Mummy's Mask

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Female
Vitals:
HP 12/12 | AC 15 T 13 FF 12 | F +1 R +3 W +3 | CMD 13 MSD PSD | Init +3 | Perc +2
Witch

Take 10, silly gato, lol


Male Catfolk Rogue 4
Vitals:
HP 2/31 | AC20 T19 FF14 | F+5 R+9 W+4 | CMD 15 PSD 16
Abilities:
Hit Dice 4/4 | Feint +11 | Sneak attack @2d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +9/11 | Disable device +15/17, CLW wand 47/50

once he gets' the masterwork tools (putting him at 10) he will, but at 8 taking 10(18) won't do anything....

Hopefully he doesn't get himself killed, but if he does, I'm working on a Dhampir Soul Weaver with the Vampiric Casting drawback.


1 person marked this as a favorite.
Female
Vitals:
HP 12/12 | AC 15 T 13 FF 12 | F +1 R +3 W +3 | CMD 13 MSD PSD | Init +3 | Perc +2
Witch

Do you know the DC of the lock? If it's a 15, an 18 would do something.

Also, why ya workin on a new PC? Doesn't YBD have various 'come back from the dead' house rules? Don't leave me Tribim! lol


Male Catfolk Rogue 4
Vitals:
HP 2/31 | AC20 T19 FF14 | F+5 R+9 W+4 | CMD 15 PSD 16
Abilities:
Hit Dice 4/4 | Feint +11 | Sneak attack @2d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +9/11 | Disable device +15/17, CLW wand 47/50

It's the trap he's working on not the lock, if it was just the lock he would have taken '20' can't do that on the trap.

As for new PC, I am working on a Soul Weaver, only because I've got a shoanti ranger/soul weaver in another game, that hasn't taken full advantage of the soul weaver class skills. So, I started looking at what sort of character could take full advantage of the class.

But yes, YBD has some very cool options for dealing with death, so Tribim will not be leaving this game anytime soon. Anyway, I don't think Sariel would fit here well :)

My Solo character in S&S got killed in Sumitha he used This 3rd party book to sort it out.


Wounds (0) HP (31) AC (17/15/13) Saves (3/6/6 +2 vs enchantment, +1 vs divine) SP (0/11) Perception (+5) Init (+3) Dragonborn Sorceress (4) Resist Acid (5) DR Magic (2)
Tribim wrote:

It's the trap he's working on not the lock, if it was just the lock he would have taken '20' can't do that on the trap.

As for new PC, I am working on a Soul Weaver, only because I've got a shoanti ranger/soul weaver in another game, that hasn't taken full advantage of the soul weaver class skills. So, I started looking at what sort of character could take full advantage of the class.

But yes, YBD has some very cool options for dealing with death, so Tribim will not be leaving this game anytime soon. Anyway, I don't think Sariel would fit here well :)

I get this mindset. Especially with so many fun classes and system rules to use. It certainly makes character death much more palatable when it means an opportunity to try something new.


That was one of my goals when putting this ruleset together. I wanted every available option to feel viable. That's why I trimmed the list of feats to eliminate 'trap options' and made sure that each archetype significantly changed how a class plays. I'm glad that people are enjoying it. :-)

Character death is something I try to avoid at the beginning of a campaign as characters are squishy and still putting everything together mechanically. Builds typically take a few levels to get rolling, so I keep the 'kid gloves' on until then. Even when death happens, though, I always give the affected player a way to keep using the character if they'd like. Robert Henry's S&S character actually died twice during the campaign, but we still got through it without derailing the narrative. :-)


Male Catfolk Rogue 4
Vitals:
HP 2/31 | AC20 T19 FF14 | F+5 R+9 W+4 | CMD 15 PSD 16
Abilities:
Hit Dice 4/4 | Feint +11 | Sneak attack @2d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +9/11 | Disable device +15/17, CLW wand 47/50

Shhhh we're not telling them about the wereshark incident....


