GM Wolf's Carrion Crown the Bard's Epic!

Game Master BloodWolven

Trust 26

Fight Club!

Maps


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Imrik Farstrider wrote:
So the Half Dragon template gives a breath weapon based on your racial hit die, but it doesn't have any racial hit dice. Is that a mistake? Should it be based on my total hit dice instead?

The half dragon template is first based on any racial HD you might possess, then it also applies to any level you have.

So a 3rd level half dragon with no racial HD would do 3d6 damage with their breath weapon.


Attacks:
[dice=+1 Spiked chain]d20+9[/dice] [dice=Spiked Chain]2d4+11[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Crossbow]d20+4[/dice] [dice=Crossbow]d8[/dice]
Vital:
HP 24/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 3/4; Sp.: 1/4

Awesome. Something to use on the occasional ooze.


Taldan Roguish Herbalist/4; Hp:35/35; 2 dex dmg; AC:19(18)/16(15)/13; trapspotter 10'; perception +8; Init +7, nightvision 60'

I am going to have to withdraw from the game. I keep running into roadblocks with work and life to me having time to sit down and be thoughtful about my postings.

I really appreciate all of you, and have enjoyed the time that I have spent playing and posting. I love my character and hopefully will get a chance to play with him again in the future.

Cheers all, and good luck!

ZetaGilgamesh


Calin Milotti - Angelkin Aasimar Male Paladin 4
Vital:
HP: 35/40 | AC: 22 T:10 FF:22 | Perception: +1 | Sense Motive: +7, Initiative: +3 | Fort: +10, Ref: +5, Will: +9 | CMB: +9, CMD: 19, Speed: 20 | Immune: all diseases; Resist: Acid, Cold, Elec 5
Skills:
Acrobatics: -6, Bluff: +3, Climb: -1, Diplo: +10, Disguise: +3, Heal: +7, Intim: +3, Kn. Planes: +3, Kn. History: +4, Kn. Nobility: +7, Kn. Religion: +6, Perception: +1, Ride: -6, Sense Motive: +7, Stealth: -6, Survival: +1

Sorry to sorry you go, but totally get how life can get in the way. All the best in the future!


Male.
Vital:
HP: 25/25| AC: 17_T:12_ FF:16_ Perception +8| Sense Motive +12, Initiative: +1, Fort: +5_ Ref: +4_ Will: +5, CMB: +6, CMD: 17, Spd: 30. Channels 2d6, 1/5 left. Spells Bless 1/3. Lesser resto 1/1. Bulls str 1/1. CLW Wand 47/50
Skills:
Acrobatics +6 Climb +6 Craft calligraphy +4 Diplomacy +6 Heal +6 Knowledge engineering +1 Knowledge planes +4 Knowledge religion +9 Linguistics +7 Perception +8. Sense motive +12. Spellcraft +6. Swim +6.

Unfortunately I am also not checking this site consistently, so might be best if I drop out as well, so that you can get someone who posts more consistently than I do. I am getting busier with other things as well.

The GM posts well and group has been welcoming! Thanks for the game, was fun and very thematic! Good luck everyone!!!


Sorry to see you go, I am sorry my free time has been so little.

That leaves us with Calin, Imrik, Drake, Lectrum, Ragnar and Visayn. Still plenty of power to handle these ghosts.

Also you will be leveling up next time you are in town. Feel free to explain how you train your class (fluff) and begin the level up process!


Calin Milotti - Angelkin Aasimar Male Paladin 4
Vital:
HP: 35/40 | AC: 22 T:10 FF:22 | Perception: +1 | Sense Motive: +7, Initiative: +3 | Fort: +10, Ref: +5, Will: +9 | CMB: +9, CMD: 19, Speed: 20 | Immune: all diseases; Resist: Acid, Cold, Elec 5
Skills:
Acrobatics: -6, Bluff: +3, Climb: -1, Diplo: +10, Disguise: +3, Heal: +7, Intim: +3, Kn. Planes: +3, Kn. History: +4, Kn. Nobility: +7, Kn. Religion: +6, Perception: +1, Ride: -6, Sense Motive: +7, Stealth: -6, Survival: +1

Apologizes for lack of posts this week. Crazy work week. I’ll catch up when I can.


Ditto!


Male Sense motive 1/nA Half fiend Aasimar (Angelkin) Steelblood 2 HP: 24/24 Rage HP 28/28 AC: 23/22/11 RageAC 21/19/9 Frt: 6+2(rage) Ref: 2 Wil: 4+2(rage) CMD 20 Perc.5/nA

Whats the size of the ooze? Large or medium?


