Ruins of Azlant: the wonderful journey!

Game Master bigrig107

Roll20 link
Map of the Colony
Map of the island
Aquatic combat rules
Loot Sheet


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Male Dwarf Dwarven Scholar Stonesinger Bard 1 | HP 8/10 | AC 16 Touch 12 Flat 14 (+2 vs aquatic) CMB +2 CMD 14 | Fort +2 Ref +4 Will +4 (+3 vs poison, spells, SLAs) | Speed 20 ft | Init +2; Per +6 (DV 60), SM +4 | Active: None

I agree with the way that Ankha described it. It doesn't do away with Initiative entirely: it just consolidates it.

The worst situation for PbP is when every PC is separated by an enemy. Even if the player who is up and the GM each post within 24 hours of each other, it might be a full week between when players can act in combat. And if it's longer than 24 hours (as it often is), then it gets hard to keep track of who's up, what's happened, etc.

So yeah, there can still be a benefit of having a high initiative if you beat the enemy. And there may be situations where breaking up party actions with an enemy makes sense/makes things more interesting. But I prefer whatever keeps things moving.

Edit: Ninja'd. Y'all already clarified what I spent too long typing.


CG Human Alchemist L4 | HP 29/31 (5 nonlethal) | AC16 (T12,FF14), CMD19 | Fort +5, Ref +6, Will +1 | Init +2 | Per +7, SM +0 | Active Effects: Touch of the Sea, Mutagen, Barkskin, Ablative Barrier 5/20
Remaining Resources:
Extracts: 1st lvl 3/4, 2nd lvl 0/2 | mutagen 0/1; spontaneous healing 1/2

@GM: Thanks! I needed the info to sort out my actions. Combat Reflexes plus a reach weapon can escalate the number of dice rolls quickly.


I knew you'd recognize them, Poly, but I promise it's just a coincidence! There just happened to be one here as well.


Male Dwarf Dwarven Scholar Stonesinger Bard 1 | HP 8/10 | AC 16 Touch 12 Flat 14 (+2 vs aquatic) CMB +2 CMD 14 | Fort +2 Ref +4 Will +4 (+3 vs poison, spells, SLAs) | Speed 20 ft | Init +2; Per +6 (DV 60), SM +4 | Active: None

Thankfully, this PC actually has something he can do against it!


CG Human Alchemist L4 | HP 29/31 (5 nonlethal) | AC16 (T12,FF14), CMD19 | Fort +5, Ref +6, Will +1 | Init +2 | Per +7, SM +0 | Active Effects: Touch of the Sea, Mutagen, Barkskin, Ablative Barrier 5/20
Remaining Resources:
Extracts: 1st lvl 3/4, 2nd lvl 0/2 | mutagen 0/1; spontaneous healing 1/2

@GM: You're not waiting for me, are you? Ankha's initiative is lower than the enemy's.


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No, I wasn't. Had a busy few days, sorry about that! Posting now.


Brewmaster 4 | HP 36/36 Nonlethal 0/36 | AC 20** T 15 FF 16** | CMB +4, CMD 18 | F: +5, R: +7, W: +5 | Init: +6 | Perc: +7| Equipped Weapon: Rapier +8 (1d6+4/18-20 P) | Speed 30ft | Panache: 2/2 | Active Conditions: *Light (20'); Breath 52/56 +10 Swim* |
Spells:
0th: Create Alcohol/Water, Detect Magic, Detect Poison, Guidance, Read Magic | 1st (4/4): Bless, CLW, Divine Favor, Expd. Retr.

Braxton wretches, but manages to draw and throw a dagger, which sails cleanly through the apparition to no effect. "Cayden's golden casks, what is that thing!?"