3 people marked this as a favorite.
M N human fighter 4 | HP 40/40 | AC22 T21 FF17 | F+8* (+2 vs death) R+7* (+1 ruins) W+5* (+2 fear) | CMD22 PSD15* | init+5* (+2 ruins) | Per+8 SM+6 | HD 4/4 MF 1/1 RS 1/1 Stm 7/7 | conditions: none | effects: none
"Unatti" wrote:
I gotta head out to run a few errands, but real quick, how much total gold do we *each* get, assuming we sell everything? Are we able to haggle to get a bit more?

I added a row to the spreadsheet to total the value of everything marked "Sold/Discarded", and marked all the items I think we are selling. The total is 7746.7 gp, which divided by 5 is 1549.34.


Male Catfolk Rogue 4
Vitals:
HP 2/31 | AC20 T19 FF14 | F+5 R+9 W+4 | CMD 15 PSD 16
Abilities:
Hit Dice 4/4 | Feint +11 | Sneak attack @2d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +9/11 | Disable device +15/17, CLW wand 47/50

Sweet! thanks for doing the spread sheet Mahmoud!


Wounds (0) HP (31) AC (17/15/13) Saves (3/6/6 +2 vs enchantment, +1 vs divine) SP (0/11) Perception (+5) Init (+3) Dragonborn Sorceress (4) Resist Acid (5) DR Magic (2)

Agreed, thank you for doing the math!

For me...I'll be saving all of my gold. Thinking that 3,500 gold for a mithral elven curve blade would be a good investment, so she can use it at lvl3.


Male Catfolk Rogue 4
Vitals:
HP 2/31 | AC20 T19 FF14 | F+5 R+9 W+4 | CMD 15 PSD 16
Abilities:
Hit Dice 4/4 | Feint +11 | Sneak attack @2d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +9/11 | Disable device +15/17, CLW wand 47/50

Wow, a mithral elven curved blade, that is impressive :)

Here is Tribim's sold and purchased list, I spoilered it so as not to take up half a page.

items Purchased total 1,510 gp.:

MW thieves tools: 100 gp. 2 lbs.
Backpack, masterwork 50 gp 4 lbs (+ 5 lbs capacity)
mother's mercy' 200 gp.
Filter Scarf (5gp)
'Force Hook' 1,000 gp.
MW Buckler: 155 gp. 5 lbs.

Items sold back 24.9‬5:

Sword, short: 5 gp.
3 chakrams 1.5 gp.
backpack 1 gp.
caltrops 5 sp
grappling hook 5 sp.
iron pot 4 sp.
pitons (10) 5 sp.
rope 5 sp
thieves’ tools 15 gp.
torch (10) 5 cp.

Amount of money spent total: 1,485.05


Female
Vitals:
HP 12/12 | AC 15 T 13 FF 12 | F +1 R +3 W +3 | CMD 13 MSD PSD | Init +3 | Perc +2
Witch
Mahmoud the Blade wrote:
"Unatti" wrote:
I gotta head out to run a few errands, but real quick, how much total gold do we *each* get, assuming we sell everything? Are we able to haggle to get a bit more?
I added a row to the spreadsheet to total the value of everything marked "Sold/Discarded", and marked all the items I think we are selling. The total is 7746.7 gp, which divided by 5 is 1549.34.

Aye, thank you kindly! Does this include the items from the trapped chest Tribim just opened??


Male Catfolk Rogue 4
Vitals:
HP 2/31 | AC20 T19 FF14 | F+5 R+9 W+4 | CMD 15 PSD 16
Abilities:
Hit Dice 4/4 | Feint +11 | Sneak attack @2d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +9/11 | Disable device +15/17, CLW wand 47/50
"Unatti" wrote:
Mahmoud the Blade wrote:
"Unatti" wrote:
I gotta head out to run a few errands, but real quick, how much total gold do we *each* get, assuming we sell everything? Are we able to haggle to get a bit more?
I added a row to the spreadsheet to total the value of everything marked "Sold/Discarded", and marked all the items I think we are selling. The total is 7746.7 gp, which divided by 5 is 1549.34.
Aye, thank you kindly! Does this include the items from the trapped chest Tribim just opened??