Medium and small oozes.

I totally understand none of you wanting to fight the oozes as you might lose your weapons and armor, or other gear...


Calin Milotti - Angelkin Aasimar Male Paladin 4
Vital:
HP: 35/40 | AC: 22 T:10 FF:22 | Perception: +1 | Sense Motive: +7, Initiative: +3 | Fort: +10, Ref: +5, Will: +9 | CMB: +9, CMD: 19, Speed: 20 | Immune: all diseases; Resist: Acid, Cold, Elec 5
Skills:
Acrobatics: -6, Bluff: +3, Climb: -1, Diplo: +10, Disguise: +3, Heal: +7, Intim: +3, Kn. Planes: +3, Kn. History: +4, Kn. Nobility: +7, Kn. Religion: +6, Perception: +1, Ride: -6, Sense Motive: +7, Stealth: -6, Survival: +1

Thinking through the party composition with recent departures. Here's what is in my head about party roles. I'm likely likely wrong about at least some of this.

* Calin, Paladin: DPS, some healing
* Drake, Ranger: DPS, guide
* Imrik, Omdura: healing, support
* Lectrum, Fighter: DPS, tanking
* Ragnar, Bloodrager: DPS, future arcane casting
* Visayn, Rogue: DPS, skills

How is everyone feeling about gaps we have with Rai and Valiard leaving the group?

Oh, and how is everyone on daily resources - spells, etc? Calin is out of Lay on Hand's for the day and has one Smite Evil left. Head to town soon?


Attacks:
[dice=+1 Spiked chain]d20+9[/dice] [dice=Spiked Chain]2d4+11[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Crossbow]d20+4[/dice] [dice=Crossbow]d8[/dice]
Vital:
HP 24/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 3/4; Sp.: 1/4

I think we are fine. I have most of my healing still for today as well.

If we hit a swarm it might be a sad day for us. But we can get some equipment to cover that eventually.


Male Sense motive 1/nA Half fiend Aasimar (Angelkin) Steelblood 2 HP: 24/24 Rage HP 28/28 AC: 23/22/11 RageAC 21/19/9 Frt: 6+2(rage) Ref: 2 Wil: 4+2(rage) CMD 20 Perc.5/nA

I got a fair bit of bloodrages left, and can fight fairly effectively without them.


Attacks:
[dice=+1 Spiked chain]d20+9[/dice] [dice=Spiked Chain]2d4+11[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Crossbow]d20+4[/dice] [dice=Crossbow]d8[/dice]
Vital:
HP 24/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 3/4; Sp.: 1/4

In regards to healing, if I pump as much Positive Energy into the Haunt as possible, I may not have much in the way of combat healing left. I do have 3 more minutes of Fast Healing that I can provide though.


Vital:
HP: 81| AC: 22_T:13_ FF:19_ Perception +10| Sense Motive +5, Initiative: +9, Fort: +9_ Ref: +9_ Will: +4, CMB: +7, CMD: 22, Speed: 40 Immune:disease Resist:Cold&Elec10
Skills:
Acro+1|Bluf+7|Climb+2|Dip+12|Esc+1|Heal+8|Inti+11|K(Nat,Rel)+12|Ride+6|Spel l+12|Stealth+7|Sur+11|Swim+5

I believe I am out of channels.

Bow with durable magical arrows! Just need to recover those and don't hit an ooze with them! :)


Vital:
HP: 34 | AC 18/17/12, Saves 6/3/1, Perc +4, Init +2, Speed:30, Fast Healing 2, Resist Fire 5, CMB+9, CMD: 20
Dragonkin Eldritch Guardian 3

Not much to offer here. No spells and little skill. Have a good breath weapon though.


Slide 10 is the current map...


Calin Milotti - Angelkin Aasimar Male Paladin 4
Vital:
HP: 35/40 | AC: 22 T:10 FF:22 | Perception: +1 | Sense Motive: +7, Initiative: +3 | Fort: +10, Ref: +5, Will: +9 | CMB: +9, CMD: 19, Speed: 20 | Immune: all diseases; Resist: Acid, Cold, Elec 5
Skills:
Acrobatics: -6, Bluff: +3, Climb: -1, Diplo: +10, Disguise: +3, Heal: +7, Intim: +3, Kn. Planes: +3, Kn. History: +4, Kn. Nobility: +7, Kn. Religion: +6, Perception: +1, Ride: -6, Sense Motive: +7, Stealth: -6, Survival: +1

Great, thanks!