I know it won't do anything, but Braxton will draw and throw his last dagger at the spook.
Will: 1d20 + 2 - 2 ⇒ (16) + 2 - 2 = 16
Dagger throw: 1d20 + 4 - 2 ⇒ (14) + 4 - 2 = 16
Incorporeal flying monster at level 1? I see Paizo is still TPKing new adventurers :P


CG Human Alchemist L4 | HP 29/31 (5 nonlethal) | AC16 (T12,FF14), CMD19 | Fort +5, Ref +6, Will +1 | Init +2 | Per +7, SM +0 | Active Effects: Touch of the Sea, Mutagen, Barkskin, Ablative Barrier 5/20
Remaining Resources:
Extracts: 1st lvl 3/4, 2nd lvl 0/2 | mutagen 0/1; spontaneous healing 1/2

@Braxton: I think you want to move your post to the Gameplay thread?


Female Neutral Half-Elf (Deep Shaman)4 | HP: 37/41| AC: 15 Touch, 13 Flatfooted 13 | CMB: +5, CMD: 17 | Fort: +5, Reflex: +3, Will: +6 (+8)| Init: +2 | Wave Strike 6/6 Held breath (7 mins : 70 rounds) | Perception+8 (+10 underwater) Held breath (7 mins : 70 rounds) | Perception+8 (+10 underwater)

I guess they're assuming a pile then or a cleric in the starting party of four, otherwise yeah a first level party versus an incorporeal creature is pretty screwed.


Male Dwarf Dwarven Scholar Stonesinger Bard 1 | HP 8/10 | AC 16 Touch 12 Flat 14 (+2 vs aquatic) CMB +2 CMD 14 | Fort +2 Ref +4 Will +4 (+3 vs poison, spells, SLAs) | Speed 20 ft | Init +2; Per +6 (DV 60), SM +4 | Active: None

Most adventures are probably designed around the classic Fighter, Cleric, Wizard, Rogue (Tinker, Tailor, Soldier, Spy? but not in that order) party. The further afield you go from that, the more interesting will be the challenges you face. I imagine we'll grow into those challenges (or die trying).

So far it seems like Paizo (and/or our illustrious GM) has given us a few options to handle the usual deadly encounters without prematurely ending the story. The swarm suit helped us find things without getting completely chewed up by the swarm, and they've been dropping a small handful of splash weapons our way. The poltergeist is willing to talk. We're not completely out of options and have been ready and willing to run if we find ourselves in over our heads. It's feeling pretty well-considered so far!


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Excellent use of the charter by the way, Ankha. Didn’t see that coming!


Male Dwarf Dwarven Scholar Stonesinger Bard 1 | HP 8/10 | AC 16 Touch 12 Flat 14 (+2 vs aquatic) CMB +2 CMD 14 | Fort +2 Ref +4 Will +4 (+3 vs poison, spells, SLAs) | Speed 20 ft | Init +2; Per +6 (DV 60), SM +4 | Active: None
Ankha Brushbender wrote:

With the body properly laid to rest, Ankha agrees with Dolgrin and heads towards the next building. In contrast with the dwarf, however, she becomes more cheerful and chatty the further they leave the poltergeist behind.

“At least there weren’t any signs of malicious intent—other than the murder, of course. Just enough stab wounds to the chest and stomach to kill the man, but nothing beyond that to desecrate the body. It was really a weird sensation to examine the body knowing that the spirit was watching—kind of spooky, actually. Much stranger than a usual autopsy, or even when you’re experimenting on a live specimen ... which kind of makes sense, I guess.”

Just waiting for Ankha to slip from CG to CN to CE, haha...


