GM miteke - Wardens of Sulfur Gulch (Outpost VII) (Inactive)

Game Master miteke

Wardens of Sulfur Gulch (Outpost VII)

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NPCs and Player Handouts - Sulfur Gulch - The labs (current map)


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Liberty's Edge

Human Transmuting Magaambyan Arcanist 10:
Wizard (Enhancement) 8 / Magaambyan Arcanist 2
| HP 100+19/100 | AC 27 / 13T / 26FF | Fort +15, Reflex +10, Will +14, (+1 vs reptilian humanoids) | CMD 31 / 30 FF | Init 10 | Perc +25 | SM +5 | Speed 40 (40 flying) | Spells 1st 4/6, 2nd 3/6, 3rd 2/5, 4th 3/5, 5th 2/3 | Augment 7/7, Perfection of Self 8/8 | Resistance: Neg Energy 10 | Active Conditions: invis, M Img (6), prot en (93), ab bar (50), C skin (50), M arm, OL flight, RoCM, lucky number (11), endure elements, delay poison, false life, minor reversion x2, life bub, Bskin, see invis, heroism, MP (gargoyle), shield.

That's true. Out of interest what technology do we have in the room? Based on the descriptions form earlier there's the 'monitor' the two cameras, an access panel and some vents. Was there any other obvious technology?

Grand Lodge

Male Half-Elf LG Urban Ranger 6/Zen Archer 4 | HP:83/84 AC:25 T:24 FF:18 | CMB:11 CMD:30 | F:+13 R:+17 W:+10 (+2 vs enchantments) | Init:+8 | Per: +25

If we haven’t killed after dealing it 713 hp of damage, we might as well hang it up ;)


There is nothing else of significance other than the monitor, cameras, and vents.

Lots of damage, but not all of it applicable. Haunts are glass cannons, but you need the right type of damage to break that glass. You guys are doing fine though. If Farrokh had missed one of those will saves it would have gotten real ugly real quick.

Grand Lodge

Male Half-Elf LG Urban Ranger 6/Zen Archer 4 | HP:83/84 AC:25 T:24 FF:18 | CMB:11 CMD:30 | F:+13 R:+17 W:+10 (+2 vs enchantments) | Init:+8 | Per: +25

Sorry GM, that was just a poor attempt at a bad joke…I think you had a typo in your post as you had Isirah at -713 (I think you meant just -13?)


Yea, -13 would make more sense in the context of a satire.

Grand Lodge

m LG human Paladin 9 | HP 76/76 | AC 20 T 13 FF 17 | CMD 23 | F+13 R+11 W+11 [+2 vs illusions] | Init +4 | Perc +0 | LoH 6/8 | Bond 0/1 | Smite 3/3 |

I beg pardon, a lot of work and little sleep IRL in the past few days.


Normally I would not care, but this dang thing has a deadline. I do see you have bot instructions but you are fighting a haunt which throws all normal tactics out the window. Meh.

Liberty's Edge

Human Transmuting Magaambyan Arcanist 10:
Wizard (Enhancement) 8 / Magaambyan Arcanist 2
| HP 100+19/100 | AC 27 / 13T / 26FF | Fort +15, Reflex +10, Will +14, (+1 vs reptilian humanoids) | CMD 31 / 30 FF | Init 10 | Perc +25 | SM +5 | Speed 40 (40 flying) | Spells 1st 4/6, 2nd 3/6, 3rd 2/5, 4th 3/5, 5th 2/3 | Augment 7/7, Perfection of Self 8/8 | Resistance: Neg Energy 10 | Active Conditions: invis, M Img (6), prot en (93), ab bar (50), C skin (50), M arm, OL flight, RoCM, lucky number (11), endure elements, delay poison, false life, minor reversion x2, life bub, Bskin, see invis, heroism, MP (gargoyle), shield.

I think it's worth getting confirmation that there definitely appears to be nothing of interest in the room we are currently investigating before we open any more doors. We probably also want to check out the large whirring device as that's also not behind a door. I'm just conscious that we don't want to be opening doors and potentially triggering new problems before we've investigated the things we currently know about.