Male Sense motive 1/nA Half fiend Aasimar (Angelkin) Steelblood 2 HP: 24/24 Rage HP 28/28 AC: 23/22/11 RageAC 21/19/9 Frt: 6+2(rage) Ref: 2 Wil: 4+2(rage) CMD 20 Perc.5/nA

Tabulating if I am still up :)


I was waiting for more posts! Onwards then!


Lectrum and Ragnar, you still with us?


Male Sense motive 1/nA Half fiend Aasimar (Angelkin) Steelblood 2 HP: 24/24 Rage HP 28/28 AC: 23/22/11 RageAC 21/19/9 Frt: 6+2(rage) Ref: 2 Wil: 4+2(rage) CMD 20 Perc.5/nA

Oh f$+@, my post got eaten, Ragnar is unconcious from the damage sustained in like round 4 or 5. Due to having only 2 hitdice, he is not very tanky.


It happens, they will drag you!


Lectrum if possible let's get this fight done today!

Do you have healing?


Visayn, most of the group have retreated... Drake seems to be waiting for the rest of you to retreat. Lectrum is staying in the battle.


So Visayn you must have some hidden healing ability to stay in the fight!

You may opt to leave with the others, all but Lectrum and Drake, or stay with the two.


Calin Milotti - Angelkin Aasimar Male Paladin 4
Vital:
HP: 35/40 | AC: 22 T:10 FF:22 | Perception: +1 | Sense Motive: +7, Initiative: +3 | Fort: +10, Ref: +5, Will: +9 | CMB: +9, CMD: 19, Speed: 20 | Immune: all diseases; Resist: Acid, Cold, Elec 5
Skills:
Acrobatics: -6, Bluff: +3, Climb: -1, Diplo: +10, Disguise: +3, Heal: +7, Intim: +3, Kn. Planes: +3, Kn. History: +4, Kn. Nobility: +7, Kn. Religion: +6, Perception: +1, Ride: -6, Sense Motive: +7, Stealth: -6, Survival: +1

Heh, I had forgotten about the wall of stone. Derp.


No worries dude! Now to make some decisions!


I didn't update the map. Remove the Lopper, the rest should be the same.

Are we confused? Do you have questions? Otherwise I am waiting on actions of players.


How much did Imrik heal with his aura, how many hit points does Ragnar heal?


Calin Milotti - Angelkin Aasimar Male Paladin 4
Vital:
HP: 35/40 | AC: 22 T:10 FF:22 | Perception: +1 | Sense Motive: +7, Initiative: +3 | Fort: +10, Ref: +5, Will: +9 | CMB: +9, CMD: 19, Speed: 20 | Immune: all diseases; Resist: Acid, Cold, Elec 5
Skills:
Acrobatics: -6, Bluff: +3, Climb: -1, Diplo: +10, Disguise: +3, Heal: +7, Intim: +3, Kn. Planes: +3, Kn. History: +4, Kn. Nobility: +7, Kn. Religion: +6, Perception: +1, Ride: -6, Sense Motive: +7, Stealth: -6, Survival: +1

All good. Just wanted to make sure I understand correctly about the Looper.

RE healing for Imrik and Ragnar, Imrik states +1 HP/round.


Attacks:
[dice=+1 Spiked chain]d20+9[/dice] [dice=Spiked Chain]2d4+11[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Crossbow]d20+4[/dice] [dice=Crossbow]d8[/dice]
Vital:
HP 24/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 3/4; Sp.: 1/4

Yes, anyone in range heals +1 HP per turn.


Calin I totally agree but that is the only way you would be able to strike at the ghost that is 12 feet above the top of the hole... So then please repost your actions...


Calin Milotti - Angelkin Aasimar Male Paladin 4
Vital:
HP: 35/40 | AC: 22 T:10 FF:22 | Perception: +1 | Sense Motive: +7, Initiative: +3 | Fort: +10, Ref: +5, Will: +9 | CMB: +9, CMD: 19, Speed: 20 | Immune: all diseases; Resist: Acid, Cold, Elec 5
Skills:
Acrobatics: -6, Bluff: +3, Climb: -1, Diplo: +10, Disguise: +3, Heal: +7, Intim: +3, Kn. Planes: +3, Kn. History: +4, Kn. Nobility: +7, Kn. Religion: +6, Perception: +1, Ride: -6, Sense Motive: +7, Stealth: -6, Survival: +1

Oh, I see. I had no idea the ghost was hovering above the hole. That changes things quite a bit. I appreciate the opportunity to repost. Thanks!


