1E pathfinder Kingmaker Book 0 — Intrigue on the East Sellen River “We are not the good guys.” (Inactive)

Game Master Chainmail

A prelude to potential Kingmaker campaign where characters experience a harrowing journey into the wild river kingdoms. Who can be trusted when trade and coin are the primary motivation for keeping the East Sellen river safe. In this chaotic time for Brevoy, are there internal forces at work that threaten House Lebeda's trading empire? It is 15 Phar 4710
Area map with Greatwall
25 pt buy, average wealth, no 3 party, max hp per level, bonus trait w/ drawback, one campaign trait, consult Player’s guide, 7 min/ 18 max before racials, 1 background skill/ level (3 if rogue) current mythic level 1
Link to mythic
Mine Map
Link to Cragson Mine map
INITIATIVE
[dice=Remis]1d20+1[/dice]
[dice=Saoirse]1d20+3[/dice]
[dice=Tibold]1d20+3[/dice]
[dice=Bberry]1d20+3[/dice]
[dice=Edoom]1d20+4[/dice]
[dice=Sigvald]1d20+1[/dice]
[dice=ENEMY]1d20+1[/dice]


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Saoirse Female CG Aasimar Bard 4: |HP: 32/32, AC: 15, Touch 13, FF 12, Fort: +3 Reflex:+7 Will:+5|CMB +4, CMD 17 (21 disarm/sunder/trip)| acid res 5, cold res 5, and electricity res 5|Perception +4 (Darkvision) |EA: Gather Information

Makes sense.


N/A Leshy Druid (Leshy Warden, World Walker) 1 HP BB 14/14 | RL 5/5 | AC 18 | F +4 R +2 W +5| Perception +7 |Spells: 0th: 4 1st 2/2 |

Umm, yeah, Brightberry will make like a tree and leaf as well. Redleaf, luckily, is not really gone. He's just returned to the forest for a time.


M NG Half-Elf (human, elf) Investigator (Cartographer) 2 Mythic Trickster 1 HP: 24/24 | AC: 16, T: 13, FF: 13) | CMB: +1, CMD: 14 | F: +2, R: +6, W: +4 (+6 vs enchantment spells & effects) | Init: +3| low-light vision; Perc: +7(+8 to locate traps) Speed 30| Inspiration Pool 4/4 +1d6 | Active conditions: None

Oh look, a ghost for each of you lol


After this encounter you will be level 2. Elfriede is evil, but not moustache twirling evil. You don't think she brutally slaughters people.


Infusions: 1/5
Prepared:
Bottled Lightning 2/3 | Goo Grenade 1/3 | Elixir of Life 0/2 | War Blood Mut 1/2
(Dying 2)/18 HP

Wouldn't mustache-twirling evil be better? Guaranteed monologue segueing into imminent death trap "you have no chance of escaping" but she nor her minions stick around to verify its success?

I feel like that's a guaranteed survival story right there.


N/A Leshy Druid (Leshy Warden, World Walker) 1 HP BB 14/14 | RL 5/5 | AC 18 | F +4 R +2 W +5| Perception +7 |Spells: 0th: 4 1st 2/2 |

@Saoirse. BB Will probably be out to heal you this round or next. Within the next 12 seconds.


Saoirse Female CG Aasimar Bard 4: |HP: 32/32, AC: 15, Touch 13, FF 12, Fort: +3 Reflex:+7 Will:+5|CMB +4, CMD 17 (21 disarm/sunder/trip)| acid res 5, cold res 5, and electricity res 5|Perception +4 (Darkvision) |EA: Gather Information

It'll be interesting to see how this plays out.


There is a nature shrine that will allow you to use your reward to reincarnate Saoirse. The other group is also deciding if they wish to reincarnate their lost character. Group 3 let the orcs run by, they didn't want to risk fighting and engaging but a few to play it safe.

So, after battle it is time to level up, PFS style, hit die/2 + 1


Saoirse Female CG Aasimar Bard 4: |HP: 32/32, AC: 15, Touch 13, FF 12, Fort: +3 Reflex:+7 Will:+5|CMB +4, CMD 17 (21 disarm/sunder/trip)| acid res 5, cold res 5, and electricity res 5|Perception +4 (Darkvision) |EA: Gather Information
Brightberry wrote:
@Saoirse. BB Will probably be out to heal you this round or next. Within the next 12 seconds.

