|HP: 77/77|AC: 17|Touch: 11|FFAC: 16|Initiative: +1|Fort: +13|Reflex: +7|Will: +9|Speed: 20ft|Smite Evil 2/Day|Lay on Hands 9/Day|Mythic Power 5/day

Darius will activate his divine bond and then move up a bit

prepare yourselves this will be a intense battle!


Male NG Male Human Kineticist (Fire) 6|HP: 83/83|AC: 20|Touch: 15|FFAC: 15|Initiative: +8|Fort: +11|Reflex: +9|Will: +2|Speed: 30ft

Pyro will 5ft over and ready a blast to the first enemy the comes within his range (30ft)

Fire Blast: 1d20 + 9 ⇒ (7) + 9 = 16
Energy Damage: 3d6 + 4 ⇒ (5, 6, 5) + 4 = 20


|Spell Templates |Icons: ◆◇↺ |Identifying Magic

Darius moves up and over, turning on his sword to make a subtle glow.

as there's no spell level provided for the divine bond, let's just assume you're activating the light from Radiance itself, while it's not fully powered up, and it still only produces light "as a torch", that'll be sufficient enough to push back -this- darkness to give normal light 20ft around you.

Pyro readies and then tosses a blast at the large beast closest to him, finishing the creature off.

Purple tiefling strides forward with a shortsword, swinging at Zendya.

Melee: 1d20 + 3 ⇒ (10) + 3 = 13 miss
Slashing: 1d6 + 1 ⇒ (2) + 1 = 3

Light blue and Blue fire a crossbow bolts at Serafina.

Ranged: 1d20 + 3 ⇒ (10) + 3 = 13 miss
Piercing: 1d8 ⇒ 5

Ranged: 1d20 + 3 ⇒ (5) + 3 = 8 miss
Piercing: 1d8 ⇒ 8

The large beasts, Orange and Yellow strain against their shackles, but are still tied down.

Freedom? O: 1d20 + 6 ⇒ (7) + 6 = 13
Freedom? Y: 1d20 + 6 ⇒ (3) + 6 = 9

Combat Tracker wrote:

Round 1

Prot Evil
Zendya 45/45
White
Walton 49/49
Serafina 64/64
Red
Orange
Green
Pink
Darius 77/77
Pyro 83/83
Purple
Large Orange
Large Yellow
Light Blue
Blue
el Salvatore 47/47
Yellow
Large Red


NG Male Human Arcanist 5 / Evangelist 4 / Mythic 2|HP: 62/62|AC: 13|Touch: 13|FFAC: 10|Initiative: +2|Fort: +4|Reflex: +6|Will: +6|Speed: 30ft|Arcane Reservoir 11/11|1st lvl Spells 6/6|2nd lvl Spells 6/6|3rd lvl Spells 6/6|4th lvl Spells 3/3|Mythic P

Salvatore will hold up his right hand with a finger extended and you see a small red ball appear then with his left hand he will grab his mask and the red ball of light turns blue then launches forward. Then Salvatore will move forward a bit.

Cold Damage: 6d6 ⇒ (4, 2, 5, 6, 6, 1) = 24
Reflex Save DC19

2 Uses of the Mask of Conflicting Energies left.

Spells:
0-Level Spells Prepared: Dancing Lights, Detect Magic, Open/Close, Prestidigitation, Scrivener's Chant, Read Magic. 1st-Level Spells Prepared: Color Spray, Burning Hand, Thunderstomp, Mage Armor 1st-Level Spells Left: 6/6 2nd-Level Spell Prepared: Burst of Radiance and Boneshaker 2nd-Level Spells Left: 6/6 3rd-Level Spell Prepared: Fireball 3rd-Level Spells Left: 2/3 Arcane Reservoir: 9/9 Mythic Power: 7/7


NG Male Human Arcanist 5 / Evangelist 4 / Mythic 2|HP: 62/62|AC: 13|Touch: 13|FFAC: 10|Initiative: +2|Fort: +4|Reflex: +6|Will: +6|Speed: 30ft|Arcane Reservoir 11/11|1st lvl Spells 6/6|2nd lvl Spells 6/6|3rd lvl Spells 6/6|4th lvl Spells 3/3|Mythic P

I would like to use the Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves from Blessing of Fervor.


|Spell Templates |Icons: ◆◇↺ |Identifying Magic

Reflex, White: 1d20 + 6 ⇒ (19) + 6 = 25
Reflex, Yellow: 1d20 + 5 ⇒ (10) + 5 = 15
Reflex, Green: 1d20 + 5 ⇒ (16) + 5 = 21
Reflex, Blue: 1d20 + 5 ⇒ (9) + 5 = 14
Reflex, Large Red: 1d20 + 3 ⇒ (14) + 3 = 17
Reflex, Large Orange: 1d20 + 3 ⇒ (6) + 3 = 9
Reflex, Large Yellow: 1d20 + 3 ⇒ (15) + 3 = 18

GM Screen:
DC21: 1d20 + 12 ⇒ (9) + 12 = 21

Str: 1d20 + 6 ⇒ (17) + 6 = 23

The ice ball bursts, and several of the tieflings fall. One of the large beasts subsequently breaks free from it's shackles and moves closer.