I believe it does, the two dried potions are at the top of the sheet and the books and chest are the last things added under treasure.


Dwarven Ravenlord Malefactor 4
Vitals:
HP 32/38 | AC +19 T 10 FF 18 (16) | F +7 R +6 W +10 | BAB +3 CMD 15 MSD 12 PSD 15 | Init -1 | Perc +4
Abilities:
Hit Dice 4/4 | Strife Pool 5/6

Epperson's Shopping Wishlist:

50gp - mwk backpack
100gp - holy water x4
5gp - filter scarf
17gp - bird-training kit
55gp - mwk artisan’s tools
400gp - agile breastplate
508gp - cryptstone (mwk) light flail
180gp - hexbiter charm

He's got the coin for all of it....but what can he find?


@Epperson: Everything's good to purchase except for the cryptstone flail. That material comes from the Boneyard and would be extremely rare.


M N human fighter 4 | HP 40/40 | AC22 T21 FF17 | F+8* (+2 vs death) R+7* (+1 ruins) W+5* (+2 fear) | CMD22 PSD15* | init+5* (+2 ruins) | Per+8 SM+6 | HD 4/4 MF 1/1 RS 1/1 Stm 7/7 | conditions: none | effects: none

I keep thinking I should figure out a shopping list for Mahmoud, but I haven't sat down and thought it through. The standard magic items that I usually think of first, like a cloak of resistance, don't exist, right? I don't think anyone can activate a wand of cure light wounds, either-- though maybe if I can buy a spell engine of Life (with Limited Restoration and Deeper Healing) Unatti could be convinced to use it on Mahmoud?


1 person marked this as a favorite.
Dwarven Ravenlord Malefactor 4
Vitals:
HP 32/38 | AC +19 T 10 FF 18 (16) | F +7 R +6 W +10 | BAB +3 CMD 15 MSD 12 PSD 15 | Init -1 | Perc +4
Abilities:
Hit Dice 4/4 | Strife Pool 5/6

Epperson has some points in UMD. He could work a wand of CLW. Now that I'm not buying anything more fancy than a masterwork light flail....

What do you say to my final shopping list, GM?

50gp - mwk backpack
100gp - holy water x4
5gp - filter scarf
17gp - bird-training kit
55gp - mwk artisan’s tools
400gp - agile breastplate
308gp - mwk light flail
180gp - hexbiter charm
750gp - wand of CLW (1st lvl), 50 charges

That leaves Epperson 24gp, 2sp, 4cp in remainder (after the sale of scale mail and his old flail at 50%). Of note, Epperson is happy to lend coin to his comrades. After all, in true Groetus spirit, what does it all even matter?


Dwarven Ravenlord Malefactor 4
Vitals:
HP 32/38 | AC +19 T 10 FF 18 (16) | F +7 R +6 W +10 | BAB +3 CMD 15 MSD 12 PSD 15 | Init -1 | Perc +4
Abilities:
Hit Dice 4/4 | Strife Pool 5/6

Update Epperson's profile. It appears that I swindled myself out of an extra HP that I was supposed to have. Also, my carrying capacity (naught that I matters) has changed given the mwk backpack. Bring on the hauls!


Dwarven Ravenlord Malefactor 4
Vitals:
HP 32/38 | AC +19 T 10 FF 18 (16) | F +7 R +6 W +10 | BAB +3 CMD 15 MSD 12 PSD 15 | Init -1 | Perc +4
Abilities:
Hit Dice 4/4 | Strife Pool 5/6

Are we the Mystery Men?

Am I The Spleen?

I don't know how to feel about it.

"Hey now, you're a rockstar, get your game on...."


@Epperson: Looks good!

@Mahmoud: You'll get your cloak of resistance equivalent next level. :-) While ABP might delay the "big six" slightly on occasion, it also frees up item slots for more interesting things. ;-)


1 person marked this as a favorite.
Male Catfolk Rogue 4
Vitals:
HP 2/31 | AC20 T19 FF14 | F+5 R+9 W+4 | CMD 15 PSD 16
Abilities:
Hit Dice 4/4 | Feint +11 | Sneak attack @2d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +9/11 | Disable device +15/17, CLW wand 47/50
Epperson, son of Epper wrote:

Are we the Mystery Men?