Female Neutral Half-Elf (Deep Shaman)4 | HP: 37/41| AC: 15 Touch, 13 Flatfooted 13 | CMB: +5, CMD: 17 | Fort: +5, Reflex: +3, Will: +6 (+8)| Init: +2 | Wave Strike 6/6 Held breath (7 mins : 70 rounds) | Perception+8 (+10 underwater) Held breath (7 mins : 70 rounds) | Perception+8 (+10 underwater)

Pretty much. I've always maintained one of the scariest things on the planet, is a pure scientist without a moral compass


Female Neutral Half-Elf (Deep Shaman)4 | HP: 37/41| AC: 15 Touch, 13 Flatfooted 13 | CMB: +5, CMD: 17 | Fort: +5, Reflex: +3, Will: +6 (+8)| Init: +2 | Wave Strike 6/6 Held breath (7 mins : 70 rounds) | Perception+8 (+10 underwater) Held breath (7 mins : 70 rounds) | Perception+8 (+10 underwater)

Do we have a compiled loot list as yet?


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Female Neutral Half-Elf (Deep Shaman)4 | HP: 37/41| AC: 15 Touch, 13 Flatfooted 13 | CMB: +5, CMD: 17 | Fort: +5, Reflex: +3, Will: +6 (+8)| Init: +2 | Wave Strike 6/6 Held breath (7 mins : 70 rounds) | Perception+8 (+10 underwater) Held breath (7 mins : 70 rounds) | Perception+8 (+10 underwater)

Here's a Link to a loot sheet with what we've gathered so far and anything that's been claimed.


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Thank you Ku’Hania for that, I always appreciate an accountant of sorts being in my groups!


CG Human Alchemist L4 | HP 29/31 (5 nonlethal) | AC16 (T12,FF14), CMD19 | Fort +5, Ref +6, Will +1 | Init +2 | Per +7, SM +0 | Active Effects: Touch of the Sea, Mutagen, Barkskin, Ablative Barrier 5/20
Remaining Resources:
Extracts: 1st lvl 3/4, 2nd lvl 0/2 | mutagen 0/1; spontaneous healing 1/2

Thanks Ku'Hania! But I think the loot sheet hasn't been made public--I don't have permission to view it.


Female Neutral Half-Elf (Deep Shaman)4 | HP: 37/41| AC: 15 Touch, 13 Flatfooted 13 | CMB: +5, CMD: 17 | Fort: +5, Reflex: +3, Will: +6 (+8)| Init: +2 | Wave Strike 6/6 Held breath (7 mins : 70 rounds) | Perception+8 (+10 underwater) Held breath (7 mins : 70 rounds) | Perception+8 (+10 underwater)

Yeah if you request permission' I'll approve. (I set it to approve all with the link, but there's a glitch)


Just let me know when you guys are done talking and ready to leave this house, I don't want to interrupt any conversation but also wanted to let you know I was here when you're all ready!


CG Human Alchemist L4 | HP 29/31 (5 nonlethal) | AC16 (T12,FF14), CMD19 | Fort +5, Ref +6, Will +1 | Init +2 | Per +7, SM +0 | Active Effects: Touch of the Sea, Mutagen, Barkskin, Ablative Barrier 5/20
Remaining Resources:
Extracts: 1st lvl 3/4, 2nd lvl 0/2 | mutagen 0/1; spontaneous healing 1/2

I just wanted to make sure we didn't miss anything in the house. I'm ready to move on. A2 sounds good.


Male Dwarf Dwarven Scholar Stonesinger Bard 1 | HP 8/10 | AC 16 Touch 12 Flat 14 (+2 vs aquatic) CMB +2 CMD 14 | Fort +2 Ref +4 Will +4 (+3 vs poison, spells, SLAs) | Speed 20 ft | Init +2; Per +6 (DV 60), SM +4 | Active: None

To A2!


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Brewmaster 4 | HP 36/36 Nonlethal 0/36 | AC 20** T 15 FF 16** | CMB +4, CMD 18 | F: +5, R: +7, W: +5 | Init: +6 | Perc: +7| Equipped Weapon: Rapier +8 (1d6+4/18-20 P) | Speed 30ft | Panache: 2/2 | Active Conditions: *Light (20'); Breath 52/56 +10 Swim* |
Spells:
0th: Create Alcohol/Water, Detect Magic, Detect Poison, Guidance, Read Magic | 1st (4/4): Bless, CLW, Divine Favor, Expd. Retr.