Thanks for trying BB I appreciate it, apparently that isn't an option.

So in forcing Brightberry to heal the orcs first, the point ensures the Saoirse dies. Interesting choice. Never had a GM go out of their way to make sure a PC dies before

I don't think it would be fair to screw over the entire party by having everyone have to give up whatever reward they would get, just to reincarnate me. (Would not only weaken the party by leaving everyone below Wealth by level, but I'd also be down 2pts constitution permanents which at 15pt buy is Brutal aside from adjustments for whatever race is rolled)


I went through the log, and I think Saoirse was unsalvageable at that point given the prior magic missile damage. I will check again the round timing. But if I am wrong, Saoirse would have been healed at that moment even if BB had to move through difficult terrain to get there by fiat.

And there would be no constitution penalty, as yes that is pretty harsh.


N/A Leshy Druid (Leshy Warden, World Walker) 1 HP BB 14/14 | RL 5/5 | AC 18 | F +4 R +2 W +5| Perception +7 |Spells: 0th: 4 1st 2/2 |

It was not difficult terrain for BB. One of the perks of being a druid.


At first level?? Anyway, I probably would have handwaved even if it wasnt.


N/A Leshy Druid (Leshy Warden, World Walker) 1 HP BB 14/14 | RL 5/5 | AC 18 | F +4 R +2 W +5| Perception +7 |Spells: 0th: 4 1st 2/2 |

NVM, I just looked at that. It's second level, sorry.


If you want, we can make this table adventure mode without any real possiblity of death. It is your game.


N/A Leshy Druid (Leshy Warden, World Walker) 1 HP BB 14/14 | RL 5/5 | AC 18 | F +4 R +2 W +5| Perception +7 |Spells: 0th: 4 1st 2/2 |

That seems less fun. Tell me more about using our reward for Resurrection.


Saoirse Female CG Aasimar Bard 4: |HP: 32/32, AC: 15, Touch 13, FF 12, Fort: +3 Reflex:+7 Will:+5|CMB +4, CMD 17 (21 disarm/sunder/trip)| acid res 5, cold res 5, and electricity res 5|Perception +4 (Darkvision) |EA: Gather Information

At this point I'd probably be better off creating a new character


We don’t need to worry about it if we turn character death off like in the computer game. It turns out Redleafs foliage like Groot has healing powers.

You did know you had two potions of ferocity before the fight? If not, you do have two potions that confer orc ferocity feat for 20 rounds.

And assume new animal companion is waiting at the sanctuary.


Saoirse Female CG Aasimar Bard 4: |HP: 32/32, AC: 15, Touch 13, FF 12, Fort: +3 Reflex:+7 Will:+5|CMB +4, CMD 17 (21 disarm/sunder/trip)| acid res 5, cold res 5, and electricity res 5|Perception +4 (Darkvision) |EA: Gather Information

As BrightBerry said, I'm not really interested in "turning character death off" either. I doubt anybody would enjoy that.

I think now we all know that even at level one there's a likelihood of us having encounters way above our CR thrown at us and will adjust accordingly.

I think it's simply a matter of understanding the parameters we're working within. I've never had a GM take action to prevent characters from being healed when it was at a critical moment,bor force the party to use resources to heal fallen enemies first. Now we know what we're dealing with, and the enemy ruthlessness setting. All good.

Saoirse is dead, that's fine. Playing a Charisma based character in a setting where is seems like being a nonstandard race could be a detriment, I'm not in a rush to dive into the Reincarnation pool, especially since it would cost the party so much.

Saoirse is dead and I'll make a new character, likely some form of arcane caster since losing both Bard and witch the party is pretty light on that front. Maybe a magus to keep some of the combat melee presence on the team.

Any other players have any thoughts Im happy to hear them.


I guess we disagree about Saiorse's status in hp at the time and whether action at that time mattered. But we are supposed to have fun, so I am adjusting accordingly.

I also am incorporating requested changes, if you want more, please let me know. Make sure to level up to 2 and pick a mythic path, max hp per level.


Infusions: 1/5
Prepared:
Bottled Lightning 2/3 | Goo Grenade 1/3 | Elixir of Life 0/2 | War Blood Mut 1/2
(Dying 2)/18 HP

Whew! High fantasy build and mythic. My, my…I don’t know what to say. I’ll have to think on this. Is this just Paizo-published Mythic or any of the 3PP Mythic stuff on the table?