Combat Tracker wrote:

Round 2

Prot Evil
Zendya 45/45
White, -7
Walton 49/49
Serafina 64/64
Red
Orange
Pink
Darius 77/77
Pyro 83/83
Purple
Large Orange, -24
Large Yellow, -24
Blue
Salvatore 47/47
Large Red, -24


LN Medium Human Oracle (Battle) 8| HP: 58 | AC: 25 FF: 24 Touch: 11 CMD: 19 | Initiative +3 |Perception +9 | Fort +3 Reflex +3 Will +5 | Move 20’

Zendya attacks purple twice, using the extra attack from Blessing of Fervor, with her light flail.
Light Flail: 1d20 + 9 ⇒ (12) + 9 = 21
Bludgeoning: 1d8 + 5 ⇒ (8) + 5 = 13

Light Flail: 1d20 + 9 ⇒ (1) + 9 = 10
Bludgeoning: 1d8 + 5 ⇒ (5) + 5 = 10


|Spell Templates |Icons: ◆◇↺ |Identifying Magic

i'll be honest, this fight is really busy and the enemies are mostly pretty weak. the only one that could have been a challenge was white, but outside of blasting you with fireballs every round til you get to him, he's not got a ton going for him. i'm inclined to just scrap this fight and call it a victory for the knights. cool?


NG Male Human Arcanist 5 / Evangelist 4 / Mythic 2|HP: 62/62|AC: 13|Touch: 13|FFAC: 10|Initiative: +2|Fort: +4|Reflex: +6|Will: +6|Speed: 30ft|Arcane Reservoir 11/11|1st lvl Spells 6/6|2nd lvl Spells 6/6|3rd lvl Spells 6/6|4th lvl Spells 3/3|Mythic P

Fine by me


LG Medium Human Cleric 9 Mythic 2| HP: 73 | AC: 24 FF: 16 Touch: 20 CMD: 18 | Initiative +7 |Perception +15 | Fort +8 Reflex +6 Will +11 | Move 20’

Part of me doesn't want to scrap the easy fight since we've been struggle bussing it all along. But I also don't want to be targeted by fireballs repeatedly... I'm torn.


Male LG Male Angel-Blooded Aasimar Paladin 7/1|HP: 77/77|AC: 17|Touch: 11|FFAC: 16|Initiative: +1|Fort: +13|Reflex: +7|Will: +9|Speed: 20ft|Smite Evil 2/Day|Lay on Hands 9/Day|Mythic Power 5/day

double the loot from it and I'm sold


|Spell Templates |Icons: ◆◇↺ |Identifying Magic

lol. ending the fight without taking weeks is the reward already :P you guys will still get loot, but not doubling it.

After a brief and violent skirmish, the heroes are victorious. The hulking beasts appear to have been chained to the supports of the bridge, and some wear is obvious even to the untrained eye. (it looks as if they had a plan to bring the bridge down should it look like they were losing it).

The tieflings carried generic gear and no other valuables... except for one. This one seemed a bit different from the others. A bit older, and from his prowess in battle, skilled with magic. He carried some more interesting gear.

Loot
potion of cure moderate wounds
wand of dimension door (9 charges)
amulet of natural armor +1
cloak of resistance +2
125 gp


NG Male Human Arcanist 5 / Evangelist 4 / Mythic 2|HP: 62/62|AC: 13|Touch: 13|FFAC: 10|Initiative: +2|Fort: +4|Reflex: +6|Will: +6|Speed: 30ft|Arcane Reservoir 11/11|1st lvl Spells 6/6|2nd lvl Spells 6/6|3rd lvl Spells 6/6|4th lvl Spells 3/3|Mythic P

Salvatore will be keeping the Wand of Dimension Door and the CL5 Wand of Magic Missiles in his wrist sheaths.

Good Job everyone. Now let's see if we can take down the Vault next.


|Spell Templates |Icons: ◆◇↺ |Identifying Magic

The path across the city is clear, and in short order the group arrives at the small vault. A supernatural darkness clings to the building, seeming to ooze out of the very walls.

slide updated


NG Female Human Fighter 8|HP: 84/84|AC: 21|Touch: 11|FFAC: 20|Initiative: +3|Fort: +8|Reflex: +3|Will: +5|Speed: 20ft|Will Always Power Attack

Serafina will check for traps on the door.

Perception: 1d20 + 11 ⇒ (6) + 11 = 17

If there are no traps and everyone is ready she will open the door.


|Spell Templates |Icons: ◆◇↺ |Identifying Magic

While Serafina is confident that the path is safe, the doors are quite sturdy... and locked.


