Maximum Profit (Inactive)

Game Master Gilthanis

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Male Dwarf Cleric of Torag 2 (Artifice-Industry) / Wizard 2 AC/T/FF: 17/13/15 HP: 33/33 F: +6 R:+3 W: +9 Init: +2 Perception: +3

Zen'Zot moves over to the others and casts a Bless on everyone.

OCC: Bless Each ally within 50ft (including those summoned) gain a +1 Morale bonus on Attack rolls and Saves vs Fear for 2 minutes (20 Rounds).


Skills:
Acrobatics +11, Alchemy +13, Disable Device +11, K: Arcana +7, K: Dungeon +7, K: Engin. +10, K: Geo. +7, K: History +7, K: Nature +7, K: Planes +7, K: Religion +7, Ling. +10, Perception +8, Sense Motive +5, Spellcraft +10
Melee:
[dice=Rapier Attack]d20+7[/dice][dice=Rapier Damage]d6+1[/dice][dice=Pistol Attack]d20+7[/dice][dice=Pistol Damage]d8[/dice][dice=Rapid Shot Pistol Attacks]d20+5[/dice][dice=Pistol Damage]d8[/dice]
N Aasimar [Garuda] Steel Hound Investigator; Init +6; HP 35/35; AC 18, Touch 14, FF 14, CMD 18; CMB +4; Fort +3, Reflex +8, Will +5; Perception (Darkvision) +8; 97 shots; Inspiration 5/5

Will Save: 1d20 + 5 ⇒ (3) + 5 = 8 Wah Wah


Male Dwarf Cleric of Torag 2 (Artifice-Industry) / Wizard 2 AC/T/FF: 17/13/15 HP: 33/33 F: +6 R:+3 W: +9 Init: +2 Perception: +3

Nvm


Uwe’s spine shudders as the necromantic magic overcomes their body and soul. Their spine tingles as a cold snap reverberates through their spinal cord. Everything inside their brain screams RUN! RUN!!, as they can feel their legs start to propel them away from the fighting.

Turn 1
Uwe: 23 (MA up from morning and shield cast now, rapier drawn & FRIGHTENED)
Mara: 21 (elemental summmon)
‘Blue’ Leader: 15 (hacks elemental for 6 damage, took 11 damage, asleep)
Karita & Zen’Zot & ‘red’: 14 (red: cast spell at Uwe; Karita: sleep on leader; Zen: bless)
‘Black and green’: 7 (wakes boss and misses arrow)

The remaining two crew members finally get their head in the fight and react to your quick thinking. The woman dual-wielding axes lives behind her leader and kicks him square in his ass…cause if he were awake he’d retaliate. It’s not often they get a free kick. He stirs awake, eyes groggy as the magic fades.

What the…!! he exclaims as he looks up as the elemental is looming down.

The man, wearing simple armor, takes aim with his longbow and takes a single shot at Karita for her spellcasting shenanigans. The arrow takes a sharp turn and *thuds* in the ground closer to the boss man then his target.

longbow at Karita: 1d20 + 2 ⇒ (6) + 2 = 8

—————
Turn 1
Uwe: 23 (Mage Armor/Shield; FRIGHTENED)
Mara (with earth elemental): 21
‘Blue’ Leader: 15 (prone on ground)
Mara & Zen’Zot & ‘red’: 14
‘Black and green’: 7


Turn 2
Uwe: 23 (Mage Armor/Shield; FRIGHTENED)
Mara (with earth elemental): 21
‘Blue’ Leader: 15 (prone on ground)
Mara & Zen’Zot & ‘red’: 14
‘Black and green’: 7


Female human summoner 4 | HP: 21/31 |Flagbearer: +1 morale to attack/damage/saves vs fear+charm | Summons left: 9/10 | Spells left: 1st 4/5 2nd 2/2 Current day: 22nd of Rova, 4777. Unspent downtime days: K: 0, M: 0, U: 0, Z: 0

Mara grins and shakes her head at the foolish bandit leader. "Fight my little muddy friend if you want. You're just trying to dig yourself out of a hole."

She steps forward and speaks in some deep grunts and the elemental steps to the side. Then another appears on the other side of the leader. Together, they pummel him something fierce.

Terran:

Mara told the elemental "Carefully step northwest then slam him."

I'm pretty sure they both hit his prone AC with 19 as the lowest attack rolltotal. 13 and 15 bludgeoning damage.