Well, lets keep it no 3PP unless approved.


N/A Leshy Druid (Leshy Warden, World Walker) 1 HP BB 14/14 | RL 5/5 | AC 18 | F +4 R +2 W +5| Perception +7 |Spells: 0th: 4 1st 2/2 |

I think we've gone far enough, lol.


Saoirse Female CG Aasimar Bard 4: |HP: 32/32, AC: 15, Touch 13, FF 12, Fort: +3 Reflex:+7 Will:+5|CMB +4, CMD 17 (21 disarm/sunder/trip)| acid res 5, cold res 5, and electricity res 5|Perception +4 (Darkvision) |EA: Gather Information

Okay that's quite a surprise but very cool. I'll get leveled and post in a few hours.


Male Half Orc HP27/27 AC14/13/9F/R/W8/3/1 or 3 CMB 6 CMD17 Init1 Perc4 Abyssal Bloodrager ressources Rage rounds5/6

Caught a bug, posting will likely be light.


Saoirse Female CG Aasimar Bard 4: |HP: 32/32, AC: 15, Touch 13, FF 12, Fort: +3 Reflex:+7 Will:+5|CMB +4, CMD 17 (21 disarm/sunder/trip)| acid res 5, cold res 5, and electricity res 5|Perception +4 (Darkvision) |EA: Gather Information

Bard 2
+10 HP
+1 BAB
+1 Ref
+1 Will
+1 0-level spell
+1 1st level spell
Versatile performance (Dance : Acrobatics/Fly)
Well versed (+4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.)
5 Skills {Class bonus} (Diplomacy, Bluff, Intimidate, UMD, kNOWLEDGE aRCANA)
+2 Background skills (Perform (Dance), (Perform (Sing))

Mythic Path: Marshal (Order Rally)
Rally (Su)
As a swift action, you can expend one use of mythic power to rally your allies. This gives you and each of your allies within 30 feet the option to reroll any one d20 roll after the roll is made. The granted reroll must be used before the beginning of your next turn, and the creature must take the result of the reroll, even if it is lower.

Mythic ability: Commanding Entrance (Ex)

When you first enter an area or make your presence known to a group of strangers, as a free action you can expend one use of mythic power and attempt a single Diplomacy or Intimidate check to modify the attitudes of everyone within 10 feet per tier, and an additional number of characters equal to your Charisma modifier who are outside that range but have line of sight to you. (For instance, you could affect everyone near the entrance of a throne room and key people on the dais at the far end.) Alternatively, when you reveal yourself during the first round of combat (not counting the surprise round), you can expend one use of mythic power as a free action to use Intimidate to demoralize your targets.


Male Half Orc HP27/27 AC14/13/9F/R/W8/3/1 or 3 CMB 6 CMD17 Init1 Perc4 Abyssal Bloodrager ressources Rage rounds5/6

Ramblings:

Mutagenic Mauler 1. After getting nearly killed twice, Sigvald turns to performance enchancers
Munchkinned reasoning:
--Gives me unarmed strikes while wearing a Bardiche, meaning I can AoO in melee, imrpoves 2 saves, gives mutagen, eventually opens up dodge/crane style.

Mythic path trickster
(Path dabbling and mirror dodge are really good)

Mythic Feat: Mythic combat reflexes
Only mythic feat I can take, also a really good one. Infinity AoOs are fun.

Trickster attack ability: Fleet charge
Allows me to move and hit someone and then hit someone again.

Trickster Path ability deadly dodge
I get a +4 dodge to my AC for a turn, and everyone who misses me gets AoOed, and I have infinity AoOs because mythic combat reflexes.


M NG Half-Elf (human, elf) Investigator (Cartographer) 2 Mythic Trickster 1 HP: 24/24 | AC: 16, T: 13, FF: 13) | CMB: +1, CMD: 14 | F: +2, R: +6, W: +4 (+6 vs enchantment spells & effects) | Init: +3| low-light vision; Perc: +7(+8 to locate traps) Speed 30| Inspiration Pool 4/4 +1d6 | Active conditions: None

Wow. A lot happened over the weekend. Give me a bit to catch up.