Silver Crusade

Female Elf Ranger 2/Transmuter 5/Eldritch Knight 3 | hp ¯\_(ツ)_/¯/79 | AC 23 T 16 FF 18 | CMD 27 | F +9 R +10 W +7 (+2 v Ench) | Spd 30' {60'} (Run x5) | Init +6 | Kn(Arc, Geo, His, Loc, Nat, Pla, Rel) +8*, Perc +14* (low-light), Scrft +10 (+12 ID), SensM +1* | Arcane Bond 1/1 | boots of spd 10/10 | wand of clw 14/50 | wand of cmw 9/11 | *Favored Enemy (human) +2 | bless, haste 7rds, life bubble 18hrs

Where's the fun in that? ;)

Grand Lodge

Male Half-Elf LG Urban Ranger 6/Zen Archer 4 | HP:83/84 AC:25 T:24 FF:18 | CMB:11 CMD:30 | F:+13 R:+17 W:+10 (+2 vs enchantments) | Init:+8 | Per: +25

The GM is under a deadline so I’m just trying to move things along and try to hit places we haven’t explored yet…if we missed something, we can probably go back…

Grand Lodge

m LG human Paladin 9 | HP 76/76 | AC 20 T 13 FF 17 | CMD 23 | F+13 R+11 W+11 [+2 vs illusions] | Init +4 | Perc +0 | LoH 6/8 | Bond 0/1 | Smite 3/3 |

I beg pardon AGAIN (oh...) - a whole week (including weekends) with almost no sleep, with flights and a ton of work. I lied to myself everyday that I would find time in the evening, at the airport etc, and of course it was self-deception. Now this period is over and a new one like this is not expected in the near future.


Well, good to have you back. Bet you had a bit of reading up to do.

Grand Lodge

m LG human Paladin 9 | HP 76/76 | AC 20 T 13 FF 17 | CMD 23 | F+13 R+11 W+11 [+2 vs illusions] | Init +4 | Perc +0 | LoH 6/8 | Bond 0/1 | Smite 3/3 |

Yep .)

The Exchange

Female Elf Gun Chemist/Mindchemist Alchemist 12
Farrokh the Strong wrote:
Once it looks like we are getting ready to go into the big room, assuming it looks like we are expecting trouble, Farrokh will swap his monstrous physique to monstrous physique III, use protection from evil and long arm wands and just before we go in he will also cast shadow form on himself.

Elu would suggests Anunnaki for those who wishes to combines weapon attacks with natural attacks while on Monstrous Physique II, for 5 attacks on top of weapon attacks.

Liberty's Edge

Human Transmuting Magaambyan Arcanist 10:
Wizard (Enhancement) 8 / Magaambyan Arcanist 2
| HP 100+19/100 | AC 27 / 13T / 26FF | Fort +15, Reflex +10, Will +14, (+1 vs reptilian humanoids) | CMD 31 / 30 FF | Init 10 | Perc +25 | SM +5 | Speed 40 (40 flying) | Spells 1st 4/6, 2nd 3/6, 3rd 2/5, 4th 3/5, 5th 2/3 | Augment 7/7, Perfection of Self 8/8 | Resistance: Neg Energy 10 | Active Conditions: invis, M Img (6), prot en (93), ab bar (50), C skin (50), M arm, OL flight, RoCM, lucky number (11), endure elements, delay poison, false life, minor reversion x2, life bub, Bskin, see invis, heroism, MP (gargoyle), shield.
Eluaria Valkyria Passion Frosia wrote:
Elu would suggests Anunnaki for those who wishes to combines weapon attacks with natural attacks while on Monstrous Physique II, for 5 attacks on top of weapon attacks.

Anunnaki is definitely a great option for combining with weapons as its wing attacks always count as secondary natural attacks weather you have a weapon or not and it has a lot of them. As Farrokh is a wizard his weapon attack are not that great, so he's going to err on the side of more primary natural attacks and go with the vouivre (his normal first choice for MP III is the Gegenees, but it could get a bit cramped if he turned into a huge creature).


Some of my favorites are Calikang (large and lots of attacks), Kappa (small, swim, grab), Deathsnatcher (med, fly 50', pounce, bite/4 claws/sting, scent, darkvision), Anunnaki (large, 50 ft. speed, fly 60 ft. (good), darkvision 60 ft., weapon, bite and 4 wings).