Mechanics:

Mara moves then readies an action to cast her SM II SLA as soon as the first elemental is in position. The second elemental then appears, providing flanking. Further, I'm assuming bandits is touching the ground now instead of on his horse and might even be prone, all thanks to having fallen asleep and not stood up yet.

Elemental 1 attack: 1d20 + 8 + 1 + 1 + 2 ⇒ (18) + 8 + 1 + 1 + 2 = 30
Elemental 2 attack: 1d20 + 8 + 1 + 1 + 2 ⇒ (7) + 8 + 1 + 1 + 2 = 19
Dam 1: 1d6 + 7 + 1 + 1 ⇒ (4) + 7 + 1 + 1 = 13
Dam 2: 1d6 + 7 + 1 + 1 ⇒ (6) + 7 + 1 + 1 = 15


Turn 2
Uwe: 23 (Mage Armor/Shield; FRIGHTENED)
Mara (with earth elemental): 21
Mara & Zen’Zot & ‘red’: 14
‘Black and green’: 7

The leader wakes up just in time to see a pair of elementals bludgeon him twice. The man lies motionless…as his crew members look on in horror.

The robed man, takes a careful step then casts another spell at Mara.

(Will save Mara)


Male Dwarf Cleric of Torag 2 (Artifice-Industry) / Wizard 2 AC/T/FF: 17/13/15 HP: 33/33 F: +6 R:+3 W: +9 Init: +2 Perception: +3

Zen'Zot loads his light crossbow and takes a shot at the spell caster guy.

McCannics:

OCC: Will put his gear and such on his sheet did not realize I had not updated that yet. Does it take a full action to ready a shield. If not then as part of his load and fire, he will place this shield in front of himself using it as partial cover.

Attack: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9

Note: To Hit should have been only a +5 but I think a 15 still hits (hopefully).


Female human summoner 4 | HP: 21/31 |Flagbearer: +1 morale to attack/damage/saves vs fear+charm | Summons left: 9/10 | Spells left: 1st 4/5 2nd 2/2 Current day: 22nd of Rova, 4777. Unspent downtime days: K: 0, M: 0, U: 0, Z: 0

Will save: 1d20 + 4 ⇒ (3) + 4 = 7 +1 more if it's vs fear or charm but that won't make a difference... shoot our will save luck is bad...


Skills:
Acrobatics +11, Alchemy +13, Disable Device +11, K: Arcana +7, K: Dungeon +7, K: Engin. +10, K: Geo. +7, K: History +7, K: Nature +7, K: Planes +7, K: Religion +7, Ling. +10, Perception +8, Sense Motive +5, Spellcraft +10
Melee:
[dice=Rapier Attack]d20+7[/dice][dice=Rapier Damage]d6+1[/dice][dice=Pistol Attack]d20+7[/dice][dice=Pistol Damage]d8[/dice][dice=Rapid Shot Pistol Attacks]d20+5[/dice][dice=Pistol Damage]d8[/dice]
N Aasimar [Garuda] Steel Hound Investigator; Init +6; HP 35/35; AC 18, Touch 14, FF 14, CMD 18; CMB +4; Fort +3, Reflex +8, Will +5; Perception (Darkvision) +8; 97 shots; Inspiration 5/5

Its a beautiful day to just run wildly through the woods.


Male Dwarf Cleric of Torag 2 (Artifice-Industry) / Wizard 2 AC/T/FF: 17/13/15 HP: 33/33 F: +6 R:+3 W: +9 Init: +2 Perception: +3

Well look on the bright side he might just be out of 1st level spells now ;) granted the two he did cast paid out in major dividends as they basically completely took out two of our group. So nice spell except every time they use it they do not get what those that flee had so a mixed blessing for bandits.


Female Human Witch 4 (Seasons-autumn) AC/T/FF: 17/13/14 HP: 26/26 F: +3 R:+3 W: +5 Init: +4 Perception: +7

Karita sees one of the bandits cast a spell and replies with a smile of her own.

The witch casts create pit under mister Red Mage. DC 16 Reflex save for it.


The spell caster takes a cross or bolt through the leg, as the arrow is heavily embedded into flesh. Lucky for him, Mara’s will isn’t strong as she flees much the same way Uwe did moments before.

reflex caster: 1d20 + 1 ⇒ (8) + 1 = 9

The caster isn’t paying attention, as a small pit opens underneath him. He falls into the pit as he’s to slow to react after just taking an crossbow bolt to the leg.