Were there any arrows laying about the place? Braxton can take the bow since he's our only dex guy - I think Erastil would find leaving a perfectly functional bow as some kind of religious altar to be wasteful - but Braxton didn't bring any arrows :P


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Female Neutral Half-Elf (Deep Shaman)4 | HP: 37/41| AC: 15 Touch, 13 Flatfooted 13 | CMB: +5, CMD: 17 | Fort: +5, Reflex: +3, Will: +6 (+8)| Init: +2 | Wave Strike 6/6 Held breath (7 mins : 70 rounds) | Perception+8 (+10 underwater) Held breath (7 mins : 70 rounds) | Perception+8 (+10 underwater)

I think it's safe to assume that a temple with a bow sacred to Erastil also has a quiver of arrow in it.

Especially in light of this:

GM of the Ruins wrote:

Pulling the charter out doesn't seem to anger the spirit at first, but then you notice a trio of arrows have silently floated over from behind the altar towards the gathering around the paper. The force holding them flings them violently towards you but their target isn't any of you: it's the charter. The three arrows pierce through Rayland Arkley's name on the document.

"He...did...it. Why."

Moments after, a pile of ash from the scattered small braziers around the chapel swirls over to form a crude circle around Silas Weatherbee's name.

"Me."


Brewmaster 4 | HP 36/36 Nonlethal 0/36 | AC 20** T 15 FF 16** | CMB +4, CMD 18 | F: +5, R: +7, W: +5 | Init: +6 | Perc: +7| Equipped Weapon: Rapier +8 (1d6+4/18-20 P) | Speed 30ft | Panache: 2/2 | Active Conditions: *Light (20'); Breath 52/56 +10 Swim* |
Spells:
0th: Create Alcohol/Water, Detect Magic, Detect Poison, Guidance, Read Magic | 1st (4/4): Bless, CLW, Divine Favor, Expd. Retr.
Ku'Hania wrote:

I think it's safe to assume that a temple with a bow sacred to Erastil also has a quiver of arrow in it.

Especially in light of this:

GM of the Ruins wrote:

Pulling the charter out doesn't seem to anger the spirit at first, but then you notice a trio of arrows have silently floated over from behind the altar towards the gathering around the paper. The force holding them flings them violently towards you but their target isn't any of you: it's the charter. The three arrows pierce through Rayland Arkley's name on the document.

"He...did...it. Why."

Moments after, a pile of ash from the scattered small braziers around the chapel swirls over to form a crude circle around Silas Weatherbee's name.

"Me."

For some reason I pictured large, cartoon directional arrows...


Female Neutral Half-Elf (Deep Shaman)4 | HP: 37/41| AC: 15 Touch, 13 Flatfooted 13 | CMB: +5, CMD: 17 | Fort: +5, Reflex: +3, Will: +6 (+8)| Init: +2 | Wave Strike 6/6 Held breath (7 mins : 70 rounds) | Perception+8 (+10 underwater) Held breath (7 mins : 70 rounds) | Perception+8 (+10 underwater)

Lol


Male Dwarf Dwarven Scholar Stonesinger Bard 1 | HP 8/10 | AC 16 Touch 12 Flat 14 (+2 vs aquatic) CMB +2 CMD 14 | Fort +2 Ref +4 Will +4 (+3 vs poison, spells, SLAs) | Speed 20 ft | Init +2; Per +6 (DV 60), SM +4 | Active: None

Hey, anything is possible in Golarion.


