The Dead Roads[

Game Master Seldlon the Swift

Pathfinder Adventure Path - The Dead Roads - Tyrant's Grasp

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In addition to the module, you are up against RAW. As a GM, I am doing my best to present the module as realistically as possible while enforcing RAW. As this is survival, I am giving you no comfort. Unlike some games I ran in the past, your GM will be hands off for the most part.

Did I answer your question?


Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law) 18/17/11 | CMD: 17 17 | F/R/W: +3/3/8 | Init: +1 | Speed 30ft | H Anim +3, Heal +7, Intim +11(9), Kn Nat,Pln,Rlg +5, Perc +8, Scraft +5, Surv +7 | Active Conditions: Barkskin

You did. I'll stay away from that then.


Normally when I GM, my goal is for everyone to have fun. This one is being presented differently. It has been scary and challenging and I believe that is fun as well.


Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law) 18/17/11 | CMD: 17 17 | F/R/W: +3/3/8 | Init: +1 | Speed 30ft | H Anim +3, Heal +7, Intim +11(9), Kn Nat,Pln,Rlg +5, Perc +8, Scraft +5, Surv +7 | Active Conditions: Barkskin

2nd level HP: 1d8 ⇒ 7

3nd level HP: 1d8 ⇒ 6

4th level HP: 1d8 ⇒ 1
4th level reroll: 1d8 ⇒ 6

Nice. That was totally unexpected.


Nice.


Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law) 18/17/11 | CMD: 17 17 | F/R/W: +3/3/8 | Init: +1 | Speed 30ft | H Anim +3, Heal +7, Intim +11(9), Kn Nat,Pln,Rlg +5, Perc +8, Scraft +5, Surv +7 | Active Conditions: Barkskin

Now for funds.

3d6 ⇒ (4, 3, 3) = 10 * 10 GP

I believe the character is (mechanically) done if you would like to review it.


Coming along nicely. Looks like a complex class at first glance. I am looking forward to going over it in detail when time permits. And, a back story that places you in Roslar's Coffer on the fateful day.


Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law) 18/17/11 | CMD: 17 17 | F/R/W: +3/3/8 | Init: +1 | Speed 30ft | H Anim +3, Heal +7, Intim +11(9), Kn Nat,Pln,Rlg +5, Perc +8, Scraft +5, Surv +7 | Active Conditions: Barkskin

It is not too bad.

The spells are prepared like a wizard except that you get one slot per level extra from which you spontaneously cast spell from your 'spirit magic' list.

You have probably run into hexes, but all I have is the one Intimidating Display as per the feat since the archtype nixed the 2nd level hex. The archtype also allows me to channel positive energy but only to harm.

Then you get a familiar. I don't care for familiars too much so it will stay in the backpack. Dang, that reminds me that I need a backpack.

Finally the spirits give him two special abilities, 1 for the battle spirit (everyone near me gets a morale bonus to attack and damage), and 1 for a wandering spirit I pick each day (Life - channel positive energy).

That is about it.


I like it.


Did you use character generation software at all? Appears you did not. I use pcgen. It is awesome, very time saving, and checks me. It is not perfect in every regard as our rules just get more complicated. Love the export to paizo function.


Don, you are up.


Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law) 18/17/11 | CMD: 17 17 | F/R/W: +3/3/8 | Init: +1 | Speed 30ft | H Anim +3, Heal +7, Intim +11(9), Kn Nat,Pln,Rlg +5, Perc +8, Scraft +5, Surv +7 | Active Conditions: Barkskin

So, in coming up with a history for Tally is it still based out of Rosslar's Coffer with the history outlined in the Player's Handbook for Tyrant's Grasp?


That is true.


Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law) 18/17/11 | CMD: 17 17 | F/R/W: +3/3/8 | Init: +1 | Speed 30ft | H Anim +3, Heal +7, Intim +11(9), Kn Nat,Pln,Rlg +5, Perc +8, Scraft +5, Surv +7 | Active Conditions: Barkskin

I have written up a background for him. Let me know if you want anything added or expounded.