But that Vouivre has some really hefty natural attacks and I added it to my list :)

Grand Lodge

Male Half-Elf LG Urban Ranger 6/Zen Archer 4 | HP:83/84 AC:25 T:24 FF:18 | CMB:11 CMD:30 | F:+13 R:+17 W:+10 (+2 vs enchantments) | Init:+8 | Per: +25

Dadgummit! Missed that I could attack normally…gotta read more carefully…oh well, I’ll remember that next round…

Grand Lodge

m LG human Paladin 9 | HP 76/76 | AC 20 T 13 FF 17 | CMD 23 | F+13 R+11 W+11 [+2 vs illusions] | Init +4 | Perc +0 | LoH 6/8 | Bond 0/1 | Smite 3/3 |

Shonne, how do you shoot from emergency force sphere? Dismissing the spell is the standard action. Just curious.

The Exchange

Female Elf Gun Chemist/Mindchemist Alchemist 12

Day Job would be Craft(Alchemy) take 10 with +35 (see profile for number breakdown) for 150gp.

Boon: 1d20 ⇒ 2 No luck this time.

Silver Crusade

Female Elf Ranger 2/Transmuter 5/Eldritch Knight 3 | hp ¯\_(ツ)_/¯/79 | AC 23 T 16 FF 18 | CMD 27 | F +9 R +10 W +7 (+2 v Ench) | Spd 30' {60'} (Run x5) | Init +6 | Kn(Arc, Geo, His, Loc, Nat, Pla, Rel) +8*, Perc +14* (low-light), Scrft +10 (+12 ID), SensM +1* | Arcane Bond 1/1 | boots of spd 10/10 | wand of clw 14/50 | wand of cmw 9/11 | *Favored Enemy (human) +2 | bless, haste 7rds, life bubble 18hrs
Nikita Volkov wrote:
Shonne, how do you shoot from emergency force sphere? Dismissing the spell is the standard action. Just curious.

My bad. I keep forgetting the spell has a duration. Although is it still there? ;)

Grand Lodge

m LG human Paladin 9 | HP 76/76 | AC 20 T 13 FF 17 | CMD 23 | F+13 R+11 W+11 [+2 vs illusions] | Init +4 | Perc +0 | LoH 6/8 | Bond 0/1 | Smite 3/3 |

It became interesting for me to understand the issue. A lot of similar systems (1e, 2e, SF, and sometimes 5e) create a slight confusion for me. When I only played 1e, everything was easier ))

I think that since it has hardness, it is an object. And this means that this rule is suitable:

> Energy attacks deal half damage to most objects. Divide the damage by 2 before applying the object’s hardness.

I think that your Emergency Force Sphere has hardly been affected. So, yep, it's still there .)

Liberty's Edge

Human Transmuting Magaambyan Arcanist 10:
Wizard (Enhancement) 8 / Magaambyan Arcanist 2
| HP 100+19/100 | AC 27 / 13T / 26FF | Fort +15, Reflex +10, Will +14, (+1 vs reptilian humanoids) | CMD 31 / 30 FF | Init 10 | Perc +25 | SM +5 | Speed 40 (40 flying) | Spells 1st 4/6, 2nd 3/6, 3rd 2/5, 4th 3/5, 5th 2/3 | Augment 7/7, Perfection of Self 8/8 | Resistance: Neg Energy 10 | Active Conditions: invis, M Img (6), prot en (93), ab bar (50), C skin (50), M arm, OL flight, RoCM, lucky number (11), endure elements, delay poison, false life, minor reversion x2, life bub, Bskin, see invis, heroism, MP (gargoyle), shield.

I'm not sure if it would have any impact on what Shonne does, but she also has 108 points of protection from acid which was cast on her by Farrokh, so she would be able to avoid damage from the acid without the force sphere if she wanted to?

There was also the question I asked earlier about if Shonne would be hit by all of the damage as typically things like energy damage spells and breath weapons can't go around corners and the cone from at least black would need to go around the corner to hit Shonne. Assuming I'm correct Shonne would have total cover from at least black so wouldn't take any damage from that cone.

Incidentally, one very useful thing to combine with emergency force shield is fleeting metamagic as it allows you to dismiss the sphere as a swift action.