NG Female Human Fighter 8|HP: 84/84|AC: 21|Touch: 11|FFAC: 20|Initiative: +3|Fort: +8|Reflex: +3|Will: +5|Speed: 20ft|Will Always Power Attack

I do not see any traps on this door but the door is locked and that is not an area I am proficient in. Are any of you proficient in the art of lock picking?


LN Medium Human Oracle (Battle) 8| HP: 58 | AC: 25 FF: 24 Touch: 11 CMD: 19 | Initiative +3 |Perception +9 | Fort +3 Reflex +3 Will +5 | Move 20’

"I am not skilled in that area either."


LG Medium Human Cleric 9 Mythic 2| HP: 73 | AC: 24 FF: 16 Touch: 20 CMD: 18 | Initiative +7 |Perception +15 | Fort +8 Reflex +6 Will +11 | Move 20’

"I'm just a simple country preacher. I don't know nothing 'bout opening locks without a key."


Male NG Male Human Kineticist (Fire) 6|HP: 83/83|AC: 20|Touch: 15|FFAC: 15|Initiative: +8|Fort: +11|Reflex: +9|Will: +2|Speed: 30ft

well I can try to pick it and if that doesn't work I can burn it down

Disable Device: 1d20 + 6 ⇒ (1) + 6 = 7


Male NG Male Human Kineticist (Fire) 6|HP: 83/83|AC: 20|Touch: 15|FFAC: 15|Initiative: +8|Fort: +11|Reflex: +9|Will: +2|Speed: 30ft

ok that didn't work. Burn it down?


|Spell Templates |Icons: ◆◇↺ |Identifying Magic

not that you can see much, but the structure is made of stone and metal. also, for picking a lock, you -can- try again, but i can tell you, even if you take 20, a +6 will not get you a result high enough to succeed


NG Female Human Fighter 8|HP: 84/84|AC: 21|Touch: 11|FFAC: 20|Initiative: +3|Fort: +8|Reflex: +3|Will: +5|Speed: 20ft|Will Always Power Attack

Serafind will try and knock down the door.

Greatsword PA Vital Strike: 1d20 + 16 ⇒ (10) + 16 = 26
Slashing Damage: 4d6 + 23 ⇒ (6, 2, 2, 2) + 23 = 35


|Spell Templates |Icons: ◆◇↺ |Identifying Magic

As Serafina lands the first blow, she notices quickly that her weapon seemed very ineffective against the solid door.


NG Male Human Arcanist 5 / Evangelist 4 / Mythic 2|HP: 62/62|AC: 13|Touch: 13|FFAC: 10|Initiative: +2|Fort: +4|Reflex: +6|Will: +6|Speed: 30ft|Arcane Reservoir 11/11|1st lvl Spells 6/6|2nd lvl Spells 6/6|3rd lvl Spells 6/6|4th lvl Spells 3/3|Mythic P

Hey Serafina why don't you try this and try to open it. Doesn't look like your sword is very useful in this situation. Salvatore will hand her a crowbar.


NG Female Human Fighter 8|HP: 84/84|AC: 21|Touch: 11|FFAC: 20|Initiative: +3|Fort: +8|Reflex: +3|Will: +5|Speed: 20ft|Will Always Power Attack

In this case brother as much as I don't want to admit it, your right.

Serafina will put away her greatsword and grab the crowbar. Move over to the door and try to open the door.

If I can take a 20 then will the crowbar bonus that will be a 28. Hopefully that will be enough


|Spell Templates |Icons: ◆◇↺ |Identifying Magic

Taking her time, the fighter eventually feels the door shudder and dislodge itself, opening heavily into the yawning darkness.

the interior, much like the exterior is shrouded in supernatural darkness. ie, if you don't have darkvision, you see nothing


NG Male Human Arcanist 5 / Evangelist 4 / Mythic 2|HP: 62/62|AC: 13|Touch: 13|FFAC: 10|Initiative: +2|Fort: +4|Reflex: +6|Will: +6|Speed: 30ft|Arcane Reservoir 11/11|1st lvl Spells 6/6|2nd lvl Spells 6/6|3rd lvl Spells 6/6|4th lvl Spells 3/3|Mythic P

Salvatore will use Detect Magic and the try to spellcraft to see what is causing the darkness

Spellcraft: 1d20 + 16 ⇒ (5) + 16 = 21


|Spell Templates |Icons: ◆◇↺ |Identifying Magic

Salvatore tries to magically analyze the darkness, but is uncertain what is causing the effect.


LN Medium Human Oracle (Battle) 8| HP: 58 | AC: 25 FF: 24 Touch: 11 CMD: 19 | Initiative +3 |Perception +9 | Fort +3 Reflex +3 Will +5 | Move 20’

Zendya casts Light on her shield.


LG Medium Human Cleric 9 Mythic 2| HP: 73 | AC: 24 FF: 16 Touch: 20 CMD: 18 | Initiative +7 |Perception +15 | Fort +8 Reflex +6 Will +11 | Move 20’

Wally casts Light on his shield.

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