Am I The Spleen?

I don't know how to feel about it.

"Hey now, you're a rockstar, get your game on...."

Dude, so love the Mystery Men.

See, this is what happens when I get bored on the weekends. I either apply to every game in the recruitment thread, or I make up long winded posts about my characters fellow party members.


Male Catfolk Rogue 4
Vitals:
HP 2/31 | AC20 T19 FF14 | F+5 R+9 W+4 | CMD 15 PSD 16
Abilities:
Hit Dice 4/4 | Feint +11 | Sneak attack @2d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +9/11 | Disable device +15/17, CLW wand 47/50

Gosh, wish we'd found the 'radiant edge' shortsword instead of a gooey mummy er, old chariot.

So will that item be for sale long?


Good question! ;-)


Female
Vitals:
HP 12/12 | AC 15 T 13 FF 12 | F +1 R +3 W +3 | CMD 13 MSD PSD | Init +3 | Perc +2
Witch

My mom and I have Covid(or at least I *might*). I don't feel awful(no fever, still can smell and taste), but don't feel great either. Had a bit of chills earlier, but those seem to be gone.

I don't currently have the creative energy for a post, though we'll see how I feel later.


Dwarven Ravenlord Malefactor 4
Vitals:
HP 32/38 | AC +19 T 10 FF 18 (16) | F +7 R +6 W +10 | BAB +3 CMD 15 MSD 12 PSD 15 | Init -1 | Perc +4
Abilities:
Hit Dice 4/4 | Strife Pool 5/6

I’m sorry to hear that you’re unwell, Unatti. Rest up; we’ll be here when you’re feeling well enough. Hope you and your mother feel better again soon.


Male Catfolk Rogue 4
Vitals:
HP 2/31 | AC20 T19 FF14 | F+5 R+9 W+4 | CMD 15 PSD 16
Abilities:
Hit Dice 4/4 | Feint +11 | Sneak attack @2d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +9/11 | Disable device +15/17, CLW wand 47/50

Epperson's right, Get better, take care of your mom, We're not going anywhere. Don't worry, If you're not able to get to the boards, Epp and I will make sure you get yourself in compromising situations.

Just kidding, Honest :)


Male Catfolk Rogue 4
Vitals:
HP 2/31 | AC20 T19 FF14 | F+5 R+9 W+4 | CMD 15 PSD 16
Abilities:
Hit Dice 4/4 | Feint +11 | Sneak attack @2d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +9/11 | Disable device +15/17, CLW wand 47/50
Your Benevolent Dictator wrote:
"... You don't happen to know any clerics or necromancers that I could borrow, do you?"

In theory since Tribim works at a temple he should know clerics, his knowledge 'civilization' is 5 if he takes 10(15) would he have enough information to help her out?


There's no check required to know that the local temples have clerics. Finding one willing to go grave-robbing, on the other hand, is a different story. ;-)


Male Catfolk Rogue 4
Vitals:
HP 2/31 | AC20 T19 FF14 | F+5 R+9 W+4 | CMD 15 PSD 16
Abilities:
Hit Dice 4/4 | Feint +11 | Sneak attack @2d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +9/11 | Disable device +15/17, CLW wand 47/50

right, do you think Tribim may have known one who would be interested? I'm only asking because he works at a temple. Maybe he'd know someone maybe not. I don't want to be pushy, but if he can help them out he would.


1 person marked this as a favorite.

Sorry, I'm out running errands. Tribim know a Bastet priestess who might be interested - for the right price. I'll let you decide the specifics. :-)


Female
Vitals:
HP 12/12 | AC 15 T 13 FF 12 | F +1 R +3 W +3 | CMD 13 MSD PSD | Init +3 | Perc +2
Witch

I kinda love that we've turned a random name drop into a bit of an established NPC, lol


We can stay here as long as everyone wants, by the way. Nothing's scheduled to happen from a plot standpoint - it's just a way for the party to blow off some steam and RP with each other and some of the other adventuring groups. ;-)


Male Catfolk Rogue 4
Vitals:
HP 2/31 | AC20 T19 FF14 | F+5 R+9 W+4 | CMD 15 PSD 16
Abilities:
Hit Dice 4/4 | Feint +11 | Sneak attack @2d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +9/11 | Disable device +15/17, CLW wand 47/50

I feel bad Aerith is standing out in the heat....