M NG Half-Elf (human, elf) Investigator (Cartographer) 2 Mythic Trickster 1 HP: 24/24 | AC: 16, T: 13, FF: 13) | CMB: +1, CMD: 14 | F: +2, R: +6, W: +4 (+6 vs enchantment spells & effects) | Init: +3| low-light vision; Perc: +7(+8 to locate traps) Speed 30| Inspiration Pool 4/4 +1d6 | Active conditions: None

Ok. So.

Levelled up. Added new formula known (monkey fish). Adjusted stats to account for ability score increase.

Mythic Path: Trickster

Mythic Feat: Weapon Finesse

Trickster Attack: Surprise Strike
(maybe a little bloodlust coming out after that beating)

Path Ability: Assured Drinker


Saoirse Female CG Aasimar Bard 4: |HP: 32/32, AC: 15, Touch 13, FF 12, Fort: +3 Reflex:+7 Will:+5|CMB +4, CMD 17 (21 disarm/sunder/trip)| acid res 5, cold res 5, and electricity res 5|Perception +4 (Darkvision) |EA: Gather Information

Forgot Mythic Feat:Weapon Finesse.


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M NG Half-Elf (human, elf) Investigator (Cartographer) 2 Mythic Trickster 1 HP: 24/24 | AC: 16, T: 13, FF: 13) | CMB: +1, CMD: 14 | F: +2, R: +6, W: +4 (+6 vs enchantment spells & effects) | Init: +3| low-light vision; Perc: +7(+8 to locate traps) Speed 30| Inspiration Pool 4/4 +1d6 | Active conditions: None

Finesse gang, rise up!


Infusions: 1/5
Prepared:
Bottled Lightning 2/3 | Goo Grenade 1/3 | Elixir of Life 0/2 | War Blood Mut 1/2
(Dying 2)/18 HP

Never Mythic'd before, so new territory for me.

I asked about 3PP because I happen to own these products:

Highly-rated three indie publisher Mythic collaboration

I understand these added a lot to the Mythic stuff, and I can clearly see that some options related to Alchemists exist in them which are kind of absent from the Paizo published stuff. If any chance you'd consider using the Hero's Handbook and maybe the Spell Compendium, I would consider taking the Archmage or Genius (new 3PP option) path with Tibold. Otherwise, I'll probably join the Trickster train as I don't believe there's enough in the Archmage path (Paizo-published only) which would be super relevant for him.

If you don't have these books, it appears this site has the information included in the above books: 3PP Mythic. The Archmage path abilities include some aimed at Alchemists making that more interesting while the Genius Path is aimed at high-INT characters in general.

3PP Archmage Path
3PP Genius Path


M NG Half-Elf (human, elf) Investigator (Cartographer) 2 Mythic Trickster 1 HP: 24/24 | AC: 16, T: 13, FF: 13) | CMB: +1, CMD: 14 | F: +2, R: +6, W: +4 (+6 vs enchantment spells & effects) | Init: +3| low-light vision; Perc: +7(+8 to locate traps) Speed 30| Inspiration Pool 4/4 +1d6 | Active conditions: None

Yeah, I really wish they had continued putting out some more mythic support.


Infusions: 1/5
Prepared:
Bottled Lightning 2/3 | Goo Grenade 1/3 | Elixir of Life 0/2 | War Blood Mut 1/2
(Dying 2)/18 HP

Indeed. Despite the popularity of Wrath of the Righteous, they never really did. But the 3PP stuff came out pretty soon after Mythic was introduced, and I kind of feel Paizo just figured the ground had already been tread, so no need to step on their 3PPs' toes when the material they made was generally considered right on target.


N/A Leshy Druid (Leshy Warden, World Walker) 1 HP BB 14/14 | RL 5/5 | AC 18 | F +4 R +2 W +5| Perception +7 |Spells: 0th: 4 1st 2/2 |

I just need to pick a feat and BB Will be done.


Ok if you own it you can def use it!!


1 person marked this as a favorite.
Infusions: 1/5
Prepared:
Bottled Lightning 2/3 | Goo Grenade 1/3 | Elixir of Life 0/2 | War Blood Mut 1/2
(Dying 2)/18 HP
GM Tribute wrote:
Ok if you own it you can def use it!!

Well, that's a loaded gun if I've ever seen one! LOL!