The two remaining bandit members both attack. The dual axe woman attack the most injured elemental with both her axes while the man on the horse using a longbow takes two shots at Karita.

axes at elemental: 1d20 + 1 ⇒ (16) + 1 = 171d20 + 1 ⇒ (12) + 1 = 13
slash damage: 1d6 + 1 ⇒ (1) + 1 = 21d6 + 1 ⇒ (4) + 1 = 5

longbow at Karita: 2d20 ⇒ (15, 3) = 18
pierce damage: 1d8 + 1 ⇒ (1) + 1 = 2


Turn 3
Uwe: 23 (Mage Armor/Shield; FRIGHTENED until end on round 4)
Mara (with earth elemental): 21 (60’ off map)
Karita & Zen’Zot & ‘red’: 14
‘Black and green’: 7

fear Uwe: 1d4 ⇒ 3
fear Mara: 1d4 ⇒ 1


Female Human Witch 4 (Seasons-autumn) AC/T/FF: 17/13/14 HP: 26/26 F: +3 R:+3 W: +5 Init: +4 Perception: +7

falling damage, guy into pit: 1d6 ⇒ 4


Female human summoner 4 | HP: 21/31 |Flagbearer: +1 morale to attack/damage/saves vs fear+charm | Summons left: 9/10 | Spells left: 1st 4/5 2nd 2/2 Current day: 22nd of Rova, 4777. Unspent downtime days: K: 0, M: 0, U: 0, Z: 0

Mara runs, screaming "That guy is CREEPY!"

Now she's not close enough to provide flagbearer bonuses. Injured elemental is at 6/17 hp remaining. The elementals aren't smart enough (int 4) to fight optimally without her but stepping to surround and smack I think is reasonable.

The elementals burrow through the earth then pop up to flank the axe-wielding woman. One of them thumps her good.

Attack 1: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13
Dam 1: 1d6 + 7 + 1 ⇒ (1) + 7 + 1 = 9
Attack 2: 1d20 + 8 + 2 + 1 ⇒ (11) + 8 + 2 + 1 = 22
Dam 2: 1d6 + 7 + 1 ⇒ (2) + 7 + 1 = 10


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Female Human Witch 4 (Seasons-autumn) AC/T/FF: 17/13/14 HP: 26/26 F: +3 R:+3 W: +5 Init: +4 Perception: +7

You know you'll never live this down right Mara?


Turn 3
Uwe: 23 (Mage Armor/Shield; FRIGHTENED until end on round 4)
Mara (with earth elemental): 21 (60’ off map)
Karita & Zen’Zot & ‘red’: 14
‘Black and green’: 7

The axe wielding woman takes a solid thump, it is more hardy than that. The caster moves up to physically engage Karota as he swings his weapon at her.

morningstar vs Karita: 1d20 ⇒ 18
damage: 1d8 - 1 ⇒ (2) - 1 = 1


Male Dwarf Cleric of Torag 2 (Artifice-Industry) / Wizard 2 AC/T/FF: 17/13/15 HP: 33/33 F: +6 R:+3 W: +9 Init: +2 Perception: +3

OCC: I thought the caster was in a 10ft deep pit, how did he move anywhere? And not to hinder us more but shouldn't Uwe be fleeing as well and one round ahead of Mara?


Female Human Witch 4 (Seasons-autumn) AC/T/FF: 17/13/14 HP: 26/26 F: +3 R:+3 W: +5 Init: +4 Perception: +7

Zen is correct. To get out of the pit, DC 25 Climb check is needed, though it's only 10' deep.


Doh. Slight change then lol

The caster tries his best to crawl out of the pit but fails miserably as he just claws at the dirt around the lip of the pit.

strength: 1d20 - 1 ⇒ (15) - 1 = 14


Male Dwarf Cleric of Torag 2 (Artifice-Industry) / Wizard 2 AC/T/FF: 17/13/15 HP: 33/33 F: +6 R:+3 W: +9 Init: +2 Perception: +3

OCC: Okay I looked it up and my mistake that is a 20ft deep pit which requires a DC 25 Climbing check to get out or some other creative means. Kind of need an answer on this so I know who is and is not on the playing field so-to-speak.


Male Dwarf Cleric of Torag 2 (Artifice-Industry) / Wizard 2 AC/T/FF: 17/13/15 HP: 33/33 F: +6 R:+3 W: +9 Init: +2 Perception: +3

OCC: Are we not 3rd level? If not yeah its only 10ft deep but thought we were 3rd level. To many things in my head.