That is a good background. It belongs to you and will help develop the character's personality.


You were placed in the boneyard with everyone who died. It was a total loss in the coffer. You had the opportunity to join your siblings as your only remaining kin, but Umble and Thoot noticed you were not rightfully dead. Something about your heart. You had the opportunity to have last words with your siblings. Umble and Thoot pointed you in this direction to join the others in their return to Golarion.


Your mission now is to find out what happened. What killed the entire town and what can you do to right that. Focus on your new mission, Tally.


Spirit Warden. Looks like you anticipate undead. Always a good trait regardless.


Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law) 18/17/11 | CMD: 17 17 | F/R/W: +3/3/8 | Init: +1 | Speed 30ft | H Anim +3, Heal +7, Intim +11(9), Kn Nat,Pln,Rlg +5, Perc +8, Scraft +5, Surv +7 | Active Conditions: Barkskin

spirit Warden was one of the archetypes the players handbook suggested so I went with it.

What did you mean by 'coax the stamp from the tooth fairy queen' in gameplay? I took it to mean that he died and awoke someplace strange. Now I'm thinking that he returned to the coffer to find his family dead? Or did he return and then his family died and he was almost killed too?


When the party exited the simulation of Roslar's tomb the landscape outside the tomb is bathed in grim moonlight. Dead trees adorn pale, rolling hills, each of which is covered with gravestones that march away to the dark horizon. The moon above is impossibly large and looks down upon you as a glowering skull. You recognize these surroundings as part of the Boneyard, the plane where souls who have died go to be judged and receive their eternal rewards.

Two psychopomps approach you. They are Umble and Thoot. This narrow valley has several copses of dead trees, each separated by thorny brush. All the residents of Roslar’s Coffer are here, puzzled but trying to persevere. The Boneyard has created a rough facsimile of Roslar’s Coffer to ease their transition, and the trauma the souls experienced in their mass arrival is enough to blind them to the obvious imperfections of the simulation. The citizens of Roslar’s Coffer are petitioners, but as they haven’t accepted their fate, they look like, and believe themselves to be, living creatures. Their memories are universally hazy; they all remember going to bed at night and awakening here, but other details, even important elements of their own lives, are unclear. Convincing a resident to accept his death is not easy and could have bad consequences.

Umble and Thoot tasked the party to convince the residents of their death and upcoming journey. They were successful at that task.When the party exited the simulation of Roslar's tomb the landscape outside the tomb is bathed in grim moonlight. Dead trees adorn pale, rolling hills, each of which is covered with gravestones that march away to the dark horizon. The moon above is impossibly large and looks down upon you as a glowering skull. You recognize these surroundings as part of the Boneyard, the plane where souls who have died go to be judged and receive their eternal rewards.

Two psychopomps approach you. They are Umble and Thoot. This narrow valley has several copses of dead trees, each separated by thorny brush. All the residents of Roslar’s Coffer are here, puzzled but trying to persevere. The Boneyard has created a rough facsimile of Roslar’s Coffer to ease their transition, and the trauma the souls experienced in their mass arrival is enough to blind them to the obvious imperfections of the simulation. The citizens of Roslar’s Coffer are petitioners, but as they haven’t accepted their fate, they look like, and believe themselves to be, living creatures. Their memories are universally hazy; they all remember going to bed at night and awakening here, but other details, even important elements of their own lives, are unclear. Convincing a resident to accept his death is not easy and could have bad consequences.

Umble and Thoot tasked the party to convince the residents of their death and upcoming journey. They were successful at that task. They told you about The Dead Roads that connect different parts of the boneyard and eventually head back to Golarion. You need three stamps toexit the boneyard. You have one right now.

Are you clear on the scenario? Will gladly answer any questions.


Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law) 18/17/11 | CMD: 17 17 | F/R/W: +3/3/8 | Init: +1 | Speed 30ft | H Anim +3, Heal +7, Intim +11(9), Kn Nat,Pln,Rlg +5, Perc +8, Scraft +5, Surv +7 | Active Conditions: Barkskin

OK, so Tally was there from the beginning and did not just now wake up there. Are we also saying he was involved in the 'rehabilitation' of the residents and is readily at hand during the current conflict, all armored up and ready to go, but unaware of the particulars until he enters the fray? Is Tally hazy on his past or is he able to remember better than the ones that passed on?


You most likely were not a part of helping the residents because you would have joined the others like yourself. Or, you stayed behind not wanting to return to Golarion for some reason and later changed your mind.

You may enter the manor at any time you please. You will be on slide one and will need to move your token room by room.


Welcome to level 4 everyone.


Tally, if you have gender issues in my game I will get involved and you will suffer for it. LOL. Your stats show male but you identify as female. Not here, my friend. No one is asking for your pronoun. LMAO OTFL.

Etgar, this is on you.


Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law) 18/17/11 | CMD: 17 17 | F/R/W: +3/3/8 | Init: +1 | Speed 30ft | H Anim +3, Heal +7, Intim +11(9), Kn Nat,Pln,Rlg +5, Perc +8, Scraft +5, Surv +7 | Active Conditions: Barkskin

LOL. It's the dang picture. It keeps confusing me as it looks female. At least to me - sometimes. Maybe I should have made him a hermaphrodite :)


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken

Lvl 4: 1d6 ⇒ 4


Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law) 18/17/11 | CMD: 17 17 | F/R/W: +3/3/8 | Init: +1 | Speed 30ft | H Anim +3, Heal +7, Intim +11(9), Kn Nat,Pln,Rlg +5, Perc +8, Scraft +5, Surv +7 | Active Conditions: Barkskin

I just read all 45 pages of the gameplay and am up to speed. Noticing all the fey involved, might I change my equipment to make my Morningstar cold iron?


If you can afford it, always a nice enhancement to have imo. The party may have some stuff for you that they gathered up. Good time for a brandy with Kishokish.


Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law) 18/17/11 | CMD: 17 17 | F/R/W: +3/3/8 | Init: +1 | Speed 30ft | H Anim +3, Heal +7, Intim +11(9), Kn Nat,Pln,Rlg +5, Perc +8, Scraft +5, Surv +7 | Active Conditions: Barkskin

I'm sure he had enough left for a cold iron dagger so I'll grab one of those. I checked out the loot sheet and there is nothing there I'm interested in except the breastplate, and I got that!


Male Aasimar (angelkin) paladin (hospitaler) 4 LG | HP 5/35| AC 22, touch 11, flat-footed 21| CMB 8, CMD 19 | Fort +9 Ref +5, Will +6 | Init +1 | Perception -1 (Darkvision), Sense Motive +3 | Alter Self 1/1 Lay on Hands 0/5 Smite Evil 0/1 Channel 3/6 | Immune: disease, fear; Resist: acid 7, cold 7, electricity 7, fire 5| Active Condition -

HD@4: 1d10 ⇒ 6


Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law) 18/17/11 | CMD: 17 17 | F/R/W: +3/3/8 | Init: +1 | Speed 30ft | H Anim +3, Heal +7, Intim +11(9), Kn Nat,Pln,Rlg +5, Perc +8, Scraft +5, Surv +7 | Active Conditions: Barkskin

I noticed that nobody took the deck of illusions, right?
If not, then Tally will claim them and sort through them as she seeks out sleep.

Which cards are left?


How are the level ups coming along? I did not notice Etgar roll for HPs.


Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law) 18/17/11 | CMD: 17 17 | F/R/W: +3/3/8 | Init: +1 | Speed 30ft | H Anim +3, Heal +7, Intim +11(9), Kn Nat,Pln,Rlg +5, Perc +8, Scraft +5, Surv +7 | Active Conditions: Barkskin

I added the deck to Tally's equipment, marked all 4 jacks and the two of clubs (kobold) used.