M NG Half-Elf (human, elf) Investigator (Cartographer) 2 Mythic Trickster 1 HP: 24/24 | AC: 16, T: 13, FF: 13) | CMB: +1, CMD: 14 | F: +2, R: +6, W: +4 (+6 vs enchantment spells & effects) | Init: +3| low-light vision; Perc: +7(+8 to locate traps) Speed 30| Inspiration Pool 4/4 +1d6 | Active conditions: None

I own the 3.5 to PF conversion doc lol


N/A Leshy Druid (Leshy Warden, World Walker) 1 HP BB 14/14 | RL 5/5 | AC 18 | F +4 R +2 W +5| Perception +7 |Spells: 0th: 4 1st 2/2 |

Please let me know if I read this wrong

Mythic

Hard to kill - auto stabilize
Mythic power - 5
Surge
Mythic feat: mythic toughness With new everything, dropping spell focus (conjuration) for toughness
Universal path- mythic spellcasting not positive I get this too

Hierophant

+4 hp
divine surge (Recalled blessing) use Mythic power to cast a spell and not lose it

Path ability plant bringer -double plant growth within 1 mile of me and all plant creatures within 30 ft get fast hilling one.


Saoirse Female CG Aasimar Bard 4: |HP: 32/32, AC: 15, Touch 13, FF 12, Fort: +3 Reflex:+7 Will:+5|CMB +4, CMD 17 (21 disarm/sunder/trip)| acid res 5, cold res 5, and electricity res 5|Perception +4 (Darkvision) |EA: Gather Information

Wait...aren't you a plant creature? I mean that's a pretty awesome loophole


N/A Leshy Druid (Leshy Warden, World Walker) 1 HP BB 14/14 | RL 5/5 | AC 18 | F +4 R +2 W +5| Perception +7 |Spells: 0th: 4 1st 2/2 |

Right?


M NG Half-Elf (human, elf) Investigator (Cartographer) 2 Mythic Trickster 1 HP: 24/24 | AC: 16, T: 13, FF: 13) | CMB: +1, CMD: 14 | F: +2, R: +6, W: +4 (+6 vs enchantment spells & effects) | Init: +3| low-light vision; Perc: +7(+8 to locate traps) Speed 30| Inspiration Pool 4/4 +1d6 | Active conditions: None
Brightberry wrote:

Please let me know if I read this wrong

Mythic

Hard to kill - auto stabilize
Mythic power - 5
Surge
Mythic feat: mythic toughness With new everything, dropping spell focus (conjuration) for toughness
Universal path- mythic spellcasting not positive I get this too

Hierophant

+4 hp
divine surge (Recalled blessing) use Mythic power to cast a spell and not lose it

Path ability plant bringer -double plant growth within 1 mile of me and all plant creatures within 30 ft get fast hilling one.

You're going Heirophant. So, you get to pick one of the three Divine Surge Abilities.

Beast's Fury:
As a swift action, you can expend one use of mythic power to imbue your animal companion, cohort, eidolon, familiar, or bonded mount with some of your mythic power. As an immediate action, that creature can move up to its speed and make an attack with one of its natural weapons. When making this attack, the creature rolls twice and takes the higher result. Any damage dealt by this attack bypasses all damage reduction. A creature affected by this ability can take these actions in addition to any other actions it takes during its turn.

Inspired Spell:
As a standard action, you can expend one use of mythic power to cast any one divine spell without expending a prepared spell or spell slot. The spell must be on one of your divine class spell lists (or your domain or mystery spell list), must be of a level that you can cast with that divine spellcasting class, and must have a casting time of "1 standard action" (or less). You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level divine spell you can cast from that spellcasting class.

Recalled Blessing:
You can expend one use of mythic power to cast any one divine spell without expending a prepared spell or spell slot. If you prepare spells, this spell must be one you prepared today; if you’re a spontaneous caster, this spell must be one of your spells known. You can’t apply metamagic feats to this spell. If the spell requires a saving throw, non-mythic creatures roll twice and take the lower result. If the spell heals damage or requires you to attempt a caster level check to cure an aff liction or remove a condition, roll twice and take the higher result.

You get to pick one Path Ability from either the Hierophant list or the Universal list. It would Mythic Spellcasting or Plant Bringer.


I will update tomorrow morning— business meetings all day.


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N/A Leshy Druid (Leshy Warden, World Walker) 1 HP BB 14/14 | RL 5/5 | AC 18 | F +4 R +2 W +5| Perception +7 |Spells: 0th: 4 1st 2/2 |
Remis wrote:
You get to pick one Path Ability from either the Hierophant list or the Universal list. It would Mythic Spellcasting or Plant Bringer..