Male Catfolk Rogue 4
Vitals:
HP 2/31 | AC20 T19 FF14 | F+5 R+9 W+4 | CMD 15 PSD 16
Abilities:
Hit Dice 4/4 | Feint +11 | Sneak attack @2d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +9/11 | Disable device +15/17, CLW wand 47/50

Hmmmm, no other posts yesterday. I apologize if my post was confusing, I just didn't want Tribim to be the first one at the temple to have to report.


Dwarven Ravenlord Malefactor 4
Vitals:
HP 32/38 | AC +19 T 10 FF 18 (16) | F +7 R +6 W +10 | BAB +3 CMD 15 MSD 12 PSD 15 | Init -1 | Perc +4
Abilities:
Hit Dice 4/4 | Strife Pool 5/6

I wonder if Epperson’s radar for curses would be raised by the “haunting” noises of the crowds and the fear raised in his companions. Knowledge Religion is untrained but Knowledge Occult or Curse Lore perhaps?


Either of those skills could work. Lore (curses), in particular, can sometimes give hints about putting haunts to rest.


I'm going to give Unatti a little longer before advancing the round. In the meantime, could everyone make sure their avatars are positioned correctly. Tribim was the only one on the map when I checked this morning, so I guessed where everyone else is based on your posts.


M N human fighter 4 | HP 40/40 | AC22 T21 FF17 | F+8* (+2 vs death) R+7* (+1 ruins) W+5* (+2 fear) | CMD22 PSD15* | init+5* (+2 ruins) | Per+8 SM+6 | HD 4/4 MF 1/1 RS 1/1 Stm 7/7 | conditions: none | effects: none

Mahmoud "followed the others" into the foyer, so if he's inside at least some of us should be inside also. Epperson and Tribim went in, right?


Male Catfolk Rogue 4
Vitals:
HP 2/31 | AC20 T19 FF14 | F+5 R+9 W+4 | CMD 15 PSD 16
Abilities:
Hit Dice 4/4 | Feint +11 | Sneak attack @2d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +9/11 | Disable device +15/17, CLW wand 47/50
Mahmoud the Blade wrote:
Mahmoud "followed the others" into the foyer, so if he's inside at least some of us should be inside also. Epperson and Tribim went in, right?

Tribim didn't go in, he opened the doors. and the GM started inititive.


Female
Vitals:
HP 12/12 | AC 15 T 13 FF 12 | F +1 R +3 W +3 | CMD 13 MSD PSD | Init +3 | Perc +2
Witch

Slightly busy weekend, but I'm here. I realized the other night that I need to finish leveling up, I'll get to that tonight, after dinner.


Dwarven Ravenlord Malefactor 4
Vitals:
HP 32/38 | AC +19 T 10 FF 18 (16) | F +7 R +6 W +10 | BAB +3 CMD 15 MSD 12 PSD 15 | Init -1 | Perc +4
Abilities:
Hit Dice 4/4 | Strife Pool 5/6
Mahmoud the Blade wrote:
Mahmoud "followed the others" into the foyer, so if he's inside at least some of us should be inside also. Epperson and Tribim went in, right?

Nope.

Epperson wrote:
”Allow me the pleasure,” he offers, targeting the left-most skeletal guard without moving forward.

I’ll be busy for the next 8hrs, so if I need to be moved on the map, I’ll defer to the wisdom of the group.


M N human fighter 4 | HP 40/40 | AC22 T21 FF17 | F+8* (+2 vs death) R+7* (+1 ruins) W+5* (+2 fear) | CMD22 PSD15* | init+5* (+2 ruins) | Per+8 SM+6 | HD 4/4 MF 1/1 RS 1/1 Stm 7/7 | conditions: none | effects: none

In that case, I'll move Mahmoud back.