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken

GM ruled previously that draws were made randomly, just so you are aware.

My level up is complete. I wasn't updating here as I was interested in seeing if anyone else wanted to clear the library and see if there was loot there.

It appears not, so rest seems best.

I know Etgar just moved IRL, so his not levelling up might be due to that.

Don, are you done and ready to make ve on?


Igar to Tally wrote:
Did you use character generation software at all? Appears you did not.

I was just generating a dex based fighter and resorted to doing it by hand. Think I am at that point in character development.


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken

My apologies, but I have been heading toward a departure from these forums for some time, and I cannot put it off any longer.

I realize that this puts that game in a bad position, but I no longer have the energy or desire to deal with these games.

I've enjoyed playing with each of you.


Male Aasimar (angelkin) paladin (hospitaler) 4 LG | HP 5/35| AC 22, touch 11, flat-footed 21| CMB 8, CMD 19 | Fort +9 Ref +5, Will +6 | Init +1 | Perception -1 (Darkvision), Sense Motive +3 | Alter Self 1/1 Lay on Hands 0/5 Smite Evil 0/1 Channel 3/6 | Immune: disease, fear; Resist: acid 7, cold 7, electricity 7, fire 5| Active Condition -

Sorry to see you go Niu, Don is Ready. I have one or two folks I could reach out to.


Please do so, Don. Thank you.

Niu will be sorely missed. He was my GM as well. An awesome GM.


The dex based fighter I built is a nightmare for opponents. The one ability, dex at 27, adds to initiative, attack and damage in melee as well as AC. I made it a two weapon fighter. I ran a simulation against the previous frontliner I was playing. That PC was a two handed weapon fighter that could really dish out the punishment but was low on AC. The glass cannon.

In the simulation, the dex based two weapon fighter got the initiative. After some ranged attacks they came together and the two weapon fighter laid down 4 swings (both are level 6 and have bab 6/1) one of which was a confirmed crit. The 56 HP fighter was dropped with 78 HPs of damage.

For frontliners I prefer a fighter because you get a combat feat every level in addition to the regular progression feats.


dexfight
Male Elf (Darkvision) fighter 6 Archetypes Two-Weapon Warrior,
None Medium humanoid (elf)
Init +11, Senses darkvision (60 ft.); Perception +3
=================================================
DEFENSE
=================================================
AC 28, touch 19, flat-footed 19 (+9 armor, +9 Dex, ), Two-Weapon Defense = 29 +2 to fighting defensively
hp 61 ((6d10)+16)
Fort +9, Ref +13, Will +4, +2 Will vs. fear

=================================================
OFFENSE
=================================================
Speed 30 ft.
Melee +1 Elven Curve Blade (agile) +16/+11 (1d6+10/18-20)
Melee Vital Strike +1 Elven Curve Blade (agile) +16/+11 (2d6+10/18-20)
Melee Two Weapons +1 Elven Curve Blade (agile) +14/+14 (1d6+10/18-20)
Melee Two Weapons +1 Elven Curve Blade (agile) +9/+9 (1d6+10/18-20)
Longbow +15/+10 (1d8) x3
=================================================
TACTICS
=================================================

==================================================
STATISTICS
=================================================
Str 10, Dex 27, Con 14, Int 12, Wis 10, Cha 8,
Base Atk +6/+1; CMB +13; CMD 23 (25 vs disarm) (25 vs sunder)
Feats (4 combat) (3 PC) Agile Maneuvers, Combat Reflexes, Two-Weapon Defense, Two-Weapon Fighting, Vital Strike, Weapon Finesse, Weapon Focus (Elven curve blade)
Skills Acrobatics +17, Climb +4, Intimidate +8, Intimidate (To demoralize) +10, Knowledge (Dungeoneering) +5, Knowledge (Engineering) +5, Knowledge (Local) +2, Perception +3, Swim +4,
Traits Reactionary, Serpent Runner,
Languages Common, Elven, Sylvan
SQ bonus cmd (disarm & sunder) (2x), bonus feats, bravery, darkvision, defensive flurry, darkvision elf, humanoid traits, keen senses, twin blades
Combat Gear
Other Gear +1 elven curve blade (agile) (2), +5 mithral chain shirt, +2 cloak of resistance,+4 belt of incredible dexterity, Longbow, 20 durable arrows. 19165 gp
================================================
SPECIAL ABILITIES
=================================================