GM Wolf wrote:

In Round 11, from Imrik's attacks the wall comes crumbling down.

Round 12

Imrik enters into the room to see... Does Calin follow to continue get the healing? ... Drake firing his arrows at the Splatter man as he continues to hit Drake with magic missiles. Lectrum is bleeding on the floor. With a protecting yellow and green lizard standing on him. Imrik has moved beside Drake. Do you want to go in further, thus another move action?

The Lopper is no where to be seen, though the Splatter man still cries out in madness at Drake. He flies over the pit well out of melee range, even for a reach weapon. You would need to go all the way around and you believe he still is out of range.

Drake's clothes are a bloody mess, but they were before. You see some darker spots which probably indicates fresher wounds.

Yeah it was only in this post I believe, it could have been stated earlier. No worries, I just went with it and if that was not your intention... the repost! :P


Bloodstained Handaxe: This +1 handaxe was the Lopper’s favorite murder weapon. No amount of cleaning can remove the bloodstains on the blade or handle as long as the Lopper’s spirit continues to haunt Harrowstone.

The wielder cannot relinquish the axe unless the curse is removed—as long as the curse persists, the axe’s wielder must make a DC 13 Will save every day at dawn to avoid taking 1 point of Constitution damage as terrific pains lance through her neck.

--------------
Collection of Holy Symbols: These holy symbols were used by Father Charlatan, who would select one from the collection that would match the faith of his victims as proof of his good intentions. There are a dozen holy symbols on fine silver chains—the collection as a whole is worth 300 gp. The exact holy symbols in the collection are up to you, but all of the faiths of the PCs in the party should be represented. The silver chains that attach the holy symbols cannot be untangled, and the 12 symbols themselves are stuck together until Father Charlatan’s spirit is put to rest. While carried, this collection of holy symbols causes any divine spell cast by the one who carries it to suffer a 10% spell failure chance, as if she were casting arcane spells while wearing armor. In addition, the carrier of these symbols takes a –2 penalty on all saving throws against divine spells. They grant a +2 luck bonus to the carrier’s AC and on all saving throws made against attacks or effects from haunts in Harrowstone.

The wielder must make a DC 13 Will save every day at dawn to avoid taking 1 point of Charisma damage.

Once Father Charlatan is put to rest, all 12 chains slither apart with ease—they no longer have any magical effects, but can function as typical holy symbols.
------------

Moldy Spellbook: The covers and pages of this thick, leather-bound spellbook have become caked with mold over the years, but some of the contents remain legible. This book once belonged to Professor Hean Feramin, the man who would eventually achieve fame not through academia but through murder. Known in his final days as the Splatter Man, he was delt a hideous blow to his morale and sanity by the loss of his spellbook. The book, like the other objects in this room, now bears a
curse—anyone who looks through the book finds her name scribbled in blood on the margins of the book. Worse, as long as the book is carried, that person receives periodic visions of her name partially spelled in blood in unexpected areas—on the back of a door, on a gravestone,
on a magical scroll, or anywhere else. No one else can see these scribblings, and when the victim blinks or glances away, the words are no longer there upon a second look. The cumulative effect of these frightening visions is to impart a –4 penalty on all saving throws against fear based effects. If the person carrying the book can cast arcane spells, she also develops a fear of losing her ability
to cast spells and hoards her prepared spells or available spell slots with an almost miserly greed. Whenever she attempts to cast an arcane spell, she must make a DC 14 Will save to resist deciding at the last minute to not cast the spell, effectively losing that action for the round (although not the spell or spell slot).

Mold has destroyed most of the book’s contents, but nine spells do remain viable: comprehend languages, dispel magic, false life, gust of wind, illusory script, levitate, mage armor, magic missile, and summon monster IV. Once the curse on the book is lifted, it’s worth 1,265 gp (assuming all of its remaining spells are intact—if spells are destroyed, reduce the cost by half those spells’ cost in scroll form).
--------------

Smith’s Hammer: This masterwork smith’s hammer grants a +2 competence bonus on all Craft (armorsmith, blacksmith, and weaponsmith) checks. If used in battle, the hammer functions as a masterwork light hammer.