Zen'Zot quickly sets up his shield (+2 AC Cover -- AC 18) and crouches behind it prior to firing off a shot over Karita's head at the guy on the horse with a bow as he says, "Karita please move to the side." However his shot flies over the bowman's head.

McCannics:

To Hit: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d8 + 2 ⇒ (3) + 2 = 5


Female Human Witch 4 (Seasons-autumn) AC/T/FF: 17/13/14 HP: 26/26 F: +3 R:+3 W: +5 Init: +4 Perception: +7

Karita feels the air stir as Zen tries to shoot the bowman. "Telling me to move and then shooting before I can seems a little counterproductive." The witch complains. She moves a bit to one side and forward, looking at the man in black with that strange look in her eyes.

Slumber hex on Black, DC 15 Will save.


Male Dwarf Cleric of Torag 2 (Artifice-Industry) / Wizard 2 AC/T/FF: 17/13/15 HP: 33/33 F: +6 R:+3 W: +9 Init: +2 Perception: +3

"Ya movin' is so dat archer be shootin at me radder dan yoo. Shootin past ya was n'ver an issue Karita as I n'ver hit ya as long as he be on dat hoors."


will save: 1d20 + 1 ⇒ (14) + 1 = 15

The man’s eyes close shut for a moment as he starts to slump. He jeers himself at the last moment as his willpower is too strong for your magic.

Humph, nice try little one he calls out in defiance.


Turn 4
Uwe: 23 (Mage Armor/Shield; FRIGHTENED until end on round 4)
Mara (with earth elemental): 21 (60’ off map)
Karita & Zen’Zot & ‘red’: 14
‘Black and green’: 7

The axe wielding woman takes another 2 swipes at the most injured elemental.

1d20 + 1 ⇒ (10) + 1 = 111d20 + 1 ⇒ (2) + 1 = 3
if an 11 hits: 1d6 + 1 ⇒ (4) + 1 = 5

The man on the horse then fires two arrows at Karita for her continued annoyance. Both arrows miss her, even if one gets closer to her feet.

rapid shot: 2d20 ⇒ (6, 12) = 18


Female human summoner 4 | HP: 21/31 |Flagbearer: +1 morale to attack/damage/saves vs fear+charm | Summons left: 9/10 | Spells left: 1st 4/5 2nd 2/2 Current day: 22nd of Rova, 4777. Unspent downtime days: K: 0, M: 0, U: 0, Z: 0

The elementals stay engaged with the woman, thumping mercilessly away, her latest attempt not coming close to penetrating their thick, rocky hides.

Attack 1: 1d20 + 8 + 2 + 1 ⇒ (18) + 8 + 2 + 1 = 29
Dam 1: 1d6 + 7 + 1 ⇒ (1) + 7 + 1 = 9
Attack 2: 1d20 + 8 + 2 + 1 ⇒ (12) + 8 + 2 + 1 = 23
Dam 2: 1d6 + 7 + 1 ⇒ (4) + 7 + 1 = 12
Bad time to be her. If she goes down after the first hit, both elementals will move to flank the archer and the second hit will be applied to him. If she goes down after the second hit, then only the second elemental will move to the archer and no attacks on him yet.


Male Dwarf Cleric of Torag 2 (Artifice-Industry) / Wizard 2 AC/T/FF: 17/13/15 HP: 33/33 F: +6 R:+3 W: +9 Init: +2 Perception: +3

OCC: Not that it makes a difference this round but I do not think the 2nd Elemental gets that +1 as it was not in existence when Zen'Zot cast his spell and the flag is no longer present.


The axe wielded goes down after the pair of slam attacks. The archer looks at their downed allies as the elementals surround and engage them.

Turn 4
Uwe: 23 (Mage Armor/Shield; FRIGHTENED until end on round 4)
Mara (with earth elemental): 21 (60’ off map)
Karita & Zen’Zot & ‘red’: 14
‘Black and green’: 7


Female human summoner 4 | HP: 21/31 |Flagbearer: +1 morale to attack/damage/saves vs fear+charm | Summons left: 9/10 | Spells left: 1st 4/5 2nd 2/2 Current day: 22nd of Rova, 4777. Unspent downtime days: K: 0, M: 0, U: 0, Z: 0

I was only adding the +1 for earth mastery, not the morale bonuses.