Grand Lodge

m LG human Paladin 9 | HP 76/76 | AC 20 T 13 FF 17 | CMD 23 | F+13 R+11 W+11 [+2 vs illusions] | Init +4 | Perc +0 | LoH 6/8 | Bond 0/1 | Smite 3/3 |

> Incidentally, one very useful thing to combine with emergency force shield is fleeting metamagic.

My favorite combo when I play for wizards etc! You still can't remove the sphere right away, because effectively you don't have a swift action for the next round after using an immediate action, but this allows you to prepare and in the second round to remove the sphere and immediately do something active.


There does seem to be a path from corner to corner from each of the elementals cone attacks to Shoone, so it makes sense that they all hit.

Silver Crusade

Female Elf Ranger 2/Transmuter 5/Eldritch Knight 3 | hp ¯\_(ツ)_/¯/79 | AC 23 T 16 FF 18 | CMD 27 | F +9 R +10 W +7 (+2 v Ench) | Spd 30' {60'} (Run x5) | Init +6 | Kn(Arc, Geo, His, Loc, Nat, Pla, Rel) +8*, Perc +14* (low-light), Scrft +10 (+12 ID), SensM +1* | Arcane Bond 1/1 | boots of spd 10/10 | wand of clw 14/50 | wand of cmw 9/11 | *Favored Enemy (human) +2 | bless, haste 7rds, life bubble 18hrs

I think the question is more whether or not there is Cover (which would impart a +2 bonus on whomever 'Shoone' is's roll to save; see Reflex saves and Cover). And that sort of depends upon knowing if the monsters' breath weapons are 'bursts' or 'spreads' or maybe merely that they 'originate ... out from a point on the other side of the cover'.

As for Shonne (pronounced: Show-NEE), just now, she doesn't really care. ;)


It is a cone effect breath weapon. Is there a specific ruling on how a cone shaped breath weapon is affected by cover? I know that a cone starts in the square adjacent to the attacker and figured that any square that would have an uninterrupted line from a corner to a corner in the target square would be in scope. But I could be wrong. With your defenses it is not going to matter a whit, but I would love to know if there is a ruling that contradicts my assumptions.

The Exchange

Female Elf Gun Chemist/Mindchemist Alchemist 12

There's rule for spells with spread effect that they go around corners in comparison to burst effect that are stopped by corners, but I don't recall anything for breath weapon at the moment. GM's call I guess.

Liberty's Edge

Human Transmuting Magaambyan Arcanist 10:
Wizard (Enhancement) 8 / Magaambyan Arcanist 2
| HP 100+19/100 | AC 27 / 13T / 26FF | Fort +15, Reflex +10, Will +14, (+1 vs reptilian humanoids) | CMD 31 / 30 FF | Init 10 | Perc +25 | SM +5 | Speed 40 (40 flying) | Spells 1st 4/6, 2nd 3/6, 3rd 2/5, 4th 3/5, 5th 2/3 | Augment 7/7, Perfection of Self 8/8 | Resistance: Neg Energy 10 | Active Conditions: invis, M Img (6), prot en (93), ab bar (50), C skin (50), M arm, OL flight, RoCM, lucky number (11), endure elements, delay poison, false life, minor reversion x2, life bub, Bskin, see invis, heroism, MP (gargoyle), shield.

There is a rule in the core rulebook about cones for spells always being bursts unless stated otherwise in the specific spell.

As for breath weapons, there is post in this thread by James Jacobs saying that this rule also applies for breath weapons. As James is the Paizo Creative Director, rather than an official rules person, it's not an official ruling, but it's definitely a good guideline.


Well, just because I hate the math involved with correcting things, and because I really don't think it will matter, let's leave it as is. If, by some malevolent miracle Shoone ends up regretting loosing that 40 she lost off her barrier I will make something happen.

Liberty's Edge

Human Transmuting Magaambyan Arcanist 10:
Wizard (Enhancement) 8 / Magaambyan Arcanist 2
| HP 100+19/100 | AC 27 / 13T / 26FF | Fort +15, Reflex +10, Will +14, (+1 vs reptilian humanoids) | CMD 31 / 30 FF | Init 10 | Perc +25 | SM +5 | Speed 40 (40 flying) | Spells 1st 4/6, 2nd 3/6, 3rd 2/5, 4th 3/5, 5th 2/3 | Augment 7/7, Perfection of Self 8/8 | Resistance: Neg Energy 10 | Active Conditions: invis, M Img (6), prot en (93), ab bar (50), C skin (50), M arm, OL flight, RoCM, lucky number (11), endure elements, delay poison, false life, minor reversion x2, life bub, Bskin, see invis, heroism, MP (gargoyle), shield.
miteke wrote:
This is pending finding that elusive rule. I did not find it at here, so where the heck is it!