Bonus CMD (Disarm & Sunder) (2x) Add +1 to the elf's CMD when resisting a disarm or sunder attempt.

Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Bravery (Ex) You gain a +2 bonus to Will saves against fear effects.

Darkvision (Ex) Though uncommon, some groups of elves are born with darkvision, rather than low-light vision.

Defensive Flurry (Ex) At 3rd level, when a two-weapon warrior makes a full attack with both weapons, he gains a +1 dodge bonus to AC against melee attacks until the beginning of his next turn. This bonus increases by +1 every four levels after 3rd. This ability replaces armor training 1 and 2.

Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.

Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.

Language Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Serpent Runner You've participated in the mock gladiatorial battles and athletic feats at the Serpent's Run, Magnimar's grand hippodrome, but the safe nature of those games leaves you bored. Seeking greater thrills and tests of your abilities, you've pledged your arms and skill to the local Pathfinder lodge. Choose one of the following benefits to represent the techniques you learned from your time at the Serpent's Run: Choose a specific type of armor. When wearing armor of that type, you treat its armor check penalty as if it were -1 lower. When fighting with two weapons, the penalty imposed on your primary weapon is reduced by 1. You gain a +2 trait bonus on Intimidate checks to demoralize opponents.

Silent Hunter (Ex) Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a -20 penalty (this number includes the penalty reduction from this racial trait).

Twin Blades (Ex) At 5th level, a two-weapon warrior gains a +1 bonus on attack and damage rolls when making a full attack with two weapons or a double weapon. This bonus increases by +1 for every four levels after 5th. This ability replaces weapon training 1.

[b][/b]


missed When fighting with two weapons, the penalty imposed on your primary weapon is reduced by 1.


dexfight
Male Elf (Darkvision) fighter 6 Archetypes Two-Weapon Warrior,
None Medium humanoid (elf)
Init +11, Senses darkvision (60 ft.); Perception +3
=================================================
DEFENSE
=================================================
AC 28, touch 19, flat-footed 19 (+9 armor, +9 Dex, ), Two-Weapon Defense = 29 +2 to fighting defensively
hp 61 ((6d10)+16)
Fort +9, Ref +13, Will +4, +2 Will vs. fear

=================================================
OFFENSE
=================================================
Speed 30 ft.
Melee +1 Elven Curve Blade (agile) +16/+11 (1d6+10/18-20)
Melee Vital Strike +1 Elven Curve Blade (agile) +16/+11 (2d6+10/18-20)
Melee Two Weapons +1 Elven Curve Blade (agile) +15/+14 (1d6+10/18-20)
Melee Two Weapons +1 Elven Curve Blade (agile) +10/+9 (1d6+10/18-20)
Longbow +15/+10 (1d8) x3
=================================================
TACTICS
=================================================

==================================================
STATISTICS
=================================================
Str 10, Dex 27, Con 14, Int 12, Wis 10, Cha 8,
Base Atk +6/+1; CMB +13; CMD 23 (25 vs disarm) (25 vs sunder)
Feats (4 combat) (3 PC) Agile Maneuvers, Combat Reflexes, Two-Weapon Defense, Two-Weapon Fighting, Vital Strike, Weapon Finesse, Weapon Focus (Elven curve blade)
Skills Acrobatics +17, Climb +4, Intimidate +8, Intimidate (To demoralize) +10, Knowledge (Dungeoneering) +5, Knowledge (Engineering) +5, Knowledge (Local) +2, Perception +3, Swim +4,
Traits Reactionary, Serpent Runner,
Languages Common, Elven, Sylvan
SQ bonus cmd (disarm & sunder) (2x), bonus feats, bravery, darkvision, defensive flurry, darkvision elf, humanoid traits, keen senses, twin blades
Combat Gear
Other Gear +1 elven curve blade (agile) (2), +5 mithral chain shirt, +2 cloak of resistance,+4 belt of incredible dexterity, Longbow, 20 durable arrows. 19165 gp
================================================
SPECIAL ABILITIES
=================================================