Male Dwarf Cleric of Torag 2 (Artifice-Industry) / Wizard 2 AC/T/FF: 17/13/15 HP: 33/33 F: +6 R:+3 W: +9 Init: +2 Perception: +3

Poised behind his shield Zen'Zot takes a shot at the archer once again.

McCannics::

To Hit:: 1d20 + 5 ⇒ (18) + 5 = 23
Damage:: 1d8 + 2 ⇒ (8) + 2 = 10


The force of the arrow embedding into his chest makes him question his current choices. He stays strong in the saddle however.

ride check: 1d20 + 4 ⇒ (13) + 4 = 17


Female Human Witch 4 (Seasons-autumn) AC/T/FF: 17/13/14 HP: 26/26 F: +3 R:+3 W: +5 Init: +4 Perception: +7

"I am far from in the mood for this." The witch comments.

Slumber hex the horse, DC 15 Will save.


horse will save: 1d20 + 1 ⇒ (11) + 1 = 12

The horse falls to the ground, fast asleep as the magic takes over.

reflex save: 1d20 + 4 ⇒ (10) + 4 = 14

The man falls to the ground, bow still in hand. He looks up at the menacing elementals near him.

The draws his dagger from his hip and takes a slash at the most injured elemental. He doesn’t Cole any where close to hitting the target however as the threats loom over him.

dagger: 1d20 + 1 ⇒ (4) + 1 = 5

Turn 5
Uwe: 23 (Mage Armor/Shield; running back now)
Mara (with earth elemental): 21 (60’ off map)
Karita & Zen’Zot & ‘red’: 14
‘Bow’: 7


Male Dwarf Cleric of Torag 2 (Artifice-Industry) / Wizard 2 AC/T/FF: 17/13/15 HP: 33/33 F: +6 R:+3 W: +9 Init: +2 Perception: +3

OCC: Mara should already be back on the map she only fled for 1 round and thus 1 round to return and theoretically she should be on site and ready to act this round? Yes/No?


Turn 5
Uwe: 23 (Mage Armor/Shield; running back now)
Mara (with earth elemental): 21
Karita & Zen’Zot & ‘red’: 14
‘Bow’: 7

all fixed


Skills:
Acrobatics +11, Alchemy +13, Disable Device +11, K: Arcana +7, K: Dungeon +7, K: Engin. +10, K: Geo. +7, K: History +7, K: Nature +7, K: Planes +7, K: Religion +7, Ling. +10, Perception +8, Sense Motive +5, Spellcraft +10
Melee:
[dice=Rapier Attack]d20+7[/dice][dice=Rapier Damage]d6+1[/dice][dice=Pistol Attack]d20+7[/dice][dice=Pistol Damage]d8[/dice][dice=Rapid Shot Pistol Attacks]d20+5[/dice][dice=Pistol Damage]d8[/dice]
N Aasimar [Garuda] Steel Hound Investigator; Init +6; HP 35/35; AC 18, Touch 14, FF 14, CMD 18; CMB +4; Fort +3, Reflex +8, Will +5; Perception (Darkvision) +8; 97 shots; Inspiration 5/5

"I'm coming!" Uwe calls from somewhere in the forest.


Female human summoner 4 | HP: 21/31 |Flagbearer: +1 morale to attack/damage/saves vs fear+charm | Summons left: 9/10 | Spells left: 1st 4/5 2nd 2/2 Current day: 22nd of Rova, 4777. Unspent downtime days: K: 0, M: 0, U: 0, Z: 0

I thought I was fleeing more than one round? Also, it looks like the map is maybe not up to date with which hostiles are conscious and where they are? I'll just assume the elementals can 5 ft step and flank whomever they're fighting.

The elementals keep thumping on the remaining bandit.

Attacks at +11: 2d20 ⇒ (15, 6) = 21
Damages at +7: 2d6 ⇒ (5, 1) = 6

26 for 12 dam and 17 for 8 dam.


The archer goes down, as the elementals slam into his leather armor with resounding force.

The only remaining bad guy is the adept red in the hole. I’m happy just to say you win since the elementals would surround and pummel once the spell is ended/dismissed?


Male Dwarf Cleric of Torag 2 (Artifice-Industry) / Wizard 2 AC/T/FF: 17/13/15 HP: 33/33 F: +6 R:+3 W: +9 Init: +2 Perception: +3

Now that the assailents are out of commission Zen'Zot makes his way forward collecting weapons first, then giving each individual a thorough search of whatever they might possess.