Male Catfolk Rogue 4
Vitals:
HP 2/31 | AC20 T19 FF14 | F+5 R+9 W+4 | CMD 15 PSD 16
Abilities:
Hit Dice 4/4 | Feint +11 | Sneak attack @2d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +9/11 | Disable device +15/17, CLW wand 47/50

in my minds eye, we were all outside the door when tribim opened it. The skeletons saw us, won initiative and turn towards us with readied actions. I don't know it that's how the GM or the other players saw it or not


Female
Vitals:
HP 12/12 | AC 15 T 13 FF 12 | F +1 R +3 W +3 | CMD 13 MSD PSD | Init +3 | Perc +2
Witch

Forgot to update ya'll:

My mom and I have both officially tested negative for Covid as of this past Wed(6/12)!! We both still have a bad cough/phlegm and I still have a pretty stuffy nose(idk if my mom also has one as well), but otherwise, I'm doing pretty good. I've gotten a lot of 8/9+ hrs of sleep almost every night this week, which has definitely helped.

Can somebody give me an assist in making sure I have the proper amount of Spheres/talents:

For my level alone, I should have 4 talents(1+2+1)? And then 4 additional talents(specific to their matching spheres) for the 4 sphere-specific drawbacks? If I then took Extra Magic Talent twice(which I believe I'll do), that should be a total of 10 spheres/talents, correct?

Also, YBD, totally forgot to get back to you on my custom casting tradition, as I had meant to ask ya:

If we create one, would that be in addition to the sphere specific drawbacks I've taken? Or do I need to pick one or other?


Regarding placement, Tribim's exactly correct. Tribim opened the door, the skeletal guards saw him and are prepared to attack if anyone enters. The only reason I put Mahmoud's avatar inside the building is because his daggers have a 10ft range increment. If he wants to throw from outside, I'll use his current rolls and figure out any penalties. :-)
--------------------------------------------------------------------------
@Unatti: As a Level Two Witch, you'll have 4 Magic Talents +1 for each sphere-specific drawback +1 for each instance of the Extra Magic Talent feat. That probably seems like a lot - but it makes sense when you realize that Magic Talents are equivalent to "spells known" in vanilla PF. :-)

Sphere-specific drawbacks and Casting Traditions are two separate things that can be taken simultaneously. Think of your casting tradition as spell components and Sphere-Specific Drawbacks as "opposition/forbidden schools" like a vanilla PF Wizard. :-)


1 person marked this as a favorite.
M N human fighter 4 | HP 40/40 | AC22 T21 FF17 | F+8* (+2 vs death) R+7* (+1 ruins) W+5* (+2 fear) | CMD22 PSD15* | init+5* (+2 ruins) | Per+8 SM+6 | HD 4/4 MF 1/1 RS 1/1 Stm 7/7 | conditions: none | effects: none

Mahmoud has the Dagger Bravo Equipment talent, so his daggers have a range increment of 30' and a critical modifier of 18-20/x2.


Ah, that's what I missed. Thanks for clearing that up. :-)


Female
Vitals:
HP 12/12 | AC 15 T 13 FF 12 | F +1 R +3 W +3 | CMD 13 MSD PSD | Init +3 | Perc +2
Witch

I have confusion:

I've got linguistics listed as a class skill for Unatti, but I can't figure out *how* it's a class skill for her. It's not on the Witch's skill list, and I can't find any other feature that might have made it a class skill.

Help?!?


I'm guessing that you added the bonus by mistake when you put a skill point there. All of the other skills you put points into are class skills, so it's an easy error to make - especially when you're trying to learn a new system at the same time. :-)


Dwarven Ravenlord Malefactor 4
Vitals:
HP 32/38 | AC +19 T 10 FF 18 (16) | F +7 R +6 W +10 | BAB +3 CMD 15 MSD 12 PSD 15 | Init -1 | Perc +4
Abilities:
Hit Dice 4/4 | Strife Pool 5/6

Cue the John Travolta/Pulp Fiction turning around in circles meme.

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