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CG Human Alchemist L4 | HP 29/31 (5 nonlethal) | AC16 (T12,FF14), CMD19 | Fort +5, Ref +6, Will +1 | Init +2 | Per +7, SM +0 | Active Effects: Touch of the Sea, Mutagen, Barkskin, Ablative Barrier 5/20
Remaining Resources:
Extracts: 1st lvl 3/4, 2nd lvl 0/2 | mutagen 0/1; spontaneous healing 1/2

Now I want to roleplay casting Locate Object with cartoon arrows. :)


Female Neutral Half-Elf (Deep Shaman)4 | HP: 37/41| AC: 15 Touch, 13 Flatfooted 13 | CMB: +5, CMD: 17 | Fort: +5, Reflex: +3, Will: +6 (+8)| Init: +2 | Wave Strike 6/6 Held breath (7 mins : 70 rounds) | Perception+8 (+10 underwater) Held breath (7 mins : 70 rounds) | Perception+8 (+10 underwater)

Loot sheet updated


Female Neutral Half-Elf (Deep Shaman)4 | HP: 37/41| AC: 15 Touch, 13 Flatfooted 13 | CMB: +5, CMD: 17 | Fort: +5, Reflex: +3, Will: +6 (+8)| Init: +2 | Wave Strike 6/6 Held breath (7 mins : 70 rounds) | Perception+8 (+10 underwater) Held breath (7 mins : 70 rounds) | Perception+8 (+10 underwater)

Any Items, weapons, or gear you've taken, please make sure to add it to your character sheet, then we can remove it from the loot sheet to keep it current.


CG Human Alchemist L4 | HP 29/31 (5 nonlethal) | AC16 (T12,FF14), CMD19 | Fort +5, Ref +6, Will +1 | Init +2 | Per +7, SM +0 | Active Effects: Touch of the Sea, Mutagen, Barkskin, Ablative Barrier 5/20
Remaining Resources:
Extracts: 1st lvl 3/4, 2nd lvl 0/2 | mutagen 0/1; spontaneous healing 1/2

@GM: Just to be sure I understand correctly: the trail made by the rolling barrel leads to A18?


Yeah, they lead to the cottage at the hill at A18.


Male Dwarf Dwarven Scholar Stonesinger Bard 1 | HP 8/10 | AC 16 Touch 12 Flat 14 (+2 vs aquatic) CMB +2 CMD 14 | Fort +2 Ref +4 Will +4 (+3 vs poison, spells, SLAs) | Speed 20 ft | Init +2; Per +6 (DV 60), SM +4 | Active: None

I guess I'm in the market for a shield now! Ku'Hania is welcome to keep that +1 darkwood buckler, obviously, but have we found any other shields?


Female Neutral Half-Elf (Deep Shaman)4 | HP: 37/41| AC: 15 Touch, 13 Flatfooted 13 | CMB: +5, CMD: 17 | Fort: +5, Reflex: +3, Will: +6 (+8)| Init: +2 | Wave Strike 6/6 Held breath (7 mins : 70 rounds) | Perception+8 (+10 underwater) Held breath (7 mins : 70 rounds) | Perception+8 (+10 underwater)

Not as far as I can see. Goblins are pretty much the only weapon-wielding enemies we've faced so far.


CG Human Alchemist L4 | HP 29/31 (5 nonlethal) | AC16 (T12,FF14), CMD19 | Fort +5, Ref +6, Will +1 | Init +2 | Per +7, SM +0 | Active Effects: Touch of the Sea, Mutagen, Barkskin, Ablative Barrier 5/20
Remaining Resources:
Extracts: 1st lvl 3/4, 2nd lvl 0/2 | mutagen 0/1; spontaneous healing 1/2

I searched the game thread for 'shield' or 'buckler', but the only one I found is Ku'Hania's darkwood buckler.


The goblins from the forge had small-sized bucklers, but I’m not sure if there are any penalties for using undersized equipment.

That same forge had a lot of extra materials and armor/shields that needs some work done to them before they’re battle-ready, though, so you could look into that after you’ve re-settled everyone.


I got in touch with Poly (Dolgrin), and he is having some tough IRL stuff going on. He gave me permission to bot him for a little bit until he figures things out.

I'll get a post up tomorrow for him, and we'll figure out where to go from there.