OCC: I am not expecting Zen'Zot to corner the market on this activity but I suspect we are:
1) Collecting all the weapons
2) Collecting all the armor
3) Collecting all the mounts (horses)
4) Collecting all the restrained (still living bodies)
5) Collecting anything else that is apparently present
-------
Pack everything upon (at least 2 mounts) and transport it all back to the city. Turn in the bad guys to the local authorities, describing what they attempted to do on the road, in case there were other reports of such banditry. Perhaps collect a reward -- if not in coin perhaps in resources or influence.


All four bandits appear to be alive after the beating they’ve just sustained. You restrain them all, after you disarm and remove all their equipment. Once in their underwear and further humiliated, you start to head off towards town. You managed to corral a pair of their horses; one that was sleeping and the other from the axe women.

The gear is quite the haul: as you are the proud new owners of a masterwork bastard sword, a masterwork composite longbow (+1 str), a pair of masterwork hand axes, 4 daggers, chain shirt, chain mail, and leather armor.

You load up and head back to town, and you reach it without any further hassle. You reach the gates about 1pm as the sun shines high in the sky.


Female human summoner 4 | HP: 21/31 |Flagbearer: +1 morale to attack/damage/saves vs fear+charm | Summons left: 9/10 | Spells left: 1st 4/5 2nd 2/2 Current day: 22nd of Rova, 4777. Unspent downtime days: K: 0, M: 0, U: 0, Z: 0

Mara casts a quick guidance and walks up to the guards at the gate, smiling. "Hello, protectors of order. We have brought you some criminals."

Diplomacy: 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24


Oh little missy, and what do these criminals call themselves? asks the guard on the right of the gates entrance.


Female Human Witch 4 (Seasons-autumn) AC/T/FF: 17/13/14 HP: 26/26 F: +3 R:+3 W: +5 Init: +4 Perception: +7

"I'd call them bandits, what they call themselves isn't important. Setting up a 'toll' is an illegal activity I imagine, let alone enforcing it by lethal force."


Well young lady that indeed is correct on both accounts. The main jail is about a two minute walk, let me get some more people here to assist in the transfer cause we can’t be leaving our post as he sends a message via magical stone and after about 2 minutes 4 more guards come to escort the 4 bandits to their new home of a cell.

The one looks up at you, if you’ve got a second to talk to the commander I’m sure he like the full story of you’ve got time. But if you’re busy I’m sure he’d understand


Female Human Witch 4 (Seasons-autumn) AC/T/FF: 17/13/14 HP: 26/26 F: +3 R:+3 W: +5 Init: +4 Perception: +7

Karita nods, satisfied that the brigands will be dealt with, and lets Mara take the forefront again.


Male Dwarf Cleric of Torag 2 (Artifice-Industry) / Wizard 2 AC/T/FF: 17/13/15 HP: 33/33 F: +6 R:+3 W: +9 Init: +2 Perception: +3

Zen'Zot is content to let those more versed in dealing with others take point on this aspect of their journey.


Skills:
Acrobatics +11, Alchemy +13, Disable Device +11, K: Arcana +7, K: Dungeon +7, K: Engin. +10, K: Geo. +7, K: History +7, K: Nature +7, K: Planes +7, K: Religion +7, Ling. +10, Perception +8, Sense Motive +5, Spellcraft +10
Melee:
[dice=Rapier Attack]d20+7[/dice][dice=Rapier Damage]d6+1[/dice][dice=Pistol Attack]d20+7[/dice][dice=Pistol Damage]d8[/dice][dice=Rapid Shot Pistol Attacks]d20+5[/dice][dice=Pistol Damage]d8[/dice]
N Aasimar [Garuda] Steel Hound Investigator; Init +6; HP 35/35; AC 18, Touch 14, FF 14, CMD 18; CMB +4; Fort +3, Reflex +8, Will +5; Perception (Darkvision) +8; 97 shots; Inspiration 5/5

Uwe lets the others deal with the law still unnerved by the magical forces that hit him in the forest.


Female Human Witch 4 (Seasons-autumn) AC/T/FF: 17/13/14 HP: 26/26 F: +3 R:+3 W: +5 Init: +4 Perception: +7

The witch notes Uwe's silence. "You're quiet, Uwe. I'm sure Zen's mind is on his craft and still thinking of dryads. Are you all right?" Karita asks quietly. She smiles. "Missing the fight bothering you perhaps?"

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