The Burn extraordinary ability is not exactly the most clearly written ability. The way I've always seen it run and the way I've always run it is that you are either on fire or you aren't. If you are on fire you take the listed damage for being on fire and if you take more burn you are not put more on fire as it's a binary condition. Doing some searching around, it looks like there has never been an official clarification of this, however, every discussion I have seen of it (e.g. here or here) agrees that multiple applications of burn do not increase the number of dice per round (although there is debate around other aspects of the ability). If the dice stacked the ability would be extremely overpowered as melee characters with multiple attacks could very easily end up stacking up lethal levels of damage over time with a single round worth of attacks.

miteke wrote:
Speaking of which, are there any other effects that I should be including below so that I won't overlook them? Tracking buffs is a difficult chore in higher level games so any help you can give me is much appreciated.
A couple of things Farrokh has which may become relevant in this fight are:
  • He cast shadowform on himself before the fight, so if a foe makes a direct attack against Farrokh, that foe will need to make a DC18 will save. If they fail then the attack will only do 20% of the total damage and any other effects from the attack will either be 20% as effective or have only a 20% chance of occurring.
  • He has deathless armour so any negative energy damage done to him will be reduced by 10.


  • shadowform won't work since it is an illusion which is a mind-affecting will based thing and undead are immune.

    deathless armour will need to be accounted for. Would have spared you a few points had it hit. Thanks for the reminders. I will add it in the next combat card.

    I think I would agree about the burn.

    Liberty's Edge

    Human Transmuting Magaambyan Arcanist 10:
    Wizard (Enhancement) 8 / Magaambyan Arcanist 2
    | HP 100+19/100 | AC 27 / 13T / 26FF | Fort +15, Reflex +10, Will +14, (+1 vs reptilian humanoids) | CMD 31 / 30 FF | Init 10 | Perc +25 | SM +5 | Speed 40 (40 flying) | Spells 1st 4/6, 2nd 3/6, 3rd 2/5, 4th 3/5, 5th 2/3 | Augment 7/7, Perfection of Self 8/8 | Resistance: Neg Energy 10 | Active Conditions: invis, M Img (6), prot en (93), ab bar (50), C skin (50), M arm, OL flight, RoCM, lucky number (11), endure elements, delay poison, false life, minor reversion x2, life bub, Bskin, see invis, heroism, MP (gargoyle), shield.
    miteke wrote:
    shadowform won't work since it is an illusion which is a mind-affecting will based thing and undead are immune.

    Interestingly only certain forms of illusion are mind-affecting (specifically glamers, patterns and phantasms) all other types of illusion are not (unless specifically called out in the spell). As its name would suggest Shadowform is a shadow illusion spell which is therefore partially real and not mind-affecting (This is super important for shadow magic specialists as otherwise loads of things would be immune to their spells). Here's a link to the rules covering the different types of illusion spells.


    Well, then, didn't know that. Talk about layers of protection.

    Liberty's Edge

    Human Transmuting Magaambyan Arcanist 10:
    Wizard (Enhancement) 8 / Magaambyan Arcanist 2
    | HP 100+19/100 | AC 27 / 13T / 26FF | Fort +15, Reflex +10, Will +14, (+1 vs reptilian humanoids) | CMD 31 / 30 FF | Init 10 | Perc +25 | SM +5 | Speed 40 (40 flying) | Spells 1st 4/6, 2nd 3/6, 3rd 2/5, 4th 3/5, 5th 2/3 | Augment 7/7, Perfection of Self 8/8 | Resistance: Neg Energy 10 | Active Conditions: invis, M Img (6), prot en (93), ab bar (50), C skin (50), M arm, OL flight, RoCM, lucky number (11), endure elements, delay poison, false life, minor reversion x2, life bub, Bskin, see invis, heroism, MP (gargoyle), shield.
    Reesa wrote:
    Seeing things well in hand, Reesa delays.