Each round a haunt is active, the person carrying this hammer must make a DC 13 Will save to resist the compulsion to attack the nearest living creature with the hammer.
----------------

Tarnished Silver Flute: This 300 gp masterwork flute was once owned by the man known only as the Piper of Illmarsh. If someone plays even a single note on the flute, she must make a DC 13 Will save to be seized with a fit of performance and immediately begin playing an impressive but dolorous dirge on the flute. Every round she plays the flute, she must make a DC 13 Fortitude save to avoid taking 2d4 points of damage as blood begins running from her eyes and ears and fingertips. If she makes the save, she takes only 2 points of damage. She cannot voluntarily cease playing the flute, but if reduced to negative hit points, she drops the flute as she slumps into unconsciousness. Another character can attempt to snatch the flute away by making a successful combat maneuver to effectively disarm the character of the flute—alternatively, any physical restraint (such as a successful grapple or a hold person spell) causes the flutist to cease playing and emerge from her fugue.


Calin Milotti
Calin is holding onto the book, despite seeing his name in it.

Visayn
Visayn has the flute, though he is keeping it hidden in pocket.

Ragnar Skuggason
Ragnar intends to kill the lopper with the loppers own axe, and has zero intentions of ever not calling him "Hopper"

Valiard Tessar
Valiard has the holy symbols I think.

Imrik Farstrider
Imrik has the hammer.

Lectrum
Lectrum had the axe. I'm not sure what is still out there, but he will take one with a shrug.


Bump!


Attacks:
[dice=+1 Spiked chain]d20+9[/dice] [dice=Spiked Chain]2d4+11[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Crossbow]d20+4[/dice] [dice=Crossbow]d8[/dice]
Vital:
HP 24/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 3/4; Sp.: 1/4

I think all of that is correct. I know Imrik is carrying the hammer.


Calin Milotti - Angelkin Aasimar Male Paladin 4
Vital:
HP: 35/40 | AC: 22 T:10 FF:22 | Perception: +1 | Sense Motive: +7, Initiative: +3 | Fort: +10, Ref: +5, Will: +9 | CMB: +9, CMD: 19, Speed: 20 | Immune: all diseases; Resist: Acid, Cold, Elec 5
Skills:
Acrobatics: -6, Bluff: +3, Climb: -1, Diplo: +10, Disguise: +3, Heal: +7, Intim: +3, Kn. Planes: +3, Kn. History: +4, Kn. Nobility: +7, Kn. Religion: +6, Perception: +1, Ride: -6, Sense Motive: +7, Stealth: -6, Survival: +1

Yeah, Calin has the book.


Yes Imrick swap out for detect magic.


I am waiting on what each of you are doing. We got Lectrum set what about the rest of you?


Moving on, I hope the rest of you chime in and can catch up. I am not sure who is still around... :(


Calin Milotti - Angelkin Aasimar Male Paladin 4
Vital:
HP: 35/40 | AC: 22 T:10 FF:22 | Perception: +1 | Sense Motive: +7, Initiative: +3 | Fort: +10, Ref: +5, Will: +9 | CMB: +9, CMD: 19, Speed: 20 | Immune: all diseases; Resist: Acid, Cold, Elec 5
Skills:
Acrobatics: -6, Bluff: +3, Climb: -1, Diplo: +10, Disguise: +3, Heal: +7, Intim: +3, Kn. Planes: +3, Kn. History: +4, Kn. Nobility: +7, Kn. Religion: +6, Perception: +1, Ride: -6, Sense Motive: +7, Stealth: -6, Survival: +1

Calin could use the ring of protection, but he just got a new weapon. I'm happy to let someone else have the ring.


Calin Milotti - Angelkin Aasimar Male Paladin 4
Vital:
HP: 35/40 | AC: 22 T:10 FF:22 | Perception: +1 | Sense Motive: +7, Initiative: +3 | Fort: +10, Ref: +5, Will: +9 | CMB: +9, CMD: 19, Speed: 20 | Immune: all diseases; Resist: Acid, Cold, Elec 5
Skills:
Acrobatics: -6, Bluff: +3, Climb: -1, Diplo: +10, Disguise: +3, Heal: +7, Intim: +3, Kn. Planes: +3, Kn. History: +4, Kn. Nobility: +7, Kn. Religion: +6, Perception: +1, Ride: -6, Sense Motive: +7, Stealth: -6, Survival: +1
GM Wolf wrote:
I am not sure who is still around... :(

Looks like it's Lectrum, Imrik, Visayn, and myself.


Attacks:
[dice=+1 Spiked chain]d20+9[/dice] [dice=Spiked Chain]2d4+11[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Crossbow]d20+4[/dice] [dice=Crossbow]d8[/dice]
Vital:
HP 24/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 3/4; Sp.: 1/4

I have a pretty good AC, so the ring would be nice for keeping it up there. But if others want the Ring I will bow out on it.

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