Bonus CMD (Disarm & Sunder) (2x) Add +1 to the elf's CMD when resisting a disarm or sunder attempt.

Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Bravery (Ex) You gain a +2 bonus to Will saves against fear effects.

Darkvision (Ex) Though uncommon, some groups of elves are born with darkvision, rather than low-light vision.

Defensive Flurry (Ex) At 3rd level, when a two-weapon warrior makes a full attack with both weapons, he gains a +1 dodge bonus to AC against melee attacks until the beginning of his next turn. This bonus increases by +1 every four levels after 3rd. This ability replaces armor training 1 and 2.

Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.

Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.

Language Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Serpent Runner You've participated in the mock gladiatorial battles and athletic feats at the Serpent's Run, Magnimar's grand hippodrome, but the safe nature of those games leaves you bored. Seeking greater thrills and tests of your abilities, you've pledged your arms and skill to the local Pathfinder lodge. Choose one of the following benefits to represent the techniques you learned from your time at the Serpent's Run: Choose a specific type of armor. When wearing armor of that type, you treat its armor check penalty as if it were -1 lower. When fighting with two weapons, the penalty imposed on your primary weapon is reduced by 1. You gain a +2 trait bonus on Intimidate checks to demoralize opponents.

Silent Hunter (Ex) Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a -20 penalty (this number includes the penalty reduction from this racial trait).

Twin Blades (Ex) At 5th level, a two-weapon warrior gains a +1 bonus on attack and damage rolls when making a full attack with two weapons or a double weapon. This bonus increases by +1 for every four levels after 5th. This ability replaces weapon training 1.

[b][/b]


I have a new PM but when I click on it I get an error. Anyone else have this issue? A few days ago I would get the error and try again and it would come through.

The requested URL was not found on this server, or you do not have permission to access this area.


And there is this :-)

We're having some trouble right now.

How I can post but not update a page is just not right.


Male Elf Investigator / 4 HP: 23 /25 AC 15 (17)/T 13 / FF 12 (14); CMB + 4 CMD 17; Initiative +3; F 2 / R 7 / W 6, Perception +10; LL vision, inspiration 1/6

Sorry guys; working a bit behind right now. I'll get Etgar updated as soon as I can.


Male Aasimar (angelkin) paladin (hospitaler) 4 LG | HP 5/35| AC 22, touch 11, flat-footed 21| CMB 8, CMD 19 | Fort +9 Ref +5, Will +6 | Init +1 | Perception -1 (Darkvision), Sense Motive +3 | Alter Self 1/1 Lay on Hands 0/5 Smite Evil 0/1 Channel 3/6 | Immune: disease, fear; Resist: acid 7, cold 7, electricity 7, fire 5| Active Condition -

@GM Igar The Terrible

try; Ralphrius


Got in using a tablet. Something is up with my browser.


Current party build is Shaman, Investigator, and Paladin. What will you add to that?


Just fired up some filler in gameplay to pass the time until we get everyone up to speed. You are in the guestroom on the third floor. The sound is coming from directly below you.


Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law) 18/17/11 | CMD: 17 17 | F/R/W: +3/3/8 | Init: +1 | Speed 30ft | H Anim +3, Heal +7, Intim +11(9), Kn Nat,Pln,Rlg +5, Perc +8, Scraft +5, Surv +7 | Active Conditions: Barkskin

Oracle
Cleric

For the healing and curing.

Psychics are versatile. Wouldn't mind one of them along.

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