That makes total sense, thanks. Plant Bringer is too thematic too pass up.


Infusions: 1/5
Prepared:
Bottled Lightning 2/3 | Goo Grenade 1/3 | Elixir of Life 0/2 | War Blood Mut 1/2
(Dying 2)/18 HP

I'd never considered just how appropriate live streaming with chat sounds for the Abyss. Lol! Good one.


Infusions: 1/5
Prepared:
Bottled Lightning 2/3 | Goo Grenade 1/3 | Elixir of Life 0/2 | War Blood Mut 1/2
(Dying 2)/18 HP

Alchemist 2
+9 HP
+1 BAB
+1 Fort
+1 Ref
+1 1st level prepared extract
Poison Resistance (Ex), Poison Use (Ex)
5 Adventuring Skill: Disable Device, Heal, Perception, Spellcraft, UMD
5 Background skills: Craft (Alchemy), Handle Animal(x2), Sleight of Hand(x2)

Mythic Path: Genius - Brilliant Distraction (Ex)

As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a creature within 30 feet, using your Intelligence modifier in place of your Strength and Dexterity modifiers to determine your attack and damage bonus for that attack. If the attack hits, one ally that threatens the same target can take an attack of opportunity against that target, adding your Intelligence modifier as a bonus on its attack roll.

Mythic ability: Deadly Guidance (Ex)

You are able to point out the weak points in an enemy’s defenses, and your allies benefit from your tactical insight. As a swift action, you can expend one use of mythic power to designate a single opponent within 30 feet of you. All allies within 30 feet of that opponent gain the sneak attack ability when attacking it, and can thus deal +1d6 points of damage when flanking that opponent or when the opponent is otherwise denied its Dexterity bonus to AC. This sneak attack damage stacks with sneak attack damage from other sources. This ability lasts a number of rounds equal to half your tier (minimum 1). You can take this ability up to four times. Each time you take it, the sneak attack damage from this ability increases by 1d6


Infusions: 1/5
Prepared:
Bottled Lightning 2/3 | Goo Grenade 1/3 | Elixir of Life 0/2 | War Blood Mut 1/2
(Dying 2)/18 HP

I realize I forgot to add Tibold's 2nd level Alchemist Discovery. Trying to decide what direction to go.


Infusions: 1/5
Prepared:
Bottled Lightning 2/3 | Goo Grenade 1/3 | Elixir of Life 0/2 | War Blood Mut 1/2
(Dying 2)/18 HP

OH! And a Mythic feat. Seems I forgot that, too

Hmmm, choices seem pretty limited though. Almost all have prerequisites of the non-Mythic version first which limits me to only 6 options, I think.

  • Dual Path
  • Extra Mythic Power
  • Mythic Crafter
  • Mythic Paragon
  • Potent Surge
  • Throw Anything

    What do you guys think? I was originally planning to go all in on the Crafting with Tibold, so that's my current top pick.


  • N/A Leshy Druid (Leshy Warden, World Walker) 1 HP BB 14/14 | RL 5/5 | AC 18 | F +4 R +2 W +5| Perception +7 |Spells: 0th: 4 1st 2/2 |

    Mythic crafter fits well with you. I thought about going for that as well, but it doesn't work with growing lehies it seems.


    Saoirse Female CG Aasimar Bard 4: |HP: 32/32, AC: 15, Touch 13, FF 12, Fort: +3 Reflex:+7 Will:+5|CMB +4, CMD 17 (21 disarm/sunder/trip)| acid res 5, cold res 5, and electricity res 5|Perception +4 (Darkvision) |EA: Gather Information

    Yeah Mythic Crafter makes sense


    Infusions: 1/5
    Prepared:
    Bottled Lightning 2/3 | Goo Grenade 1/3 | Elixir of Life 0/2 | War Blood Mut 1/2
    (Dying 2)/18 HP

    Also, anyone want to volunteer to be an experiment? I'm writing up a neat little spoiler to explain how Tibold exalted up to Mythic despite not being directly in the blast zone of Redleaf's Blessing.

    Basically it will involve Tibold taking your blood without your consent while you are unconscious on the wagon. Didn't just want to write that up without clearing it with the *ahem* volunteer.

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