CG Human Alchemist L4 | HP 29/31 (5 nonlethal) | AC16 (T12,FF14), CMD19 | Fort +5, Ref +6, Will +1 | Init +2 | Per +7, SM +0 | Active Effects: Touch of the Sea, Mutagen, Barkskin, Ablative Barrier 5/20
Remaining Resources:
Extracts: 1st lvl 3/4, 2nd lvl 0/2 | mutagen 0/1; spontaneous healing 1/2

@Poly/Dolgrin: Hang in there. Hope life starts treating you better soon!


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Added a map of the island to the campaign header. Red dot is the existing colony (where you are) and the blue dot is the second landing spot where the captain took the ship after splitting with you.


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Forgot to mention: you progress to level 2 after (mostly) clearing out the colony! Congrats!


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Sorry for the multiple posts, but I actually have three games with Poly in it and it's becoming a bit overwhelming to both DM and play his character. If anyone would like to assist by running him as well as your own character, I would be grateful!


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Female Neutral Half-Elf (Deep Shaman)4 | HP: 37/41| AC: 15 Touch, 13 Flatfooted 13 | CMB: +5, CMD: 17 | Fort: +5, Reflex: +3, Will: +6 (+8)| Init: +2 | Wave Strike 6/6 Held breath (7 mins : 70 rounds) | Perception+8 (+10 underwater) Held breath (7 mins : 70 rounds) | Perception+8 (+10 underwater)

I can probably take that on.


CG Human Alchemist L4 | HP 29/31 (5 nonlethal) | AC16 (T12,FF14), CMD19 | Fort +5, Ref +6, Will +1 | Init +2 | Per +7, SM +0 | Active Effects: Touch of the Sea, Mutagen, Barkskin, Ablative Barrier 5/20
Remaining Resources:
Extracts: 1st lvl 3/4, 2nd lvl 0/2 | mutagen 0/1; spontaneous healing 1/2

@GM: Thanks for the level up! Do we roll for hit points here in the Discussion thread, or should we roll in the Gameplay thread? I'll try to update Ankha's character sheet tonight or tomorrow.

Btw, I don't see the boars on the Roll20 map. Are they hidden in the foliage?

@Ku'Hania: Thanks for the assist with Dolgrin!

@all: Any requests/suggestions for which discovery Ankha should take for level 2? I'm currently considering Spontaneous Healing which fits nicely with Ankha's quest.


I usually do half HD plus 1, but if you want to roll here you can certainly do so!

No, I just forgot to add the boars to the map. They're on there now!


CG Human Alchemist L4 | HP 29/31 (5 nonlethal) | AC16 (T12,FF14), CMD19 | Fort +5, Ref +6, Will +1 | Init +2 | Per +7, SM +0 | Active Effects: Touch of the Sea, Mutagen, Barkskin, Ablative Barrier 5/20
Remaining Resources:
Extracts: 1st lvl 3/4, 2nd lvl 0/2 | mutagen 0/1; spontaneous healing 1/2

Thanks, I'll just take half HD plus 1 for HP--I like the certainty. My character sheet has been almost completely updated--all I'm missing is a choice for a new formula and a new discovery.


Female Neutral Half-Elf (Deep Shaman)4 | HP: 37/41| AC: 15 Touch, 13 Flatfooted 13 | CMB: +5, CMD: 17 | Fort: +5, Reflex: +3, Will: +6 (+8)| Init: +2 | Wave Strike 6/6 Held breath (7 mins : 70 rounds) | Perception+8 (+10 underwater) Held breath (7 mins : 70 rounds) | Perception+8 (+10 underwater)

Will get to posting and leveling shortly.

Level 2: Shaman
+5 HP
+1 BAB
+1 Will
Hex: Crashing Waves (Su): The force of a waves shaman’s water spells can bring even the mightiest of foes to the ground. When the shaman casts a spell with the water descriptor, she does so at 1 caster level higher. If that spell deals damage, the target must succeed at a Fortitude saving throw or be knocked prone. At 8th level, the shaman casts water spells at 2 caster levels higher. At 16th level, her ability to knock creatures prone extends to any spell that deals damage.
Her crashing waves hex applies to her spirit abilities that deal damage as if they were spells with the water descriptor, raising her effective shaman level for those abilities.