    Does Reesa have any more castings of Resist Energy? I ask because one thing which would be a massive help for Farrohk would be to get Resistance to acid put on him as currently every time he hits the enemy he will take a bunch of acid damage including potentially getting damage over time. So resist energy would let him attack this round and avoid taking damage for doing so.

    Silver Crusade

    Female Elf Ranger 2/Transmuter 5/Eldritch Knight 3 | hp ¯\_(ツ)_/¯/79 | AC 23 T 16 FF 18 | CMD 27 | F +9 R +10 W +7 (+2 v Ench) | Spd 30' {60'} (Run x5) | Init +6 | Kn(Arc, Geo, His, Loc, Nat, Pla, Rel) +8*, Perc +14* (low-light), Scrft +10 (+12 ID), SensM +1* | Arcane Bond 1/1 | boots of spd 10/10 | wand of clw 14/50 | wand of cmw 9/11 | *Favored Enemy (human) +2 | bless, haste 7rds, life bubble 18hrs
    Farrokh the Strong wrote:
    Reesa wrote:
    Seeing things well in hand, Reesa delays.
    Does Reesa have any more castings of Resist Energy? I ask because one thing which would be a massive help for Farrohk would be to get Resistance to acid put on him as currently every time he hits the enemy he will take a bunch of acid damage including potentially getting damage over time. So resist energy would let him attack this round and avoid taking damage for doing so.

    Shonne has a resist energy spell available if we think we want to spend it now.


    You are near the end of the scenario. Do not be frugal.

    Liberty's Edge

    Human Transmuting Magaambyan Arcanist 10:
    Wizard (Enhancement) 8 / Magaambyan Arcanist 2
    | HP 100+19/100 | AC 27 / 13T / 26FF | Fort +15, Reflex +10, Will +14, (+1 vs reptilian humanoids) | CMD 31 / 30 FF | Init 10 | Perc +25 | SM +5 | Speed 40 (40 flying) | Spells 1st 4/6, 2nd 3/6, 3rd 2/5, 4th 3/5, 5th 2/3 | Augment 7/7, Perfection of Self 8/8 | Resistance: Neg Energy 10 | Active Conditions: invis, M Img (6), prot en (93), ab bar (50), C skin (50), M arm, OL flight, RoCM, lucky number (11), endure elements, delay poison, false life, minor reversion x2, life bub, Bskin, see invis, heroism, MP (gargoyle), shield.

    Having acid resistance on him would definitely be a big bonus for Farrokh as the breath weapons took away most of his protection from acid and then the attacks he did last round removed the remaining protection from acid, so he currently has no protection from it. Which leaves him in a tricky position as he can't currently attack the enemy without taking a bunch of acid damage in return.

    Silver Crusade

    CG | Celestial Sorcerer 9 | AC (16)12/12/10 | HP 74/74 | F+8,R+7,W+9 | SR 14 vs. Spell cast by evil outsiders or with evil descriptor | Resist acid 10 & resist cold 10 | Init.+2 | Perc+3 | SenseMotive+1 | Darkvision 60' |

    Resist energy is touch only and I’m not close enough to cast it on you, unfortunately, Farrokh.

    Liberty's Edge

    Human Transmuting Magaambyan Arcanist 10:
    Wizard (Enhancement) 8 / Magaambyan Arcanist 2
    | HP 100+19/100 | AC 27 / 13T / 26FF | Fort +15, Reflex +10, Will +14, (+1 vs reptilian humanoids) | CMD 31 / 30 FF | Init 10 | Perc +25 | SM +5 | Speed 40 (40 flying) | Spells 1st 4/6, 2nd 3/6, 3rd 2/5, 4th 3/5, 5th 2/3 | Augment 7/7, Perfection of Self 8/8 | Resistance: Neg Energy 10 | Active Conditions: invis, M Img (6), prot en (93), ab bar (50), C skin (50), M arm, OL flight, RoCM, lucky number (11), endure elements, delay poison, false life, minor reversion x2, life bub, Bskin, see invis, heroism, MP (gargoyle), shield.

    I think you should be able to get to Farrokh if that's what you wanted to do. Looking at the map you are only 15 feet away so should be able to use a move action to get there and a standard action to cast the spell if that's an option you wanted to go with.


    FYI: I have reported the game so we are no longer under a time crunch. When you entered this room I gained enough info to report.

    Silver Crusade

    Female Elf Ranger 2/Transmuter 5/Eldritch Knight 3 | hp ¯\_(ツ)_/¯/79 | AC 23 T 16 FF 18 | CMD 27 | F +9 R +10 W +7 (+2 v Ench) | Spd 30' {60'} (Run x5) | Init +6 | Kn(Arc, Geo, His, Loc, Nat, Pla, Rel) +8*, Perc +14* (low-light), Scrft +10 (+12 ID), SensM +1* | Arcane Bond 1/1 | boots of spd 10/10 | wand of clw 14/50 | wand of cmw 9/11 | *Favored Enemy (human) +2 | bless, haste 7rds, life bubble 18hrs

    Just waiting for the next turn to roll around.

    miteke wrote:
    FYI: I have reported the game so we are no longer under a time crunch. When you entered this room I gained enough info to report.

    Did we need to roll for a boon or anything?


    Not sure, I'll ask, but go ahead and make a boon roll (a d20) just in case, and a day job roll.


    Yep, you get a boon on a roll of 1 or 20. Since the deadline is tomorrow, get the rolls rolled ASAP. I'll need to regenerate the chronicles once you do.

    Grand Lodge

    Male Half-Elf LG Urban Ranger 6/Zen Archer 4 | HP:83/84 AC:25 T:24 FF:18 | CMB:11 CMD:30 | F:+13 R:+17 W:+10 (+2 vs enchantments) | Init:+8 | Per: +25

    Boon: 1d20 ⇒ 13

    Player: Otha
    Character Name: Ingrge
    Character Level: 10th (Urban Ranger 6 / Zen Archer 4)
    PFS #: 239913-5
    Faction: Grand Lodge
    Day Job: Survival (Tracking): 1d20 + 13 + 3 ⇒ (18) + 13 + 3 = 34
    Progression (Slow/Standard): Standard

    Silver Crusade

    CG | Celestial Sorcerer 9 | AC (16)12/12/10 | HP 74/74 | F+8,R+7,W+9 | SR 14 vs. Spell cast by evil outsiders or with evil descriptor | Resist acid 10 & resist cold 10 | Init.+2 | Perc+3 | SenseMotive+1 | Darkvision 60' |

    Boon 1d20 ⇒ 14


    @Ingrge
    That should earn you 100 gp

    @Reesa
    Do you have a day job?

    Silver Crusade

    Female Elf Ranger 2/Transmuter 5/Eldritch Knight 3 | hp ¯\_(ツ)_/¯/79 | AC 23 T 16 FF 18 | CMD 27 | F +9 R +10 W +7 (+2 v Ench) | Spd 30' {60'} (Run x5) | Init +6 | Kn(Arc, Geo, His, Loc, Nat, Pla, Rel) +8*, Perc +14* (low-light), Scrft +10 (+12 ID), SensM +1* | Arcane Bond 1/1 | boots of spd 10/10 | wand of clw 14/50 | wand of cmw 9/11 | *Favored Enemy (human) +2 | bless, haste 7rds, life bubble 18hrs

    Player Great Green God
    Character Shonne
    PFS # 139009-1
    Faction Silver Crusade
    Experience Track Standard
    Day Job N/A

    Here comes the Boon! 1d20 ⇒ 15

    Grand Lodge

    m LG human Paladin 9 | HP 76/76 | AC 20 T 13 FF 17 | CMD 23 | F+13 R+11 W+11 [+2 vs illusions] | Init +4 | Perc +0 | LoH 6/8 | Bond 0/1 | Smite 3/3 |

    Boon: 1d20 ⇒ 5

    Silver Crusade

    CG | Celestial Sorcerer 9 | AC (16)12/12/10 | HP 74/74 | F+8,R+7,W+9 | SR 14 vs. Spell cast by evil outsiders or with evil descriptor | Resist acid 10 & resist cold 10 | Init.+2 | Perc+3 | SenseMotive+1 | Darkvision 60' |

    No day job here, GM.


    Nikita Volkov wrote:
    [dice=Boon]1d20

    How about you? Day job?

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    Community / Forums / Online Campaigns / Play-by-Post Discussion / GM miteke - Wardens of Sulfur Gulch (Outpost VII) Discussion All Messageboards

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