+1 0-level spell
+1 1st level spell
Skills: (5) Heal, Perception, Sense Motive, Swim, Survival
Background Skills: (2) Handle Animal, Lore (Lost Azlant)


Dwarven Scholar Stonesinger Bard 2 | HP 15/18 | AC 16 Touch 12 Flat 14 (+2 vs aquatic) CMB +3 CMD 15 | Fort +2 Ref +5 Will +5 (+8 vs poison, spells, SLAs) | Speed 20 ft | Init +2; Per +7 (DV 60), SM +4 | Active: None

Set up I'll do the basics of leveling (BAB/SAVES/CLASS FEATURES) and leave optional things like spell selection until Poly gets back or absolutely necessary.


CG Human Alchemist L4 | HP 29/31 (5 nonlethal) | AC16 (T12,FF14), CMD19 | Fort +5, Ref +6, Will +1 | Init +2 | Per +7, SM +0 | Active Effects: Touch of the Sea, Mutagen, Barkskin, Ablative Barrier 5/20
Remaining Resources:
Extracts: 1st lvl 3/4, 2nd lvl 0/2 | mutagen 0/1; spontaneous healing 1/2

Just recording my level up changes for Ankha here:

Level 2: Alchemist
+7 HP (includes favored class)
+1 BAB
+1 Fort, +1 Ref

Torturer's Eye: add Deathwatch to formulae book
Poison Resistance +2
Poison Use
+1 1st level formula: Negate Aroma
Discovery: Spontaneous Healing

Skills: (7) Disable Device, Know (arcana), Know (dungeoneering), Know (nature), Perception, Spellcraft, Survival
Background Skills: (2) Craft (alchemy), Know (history)


Dwarven Scholar Stonesinger Bard 2 | HP 15/18 | AC 16 Touch 12 Flat 14 (+2 vs aquatic) CMB +3 CMD 15 | Fort +2 Ref +5 Will +5 (+8 vs poison, spells, SLAs) | Speed 20 ft | Init +2; Per +7 (DV 60), SM +4 | Active: None

Level 2: Bard (Stonesinger)
+5hp
+1 BAB
+1 Reflex
+1 Will
Dwarven Training (combat feat)
Well-versed
+1 Spell per day


Brewmaster 4 | HP 36/36 Nonlethal 0/36 | AC 20** T 15 FF 16** | CMB +4, CMD 18 | F: +5, R: +7, W: +5 | Init: +6 | Perc: +7| Equipped Weapon: Rapier +8 (1d6+4/18-20 P) | Speed 30ft | Panache: 2/2 | Active Conditions: *Light (20'); Breath 52/56 +10 Swim* |
Spells:
0th: Create Alcohol/Water, Detect Magic, Detect Poison, Guidance, Read Magic | 1st (4/4): Bless, CLW, Divine Favor, Expd. Retr.

Level 2: Inquisitor (Sanctified Slayer) 1
Domain: Conversion Inquisition
+5 HP
+2 Fort
+2 Will
+2 Level 1 Spells: CLW, Divine Favor
FCB: +1 HP

While I'm updating Braxton's page, did we identify what the longbow of Erastil was? I assume masterwork?


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Doesn’t look like anyone identified it, but it’s low enough to be pretty easy. It’s a +1 holy reliquary composite longbow (+2 Str). No, not the holy property, it’s a holy reliquary weapon, which means it can function as a holy symbol of Erastil and a weapon at the same time.

The general initial party consensus was to return it to the priest of Erastil you have on your ship, but that can always change.

Been away from my PC until recently, or else I’d have made a combat post by now. Getting one up now!

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